Poll about next Civ 4 expansion

Choose most important improvements for next expansion (maximum 3)

  • More resources

    Votes: 30 10.6%
  • More buildings and wonders

    Votes: 41 14.4%
  • Better AI

    Votes: 115 40.5%
  • Better diplomacy, trade and UN

    Votes: 128 45.1%
  • More terrain improvements

    Votes: 18 6.3%
  • Air promotions

    Votes: 41 14.4%
  • Improved naval combat and more naval promotions

    Votes: 88 31.0%
  • More customization and modding availability

    Votes: 24 8.5%
  • Improved multiplayer

    Votes: 21 7.4%
  • High council (Civ 2 style)

    Votes: 14 4.9%
  • More military units

    Votes: 36 12.7%
  • Future techs

    Votes: 46 16.2%
  • More music and sfx

    Votes: 15 5.3%
  • Landmarks

    Votes: 22 7.7%
  • Disasters and random events

    Votes: 51 18.0%
  • High council (Civ 2 style)

    Votes: 9 3.2%
  • More civics

    Votes: 37 13.0%
  • More civilizations and leaders

    Votes: 98 34.5%
  • Pirates

    Votes: 26 9.2%
  • More leader traits

    Votes: 33 11.6%
  • More unique religions

    Votes: 16 5.6%
  • Civil wars

    Votes: 70 24.6%
  • Technical cleanup (less bugs, slowdown)

    Votes: 60 21.1%
  • More scenarios

    Votes: 16 5.6%
  • Increased graphical flavor for each civ

    Votes: 53 18.7%

  • Total voters
    284
What I want most out of the next expansion isn't on the list-a more robust and complete modern age. We need more modern units, techs, city buildings, worker actions, tile improvements (like radar towers and bunkers) etc. The modern age is sorely lacking such basic modern units as nuclear submarines and cruise missiles.

I did vote for improved naval warfare though.
 
Humm,

I voted,

more buildings and wonders
more civilizations and leaders
more leader traits

I still miss Cathy from Vanilla!
 
It is pretty difficult for me to say which area of the game should be improved in an add-on. The game is very balanced. And except for the usual more leaders (please have the Dutch in!) I can't think of much. I think the game is pretty much 'finished'.

A long term goal might be a graphics overhaul. The graphics look a bit outdated to nowadays standards. But that is all.

That there is still no news on an expansion might prove that the developers have the same problem.
 
I voted for :

- technical cleanup, definitely. At least possibility to cut down further on geometry detail of terrain etc to save mem. But I am sure there is still quite some potential for optimizations. That would allow really big maps which would be great...

- more buildings and wonders, actually I would just really like to see the Golden Gate Bridge as a modern wonder ( why didn't anybody think of this before?? )

- air promotions but could as well have been better AI or diplomacy, first and foremost the possibility to quit vassal relationship as master.

Is there another expansion in the works actually?
 
There is another in the works...Firaxians have appeared on these forums on occasion and asked what we would like in the next expansion, how to make it easier for modders, and some other things...and there is that line in the Take2 budget for a Civ product. I'm putting these events together and saying that's the expansion, although I don't know for sure.

I made votes for better AI, more resources, and more civilizations and leaders (my big one). I apparently missed air promotions--I would like that as well. And revamped navies. Pirates and privateers. As a matter of fact, I could easily have picked six things on that list.

It would appear the current leaders are (in order):

Better diplomacy, trade, and UN
Better AI
Improved naval combat and more naval promotions
More civilizations and leaders
 
I said more religions, more flavor, and i forgot the last one :)

I'd want to see arty fixed, tile bombard and no more suicide attacking necessary. What army brought three times as much siege equipment than foot soldiers? :lol:
 
Air promotions would be a good one.
But one thing I'd find really helpful is the ability to delete all units of a given type in one swoop (like the promote+Alt). It's a bit of a pain cycling through all my cities to delete all the warriors and archers I can't afford to upgrade!
 
I chose:
- Better AI
- Better diplomacy, trade, and UN
- Improved naval combat and naval promotions
Same here. Naval combat, in particular, is something the Civ series has never got quite right.
 
My choices

- better AI
- better diplomacy
- more civics

btw...what does 'future techs' mean?

Best regards!
 
Better system for "colonies and trade posts" to make them worth having. Right now, the Terra map feels wrong and it could really be the best MP map.

Also, "No Rush till Liberalism" game option - to enforce peace until the game is further along.
 
I voted
1) More Civs and Leaders
so that we have two leaders for every civ in the game, so that we can have
2) Civil Wars, where an empire splits into loyalist and seperatist factions (ie, Loyalist Russia under Catherine v Seperatist Russia under Stalin)
so that in turn, we have
3) More developed diplomacy/UN
 
hey all--

I remember reading, when the firaxis PR machine was spinning full tilt before Civ IV's release, that they were looking at a number of games for ideas on how to revamp the combat system. The one that I remember is Advanced Wars.

Now, anyone who recognizes me from the multiplayer lobby knows that I know how to wage war with the current combat system as well as most of the top players (I'm weaker at building and amassing in latter parts), but...

It occurs to me that one reason I think the combat system of civ is less strategy (and more of a testament of amassing a big army and ramming it down another civ's throat) is that since civ I, units have moved only one space per turn. I appreciate the multi-move strategies of Chess or AdvancedWars (and/or super daihatsu, fire emblem, nectaris, etc.), and I think the latter could prove as adding a more strategic layer onto how war is waged in Civ. History, it seems to me, has been filled with decisive battles where generals have won with maneuvers and strategies which have overcome sheer numbers, technology or luck. Julius Caesar beat Pompey with lesser numbers, and while one could argue that Firaxis addressed such events with promotions in Civ IV, I would argue that promotions are a function of production, still.

My point is after extensive multi-player gaming, I've seen too many games won or lost because horses or metal was found early, rushed into high numbers, win a early conquest, and then repeated the numeric advantage of land into military. Should not a better strategist be able to repel such attacks as a defender? There are such answers in combat in Civ (tech, barrage, unit countering), but I think a greater emphasis could be placed on not just choices of what and number of units built, but how they are used.

SUGGESTION:


Call me lazy for not putting my money where my mouth and not making a mod to try this, but I think the key to what I'm saying is increasing unit's mobility, in one or all of the following ways:

- The equivalent of commando promotion to all units. Roads have kind of annoyed me in all forms of civ. I've always been a little disappointed with the cobweb of spammed roads that inevitably happen in all of franchise's games. I've always thought there should be a disincentive to roads, and so therefore the map of civ would closer resemble real life, where there are plots of land with roads, and many plots without. Maybe farms cannot have roads. Maybe enemies can used roads as well. Maybe there needs to be two classes of roads (pre-railroad), where one links up trade etc., and one allows military units to move faster. But I've always thought that roads should have a strategic disadvantage, and certainly opening up a route that the enemy can also use is that. (perhaps this would make forts less useless too?)

- Perhaps all units mobility should be raised. I think the most useful units are the horses (and tanks), the Impi, and anything with a double terrain promo. Presuming a simultaneous turn game, in a given turn, those units force the other player into making difficult choices in real time, and anytime you do that, you dare them to make mistakes. But Civ isn't a real time strategy game, yes, and I would prefer it to stay more like Chess and less like C&C. In fact, I think the medieval-and-beyond sea battle system has shown us that increased move per turn does NOT necessarily make a better strategy system. IMO, what broken with that is the line of sight often exceeds the movement, so too often, galleons and frigates sail right by each other even if the intent is interception. Anyway, I suggest that even adding one move per unit on all units (and maybe moves have to be done at once), so that all units can fortify, move one space then fortify, or move agressively two spots at once.

- Fog of War? The above paragraph also implies a greater need for intelligence in tactics, and somehow this needs to addressed while allowing for the element of surprise. Perhaps this can be fixed with just allowing one less tile for fog of war. Perhaps borders and line of sight of borders needs to be modified. I've also thought that a) Spies come much too late, and historically, spies where crucial to warfare and politics much earlier. b) scouts and explorers could use an extra step, or have greater defensive power so they don't get killed so quickly when checking out the enemy's movements. On the latter note, I've also thought it would be interesting if, say, scouts had a defense of 4 or 3 ONLY when alone. This would prevent massive defenses of scouts in cities or stacks, while allowing them to explore enemy territory a little easier. Also, I think scouts should not be able to block enemy movement, or block city production.

- City Radius. The biggest game mechanic I can foresee upset by any of the above suggestion is how much more cities (and their resources) will be vulnerable. 20 tile city radius might have been the graphic limitation in Civ I, but perhaps cities radius' should be increased by one, our computers and brains can handle it! Furthermore, perhaps the above suggestions should be tempered with a one move buffer around the immediate tiles around cities. I know, that would put an end to chariots surprise attacking a new city and sacking it within a turn, but maybe that's more realistic. Maybe the city movement buffer is just a penalty of -1 movement. I dunno.

- One thing I'd like to see implemented in Advance War as well is surrounding bonuses, which is why I mentioned Nectaris (or Millitary Madness to you young-uns just discovering it on the Wii). In summation, it gives you bonuses for attacking while having other units on the other side of it. A little too overpowered in nectaris, but nonetheless interesting.

- Finally, what's up with the AI's combat? The AI seems to build well enough (average), and the resource penalty of higher difficulties has always seemed to me as a cop-out. What has always been lacking is the AI's simple ability to wage a competent war, usually only attacking with great numeric advantage, and usually not building the right units for an adequate counter. I think most of the above suggestions favor warfare and tactics, and without a decent upgrade of combat AI, that'll just make things easier for those SPers out there. Anyway, c'mon Firaxis! Chess programmers have now beat all the grandmasters out there, and even other games have much better AIs. You can do it with all the money we've spent on Civ over the years, yes?

Thanks to all for reading. I look forward to reading anyone's reply.


(oh, and P.S. please ditch Gamespy and find a decent lobby system with less connection issues. Some contemporary ranking / achievement system would be nice too.)
 
Some people here complain bitterly about 3D graphics in a civ game. But in my humble opinion a real waste of resources would be to reintroduce the 'high council' from Civ2. It really got boring after a little while. Civ4's wonder movies are better than Civ2's so I don't know what the deal about that is.

One piece of eye-candy that could make an acceptable come-back would be the palace room, with a different design for each Civ.
 
-Perhaps multiple UUs? I think one UU is too one dimensional. Japan could have the samurai AND the ninja. Rome could have Praetorians and Equites (HAs). Maybe some Civs will have differing era UUs, like say the Spanish, who could be represented with better Frigates and the conquestedor. In any case, ethnic unit modeling for all units would be nice and more immersive.

- Maybe Assassins / ninja could be introduced to piss off GP spammers and kill settled GP, or maybe just unused GP. (Yes, I my fav. was the Datatech, though probably too disruptive to the balance. The best was to engineer a boat with a espionage module and spam them into sea ports. Damn I miss that game. No Sea Pirates, though!)
 
One option missing.

I would voite for
Deeper, more varaety in economic model/development.

Something like more buildings/civics, trats could be part of it, but not essential. May be introduce of a new concept, like tourism or traded depends on relationship? I really do not want to think about suggestions, but want to be surprised! :)
 
Maybe scouts could have the ability to "project" their line of view like a one move recon mission. This would be an act of war, unlike air recons.
 
-Perhaps multiple UUs? I think one UU is too one dimensional. Japan could have the samurai AND the ninja. Rome could have Praetorians and Equites (HAs). Maybe some Civs will have differing era UUs, like say the Spanish, who could be represented with better Frigates and the conquestedor. In any case, ethnic unit modeling for all units would be nice and more immersive.

- Maybe Assassins / ninja could be introduced to piss off GP spammers and kill settled GP, or maybe just unused GP. (Yes, I my fav. was the Datatech, though probably too disruptive to the balance. The best was to engineer a boat with a espionage module and spam them into sea ports. Damn I miss that game. No Sea Pirates, though!)
Equites? Roman cavalry was, at best, average in the terms of the time. Certainly not unique in any respect. But two UUs just doesn't seem wise....what would be done for the Aztecs? Incans? Zulu? Malinese? Some will be clumped up as well

Assassins? They'd be pretty unuseful and simply encourage you to use GPs right away, making GAs even less appealing. No thanks...

Other ideas are sound...
 
I hope Firaxis isn't limited to 3 choices max....

I would like more parrallel system dynamics in the game much like the religion system which are useful but not required to have. I don't know, a research equivilent system that spreads knowledge along trade routes and can be improved apon by building students who travel to other civs cities, libraries and universities (or the Great Library).

I would like to see more military units but broken down into subclasses of the existing units. Ie, get Horseback Riding and you can then build a Horse Archer unit (with withdrawl and first strikes) or a light cavalry unit (maybe higher strength or a melee bonus) (This was suggested in another thread with regards to the Keshik/Knight upgrading issue). Likewise with Axemen, Swordsmen, etc. Maybe create an entire new caste of unit.

I would love to see unique promotions for each civ.
 
Assassins? They'd be pretty unuseful and simply encourage you to use GPs right away, making GAs even less appealing. No thanks...

Other ideas are sound...

Umm thanks.

You know, I like the GA bomb, and it's crucial for edge cities' defense, cultural victories, and/or competing on the points/domination vic. In fact, I think they're usually the most useful GP to pop if you can squeeze one out as soon as you get CoL (caste), since chances are, drama and music haven't been discovered yet.

It's just that... I think there should be an alternate way of countering culture bombs, than just another bomb.

Oh, and since you mentioned zulu and the accuracy of UUs, I should point out that impis weren't around until the industrial age, IRL.

http://en.wikipedia.org/wiki/Impi



I would like more parrallel system dynamics in the game much like the religion system which are useful but not required to have. I don't know, a research equivilent system that spreads knowledge along trade routes and can be improved apon by building students who travel to other civs cities, libraries and universities (or the Great Library).

I would like to see more military units but broken down into subclasses of the existing units. Ie, get Horseback Riding and you can then build a Horse Archer unit (with withdrawl and first strikes) or a light cavalry unit (maybe higher strength or a melee bonus) (This was suggested in another thread with regards to the Keshik/Knight upgrading issue). Likewise with Axemen, Swordsmen, etc. Maybe create an entire new caste of unit.

I would love to see unique promotions for each civ.

First thought sounds too much like micromanaging. But, haven't you notice that sometimes you can't build a new unit right away if your empire is big enough? I have no idea what, but I think there's a "travel" time for resources or tech... (someone tell me, i don't know!)

2nd paragraph... Well, I suppose that's what the existing promos are, aren't they? Not that I wouldn't want to see new units and a larger variety of counters myself, but I suspect there's a fine line between simplicity and "too difficult". I think, when you offer too much customization or specialization, you start breaking down the rock paper scissors nature too much and then i think the concept of counter attacks get watered down.

Civ II or Alpha Centuari were great examples of this. They let you have an huge variety of units through the customizer, but in the process, certain exploits and such were discovered. Plus, one could build a huge stack of custom units that had a low probablility of countering, hide them, and then attack with little time for the opponent to counter. In the end, I suspect it made the game weaker. A true testament to how the game has improved is that most of the time, a competent defender can build the right units to counter a SoD after the initial charge, after seeing what are the units needed to counter. Adaptability is possible to counter (though as my prior post has said, I wish tactics was a more two way street for the aggressor who doesn't have overwelming production.)

Anyway, if I were a professional game designer, I would probably be weighing your wishes with the capacity of the game to appeal to more players. Civ has always been a "hardcore" game, but one of the commendable things about Civ IV is that they've culled a lot of the required micromanagements and made the combat more strategic at the same time.
 
I picked Better AI/Better Diplomacy/More Civs. I almost didn't pick AI, though; I kind of trust Blake's mod more than the official stuff now. Hopefully they will incorporate his improvements.

I was also kind of surprised I found myself picking more civs. Logically, I think there's a lot of areas in the game I'd want to see fleshed out more than that; but I dunno... I would feel kind of empty if there were no new leaders to get to know.

Better diplomacy is my biggest thing, though. Pass a UN resolution requiring EVERYBODY to stop trading with your enemy. Force everyone to adopt your state religion. Have a "Yalta Conference" with your ally to make sure he doesn't give up or even vassalize your mutual enemy before you're done with the war. Spies should have much more options and come with a much greater diplomatic penalty in case of failure.

There are just a few more military units I really want to see, though, as well. Number one would have to be cruise missles. It's so odd they don't have them. (And that they only have rocket-nukes, as opposed to, say, dropping a nuke from a bomber.) And bombers should be able to destroy city improvements (though it should take multiple strikes, otherwise it would be too powerful).

I've also always thought you should be able to loot a city and then leave as well as burning it completely to the ground, though I'm not sure how the details would work.

This is turning into a long crazy wishlist so I'll stop now.
 
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