The Civ V wish-list!!!

Well there would be no harm in Sewers and Cinemas being new buildings in their own rights. For that matter what about Plagues and diseases like the Black Death.

I think sewers should cost more in bigger cities, or perhaps they come in levels, so you could build a sewer to serve the very rich that would cost x hammers, then you could expand it to serve the rich for y hammers and then to serve everyone for z hammers, or you could build it all at once for (x+y+z)*0.9 hammers, thats a 10% discount for building it all at once, it should just take ages, almost as long as a wonder. After all London's sewers when they were first built could be considered a wonder of the world.
 
have resorses start wars
more realistic religions
better future tech system
future units
realism
 
I was doing a report on renewable energy the other day (pain in the----) and stumble upon something cool. I knew of wind turbines on the plains and desserts but I havnt seen the ones on the ocean. Then I though, why does civ not have this. I don't know if someone posted something like this (probably). Also what about biomass. At late stages of the game most cities are huge, so why not use that to make the source of the biomass. Maybe make the biomass plant more expencive than coal, but healthier. Just though they would be cool.:assimilate:
images
 
Scilly guy, neat ideas:
1)cinemas are cool and they should be requiered to build holywood.

2)sewers: just like in civ IV we have temple: monastery: cathedral/mandir, in civ V we can have similar expansions like ward: clinic: hospital: geneal hospital.

3) infectious diseases!!!! yeah! i love them, how could i have forgoten about it?! Long ago when I first tried civ iv I imagined disease spreading in the same way as religion does! Like the black plague, smallpox, ebola, etc. The're so much potential there, par example, you could build "missionaries" that carry smallpox to a foreign city. Great Merchants should carry disease unintentionally as well (after all that's how it happened with the plague in Europe IRL). You could establish quarantine for one's own infected city (reducing or strangling trade), or you can go for inmunity by letting it spread wide.
I grant making immunity work would be a challenge but I'm sure we can find an equation.

Disease specific vaccines should appear with new technologies (perhaps a whole branch of the tech tree should focus on health), smallpox being the first, and I dunno Ebola or Marburg the last.

Emerging diseases should sprout by founding new cities in the jungle (this should make unhealthiness from jungle or flood plains a little more realistic).

5) Spies and Terrorists: I don't even know if it's acceptable to post this but... it would be nice to have post-nuclear spies, that is terrorists. They could do more damage to a foreign city than spies but could not collect information. Specifically they should add unhappiness (in the form of fear). Building wonders like SWAT or CTU would have the same effect as SDI has on nukes.

carrack: those probably danish or german wind turbines cost more than the energy they produce (though they look great!). I suggestd polders instead.
 
Hey, they were my ideas, not scillyguy's!!

Late game improvement: Electrical stations generated from wave power. Could be either a building or improvement.
 
Eddiewillers offshore wind farms are one of the most carbon efficient forms of energy production, offshore wind is stronger, more constant and more common, oh and the space they take up isn't used for anything else save fishing, even the states is getting on-board with them.

Red Ralph, I concur that the Cinema and Sewers were your idea, but the diseases were something I brought up.

My idea of sewers is not the same as temples, monasteries and cathedrals, you can build each of them separately, although you need a minimum number of temples to build a cathedral. My idea is more like needing a library to build a university although there would be a short-cut option, it would demonstrate the challenges faced when they built the London sewer system.

Schools as an additional building, (possibly with adjustable funding for us micro managers) whilst they would not increase research much they should increase everything a little, happiness, health, production, wealth, this would be easier if 1 health, smiley face, hammer and gold coin did not represent such a large difference. If there was more health symbols for everything at the minute, lets say twice as many, but they were all half as affective, then a school might provide +1 of everything, it would be like +0.5 now.

To name a few diseases that have been big: Plague, Typhoid, Smallpox, Cholera, Influenza, Anthrax, HIV and AIDS, Bird Flu (not yet!?), Foot and Mouth (although this is more likely to a random event that would remove access to cows, sheep, deer and pig for a few turns and remove the pastures, also a ban on exporting any of these, although I suppose if your farms have been destroyed then you wouldn't have any to export. Anyway I got sidetracked. Once a disease appears you get the option to research it so that you can achieve different levels of protection against it: understanding the spread, curing people, eradicating it.

Each disease has different rates at which it spreads and a difficulty to stop it/research prevention. Each disease is also deadly to a varying amount and have different abilities to be cured. And of course each disease varies in our ability to eradicate it, although so far Smallpox is the only thing that has been claimed to be eradicated.
 
5) Spies and Terrorists: I don't even know if it's acceptable to post this but... it would be nice to have post-nuclear spies, that is terrorists. They could do more damage to a foreign city than spies but could not collect information. Specifically they should add unhappiness (in the form of fear).

I'm inclined to think that there should be different specialisations within the spying function as the game progresses.

Start off with your basic Civ 1/2 diplomat, arriving with writing, to enable initial diplomatic options and basic spying. Upgrade to a spy unit with access to more advanced espionage/destruction options and an ambassador unit with more advanced diplomatic possibilities in the md-game; then upgrade again, to a UN envoy type super-diplomatic unit, a very destructive modern terrorist unit, and a very specialised modern information-gatherer - maybe a hacker unit - in the later part of the game,
 
Aye I am surprised there is not New New York (although there probably is isn't there?) New New Orleans?, although can there be Two New Yorks, an American one and an English one if they build enough cities.

I suggested something about spies somewhere, about giving them promotions like normal troops, so you could add to that some terrorist style promotions.
 
Would be nice if there was a clever naming system wouldn't where it'll name somewhere something to do with where it is built, like Poisson Point (thats French for fish btw) if the city is on a point near fish. Cities would get names that mean something, but preferably not in English (I know the game is sold in other languages too) or the released language, so the French game might have cities called Himounton (contraction of High Mountain), in fact that is a bit English, having the ton on the end, but you get what I am suggesting.

Would be an interesting project that: Take a few inputs about a city, eg. surrounding terrain and resources (tells you a lot, might be possible to deduce its purpose), technology at founding/time period, surrounding cities (No one nearby, same civ, friendly civ, enemy/aggressive civ), Latitude, and then from those inputs either invent a name or suggest a city which it is like.

Yeah a mod can delete this I have reposted it in the thread actually talking about city names, I get very confused when people start talking about things from one topic in another.
 
Only in money, which measures cost, not value; and only short-term.

Then they should be useful under environmentalism (which values carbon more than money) but useless under free market. Fine with me.

I'm inclined to think that there should be different specialisations within the spying function as the game progresses.

Start off with your basic Civ 1/2 diplomat, arriving with writing, to enable initial diplomatic options and basic spying. Upgrade to a spy unit with access to more advanced espionage/destruction options and an ambassador unit with more advanced diplomatic possibilities in the md-game; then upgrade again, to a UN envoy type super-diplomatic unit, a very destructive modern terrorist unit, and a very specialised modern information-gatherer - maybe a hacker unit - in the later part of the game,

I like the hacker idea. I hate having to build the internet wonder with al gore's face on it just to steel two technologies my enemies might not even have.

While hackers could be hi-tech civ's diplomats, terrorists could be low-tec civ's diplomat. Furthermore, you'd need either slavery or state property or theocracy (or maybe environmentalism too) to be able to build them and they should cost 1 population. You shouldnt be able to BUY one.

To name a few diseases that have been big: Plague, Typhoid, Smallpox, Cholera, Influenza, Anthrax, HIV and AIDS, Bird Flu (not yet!?), Foot and Mouth (although this is more likely to a random event that would remove access to cows, sheep, deer and pig for a few turns and remove the pastures, also a ban on exporting any of these, although I suppose if your farms have been destroyed then you wouldn't have any to export. Anyway I got sidetracked. Once a disease appears you get the option to research it so that you can achieve different levels of protection against it: understanding the spread, curing people, eradicating it.

Each disease has different rates at which it spreads and a difficulty to stop it/research prevention. Each disease is also deadly to a varying amount and have different abilities to be cured. And of course each disease varies in our ability to eradicate it, although so far Smallpox is the only thing that has been claimed to be eradicated.

I like the animal disease concept, and crop destroying plagues as well.

As of sewers I like your idea, but maybe the first sewer available should be made of plumb, and - ironically - cause unhealthiness (saturnism) on the long but not short run. THen you could upload to copper or iron and steel. (that reminds me, we should need coal and iron to be able to enjoy steel).

As of french names, that would be Hautmont. I like the idea.
 
On the human disease concept:
I'm not being satirical here, I really think that they would constitute an improvement for V in the same way religion was for IV.

But this raises many questions:
1) how do they sprout
2) how do they spread
3) how does the population becomes inmune naturally
4) how do you find a cure or vaccine to inmunize artificially
5) how to use it as a weapon

suggested answers:
1) flood plains in the earlier game, or randomly. I only know for sure how emerging diseases such as ebola HF and HIV sprout: by colonizing virgin jungle areas (the other side of the tourist resort coin)
2) trade routes. geographical closeness. great merchants. even rivers.
3) aqueducts, sewage, TIME, food resources, and perhaps MEDICAL Resources such as quinine for malaria!!! that's a good one for when a vaccine can't be yet discovered.
4) pretty obvious, by discovering the technology
5) terrorists obviously, but also by founding a city in a foreign continent you should be able to infect those civilizations with your germs, and viceversa, but one is gonna be worse than the other.

I'm more sure about my questions than my answers.

If we have medical resources we should be able to have drug resources (say opium) that cost both happiness and unhealthiness (pretty much like gold and forges).
 
Then they should be useful under environmentalism (which values carbon more than money) but useless under free market. Fine with me.

I don't think it has anything to do with government; reduced pollution, however the game simulates it, should be an effect that depends on the physical infrastructure rather than the political system.

While hackers could be hi-tech civ's diplomats, terrorists could be low-tec civ's diplomat. Furthermore, you'd need either slavery or state property or theocracy (or maybe environmentalism too) to be able to build them and they should cost 1 population. You shouldnt be able to BUY one.

I disagree entirely here. Hackers and terrorists should be cheap. The cost of being caught using them should be complete diplomatic ostracisation, rather than anything material.
 
If we have medical resources we should be able to have drug resources (say opium) that cost both happiness and unhealthiness (pretty much like gold and forges).

I don't know; to my mind a drug resource should give more happy people, but reduce productivity.

I also think that deliberately spreading plague would be an absolute pig to make work in game balance terms, because there's no even remotely realistic way of simulating it without giving devastating effects for relatively little costs (in any model where once a disaease is established it spreads by itself). Unless you want to make the chances of starting an epidemic random but very low, and I am very much opposed to any more randomness in the game.
 
there should be different museums. Such as an art museum would add :culture:, a science museum would add :science: and they could also generate :commerce:
 
But this raises many questions:
1) how do they sprout
2) how do they spread
3) how does the population becomes inmune naturally
4) how do you find a cure or vaccine to inmunize artificially
5) how to use it as a weapon

suggested answers:
1) flood plains in the earlier game, or randomly. I only know for sure how emerging diseases such as ebola HF and HIV sprout: by colonizing virgin jungle areas (the other side of the tourist resort coin)
2) trade routes. geographical closeness. great merchants. even rivers.
3) aqueducts, sewage, TIME, food resources, and perhaps MEDICAL Resources such as quinine for malaria!!! that's a good one for when a vaccine can't be yet discovered.
4) pretty obvious, by discovering the technology
5) terrorists obviously, but also by founding a city in a foreign continent you should be able to infect those civilizations with your germs, and viceversa, but one is gonna be worse than the other.

1) Indeed, virgin jungle is the most obvious origin, but this would lead to a balancing issue, so it might need tweaking. The only other option that I can think of would be to make incredibly unhealthy cities sprout disease but then it becomes easily avoidable.

2) yes TRADE ROUTES, rivers, proximity, etc.

3) I don't know if immune is the right word, chances are your population will decimated and so the disease will retreat naturally but without having researched it properly it could return. But yes aqueducts, sewers, medicine.

4) I imagined when one of your cities becomes infected you gain the option to research that disease, after the first round of testing you would slow its spread because you understand how it is transferred. You then get to research its treatment and its eradication.

5)I don't think you should need to found a city to spread it, nor need to be a "terrorist", it is only considered terrorism because biological warfare has been outlawed. Give the in game UN the power to outlaw biological weapons and add some. A few for example would be an espionage mission, a missile/warhead like a cruise missile that can be loaded onto a sub, or an ICBM, or a unit (would need to be built in an infected city) and would have a high chance to infect any city it go close to.


Where was it I was talking about giving spies promotions, I already mentioned a hacker promotion but a terrorist promotion could give an increased chance of success for destroy building missions. And you could just add a suicidal option for sabotage production and destroy building, and I guess the spread disease mission too, it would greatly increase chance of success and lower the espionage cost, it would just sacrifice the spy of course.

Just thought of this whilst I was writing my answers to those questions, it would be nice if you could divide your research amongst different topics, of course dividing it equally doesn't make sense (you could research two techs in the same time and finish one earlier). So instead your civ specialises, it has biologists, chemists and physicists, if you fund biologists more then your biology research recruitment improves to the detriment of your other lines and so the rate you can research biological technologies improves. This would add a team aspect where two civs can get together and suggest one concentrates on biology and chemistry and the other the other focuses on physics and they trade techs. Now my example of the breakdown isn't great, perhaps instead it should be scientific, mathematical and philosophical. Basically I want to be able to research different things at the same time, it came from the thought that you might have a tech that is going to take ages to research like curing Aids but you don't want to stop everything else just put it on the back burner. So I think I came up with two ideas there. I'm going to start a new thread.
 
I don't think it has anything to do with government; reduced pollution, however the game simulates it, should be an effect that depends on the physical infrastructure rather than the political system.

OK. And after all if an offshore oil rig costs a meager work boat the same could be said for a windmill.

I disagree entirely here. Hackers and terrorists should be cheap. The cost of being caught using them should be complete diplomatic ostracisation, rather than anything material.

No, I meant only trrrrists should costs population given the cruel nature of a suicide bomber. ONly perhaps, 10 suicide bombers should cost 1 pop.
Hackers should be inexpensive, and the Internet Wonder should double science trhoughout the empire or something.

Also perhaps if suicide bombers can only be produced by "totalitarian" civics, then maybe under environmentalism you shouldnt be able to produce nukes.

I don't know; to my mind a drug resource should give more happy people, but reduce productivity.

Well thought. opium adds :) and reduces :hammers: and tea and coffee adds both :) and :hammers: and maybe cocaine could add :hammers: and :yuck:
quinine and natural occuring aspirine could increase :health: just as any other food resource - but just as with broadway and holywood creating artificial happy resources, medical wonders should create artificial health resources, namely drurgs (the packaged ones).

I also think that deliberately spreading plague would be an absolute pig to make work in game balance terms, because there's no even remotely realistic way of simulating it without giving devastating effects for relatively little costs (in any model where once a disaease is established it spreads by itself). Unless you want to make the chances of starting an epidemic random but very low, and I am very much opposed to any more randomness in the game.

Geography is the quintessential random ellement in Civ, and it should remain the only one. I think that if every city founded starts with some germ according to age and geography. then there would be balance. Devastating effects would only occur when a foreign germ is introduced in an isolated continent. i.e. the Eurasiafricans plagued the Americas with smallpox, while the Americans plagued the old world with syphillis. One was -much- more devastating than the other and it's got to do with inmunity and isolation.

I'm not saying that it's gonna be easy, but I reject the theory that it would cause random imbalances.
 
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