I have a big list of my own. Some may have been mentioned already, but that should just mean that they should listen to those things more
#1: Smarter AI. This is a must, and AI must always continue getting smarter and smarter.
#2: Matrix-style war. To prevent wars that last millenia (literally), the game should have an option to slow the speed of the game by a factor of (~3) times. This means that wars are over faster, and drafting and slaving are very critical, however also have only a couple of uses. Long wars, however, have largely been cut out of Civ IV, but not completely...
#3: Migration. Civ has NEVER factored in this very important part of life, and it would allow a small civ to bounce back somewhat (as small civs normally have more
and
.)
#4: Low graphics option. As in Civ 2, or Civ 1 graphics option. No 3-D, just plain 2-D. This will allow HUGGGGGGGEEEE games, with tons of civs, and lots of cities
#5: Diseases. This important factet of life is also very important. It could allow biological warfare in the late game, as well as deciding who gets open borders, and who doesn't. Diseases should have different strengths and weaknesses (Fatality, Speed of Spread, Immunity), and having a very high property in one property, would mean that the other properties would be low (to prevent a unstoppable, deadly, quick virus killing all of civilisation
). Although some would hate it if these were implemented, I hate (for example) ZoC, and the air units that move like regular units ideas.
#6: Making it possible to stop trade routes in the reinessaunce. After the invention of Astronomy, trade routes are unstoppable, which means you can't stop people from trading with one another, without being VERRRRY friendly with the civ you are not at war with.
#7: Unstability. One possible way to stop ICS once and for all is to have an unstability probability assigned to certain cities. This unstability would create a new colony, which you could either go to war to restabilise the country (something that is good if the split occured by chance), or to make the new colony your vassal. Unstability increases with the size of the civ (Ie. the maintanance you are paying. The State Property wouldn't reduce the unstability penalty from distance, but courthouses would), the unhappyness in the city, and reduces when more culture is present, and more milatery units are present. Certain civics would prevent, or increase, or modify stability in cities. Done correctly, it should be possible (although expensive) to keep a huge, planet-wide civilisation stable, and thus the domination victory is still achievable. However in the very early game, domination victory is impossible (as there would be no stability civics to implement)
#8: Central Electrical Grid. Power plants should create a power resource. In order to be powered, a city must use one power resourse for each 10 population. You can over-power a city by using an additional power resource for each 10 population, and over-powering a city gives +1
. Just an idea, as it is stupid to have additional power plants doing nothing, especially with many cities not having enough power in the real world. Also, a city without power is just as happy as one with power in Civ IV, which is counter-intuitive for people new to Civ. Finally, people would be annoyed that they cant build more than one powerplant in each city.
#9: City population should be corrected, and town population should count as well. It is unrealistic to think that the world population is less than 1 billion, even with huge cities throughout the world. There isn't a single game in which I have outdone 500 million population (although I have in world builder
), and I am sure no-one has ever made a 6 billion population world, or even a 2 billion population world
I think thats everything...