Terrance888
Discord Reigns
For nations at war, you can only draft people to use pre fabricated weapons and all turns have 5 war turns for nations at war. Realistic war!
Maybe expanding the Apostolic Palace would make religion more important (one per religion?)
I was so glad when they removed that completely arbitrary limit on city growth and instead instituted the health system. It is much more logical, and "flows" more continuously throughout the game instead of having a handful of "set" growth points.
Why do you want infinite movement on railroads? That was the silliest thing I have ever seen.
Doesn't airlifting consume the unit's movement for a turn? Why then is shipping your army by railroad save more movement points than airlifting them?
T
4: Eatch civ more likely to decleare war at different era's depending on their history
5: Two unicue units and buildings for eatch civilization
6: Eatch civ have their own unit ghraphics(so a german knight looks different from a french knight)
7: Eathc civ have their own building ghrapics(so a norse harbor looks different from a spanish harbor)
Got to add more i7
I am strongly opposed to all of these, too. Everybody should be able to build everything, and to use every possible unit design, too.
Yeah, let's be opposed to improvement in the graphics variety now. Oh, and 2 unique units out of 20, oh my, God forbid anything interesting happening to this game. Now seriously, what the hell.
The thought of an event that suddenly pushes me back up to the top when I'm losing badly is every bit as hateful to me as the thought of an event that knocks me down when I'm winning, fwiw.
No unique units, but four hundred units everybody can, by tech choices, pick a couple of hundred of as options. That's more interesting than "I'm the Aztecs so I'm stuck with these 2 UUs and can't use any of the other forty" any day.
The graphics exist to serve the gameplay. They are there to tell you what the unit is, whose it is and how healthy it is. Other than that, they can look like Civ 1 for all I care, because prettying them up past that is just wasting CPU.
I don't think of a more continuous flow rather than a more stepwise increase in potentials as a plus.
Thinking about this, you are right. Infinite movement on railroads is going in the same direction as teleporting "airlifts" and air units not being real units any more. So forget I said that.
I am not sure I favour x10 movement, though, rather than something that scales with map size. Or possibly there being more than two stages of transport upgrade, road, rail, and mag-lev for example. (I know you don't like future techs, but there are enough maglev rails running in reality that I think it's a reasonable suggestion for a game that presevres strict "realism" in terms of what's actually happened.)
I am very much not happy with that model of airlifting; I want air-transport units that one loads up and flies from one place to anyother, same way ships work.
Care to elaborate?
but there's no point in NOT having improvement.
Steady improvement always made more sense to me. To each his own.
It depends on what you consider improvement.
What I want from the design of units in the game is clear concise communication of some basic things about them, as I specified above. Any additonal detail beyond that is obscuring the information content by adding other things one might notice and be distracted by. I have nothing against people being visually creative and I enjoy pretty pictures as much as many people, I just don't think it's appropriate when it gets in the ways of clean information content, any more than I want animated ninjas crawling over my email account even if they are very aesthetically pleasing ninjas.
It's a game, not work. When I work I want stuff to be plain and simple, when I play games, I'm glad we've evolved.
On the matter of in-game events; I basically like the game to behave in ways that are reactive to what I am doing, to go well for me if I am playing well and poorly for me if I am playing poorly. An asteroid strike that reduces me from top civilisation to scrabbling in the wreckage would not be fun. Some event with the reverse effect - say, if I'm a little civilisation on an island that's way behind everyone else and I suddenly stumble across some Von Daniken-esque ancient artifacts, get a bunch of techs and lethal advanced weapons, and am, without earning it, in a position to conquer the world - would be every bit as much no fun, because it would be every bit as much beyond my control.
Hopeless.
Then I guess you should just start writing Firaxis about how you'd rather Civ V be just black and white dots and bleeps and ASCI symbols that "deliver the information as quickly as possible".
It's a game, not work. When I work I want stuff to be plain and simple, when I play games, I'm glad we've evolved.