The Civ V wish-list!!!

In Civ V, if there were to be the capability of Cities declaring themselves independant and forming nations not under the control of a recognised starting civilisation, which is being advocated by some ppl in this thread. Then why cant there be as a random event the possibility of a tyrant but popular/fanatical leader who has managed to gain the unswerving support (through whatever means) of the populace and have distinct enemies upon arising.

This did happen in the Call to Power games: an unhappy city would riot, but when a city revolted, it broke away and declared independence. A new civ name and leader were chosen at random, and the new leader invariably hated the parent civ (understandable, since that civ's misrule was what sparked the revolt).

The problem was, those breakaway civs inevitably started as just 1 city - so they were usually quite easy to recapture before they could expand and grow strong. If such a system in implemented in Civ 5, it should allow for 2 or more neighbouring cities to break away simultaneously, and form a single new nation. This would be basically identical to the existing colony system in BTS - except that it would happen against the player's will, creating a new enemy instead of a new vassal.

eddiewillers said:
More realism through Geography...

Another thing I'd like te to see is both region specifi plants and livestock and the ability to acquire them, plant them. I'm not thinking about luxuries nor resources but more speciic food shields...

Good idea. Also, wildlife and biodiversity should be important. Civ 4 already has dangerous wild animals, and animal resources; why not add various "neutral" animal populations to the terrain graphics, with different species on diferent landmasses? Developing a tile with farms, cottages, lumbermills, windmills etc wouldn't necessarily eliminate the wildlife; there should be a certain % chance of losing it, depending on the type of development.

Wildlife near cities could enhance culture through inspiring art, poetry etc. Like forests & jungles, or the proposed Natural Wonders, wildlife would also help keep people happy in the late game. With this in mind, it should be possible to establish nature preserves in any wildlife-bearing terrain - not just forest & jungle.
 
How about in Civ V, where you have the choice to be a Civ, or a Religion? Most Religions in their time have acted like the classic Civs in Civ. But they have influenced more than one country.
 
This did happen in the Call to Power games: an unhappy city would riot, but when a city revolted, it broke away and declared independence. A new civ name and leader were chosen at random, and the new leader invariably hated the parent civ (understandable, since that civ's misrule was what sparked the revolt).

The problem was, those breakaway civs inevitably started as just 1 city - so they were usually quite easy to recapture before they could expand and grow strong. If such a system in implemented in Civ 5, it should allow for 2 or more neighbouring cities to break away simultaneously, and form a single new nation. This would be basically identical to the existing colony system in BTS - except that it would happen against the player's will, creating a new enemy instead of a new vassal.
I think the Revolutions mod does an excellent job of this. When cities revolt, often 3-5 will break away at the start, and if you don't remedy things soon additional cities will break away and join the new rebels. If only it was in vanilla Civ V from the start.
Good idea. Also, wildlife and biodiversity should be important. Civ 4 already has dangerous wild animals, and animal resources; why not add various "neutral" animal populations to the terrain graphics, with different species on diferent landmasses? Developing a tile with farms, cottages, lumbermills, windmills etc wouldn't necessarily eliminate the wildlife; there should be a certain % chance of losing it, depending on the type of development.

Wildlife near cities could enhance culture through inspiring art, poetry etc. Like forests & jungles, or the proposed Natural Wonders, wildlife would also help keep people happy in the late game. With this in mind, it should be possible to establish nature preserves in any wildlife-bearing terrain - not just forest & jungle.

I do like that idea.
 
How about in Civ V, where you have the choice to be a Civ, or a Religion? Most Religions in their time have acted like the classic Civs in Civ. But they have influenced more than one country.

Do you mean like being the Religious Leader?
Like the Pope for Christianity?
I could see some troubles with that... like having to wait until the religion is founded.
 
Obviously, or have the posibility to leave your Civ, and become the religious leader of a religion once founded.
 
My Wish for Civ 5 Would be Muti Core Support So it speed up those turn skippings
 
I want multiple maps. There should be objects at locations on maps that allow you to jump to other maps. With that you could make a variety of structures, including tactical battle submaps.

For one things, you could do planets using diagonal wrap, and associate them with planet obects moving on a solar system map.

Or at least something (a feature or improvement) coming in pairs linking two points so that units on that tile are toggled back and forth every turn until they get off at one side or the other. Commerce and stuff would have to flow through them some way, and that would be more complex.
 
Scale. Now that civ is 3D, the next step is simply using the range of zoom to make it possible to put everything on the same scale. Sure, it works visually that a cow, ship, building, tank and tree are all right next to each other and each on a different scale, like a mismatched box of children's toys. It works because the eye only focuses on one thing at a time and because of willing suspension of disbelief, but wouldn't it be cool if these could all be put on the same footing? Technically you could mod it into Civ IV, but since it wasn't designed with this possibility in mind the results might not be good.

And sure, those scales work as icons to grab the eye, but really there are other ways to keep that effect by having optional settings. Maybe mouse rollover maybe would put things in Clarity scale, or you could have a maginfiying glass thing you could drag around the screen , but otherwise things would be to scale, so individual infantrymen would only be visible when you zoom in, for example. Not that these would be the real scale, so a unit would only be a handfull of a few soldiers, a city would only have a few dozen buildings,etc.. as now. It would be a sample, but an even handed one.

Doing something like this, extending zoom, might make it possible to keep cities from sprawlilng so and losing buildings.
 
So, Tholish, you want to have to mouse over every tile just to find where the units and resources are?
 
No, just the option of various views. This would be an extension what already exists in the buttons on top of the minimap, with the option to do Bare Map, or toggle those little signs to show bonuses.

Maybe just have a button or menu to select "ScaleType" between "TileDisplay" (the standard one in which each item is scaled to fit in a tile) "SameScale" in which a set of scale adjustments is used that is designed to make everything have the same scale as each other (though not necessarily a realistic one of course). There could be a variety of "scale sets" maybe, not just those two.

To make the SameScale selection more convenient, there would be a selection to turn the cursor into a big circle (about 3 tiles wide) that you could move around the screen: a magnifying glass showing you the contents of a tile in triple size, without stacking.

I mean, don't you have to use the mouse to see stuff now? A stack of units shows only the top defender or selected unit.

Of course, this feature would be neither a selling point (Now To Scale!) or something you could start new players in, and would be a lot of work, so it has a bad curve of cost benefit.
 
I'd like the AI to scan for factors to consider rather than have preprogrammed ones. Thus they would have some kind of chance of playing new mods without adjustment or imbalance. For example, I believe the AI will consider the cost and power of a unit in deciding wether to build it, and is programmed to do just that. Well, what if two otherwise identical units had different maintenance costs, but the high maintenance one was more powerfull (T34 and Panther)? The AI would always select the high maintenance unit since it doesn't take that factor into account or have any way of looking for relevant factors. (Of course, in reality a higher production cost will be concomitant and serve as some sort of a signal, but its just an example). Even better would be taking into account how each factor affects its own situation (which it would have to "evaluate," ie put in a category based on relevant factors it checks for).
 
More improvements to unimprovable/marginal terrain, perhaps in the modern era.

Mountain: Ski resorts, in the industrial age, adding commerce or hiking trails, adding happiness. perhaps every peak in the fat cross adds 1 health in the modern age.

Desert: Not sure - allow irrigation and give them a base of 1 commerce? Maybe windfarms or solar power farms, which can be used to add 5% more production to a factory? Allow towns, certainly - with sushi, for instance, you should be able to have towns in desert.

Jungle: Jungles are an incredible source of medicines now, so maybe medicinal plants can show up in jungles that add 1 health, but only if the jungle exists - clearing the jungle removes the resource, or the improvement can ONLY be made on jungle tiles.

Water tiles: Allow a waterworker, that can make improvements on water, like:
Fishing nets (+1 food) (with fishing), windfarms (like desert), offshore platforms (+1 shield), tourist attractions (beach, surfing, scuba diving) +1 commerce for coastal tiles

Change lighthouse to add 25% to trade routes or 2 exp points to naval units or something like that, or maybe add some events that can wipe out a net (like insects wiping out a pasture) and make the lighthouse reduce the chances of that.

Tundra: Probably nothing there, cause there are things you can do there.

More roading options: superhighway, which double road movement and adds 1 commerce, but also adds 10% unhealth (so you don't just spam them). Make rail add 20% unhealth (so again, you don't just spam them)
 
oh - I'd also love to see specialists that help happiness or health - a GA would make people happy and a GE/GS might help with health (.5 each, say), or maybe add an entertainer and healer specialist (which don't add to great people, like straight citizens - just add happiness/health like a citizen adds 1 hammer)
 
Bigger maps entailing: MORE TILES PER CITY! And more than just one productive expansion through culture (After the first expansion, all further cultural radius tiles are useless)

Also I was reading about Operation Downfall, the planned invasion of Japan, and was struck by the diffiiculty of the generals to find suitable invasion beaches. So, I want different kinds of coasts (represented maybe as defence bonus variaties)
 
I support the idea of more tiles on maps. More tiles to transverse means a longer game and more turns.

it's also more realistic. I hate being able to cross a continent with a single scout before discovering the wheel.
More tiles means more transportation improvements, no more magic railroads, and perhaps a highway or autobahn improvement?
 
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