The Civ V wish-list!!!

Öjevind Lång;7929611 said:
I'm against the last suggestion. It would make things too easy for the player, and it would also have rather nasty implications.

Oh, I think religious purges and the like should be simulatable in Civ; they should just have long-term, rankling, nasty effects to make them things one does not do except in extreme circumstances.

However, I agree that mroe religions could be fun. I'd also like an added "officially atheist" option where no religions were active - no rival would get money from their religion in your cities, neither would you, monasteries and churches would not give any benefits and so on. That could be compensated by less war weariness or something similar.

I don't know. One thing I have been mulling on is something like the Enlightenment, as either a tech or some suitable government type (down with civics ! fixed governments forever !) where you get bonuses for having as little religion as possible, or alternatively some set up where you get additive bonuses for each different religion that at least 5% (or 10%) of your citizens have but penalties whenever any one goes over 20% (this would work better with religion counted by citizen rather than by city.)
 
The problem with having religious purges in the game, is that it probably wouldn't be very good publicity for the series. I can just imagine the headlines of, 'Game allows re-enactment of Holocaust'.
 
The problem with having religious purges in the game, is that it probably wouldn't be very good publicity for the series. I can just imagine the headlines of, 'Game allows re-enactment of Holocaust'.

I am not sure I think religious purges are any more likely to read that way than the game allowing you to fight wars based around exterminating an enemy civilisation - and indeed, get benefits from doing so in therms of war weariness going away.
 
Yeah. I 'spose, but religion is a more contentious issue. This is why they deliberately put different religions in the game as identical, in all but name. Religious purges, with any advantages, could be construed by some to mean that the series was condoning religious violence and extermination. And that wouldn't be good for sales.
 
I think there are a few consultants in the navy, army, airforce & aerospace that Firaxis refers to when conceptualizing flowchart diagrams. Why else would promotions be added?


I meant that they should have someone to explain to them how weapon systems and military units really work. Take Navy Seals, which for some unexplainable reason replace marines in the American civ. Navy Seals operate as small squad-sized teams of a dozen men or less - they go in by sub or HALO and blow something up - then they evac. There's no such thing as a Navy Seal Brigade or Division that would assault and take a city like in the game. Someone needs to explain this to the programmers.
 
I meant that they should have someone to explain to them how weapon systems and military units really work. Take Navy Seals, which for some unexplainable reason replace marines in the American civ. Navy Seals operate as small squad-sized teams of a dozen men or less - they go in by sub or HALO and blow something up - then they evac. There's no such thing as a Navy Seal Brigade or Division that would assault and take a city like in the game. Someone needs to explain this to the programmers.

Sometimes the way weapon systems and military units work in reality aren't applicable to a game on the PC. Take for your Navy Seals example, I think they Navy Seals should be rid of and replaced as a "Special Forces" promotion. A strength level 4 is required because only a few experienced soldiers from their respective miliarties is selected. Also, Russia & the UK have their own special forces which means this promotion is applicable to them as well.
 
The problem with having religious purges in the game, is that it probably wouldn't be very good publicity for the series. I can just imagine the headlines of, 'Game allows re-enactment of Holocaust'.

That's exactly what I was worried about.
 
And while we're discussing theoretical ideas, why have a grid? FPS games don't require you to move in an exactly straight line. I mean, instead of one movement point, couldn't we have our tanks move 87.5 pixels 2 degrees west of Northwest? That would be so much cooler:cool:, because then you could sneak around a group of spearmen on a peninsula without worrying about your tank getting blown up in a messed up battle.

I think I can answer this one .

Soren, on the Civ IV Game of the year edition DVD , made the case that more than a turn-based strategy game , Civ is a tile -based strategy game. Players like to know at a glance whether a tile is "fish or fowl", not try to estimate the percentage of each terrain type at a particular pixel ( and it's radius ), and how this would affect movement, defense, and yields before and after various improvements. Knowing terrain at a glance keeps the game easier, faster, and more fun.


I think hexes are the solution.
 
1: Give an even more epic scale, include a new age, being the Space Age with the ability to build spaceships to colonize other worlds, then manage the colonies as if they would manage cities on the homeworld, for example players would begin colonizing the moon, then a Mars like planet, then a wide variety of other planets in the solar system with other players colonizing the worlds as well, and a wide variety of alien races would replace barabarians.

The Space Race victory would be replaced by the Space Dominion victory, holding at least 10% of every planet in the solar system. (There would be only 3 or 4 planets per system to avoid extedning the games too much)

2: Improved graphics (Naturally) More Civics, and more distinctions between races.

3: Carry on all of the features from Civ IV
 
1: Give an even more epic scale, include a new age, being the Space Age with the ability to build spaceships to colonize other worlds, then manage the colonies as if they would manage cities on the homeworld, for example players would begin colonizing the moon, then a Mars like planet, then a wide variety of other planets in the solar system with other players colonizing the worlds as well, and a wide variety of alien races would replace barabarians.

The Space Race victory would be replaced by the Space Dominion victory, holding at least 10% of every planet in the solar system. (There would be only 3 or 4 planets per system to avoid extedning the games too much)

I personally would strongly dislike this.
 
1: Give an even more epic scale, include a new age, being the Space Age with the ability to build spaceships to colonize other worlds, then manage the colonies as if they would manage cities on the homeworld, for example players would begin colonizing the moon, then a Mars like planet, then a wide variety of other planets in the solar system with other players colonizing the worlds as well, and a wide variety of alien races would replace barabarians.

The Space Race victory would be replaced by the Space Dominion victory, holding at least 10% of every planet in the solar system. (There would be only 3 or 4 planets per system to avoid extedning the games too much)

I wouldn't strongly dislike it, but I think it falls too far outside the scope of the main Civ series (which is based - flavour-wise, at least - on history).
 
A new 3D engine that can supplement clouds/fog, day/night and replicate rain drops. A new fog of war needs be implemented where areas that have not been revealed for a long time will compliment a day/night system on the entire map. Perhaps the use of a haze shade?

A day turn & a nignt turn is a good idea but I'd like to play a beta of it to see if this concept is valid or not.
 
I think I can answer this one .

Soren, on the Civ IV Game of the year edition DVD , made the case that more than a turn-based strategy game , Civ is a tile -based strategy game. Players like to know at a glance whether a tile is "fish or fowl", not try to estimate the percentage of each terrain type at a particular pixel ( and it's radius ), and how this would affect movement, defense, and yields before and after various improvements. Knowing terrain at a glance keeps the game easier, faster, and more fun.


I think hexes are the solution.

No, I hated the hexes in Civ II. I don't want them back. The grid is good.
 
Öjevind Lång;8001774 said:
No, I hated the hexes in Civ II. I don't want them back. The grid is good.

Civ II didn't have hexes, it had rotated squares:

Screenshot2.gif
 
Yeah, I wouldn't want the grid changed. It works fine the way it is, really. I don't see why there is a need to change it.
 
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