The Civ V wish-list!!!

2) Turn summary -- Before I go on to the next turn, I might want to go back and review what's happened, particularly if I've fumble-fingered something. In MOO2, there's a turn summary. Not much, but it says things like "Planet Alpha has completed a Battleship. Next in queue is a Missile Base." Even better (for SGs) would be the ability to save the turnlog as a text file.

And this is too in civ4.
 
Im new here (on CivFanatics, not to Civ), and most of what I want has been mentioned, so i'll just comment on the OP.

#1: Optionaly Advanced Graphics. Not if it dumbs down the game. Like it or not, DX-10 is here, and Civ V should take advantage of beautiful colors and 3d

#2: Tectonics. Over time, my country may get separated...YES!

#3: Multiple leaders, great people... I don't see the problem, be more specific.

#4:Go back to Civ III. No, go foward to Civ V

#5: Civs who's names change over time. Like Rhys and Fall? Ok, just not the stability part.

#6: Rebelions!!!(which can lead to civil wars) Don't we already have this?

#7: Religion. Maybe add more religions?

#8: Vassal States! We have this, but it needs tweeking. Why can I just run my vassel into the dirt? draft my units from his population, confiscate gold, & tech, etc.

#9: Better Resources: Resources that spread along trade routes! Dosn't make sense, you get the +1 happy, or health in all cities in your empire.

#10: Actual Slave Trade. You would have to capture slaves from other empires.

#11: Barbs should conquer cities, and use them. Only if they then "pop" into real civilizations.

#12: Bring back the possibility of big empires. Eh? I've had Empires that controlled the whole world. Explain.

#13: Technology should spread whether it's traded or not. Right of Passage speeds up this process. Interesting.

#14: I'd like a way to get reasonable results while actually using the governors... So you' want to be rewarded for NOT micromanaging your Civ? No.

#15: I would like to see some visual representation of an established trade route... Yes, and some sort of ability to build them, a'la the Silk Road.

#16: Migration. Interesting, could you build a wall and stop migration? Could you put the migrants into prison/work camps?

#17: Cities (and forts) shouldn't be the only objects that increase your zone of influence. Units, specificly explorer and worker types, should have an option to expand your borders, at a cost... The AI would kill us with this.

#18: Allow resources to be brought in from neutral lands!!! WHY WAS THIS TAKEN AWAY IN CIV IV??? So you can build a mine in no mans land and get the iron/copper? What if someone builds a city near it before you?

#19: Distinct units of health that deplete as the battle continues... The said CivRev will have a "retreat" (aka RUNAWAY!) button. Maybe bring it to Civ V?

#20: The UN needs to be based off the Civ IV version... okay

#21: Natives! Not barbarians... So you want "non-hostile barbarians"? You can already capture there cities, and workers, you just need to kill the warriors.

#22: Terrain Improvement Levels. Path->Road->Highway->Superhighway... interesting, so there would be a difference between goat paths, roman roads, and I-95.

#23: Health Bars that are a toggable Option. I'd rather that the unit graphic represent the health. Your musket man could look like the Spirit of '76, your fighter smoking, etc. Get rid of the health bars all together.

#24: Great People from Civ IV BtS (Great General, Artist, Engineer, Ect). Golden Ages like Civ IV. Add a politician/diplomat; use: establishing embasies. And Embassies would lead to better relations.

#25: Give the bronze age a longer turn time. I think that the Bronze Age and Iron Age (Not Iron age ) should be like other ages that appear once someone discovers that tech...so everyone can see copper once someone has discovered copper working...you just can't build bronze age warriors until you get the tech and resource yourself. - SteadySlippin. hmmmm.

#26: Something like elections or heritage, and you could rig them and kill of those you didn't want...Or rig foreign elections and set up a puppet state and take over their natural reserves and kill everybody - everyone else (I don't like this idea very much; instead, see #6: Rebelions for my idea on how to handle this, whilst giving spies stealth attack on kings). No

#27: Canals. AWESOME!

#28: Culture groups & culturally linked starts. I didn't realize how much I actually liked this little feature until it was taken away in civ 4. - alms66 Um?

#29: Difficulty levels. Add a level where the AI and player are on an EXACT-LEVEL playing field. The player shoud be able to chose his penalties or bonuses. For example:
Starting Location Options:
Quality (Very Good, Good, Average, Poor, Very Poor)
Water (Seaside, Seaside w/river, Inland, Inland w/river)
Resources (Very Many, Many, Average, Few, Very Few)
And when the player starts the game
Starting Time Options:
Normal Start (Very Early[6000BC], Early[5000BC], Average[4000BC], Late[2000BC], Very Late[1AD])
Advanced Start (Civ 4) - alms66 (This one is better)

It could make for even more replay value.

#30: BRING BACK POPULATION HEADS!!! This is so important, I can't even tell you! Have the heads have 'percent' labels or colored bars to display "Ethnicity", (English: 30% German, 25% Slav, 25% Croat, 15% Hungarian, 5% Turk), "Religion" ( Christianity: 85%, Islam: 10%, Hindu: 5%, and "Culture! (100% English) - GarethBeaumains See this post for exsesive details. Wouldn't you need a census to know this? Ok, but a census would cost you $$$

#31: I would love it if there were river deltas that silted up... Terrain changes from volcanoes, earthquakes, erosion, and tides (you could lose/gain land). Think about it, California could fall into the Pacific!

#32: In the real world no nation single mindedly pursues one technology. It would be more realistic to be able to research several techs simultaneously. Perhaps 3 at once; 1 science based, 1 commerce based, 1 military based, or a mixture. - Molesworth. Ok, sounds good

#33: Another idea, is that natural landmarks could be set after discovering some tech. You would be able to have to the option of setting several tiles of land to protect in which your workers wouldn't be able to destroy. There would also be some placed natural wonders that would be able to provide extra happiness, wealth and culture. - Slavic Sioux Like national state parks or wildlife preserves. (or Forest preserves) Ok, but then Bush will come along and let the oil companies drill there anyways.

#34: New city veiw. Something similar to aerial view in CIV3, while also something on the lines of the simcity series, but not to similar. - Seaman
The entire graphics packages needs to be updated.

#35: Corruption. Tie it to the :) and Red faces.

#36: Insta-travel by rail should be changed. Rail should let you move units by a factor of four-five. Well, considering that a "turn" is a year, I don't see a problem with the travel system

My Stuff:

#37: I like the random events, but they need graphics to go with it. I'd love to see that hurricane hit my city and knock stuff down, or the volcano erupt and spill lava on my pasture.

#38: Global Climate change. If I start in the Ice Age, it would be neat to see the glaciers retreat. Over farming could turn your plains into desert. Ties into #2, #31

#39: If the game ends with Alpha Centari, shouldn't building space stations, moon bases and Terra-farming Mars be part of Civ? It's a huge leap in tech from inter-planetary travel to inter-stellar.
 
#39: If the game ends with Alpha Centari, shouldn't building space stations, moon bases and Terra-farming Mars be part of Civ? It's a huge leap in tech from inter-planetary travel to inter-stellar.

I agree. I'm a strong proponent of at least SOME future tech. I know it's supposed to end in the modern times, but a few extras are only a few years away for us anyways. Moon & Mars colonization will happen in some of our lifetimes, hopefully including mine, & I'm already 34 y/o.
 
A technology victory. If one Civ researches all techs, the game is over.

Dont think so, this would effectively make the end techs useless, and research picks up in the late game, a good player can be getting 2 or 3 turn techs, your gunna have a mighty short modern age is all i can say.
 
Dont think so, this would effectively make the end techs useless, and research picks up in the late game, a good player can be getting 2 or 3 turn techs, your gunna have a mighty short modern age is all i can say.

While I agree that if you use it in that way it wouldnt be a good feature it could be useful if you could set ONE tech that if researched will win the game for a civ, itd be only useful for modded games though

Eg; Manhattan prject for the Armericans in a WWII Pacific scenario instead of a wonder like in the C3C scenario.:)
 
Problem: I've played games where I have been on a continent where no religions are founded, or exist until after Astrology in researched. This is due to the fact that you have to do the research 1st to get a religion, and some Civs start with Mysticism. Looking at the history of man, any Civ, no matter how isolated seems to come up with some sort of religion.


Solution: More religions and religion moved into it's own tech tree.

.........................Monotheism-----
Mysticism---- {
.........................Polytheism------

If you researched Monotheism you would get to choose a monotheistic religion (Jew, christ, Islam, Sun god, etc).

If you researched Polytheism, you would get to pick one of those (Greek, Norse, Roman, Hindu). The second person to do the research would get to pick one of the left overs, etc, etc etc.
 
I' m a huge fan of Civ Series since the very first game went into market. I' ve spent hundreds, maybe thousands of hours (literally) in this game. I' ve read the first pors assuming all suggestions written in all the following are gathered there.

Here' s a few more:

1. Perhaps the game would require a high end PC to run properly but i' d really LOVE to see unique style units per civ. Each civ has it's very own looking spearman and so on.

2. Gifting units is a small step forward to unit trading. As in real life, this isn't the actual case. Each civilization should be able to purchase/sell units to another one, even by placing an order. The purchased units could be transferred over to the civilization who bought them with freighters. This is done over a very new screen where:

- A Leader places an order for ALL other civs to see. Example: Alexander asks for 10 Modern Armor units, delivered in 10 turns maximum, willing to pay regular cost (that is automatically estimated by AI when number of units are selected), or asking for an offer.

All civs interested in the deal submit (by visiting the very same screen) their offers. Ragnar offers the units for 1200 gold delivered in 10 turns, Isabella offers the units for 1300 gold delivered in 8 turns.

Alexander picks Ragnar's offer (for example) and the process begins. The purchased units are BRAND NEW, builted automatically in the turns agreed (10) by buildings called "Military Exports" revealed by a new tech "Troops Trading". Turns required to build the units asked by a civ should be automatically calculated by the number of such buildings the selling civ has. Till they are ALL built, no units of the same type can be produced by the civ to have taken the order. When they are ALL built, they are automatically loaded to a freighter which then moves to the waters of the civ that has placed the order for them. The units are assemlbed in the civ that purchased them, thus, promotion - free. Purchased Unit promotions are limited to 2 and it's up to the civ that has recently acquired them to pick them up.

P.S: In case of unique unit styles, the purchased units could have the style of their civilization of origin.

3. A Civ should be able to purchase extra promotions for EACH unit. That way, a rich civ could find some use for his extra gold :) . Promotions for a unit are limited to 12 and cost varies according to the promotion purchased. An average cost to reach the limit of 12, i think should be 700 gold. A unit cannot be used for 1 turn after a promotion for it has been purchased. REAL LIFE works that way. This could add an interesting aspect in the game. Some civs could invest in quality while others in quantity. Smaller but rich civs have a chance to balance power in their favor and reduce, if not eliminate, their huge but poor opponents' advantage.

4. Promotions should be more specific. Let' s see an air unit for example: It could be used for naval warfare by getting (by purchase also) extra damage points over see units (+10, +15, ... +90%). Advancing it in a different way could make it an ideal city defenses bomber, collateral damage maker, military buildings devastator, civilian buildings devastator etc.

5. Advanced Units Concept. A Jet Fighter in the game represents an F-16 in reality. Where's the F-22? A huge, rich, powerful civ, is just UNrealistic to possess the same units as a small one, less advanced, not rich. Furthermore, it's simply unrealistic for the last civ to possess Stealth Bombers just because the technology was discovered. Most players continue the game AFTER 2050 and the problem is HUGE. Huge!!! Jet Fighter remains as it is. A Modern Bomber is created to take the place of the Stealth Bomber. A Stealth Fighter (such as the F-22 originally) is inserted into the game accompanied by the Stealth Bomber. This is a new class of units: It takes 4 times the turns to built them related to Jet Fighter and Modern Bomber and a sum of 100 and 200 gold for each case of the civ's treasurry is evaporated per unit of the class built. Maintenance costs are also higher. More realism for crying out loud. Those units could also be purchased by any civ able to afford it. The same goes on for LAND and NAVAL forces.

6. I totally agree with expanded diplomacy as mentioned it the first post. I so much wanna tell a civ to stop infaltrating my cities and poisoning my waters and threaten with war the next time I cought one of his spies...

7. Military Satellites to recon the map whenever necessary (limited to 10 --- 1 satellite - 1 recon of a certain portion of the map --- Adds a 15% more damage for Guided Missiles, Tactilal Nukes and ICBMs). Communication Satellites (adds an advantage in combat per every satellite built of this kind). Communication Satellites are limited to 10, each offering a plus 5% advantage in combat for ALL units. Satellites aren't built the classic way. They are purchased over a new screen (could be the same with the one of purchasing units). ANTI - Sattelite missiles can be constructed in order to shot down enemy satellites.

8. When using a guided missile, a civ can choose the KIND OF TARGET to be destroyed (for buildings) or damaged (for units).

9. Guided Missiles, Artillery/Air/Naval bombarding can KILL a unit if woonded seriously from previous atacks.

10. S/MRBM (Short/Medium Range Ballistic Missiles) are inserted. They carry symbatic warheads (don't pollute) and inflict serious damage (destoy 1-2 buildings, kill 1-2 units, cause collateral damage to 3-4 units). They affect only one BLOCK. They should cost as much a Tactical Nuke (for SRBM) and an ICBM (for MRBM). Nuclear weapons should cost the double in each case. Anyway, they do in real life. Anti-Missile Unit batterries would do the counter-cob maybe with some help by Air Radar and Early Warning Aircraft. Ballistic Missiles can be used to destroy specific targets in a city allong with the collateral damage and units killed.

11. Atack Helicopters and Mechanised Infantry should get a bombardment capability as a promotion. With a specific promotion, they could use missiles to damage enemy land or naval units and atack at the same turn. This advancement should cost a little bit more to... purchase!

12. Transport Helicopters can carry 2 foot soldiers or 1 armored unit, Air Transport can carry 4 foot soldiers or 2 armored units. Transport Helicopters can move over sea (maybe the Atack Helicopters as well) and they are 50% faster than sea transports. That way, they carry less but they move faster when Air Transport cannot be used in a case of war with a civ (can't airlift to an enemy city). Transportation is covered FULLY that way making combat much more realistic and, well, fun.

13. Units (that require Oil in real life to move) cannot move when Oil is destroyd for more than 5 turns except if the civ is being supplied with Oil by a third-party civilization during warfare.

14. Trade Embargo resolutions in The United Nations. A civ that threatens world peace would have to think twice before it does it again... ;) Submarines outside an enemy city (along wit FIGHTERS performing Air Superiority missions on the wide area) could be used to CUT OFF trade routes during both beace and war. If a civ manages to maintain a submarine outside EVERY single city of it's opponent focused on that mission (a new order would have to be added) that civ would no longer be able to trade ANY resources with anybody else. In a case of peace, the civ who permorms such an action should face -2 (in case of war -1) in relations with every civilization currently trading with the civ he cuts the trade routes of. You win something, you lose something else, right? During peace the cutted off civ should be able (after locating the submarines nationality using his very own subs) to ask the player to withdraw his troops and threaten with counter meassures if denied...

15. Fighters should DEFINITELY be able to engage enemy air fighters in air as an extra mission rather wait till intercepted when performing air-to ground operations.

16. Please bring the AERIAL view back. Cars moving, people walking, everything on the move!

17. Should be able to create BATTLE GROUPS (Stacks) in a way similar to the old ARMY unit. Units and specific promotions use by them, placed in a FORMED Battle Group, are vital to it's efficiency during wartime.

18. In Deplomacy you can ask a civ NOT to build Nuclear Weapons or Ballistic Missiles and threaten it accordingly. The UN should have civ specific Nuclear/Ballistic NON Pacification Treaties as well.

19. Chemical/Biological weapons maybe? To cause serious collateral damage/unhealthiness and affect as much tiles as the nukes. Usage makes the Leaders of the World a little more ANGRY as a virus may errupt (40% chance) from it spreading across the globe. It takes about 10 turns in this case to discover a cure and aplly it worldwide. The cost to aplly the cure is to be covered by the civ to use them in the first place. Denial to do so, may cause a general outbrake leading a world war against that civ. The cost is then covered by ALL affected civs according to population. Same events can be caused by the usage of nuclear weapons.

20. A Civ can train MEDIC Units to take care its own population and units during or after a war. A civ may send units like that (as they are not military units) in aid of a civilization that currently is at war or just went out of one. This act has a positive impact on relations with the civ the humanitarian aid was sent to.

21. A resource in foreign territory may be controlled by a third party civ if arranged so with diplomacy. Many players start wars over resources. Bring the "Accept this Deal or Face the Consequences" back! A civ would prefare to pass control over it's resources to another civ currently razing his cities and threatening it with total destruction. Capitulation is already an option, this could work by it's side...

22. Units far from home should suffer due to maintenance issues as already mentioned before in this thread. Eliminate this factor by adding an option to construct military bases in foreign soil as a form of diplomatic aggrement.

That's all for now. Sorry it took so long, I just had a dream. After all, we are Civ Fanatics, aren't we?
 
1. Perhaps the game would require a high end PC to run properly but i' d really LOVE to see unique style units per civ. Each civ has it's very own looking spearman and so on.

That's what I have tried to say a looong time ago.

2. Gifting units is a small step forward to unit trading. As in real life, this isn't the actual case. Each civilization should be able to purchase/sell units to another one, even by placing an order. The purchased units could be transferred over to the civilization who bought them with freighters. This is done over a very new screen where:

- A Leader places an order for ALL other civs to see. Example: Alexander asks for 10 Modern Armor units, delivered in 10 turns maximum, willing to pay regular cost (that is automatically estimated by AI when number of units are selected), or asking for an offer.

All civs interested in the deal submit (by visiting the very same screen) their offers. Ragnar offers the units for 1200 gold delivered in 10 turns, Isabella offers the units for 1300 gold delivered in 8 turns.

Alexander picks Ragnar's offer (for example) and the process begins. The purchased units are BRAND NEW, builted automatically in the turns agreed (10) by buildings called "Military Exports" revealed by a new tech "Troops Trading". Turns required to build the units asked by a civ should be automatically calculated by the number of such buildings the selling civ has. Till they are ALL built, no units of the same type can be produced by the civ to have taken the order. When they are ALL built, they are automatically loaded to a freighter which then moves to the waters of the civ that has placed the order for them. The units are assemlbed in the civ that purchased them, thus, promotion - free. Purchased Unit promotions are limited to 2 and it's up to the civ that has recently acquired them to pick them up.

Wow! Second thing that I must see in civ5 or i'll do suicide.

Each Civ should be able to purchase extra promotions for EACH unit. That way, a rich civ could find some use for his extra gold :) . Promotions for a unit are limited to 12 and cost varies according to the promotion purchased. An average cost to reach the limit of 12, i think should be 700 gold. A unit cannot be used for 1 turn after a promotion for it has been purchased. REAL LIFE works that way. This could add an interesting aspect in the game. Some civs could invest in quality while others in quantity. Smaller but rich civs have a chance to balance power in their favor and reduce, if not eliminate, their huge but poor opponents' advantage.

That is a good idea, too. And the cost for whole army is bigger when army is bigger.

4. Promotions should be more specific. Let' s see an air unit for example: It could be used for naval warfare by getting (by purchase also) extra damage points over sea units (+10, +15, ... +90%). Advancing it in a different way could make it an ideal city defenses bomber, collateral damage maker, military buildings devastator, civilian buildings devastator etc.

This is too a good idea, that would decrease the time I spend on that game.

5. Advanced Units Concept. A Jet Fighter in the game represents an F-16 in reality. Where's the F-22? A huge, rich, powerful civ, is just Unrealistic to possess the same units as a small one, less advanced, not rich. Furthermore, it's simply unrealistic for the last civ to possess Stealth Bombers just because the technology was discovered. Most players continue the game AFTER 2050 and the problem is HUGE. Huge!!! Jet Fighter remains as it is. A Modern Bomber is created to take the place of the Stealth Bomber. A Stealth Fighter (such as the F-22 originally) is inserted into the game accompanied by the Stealth Bomber. This is a new class of units: It takes 4 times the turns to built them related to Jet Fighter and Modern Bomber and a sum of 100 and 200 gold for each case of the civ's treasurry is evaporated per unit of the class built. Maintenance costs are also higher. More realism for crying out loud. Those units could also be purchased by any civ able to afford it. The same goes on for LAND and NAVAL forces.

I have thought this too.

6. I totally agree with expanded diplomacy as mentioned it the first post. I so much wanna tell a civ to stop infaltrating my cities and poisoning my waters and threaten with war the next time I cought one of his spies...

7. Military Satellites to recon the map whenever necessary (limited to 10 --- 1 satellite - 1 recon of a certain portion of the map --- Adds a 15% more damage for Guided Missiles, Tactilal Nukes and ICBMs). Communication Satellites (adds an advantage in combat per every satellite built of this kind). Communication Satellites are limited to 10, each offering a plus 5% advantage in combat for ALL units. Satellites aren't built the classic way. They are purchased over a new screen (could be the same with the one of purchasing units). ANTI - Sattelite missiles can be constructed in order to shot down enemy satellites.

And how about satellites that destroy other satellites an ANTI-satellite-missiles.

8. When using a guided missile, a civ can choose the KIND OF TARGET to be destroyed (for buildings) or damaged (for units).

Yeah, and the driver could guide the missile to wrong unit/building.

9. Guided Missiles, Artillery/Air/Naval bombarding can KILL a unit if woonded seriously from previous atacks.

That's what i've been waiting for!

10. S/MRBM (Short/Medium Range Ballistic Missiles) are inserted. They carry symbatic warheads (don't pollute) and inflict serious damage (destoy 1-2 buildings, kill 1-2 units, cause collateral damage to 3-4 units). They affect only one BLOCK. They should cost as much a Tactical Nuke (for SRBM) and an ICBM (for MRBM). Nuclear weapons should cost the double in each case. Anyway, they do in real life. Anti-Missile Unit batterries would do the counter-cob maybe with some help by Air Radar and Early Warning Aircraft. Ballistic Missiles can be used to destroy specific targets in a city allong with the collateral damage and units killed.

Yea, we need these, but how about nuclear planes? Planes that CARRY the nukes?

11. Atack Helicopters and Mechanised Infantry should get a bombardment capability as a promotion. With a specific promotion, they could use missiles to damage enemy land or naval units and atack at the same turn. This advancement should cost a little bit more to... purchase!

I think I end this here.

22. Units far from home should suffer due to maintenance issues as already mentioned before in this thread. Eliminate this factor by adding an option to construct military bases in foreign soil as a form of diplomatic aggrement.

No, I don't end. This was so good idea. Seitan, go to Firaxis at any cost. I must see all of these ideas in civ5.

That's all for now. Sorry it took so long, I just had a dream. After all, we are Civ Fanatics, aren't we?
Yes, we are.
 
Or how about some anti-anti-anti-anti-anti-spaceship-missile-missile-submarines?

OK, this can go a loooooooooooong way down this post... ;)


Actually there are no satellites that can intercept other satellites. But there are missiles. It's not a sci-fi concept...

If not ANTI-satellite missiles, there could be a special building working like the SDI for nuclear weapons. Jamming enemy communications by 25% max (according to the number of buildings built on a civ) and reduce the portion of map revealed by enemy satellites.

I fully understand why Firaxis avoids making the game much more complicated. It simply won't be easily accesible by new players.

Therefore, advanced gaming such the one we all describe here could be implemented in a mod (i' m thinking something like Civilization ADVANCED as a name) to attract fanatic players. I don't know about you but i can't stand a CIV 5 if it's NOT by far ahead of CIV 4. Religions and Corporations, that's ok. But I want so much more, so much more.
 
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