Scilly_guy
Prince
- Joined
- Nov 13, 2006
- Messages
- 403
Exactly that is my point about opinions, perhaps perspective is a better word.
One thing I would definitely like under Civ V is drastically simplified unit management, Currently the longest games are those that go domination/conquest because of all the unit movement.
Have unit actions be similar to air unit intercepts
An air unit intercept is a unit action that takes place automatically, limited by a certain range, once you have given the unit that goal for the turn.
In an 4000 BC Earth map, Rome should NOT be able to contact China, there should be a maximum range on how far scouts could go (you should send them on a "scout mission" and after a few turns they should reappear in your capital with a map, and maybe a hut goody... or not, they got eaten)
This I agree with, your ships should be able to bombard improvements and units like in Civ3, and they should be able to bombard other ships from adjacent tiles, although this could be seen as simply attacking.I don't know how many of these may already have come up, but here goes:
The first group might be called "Unlike real war"
Bombardment #1 - capable sea units can't bombard enemy units or improvements in cosastal squares, unlike real ships.
I am not sure if you mean in a particular barrage that the first time you bombard a city it does more damage, think of this because there is a bigger target, when there is less damage to be done, it is because the target is smaller and so each bombard will be less affective.Bombardment #2 - for some reason bombardment becomes less effective as the game progresses (or the opponent weakens - I can't tell which). Destroyers start out with a 15% bombardment effect, but it gradually drops to 12% and so on, reducing in the late game or with the opponent nearly wiped out to only 3%.
It doesn't really bother me that rebasing take up an entire turn, in reality it is does take a while to rebase stuff and its not that big a deal. Gunships are a bit pants really, I agree, I hadn't noticed that they can't cross water, but I agree, they should be able to cross smaller 1,2 maybe even 3 tiles.Airlifts - although in real life a unit can arrive at the airport from out of town and fly immediately, in Civ 4 the unit must already have been located in the airport city at the start of the current turn.
Gunships #1 - a hopeless useless unit in my experience. It can't rebase to another city like the other air units, and can't transport special forces like real helicopters do.
Gunships #2 - it refuses to fly over an water squares, even a 1-square lake, although it has plenty of movement points to reach land on the other side. It flies around the bottom of bays, and won't cross narrow straits. This is effectively a land unit, and should be dropped entirely if it isn't made more realistic.
Doesn't turning the grid on in the settings stay for future games?Grid - there should be a setting to have the grid turned on by default, if that's the way you like it.
I agree more types of specialist would be good. As for reducing food production and changing population assignments, there is a button that stop the city automatically choosing its assignments. In warlords or BtS I think it must be switched when you change an assignment yourself because I never touched it.Starvation #1 - sometimes you have so severe an unhappiness problem that you need to reduce city size by forced starvation. You can set the food production way down to get rid of several people fairly quickly, but every turn the city automatically overrides your setting and you have to reset it.
Starvation #2 - in the same vein why not allow some sort of forced immigration or goon squad killings, perhaps requiring something like the facism civic to enable this option.
Specialists - the introduction in Civ 4 of new specialist types was very good, but why did we have to give up the old Entertainer specialist, and maybe even the Tax Collector one, when you need extra ways to reduce unhappiness or increase commerce. For that matter, how about a Doctor specialist to improve health in the city?
CULTURE!!! Hover over any tile and you can see what % it is yours. When cities become less than 50% yours they want to join whoever there is most of, and if they are unhappy they will start rebelling.City Growth - what rules govern expansion of competing cities at a border? I've had cases where my city is twice the population of the opponent city but still he expands and takes over my squares.
I have 2GB and it still slows to a crawl, especially when I buy someones map off them or discover satellites. I have not looked at the code but I can tell that the reason it slows is the AIs having their turns, all that is going to improve that is a faster processor and better programming. Not that I doubt the Firaxis AI programmer(s). I sincerely doubt that you will hear anything from the Firaxis team, although this site is suggested by the official site, no one I know of has declared themselves as representing them.Game speed - I have 1 GB of RAM, but the game still gets noticably slower and slower as time goes on. Is there anything I can opt not to load, Python for example? I have no problem editing configuration files.
Those are my gripes/suggestions for now. Hope I didn't embarass myself with anything too stupid or newbie! Look forward to any responses, especiallyfrom Firaxis.
Indeed, exploration is one of the most fun bits, I have thought of other ways to do it, and I understand that it doesn't make sense giving orders to scouts and the like whilst they are off on their journeys, but it is a game, and this works and is fun so keep it. Perhaps add some sort of penalty for distance, increased maintenace, or alternatively keep it as it is. Rysmiel I agree with you, (lets not get confused again hey)If this happens, I would like it to be optional, because personally, long games are by far the most satisfying, and I very much want the option of air units that behave as actual units too, like they did in Civ 1 and 2.
That would be extremely frustrating; exploring the map early on is really one of the most fun bits of the game as I see it. Yet another place where "realism" weakens gameplay and so I vote against.
I am not sure if you mean in a particular barrage that the first time you bombard a city it does more damage, think of this because there is a bigger target, when there is less damage to be done, it is because the target is smaller and so each bombard will be less affective.
Doesn't turning the grid on in the settings stay for future games?
I agree more types of specialist would be good. As for reducing food production and changing population assignments, there is a button that stop the city automatically choosing its assignments. In warlords or BtS I think it must be switched when you change an assignment yourself because I never touched it.
Do you mean that building the spaceship and defeating everyone would not result in victory? Because I fail to see how the prospect of never winning a game of civ would be enjoyable. Don't get me wrong, there are certain times in some games when I don't want victory conditions, sim city for instance, the sims (not that I ever played it much), everything else seems to have some sort of victory condition. Certainly with Warlords and BTS you can have a custom game with your choice of victory conditions, I don't know if you can turn them all off.I wish there was a "forever" game. There would be no winning conditions, just losing, and that's if you're eliminated. You could still build the spaceship and conquer everyone.
New Civs rising from the ashes of failed ones could work and would be interesting.There could be an option where the game would throw in a civilization into the game every 100-500 turns. Or just add Revoulution to the game, but a little more tamed.
...Yes...Technology could determine how much iron, food, etc you get from a deposit. So could civics.
If you love it that much then surely it has no where to go except down.I love Civ 4, and Civ 5 has no where to go but up I assume. Can't really take away but add. More units, religions, resources, etc.
Do you mean that building the spaceship and defeating everyone would not result in victory? Because I fail to see how the prospect of never winning a game of civ would be enjoyable. Don't get me wrong, there are certain times in some games when I don't want victory conditions, sim city for instance, the sims (not that I ever played it much), everything else seems to have some sort of victory condition.
More units would not be an improvement for me, nor religions but I would be les bothered by more of them.
More resources is fine by me, I just don't know what; Tea, Coffee, Tobacco, Precious Metal (Titanium, Platinum (gold and silver enough), Lapis(already in as gem stones?), coral, silk, wood, rare wood (mahogany (obsolete under environmentalism)), slate, clay, different types of stone and special buildings require a type of stone that isn't local (similar to marble)?
I would quite happily enjoy a bigger tech tree and not be required to research every technology.
But for example if getting the tech that enables "Railroads" - made it so you could try and learn how to build Trains - with a little RANDOM thrown into the mix, the Train your civ develops might have differing stats/bonuses/penalties to the Trains that the other Civ in that game might build. And knowing more advanced tech's before you try and build trains - instead of trying as soon as it was possible ... would be more likely to create a better Train.
I can certainly see where people are coming from - wanting more Tech's... but I believe another significant group of people might prefer less. By having the multiple tiers of Research - you could even turn the 2nd tier off for quicker games.
For techs, I more or less agree with Balderstorm. Being able to specialize in certain techs would be even more interesting. Like a nation that specializes in railroads and artilery could get railguns (not the space kind, the train kind)
That way, I don't feel pressured in having to have to research everything. Would researching a global tech and specializing in a tech count as two different research paths though?
Full non restricted 3D-engine w ability to freely chose camera angle and zoom level, varying detail levels of units, cities etc based on zoom, "living" units with more fine grained unit-pieces that adapt their individual movement to the tile/environment (# unit-pieces vary by zoom). Keep it simple enough though so modding this is not too hard.
Improve importance of naval units, perhaps the ability to raid/escort naval trade/communication routes/vessels. Perhaps in combination with open sea resources (that can be claimed and occupied/improved/taken by civs).
Explore+map out underwater sea maps as a requirement/investment needed to explore the sea more efficent/safely. Tradeable.
For instance, a non hostile trading route between trading civs is a requirement/must be established, or military escort would have to be used. Ability to raid trade routes over neutral tiles while staying somewhat anonymous, etc. Diplomatic hits if a raid is discovered (-2 "You raided our trade routes").
Improve range in the value/ability to get foreign civ information, including map info. Maybe ability to send holy man/cultural emissary/diplomat/scientist/general to friendly civilization's court, to unlock non spy based options like information gathering or other goodies - and to allow more secrecy if civ won't comply to that. Maybe more types of spy missions of more varying risk/reward, i.e. map enemy territory (example of very well kept secrets in early history). New eras might also unlock more options to gain foreign civ information.
Make building space equipment more dynamic and useful (= possible to build satellites or other space related vehicles that are not the game winning space ship).
Ability to build more non military units, that have some other value and will need to be protected = balance between expanding/investing-escorting and/or conservative-defending/aggression.
The ability to research or aquire military doctrine, as an addition to just military units. Each civ always has three active doctrines: land, air and sea doctrine. Could present some interesting diversity in strategy and game balance (unit1+tactic3 vs unit3+tactic4). A doctrine when applied by a civ would be in use by all military units (by relevant type) that the civ has. Switching doctrine would require retraining, time, etc. Some doctrines could be required to mix certain units in the same army, battle group, etc. Some doctrines could be required to even build some units (guerilla, samurai, legionary, blitz bomber, terrorist, etc), and maybe require certain government or religious civ status (kamikaze, fanatics, knight, gladiator).
A (one time) opportunity to use a Great Person to accomplish a unique great work (non wonder) giving special bonuses not available through any building. Could be triggered based on era/civ/leader maybe combined with some event or similar, maybe not fully deterministic so it does not affect strategy too much, more like a fun calibrated bonus.
The ability to designate map area as not possible to settle, but possible to make limited use of without interfering with other civs. Like colony type strategies w. specialized purpose or improvements like research stations. Could be by area or terrain type like Antarktis, the north pole, the open ocean or space. Since nobody "owns it" several civs can invest and gain the benefits, or destroy eachother's investments...![]()
Ability to improve city water tiles in some way, maybe by using some non military unit combined with a required naval city building (and escorting naval units).