The Civ V wish-list!!!

More units, buildings, smarter AI, and The Bulgarian Civilization!!!!
 
I would like the ability to regrow forests over a period of time, a better global warming model like in civ 3, with more than just turning plains into desert, more civics with more abilities, and to have the starter civics have certain bonuses as well.

I think open borders should be more specific in that you allow which units enter or not, along with the ability to automatically capture any unit who is not allowed in your borders with the current RoP agreements

Borders should be set by culture and population (cities with pop level 8 will get their square opened up even without culture, for example) at first and when borders clash the two civs must draw up a border aggreement, or war will break out.

There should be an immigraton feature in which you can set immigration/emmigration policies and your cities will gain/ population points depending on how nice it is to live there.

Alltogether diplomacy should be a lot more sophisticated
 
I would like the ability to regrow forests over a period of time, a better global warming model like in civ 3, with more than just turning plains into desert...

I agree. "Plant forest" should be a worker function, same as building farms, windmills, or anything else. Especially in the modern age, forestry is a major industry - and reforestation a worthy goal, especially if it gives nearby cities extra health/happiness points.

Global warming, caused by decades of industrialisation, must not be as sudden and drastic as it was it Civ 2; just a few extra desert tiles here & there each turn. Also, it should change useless tundra or icefields into usable plains, even grasslands. And - as many have said before - global warming should NOT result from nuclear explosions! :nuke: :rolleyes: Those should have the opposite effect on the climate!

There should be an immigraton feature in which you can set immigration/emmigration policies and your cities will gain/ population points depending on how nice it is to live there.

Forced migration between cities might require particular civics (despotism, police state, state property etc).

If 2 or more cities are unusually close together (say, 3 tiles separation or less); if the cities reach a certain threshold population level and the space between is filled with towns - then they should fuse into one large conurbation, and thereafter function as a single city. You should be given the option to chose a new city name, or the default would be a hypenated combination of the previous names. E.g: "Baltimore-Philadelphia"; I'd be tempted to rechristen it "Metropolis" :cool: ...
 
Throne room and a way to reverse global warming.
 
The ability to replant forests (should come fairly late in the game), the throne room and the High Council from Civ II.
 
Öjevind Lång;6977537 said:
The ability to replant forests (should come fairly late in the game),..

Why late? People were planting trees for timber centuries ago.
 
We should have a British civ, not simply English. The British city list would include Edinburgh, Glasgow, Cardiff, Swansea, Stirling, Aberdeen and Bangor.

A possible successor/colony civ would be "British Overseas," with cities such as Jersey, Guernsey, Man, Bermuda, Gibraltar, Hong Kong, St. Helena, Cayman and Falklands. It leaders would be Margaret Thatcher and Tony Blair.
 
I would like to see the planets weather patterns and geology incorporated more into the game. Just a subtle, but powerful inclusion, that can alter the balance of war and nationhood.

*Trade Winds: every map has a basic trade wind that flows from west to east, north to south; however the map style is set up. However, players don't know which way it's going and how to harvest it until it's unlocked with Optic's or Astromony (the same example as the world map getting centred for example). Once discovered, wind powered boats can move an extra square when following the trade wind. They move normally when against this natural flow. Later steam powered ships invented ignore this phenomenon. This would open up some interesting tactical options with early naval battles: you may be able to sail into enemy waters fast, but coming home to resupply etc. will be slower. Mix into this patches of ocean that have 'the doldrums' or 'roaring forties' and you have more uncertainty in mastering the seas!

*Volcanoes & Faultlines: a slider bar could be added when generating a new world that shows the degree of geological activity; from very little, to very active. Each map would start with dormant and active volcanoes, as well as invisible fault lines running through major mountain ranges. Volcanoes and faultlines could also be invisible under the sea; setting off tsunami's to affect multiple shorelines and/or sinking ships in the area it ripples from. Civ's may not be able to use any coast/sea tiles for 'x' amount of turns as a severe consequence.
The areas surrounding dormant volcanoes could be very fertile, but settle near them and run the risk they may come to life. The eruption could be minor, or a major one that destroys the entire city (like Pompeii).
Though invisible (maybe made visible later by unlocking with a modern tech) faultlines would lurk through any major mountain range (to a lesser extent hill ranges), and if you choose to settle there you run the risk of an earthquake of varying degrees occurring. To mitigate these tremours, you may try quake-proof your buildings there at an additional hammer cost when erecting.

These examples of potential disasters would make you think twice about building cities near certain geological features. You may get that resource you want, but at what price and risk are you ready to secure it?
The current 'events' are merely bumps during your civ's reign, no real history turning event's like 'the Divine Wind' that saved Japan etc.
Add to this with the odd drought (near desert tiles), polar blasts (near ice/tundra tiles), locust swarms (near floodplain tiles) etc. and not only do barbarians and rival civ's have to be considered; but the hostile planet itself has to be tamed and/or its effects mitigated over time.

Sitting pretty at the top? Leading the game with no worries? Everythings under control? Think again........a far away minor earthquake just set off a tsunami that has severly damaged your blockcading fleet, enabling your bitter rival to break your dominance and control the economic zone again!
 
I don't know if it had been mention mention
(Heck who want to check 26 pages one by one)

At least for me, this idea is very addictive and important.

You know, civilization has so many fan site, like cfc who was the best i ever saw
In those site, almost everyday there's a new units that was make by those creative fans.
And i'm sure there's so many creative people there that easily could made and put those unit into them civ
But i'm really sure, that there's so many of newbie that just could look at those units, and just imagining to put them into them game.
Why???
Because the newbie like me has spent many days to study to how to add those units to them game, but i think, ain't the only who feel really frustated about adding those new units

Is it difficult for firaxis to simplify those process??
Maybe they could made it simplify it like the way they simplify the modding process.
Frankly, one of the most innovative improvement i saw when i played civ 4 for the first time is, how easily we could change a mod now???

My wish list is, firaxis would made something like add unit menu, so, we just need to browse the fcl files or anything that we need to, like the text and so on, and then we just need to set it status (i was dreaming if the game could give a suggestion), and then we choose to put those unit to our own made mod, or put it in the other mods, or just put those unit to the normal game....

Maybe the others would feel if this is an useless idea
But at least for a newbie like me, this is dream come true
 
I've got a couple right off the bat,

1) Add an economic style victory, ie. reach a certain percentage or currency amount or attain a certain amount higher than other Civ's.

2) Massive maps really need to be massive. I thought remembered much bigger maps in the earlier versions of Civ.

3) I'm in agreement w/ other forummers I'm seeing: change up the music in the Modern Era.
 
Why late? People were planting trees for timber centuries ago.

They weren't very good at it until fairly recently - the 19th centiry, in fact. There might be a technology called Forestry that you have to own in order to be order to plant trees efficiently.

Civ II or III (I forget which) had the ability to plant trees. It was much abused by people who wanted to build Wonders. I suppose that's why it was eliminated in Civ IV. But in the late game, the Wonders are so expensive that the effect of that exploit would be pretty minimal.
 
Öjevind Lång;6991622 said:
T
Civ II or III (I forget which) had the ability to plant trees. It was much abused by people who wanted to build Wonders.
It was civ 3
 
Öjevind Lång;6991622 said:
Civ II or III (I forget which) had the ability to plant trees.

phish724 said:
It was civ 3

Civ II also had this ability, although it was called "transform" - plains or grasslands could be turned into forests. I didn't find it a cheat factor.

Joesocwork said:
2) Massive maps really need to be massive. I thought remembered much bigger maps in the earlier versions of Civ.

Not sure about that. The biggest possible map in Civ II was 10000 tiles (100x100, if perfectly square) - I used those regularly. Civ IV Terra maps are 6656 tiles (104x64) at standard size, and on huge they reach 14592 tiles (152x96) - considerably bigger than the Civ II maximum.

Some modders came up with a script which allowed "giga" Civ II maps - those maxed out at 32761 tiles, or 181x181.
 
I'll have to admit it's been awhile since I played the earlier versions. Perhaps it's the syndrome of things seeming smaller the older you get. But I'd love to see much larger maps for when I go for isolation or consolidation in my strategy. I'll seek out the giga mod. Thanks!
 
I've never played the earlier versions, aside from an hour or so of CIV3. And apparently sometimes MY Ideas run somewhat parallel to some previous CIV mechanics hehe.
 
Planting forests can be made less abusable, like cottages grow bigger the new forests would be less effective then 10 turns later they grow bigger and 20 turns later they are fully grown. And half grown forests give less bonuses.
 
I've never played the earlier versions, aside from an hour or so of CIV3. And apparently sometimes MY Ideas run somewhat parallel to some previous CIV mechanics hehe.

IMO some of the earlier ideas/mechanics are superior to some of the civ4 ideas/mechanics (pointing at civ3). :D
 
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