The Civ V wish-list!!!

I think a natural harbor system would be nice
I.E. a city with deep water nearby would get x more trade routes than a city with only or mostly coast
 
This may have been mentioned. But how about the actual flags of each civ. It's not as if they're copyrighted or anything and I can't be bothered to load a mod everytime I want to use them.
 
I would like the Hittites back from Civ 3 with Mursilis and another famous Hittite leader.

I would also like some other important civilizations like Akkad, Italy and Austria-Hungary

And a few important leaders like Lenin and Elizabeth II
 
I have just spent a while searching through the forums and I was surprised that I could not find this suggestion anywhere.

I did find something similar in CIV V.doc point #32 by Molesworth. I have been considering this ever since I played the first civ as a child and I entirely agree with Molesworth's point that
In the real world no nation single mindedly pursues one technology.

I would love to see a game option that you can set in the lobby whereby instead of players/AI choosing to discover specific technologies they would choose to focus their research on a sliding scale of economic, military, science, religion/philosophy, art/culture, growth, industry (for example) and allocate points to prioritize each one.

There are so few examples in history of an empire/state settings its sight on a particular technology (nuclear fission springs to mind). Rather, new technology is acquired due to other factors.

These are just suggestions for 'research fields'. The idea could potentially be simpler than this (or more complex) with new research fields becoming available (i.e. electronics, aeronautics) and older ones disappearing as they become irrelevant.

Thanks and I pray that this may be included in your final wish-list!

WuK
 
My proposal for civ V is quite a big one and may be complicated so i dont quite know how it will work yet. It involves changing the basic way the cities function, to make it a bit more like civ 3 if i remember correctly but still different. My main beef with the game mechanics of civ is how the cities themselves function. In the current civ game, a two pop city "working" a mined hill with say, copper on it has more production than a 15 pop city working only floodplains (no specialists). This is just plain silly as we all know that it takes population to create production. So my proposal is that while for each population point a city can work one tile within the BFC, it should also receive one "citizen" to be managed within the city screen(kind of like a specialist but free). At first this citizen will be a regular slave or worker contributing to production but as you advance you will be able to specialize citizens into scientists, merchants, government officials etc. Theze specialists will not only contribute as they do in civ 4 to their special domains (scientists to research, merchants to commerce and my proposed new specialist, the city official, to reducing unhapiness, crime and maintenance) but they will also accelerate builds in their domain, i.e if you are building a library, some of the scientists research output would be dedicated to increasing the speed of the build. Using this system a city, like a real city will be able to build more than one thing at a time, merchant will help build banks, whilst city officials will speed up the builds of courthouses and jails etc. Furthermore, when new techs are researched, spcialists can get upgraded too. Slaves will become serfs in the middle ages, then engineers in the industrial era, and as they are upgraded they of course will become better. Anyway, this is my vision for the future civ city, i don't know quite how the specifics will play out but i think it will make the game more realistic as well as enhance micromanagement (my fave part of civ ;) ) i'd like to hear anyone's thoughts on my idea, i'd also prefer to see it implemented in civ 5, any game developers out here listening? I'm currently unemployed....
 
I have a few combat-related ideas I thought I'd throw out there. I'll apologize now if any of these have been covered already.

First, I think land units should be able to besiege cities the same way sea units can. But it should be to the point that if you have units blocking a one or 2 sides of the city, the whole one or two sides of the BFC should be unworkable.

Second, I don't at all like the idea that it takes the same number of siege weapons to reduce a 20% city's defense to 0 as it does to reduce an 80 or 100% city's defense to zero. The amount of defenses killed should be a set number, not a percentage of the whole.

Third, I have an idea that might de-emphasize the SOD to an extent and create true battle lines. How about a flanking bonus in combat. (This has nothing to do with the flanking promotion, by the way.) What I'm saying is that you should get an attack bonus if you have a unit on more than one side of the guy you're attacking. Maybe the bonus is 25% if you control 2 sides, 50% if you control 3 sides, and 100% if the enemy is surrounded or something along those lines. This would cause you to have to protect your flanks by stringing units in a line to prevent your enemy from gaining a tactical advantage. Perhaps this combat bonus might be unlocked with a certain technology. I'm no expert, but it seems to me that the concept of battle lines is a fairly new idea (perhaps around WWI or so). And that makes sense because command and control would be impossible without decent communication capabilities. Earlier wars actually did make use of armies in a more 'stack of doom' type of way.

I also don't like the idea of road use being restricted. That doesn't seem too realistic to me. Railroads? Certainly. But allowing the enemy the use of your roads forces you to be judicious in your placement of roads and adds a significant tactical element to the defense of your country and the invasion of another. As it stands now, there's really no reason not to put a road in every square when your workers don't have anything better to do because you don't have to worry about the enemy using them.
 
There are three things from the Call to Power games I would love to see integrated into Civ V.

1) Stacked combat. Not only did it cut down on tedium of having to manually attack with every unit of your stack, it made the composition of your stack incredibly important. 2 hoplites and 2 archers and 2 horsemen could beat a stack of 10 hoplites.

2) Slavery. The ability of kidnapping slaves from another empire to work in your cities was good fun and added flavour to the early stages. Whipping buildings and units by killing your own people isn't as much fun.

3) Forts could extend borders. Borders in Civ IV relies purely on cities and their cultural level, but the ability to expand your border with a fort would add an extra strategic layer.


Things from Civ IV:

1) Religion. For obvious reasons.

2) UN/Apostolic Palace. I would prefer to see much greater variety in the votes. Why can't slavery be imposed as a universal civic?

3) Vassals and Colonies. I'd like them to expand on this also, I'd love to be able to have more control over my vassals than I currently do. I'd also like the ability for a human to become a vassal to an AI.


Things from Civ III:

Bombardment was very useful, although it might not be needed if stack attacks were implemented successfully.


Things from Civ II:

I liked how a Civ could break in two if your captured a capital.


General Ideas:

Multinational treaties would be good. Diplomacy in Civ has always been one on one, so the ability to form an alliance or a trade deal between multiple civs at the same time would add some flavour.

In a similar vein, I like the concept of researching multiple technologies at the same time.

Once you reach a certain tech perhaps obsolete units should be disbanded automatically? So if I research Civil Service, any remaining Warrior units get removed from the game. A contentious idea, but it would certainly stop any possibility of a spearman killing a tank once and for all. ;)
 
There are three things from the Call to Power games I would love to see integrated into Civ V.

1) Stacked combat. Not only did it cut down on tedium of having to manually attack with every unit of your stack, it made the composition of your stack incredibly important. 2 hoplites and 2 archers and 2 horsemen could beat a stack of 10 hoplites.

Stack attacks already exist in Civ VI - I use them all the time! You just have to check a box in the Game Options screen to enable it. And I would say that composition is equally important in Civ VI - but it would better if attackers could target specific units within an enemy stack, to maximise their anti-unit specialities.

2) Slavery. The ability of kidnapping slaves from another empire to work in your cities was good fun and added flavour to the early stages. Whipping buildings and units by killing your own people isn't as much fun.

It was no fun at all having your citizens disappear! If the slaver unit is brought back, there should be a counter-unit available right away which can see foreign slavers appraching your cities. Building this unit would be a necessary safety measure, same as building city walls.

3) Forts could extend borders. Borders in Civ IV relies purely on cities and their cultural level, but the ability to expand your border with a fort would add an extra strategic layer.

I completely agree. It would be especially useful in one-city challenge games, where a vital resource is so often located just outside your cultural border... There would have to be a limit to such border extensions, however.
 
Stack attacks already exist in Civ VI - I use them all the time! You just have to check a box in the Game Options screen to enable it. And I would say that composition is equally important in Civ VI - but it would better if attackers could target specific units within an enemy stack, to maximise their anti-unit specialities.

Stack attacks worked much better in CtP than in Civ IV. Stack attacks in Civ IV aren't real stack attacks, the calculations still work as one-on-one attacks, it's just a way of cutting down time. In CtP the entire army on both sides attacked simultaneously, like a real army does. Hoplites would engage one another on the front while archers would attack from behind them. Horsemen would have an effect on the flanks and catapults attacked from behind everything. A well balanced army would easily defeat an imbalanced army.

Two hoplites against one hoplite would win a battle. One hoplite and an archer against a hoplite would win decisively.
 
Stack attacks already exist in Civ VI - I use them all the time! You just have to check a box in the Game Options screen to enable it. And I would say that composition is equally important in Civ VI - but it would better if attackers could target specific units within an enemy stack, to maximise their anti-unit specialities.

Oh, do tell us where you found a copy of Civ VI.
 
It would be nice if there was no wonder, national or otherwise, that didn't have a corresponding civilization. It irks me that there are Moai Statues yet no Easter Island civ.

And while on the topic of wonders. It would be nice if there were more wonders that were less western. The Spiral Minaret and U. of Sankore were nice starts but it would be nice if places like the Registan of Samarakand, Templo Mayor of Mexico City, Machu Pichu/Temple of the Sun, the Caracol of Chichen Itza, New Grange were included. I understand that this would create a lot of wonders but I think that could be offset by making wonders expire sooner.

Also, it would probably help to call wonders like the Chichen Itza the Pyramid of Kuklakhan so the Mayans could have Chichen Itza despite who built the wonder.
 
It would be nice if there was no wonder, national or otherwise, that didn't have a corresponding civilization. It irks me that there are Moai Statues yet no Easter Island civ.

I do think the only addtional civilization needed is a Polynesian civilization. I believe it might add fun to the game.
 
I'd like to see the culture system change too. Instead, call it influence. Culture could still exist besides it, but determining borders with just culture doesn't really work perfectly. Influence would be determined by military presence (units, forts), culture, distance to the capital, religions etc. For example, if a city far away from the capitol adopts another religion than your state religion, and your enemy with the same state religion puts their units on the borders, your city has a high chance of revolt.

Culture popping would still exist, and maybe even the morale of your military could be decreased when they're not in an influential area. With this system, expanding your empire could be done with more than just military. Maybe it would only take a border city with lots of culture and a spy to get the extra resource city basically for free.

This could also give an extra dimension to managing your empire and keeping it happy. You can't expand all you want with enough money anymore, because your cities would revolt if they're being enslaved while the capital is on the other side of the globe.
 
It would be nice if there was no wonder, national or otherwise, that didn't have a corresponding civilization. It irks me that there are Moai Statues yet no Easter Island civ.
(...)
Also, it would probably help to call wonders like the Chichen Itza the Pyramid of Kuklakhan so the Mayans could have Chichen Itza despite who built the wonder.

Oh, no, no, and thrice no.

Historical determinism has no place in Civ - what on Earth is the point of having Wonders at all if any civilisation can't aspire to build any of them if it suits the strategy of the day ?
 
I'd like to revive the old idea of Natural Wonders.

These would be like unique super-resource tiles with individual graphics, scattered fairly randomly across the world (but each one located in a specific terrain type). Some would occupy 2 tiles, or even 3 on a large/huge map. Their names would flash up on mouse-over

When located in a city's workable area, a Natural Wonder would have the basic properties of its underlying terrain plus 1 :gold:, and immediately give +3 :) for that city; those involving animals or fish would also have a :food: bonus, like regular food resource tiles. From the start of the industrial era it would generate a further +3 :gold: in tourism, increasing to +5 :gold: under Environmentalism. If located within a civ's cultural borders but not in working range of a specific city, it would provide a general +1 :) & +1 :gold: in every city. A player would therefore have to decide what is more beneficial - big gains for 1 city, or small gains for all cities.

Roads could connect up a Natural Wonder to enable the tourism revenue, but destroying it with terrain improvements such as mines, farms or towns - or by actually building a city on top of it - would not only anger your own population, but incur diplomatic penalties with other civs. :( Having a natural wonder near a city would make it a more tempting target for invaders; fighting battles there would, conversely, increase your enemy's war-weariness.

Suggestions for Natural Wonders:

Serengeti - plains, 2 tiles, multiple animals graphic;

Ngorongoro Crater - hills, 1 tile, multiple animals graphic;

Kilimanjaro - plains, 1 tile, green shield-mountain with white peak graphic;

Okavango Delta - desert/river, 2 tiles, reeds & animals graphic;

Great Barrier Reef - coastal, 2 tiles, multiple colored fish graphic;

Ayres Rock/Uluru - desert, 1 tile, eponymous graphic;

Mount Everest - mountains, 1 tile, extra-high peak graphic;

Lake Baikal - hills, 2 tiles, deep/dark water graphic;

Grand Canyon - desert or hills, 2 tiles, eponymous graphic;

Yosemite Valley - hills, 1 tile, sheer rockfaces graphic;

Yellowstone - mountains, 2 tiles, plateau & geysers graphic;

Everglades - coastal/grassland or forest, 1 tile, sawgrass and alligator graphic;

Niagara Falls - hills/river, 1 tile, cascade graphic;

Angel Falls - mountains/river, 1 tile, cascade graphic;

Pantanal - jungle/grassland, 2 tiles, pools and colored birds graphic;

Galapagos - group of 3 or 4 1-tile islands, cactus-tree, tortoise & bird graphic

Grand Banks - coastal, 1 tile, multiple fish & whale graphic;

Bay of Whales - coastal/tundra or ice, 1 tile, multiple whales graphic.


Here's the original discussion on this subject.

Anyone have more suggestions? (If somebody fancies creating a mod with Natural Wonders, I would be happy to design the graphics.:cool:)
 
I'd like to revive the old idea of Natual Wonders.

These would be like unique super-resource tiles, scattered fairly randomly across the world (but each one located in a specific terrain type). Some would occupy 2 tiles, or even 3 on a large/huge map. Like forest preserves, they would generate extra :) for a nearby city, and tourism revenue in the late game - only a lot more of both.

Roads could connect up a Natural Wonder to enhance its benefits, but destroying it with terrain improvements such as mines, farms or towns - or by actually building a city on top of it - would not only anger your own population, but incur diplomatic penalties with other civs. :( Having a natural wonder near a city would make it a more tempting target for invaders; fighting battles there would, conversely, increase your enemy's war-weariness.


Here's the original discussion on this subject.

Anyone have more suggestions? (If somebody fancies creating a mod with Natural Wonders, I would be happy to design the graphics.:cool:)
Yeah I like the idea. They'd be like a different kind of 'goody hut'. I'd like them to act like 'super resources', so you'd have to decide whether it was worth building a city near them to take advantage of them, or maybe you'd have to rush to settle near to them before your neighbour does.

It would add a lot to the game without being too difficult to develop (I think!), and would add some nice eye candy to the game world as a bonus.
 
Öjevind Lång;7432572 said:
I do think the only addtional civilization needed is a Polynesian civilization. I believe it might add fun to the game.

Perhaps a civ including Fiji, Polynesia, Melanesia & Micronesia? An appropriate name might be "Oceanian Empire" or "Oceanic Diaspora."

The capital could be called Suva or Viti Levu.
 
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