TheBladeRoden
Deity
Nukes that actually do some good
Among the ideas floated here, I'd like to add to the city capturing and city razing effects shpould be changed for Civ V.
(Note:this has been stated elsewhere in different form by others)
1. When razing a city of population more than, say, three, you should have the ability under Slavery to make a worker out of each population point, OR add them to a city.
2. When capturing a city it is always a bummer that EVERY building(some few exceptions) is completely destroyed. Taking a city would be much more fruitful if it didn't mean having to build it again from the ground up. My suggestion is to have a percentage chance of destruction for each building type. For instance, walls in some cases would NOT be completely destroyed, and markets and/or libraries probably would be.
But let's take it a step further. If a civilization is in the medieval era and three out of seven cities are sacked, surely their civ should fall back a good ways in developemnt on account of stored knowledge in libraries and monastaries being lost. They should actually LOSE techs. This is a small detail that can be easy to create and would add a realism to gameplay. Likewise, sacking a city should give the chance(percentile calculated) of the invading civ to gain a tech from the capture. Not always, but occassionally, since every civs knowledge base is in their cities, right? And likewise, the size and culture of a city would help to determine the negatives and positives on each side for what is lost and what is gained.
Naturally, this would be lessened a good deal once Paper came along, and much more so as the game advanced, to the point where, in the computer age, it becomes much less probable altogether--but not impossible.
3. Rather than getting too into resource utilization, why not feature certain techs that you need a resource to be able to discover--like iron-working. This would make it impossible for a land-locked nation to discover Seafaring, for instance. Ways that civs are kept backward should be exploited so as to encourage meaningful resource trading to begin with. Likewise, if we carry the religion idea a little further, why not feature some religious techs that are automatically given to those civs that share that religion? This would be some boost to the religion game, as well as a dicey way to suggest that overall religious conversion has it's pros and cons. I like the way religious blocks develope in BTS, but taking it that step forward is a real plus--much like how with the UN you are able to introduce civics to all civs, only in this case it is automatic.
4. Last thing--having some thing integral like the Revolution concept. Really playing with city-state theme, and only being able to really tie together tightly your civ near nationalism. This naturally gives religion thast much greater an impact, but other factors can be introduced that can help keep your city in line. Remeber how in Civ 2 your cities would be demanding certain buildings? Along those lines, only with the culture aspect of it, these cities can gain their own identity! Which makes where you build what wonder all the more critical to your overall empire.
Just a few thoughts.
I think the tech loss is adding insult to injury. What if you lose Machinery and all of a sudden cannot create contemporary troops any more? "Well guys, we have plenty of surviving examples and were in fact training more crossbows and macemen all over our empire. And then all of a sudden some worthless size 3 outpost was lost and we have no clue what we are doing. None at all. All that training you just did doesn't make any sense any more, and that half-finished unit is suddenly worthless."
Tech loss:
if techs were easier to gain the more different Civs have found them, the this "lost knowledge" would be easier to "re-gain"
The thing is, if you lose all but a handful of population points and workable tiles, your civilization will become stagnant and not advance except through donations by your generous overlords. Other civilizations will have advanced units and you will have little to fight back with. Adding tech loss on top of that seems excessive to me; you are still going to be behind. This sounds like it'll just be more frustration.
While it would be interesting, I think the current Civilization model is just fine, at least from the stone age through the industrial era. When you find a Corn resource, think of it not as the only corn for miles, but an especially fertile area where corn is abundant. Until the discovery of artificial fertilizers, this system works pretty well.Another thing I'd like to to see is both region specific plants and livestock and the ability to acquire them, plant them. I'm not thinking about luxuries nor resources but more speciic food shields the same way we can have specialized citizens. "Genetics" could be worked out from the beggining of the game as it happens with religion. After all they are both memes.
I agree with you, but only if it can be implemented in a manner were there is no excessive micromanagement. That is the last thing we need more of.Finally, allow for levels of federalism in Civics: Feuds, Provinces, States and Territories should have the chance to build their respective capitals. Throw away that civ-specific reliq of the Forbiden Palace.
. I'm thinking of Egypt after the Great Library went down, the effect of barbarian hordes laying waste to everything in sight, as much as the English forceably decimating any trace of written Scottish and Irish culture and tradition. These actions leave a definiate vacuum,
While it would be interesting, I think the current Civilization model is just fine, at least from the stone age through the industrial era. When you find a Corn resource, think of it not as the only corn for miles, but an especially fertile area where corn is abundant. Until the discovery of artificial fertilizers, this system works pretty well.
I agree with you, but only if it can be implemented in a manner were there is no excessive micromanagement. That is the last thing we need more of.
While it would be interesting, I think the current Civilization model is just fine, at least from the stone age through the industrial era. When you find a Corn resource, think of it not as the only corn for miles, but an especially fertile area where corn is abundant. Until the discovery of artificial fertilizers, this system works pretty well.
I agree with you, but only if it can be implemented in a manner were there is no excessive micromanagement. That is the last thing we need more of.
@eddiewillers: I always thought of implementing religious schisms as happening more through politics than technologies--as in, a series of random events in the game will cause the Catholic-Orthodox sects to split in Christianity or the Sunni-Shi'a split in Islam.
In Civ V, if there were to be the capability of Cities declaring themselves independant and forming nations not under the control of a recognised starting civilisation, which is being advocated by some ppl in this thread. Then why cant there be as a random event the possibility of a tyrant but popular/fanatical leader who has managed to gain the unswerving support (through whatever means) of the populace and have distinct enemies upon arising.
eddiewillers said:More realism through Geography...
Another thing I'd like te to see is both region specifi plants and livestock and the ability to acquire them, plant them. I'm not thinking about luxuries nor resources but more speciic food shields...