Things that would make Civ V even better:

snoochems

Prince
Joined
May 25, 2004
Messages
434
1. A diplomacy overview screen
 
adjust resource yields to be a little more valuable.
 
More natural wonders.
More world wonders like Hollywood, Rock n Roll, Parthenon, Status of Zeus, etc.
United Nations wonder should ideally have the same or even more functions as it did previously.
Foreign trade routes
More options for diplomacy. Perhaps technology trading? Make the choice of certain Social Policies affect your diplomatic relations with other civilizations?
 
Faster production, slower research, improved diplomacy (like Delgar said and less micro-management of treaties), and less maintenance that makes sense (units and roads).
 
i like how civ 4 showed you AI's relations i cant seem to find it in 5....

I don't think the player should be privy to all that information, but I think the player should be allowed to ask another leader what he/she thinks of other leaders and if that leader cares to he/she can answer.
 
If the another civ takes a tile, and you've set your units to travel through that tile, make sure the units STOP - as opposed to automatically going around, and entering the ocean and getting killed by barbarian ships.
 
If diplomacy meant anything in the game except for trading resources and warring. AI seems to just immediately backstab me after we crush a civilization together. Actually its not much of a backstab, because they pretty much clearly announce they will soon by ending all pacts with you, then they might insult you once or twice.
 
This thread is plenty of excellent suggestions, I hope at least 3 or 4 of them will be inserted into expansions otherwise the last Civ won't last for so long
 
BRING BACK RELIGION!!! Also, why not have them affect your civilization a bit more than just happiness? Like add traits to them that are reflective of their real life incarnations? For instance, Islam could reduce war weariness or decrease attrition in enemy territory. Confucianism could reduce corruption and waste. Christianity could allow for faster growth. Just some thoughts.
 
•If an AI player basically capitulates and gives me half their Cities for peace, my whole bloody empire should not slow down to a crawl due to the extra cities! There should be a difference between captured cities and gifted cities as far as happiness goes. :mad:
 
Strategic improvements
Tech revamp (battleships should be out before carriers) - ending tree lines
More units
Air combat more fleshed out less buggy - and no catapults hitting F22 Jets :P
Naval combat more fleshed out between eras
Ranged combat fleshed out between eras
World units (world wonder buildings are in why not units?)
No maintenance on roads (spam is gone because u dont need to connect to resources not cause there is costs)
 
If the another civ takes a tile, and you've set your units to travel through that tile, make sure the units STOP - as opposed to automatically going around, and entering the ocean and getting killed by barbarian ships.

I would like the unit to go as close to the tile I ordered him to THEN ask for directions: it seems like right now when that happens the unit will stop the moment that that tile is occupied, and then you have to stop and remember where you were planning to send him, especially if it was a long distance. I haven't had them try to reroute...that would be really annoying
 
Ranged attacks for rifles and higher gunpowder units.

maybe. Maybe it would be better to remove range for archers etc. Keep it to 1-hex distance bombardment only, and beef them up, given the scales of the game (though that's out of whack anyway) but moreover given you would not have any frontal units in modern age that way, which partially defeats 1upt purpose. But in either case, the contrast is quite weird, BC archers having more range than modern infantry.. It probably works best as it is gameplay-mechanic wise, however..
 
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