What do we want in Civ V?

Stormrage

Ever Present Taskmaster
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`kay.. since the Petition thread has gone huge.. and rather pointless, I thought I`d open a fresh one, so we can deal with reality. Why? Cos I`m the One, and this the Matrix and.. no, wait..

Anyhoo, I`d suggest keeping it simple, I doubt they`ll introduce unlimited civs, etc. IIRC, civ4 only had 1 city style at the start...

Also, expecting to back to 2D is prolly pointless. But we might aswell ask for a better 3D.

OK, I did the first 40, some of them are common suggestions around here, some of them are my ideas, if you people think they suck, I`ll replace them with some others. I know I forgot alot of the important stuff, I`m not concetrated, and I haven`t gone trough the other threads, so feel free to add stuff. You don`t have to use number markings for your ideas, cos it might get messy if Mirc comes here and starts crossposting :mischief:

Anyway, if you want to discuss a particular suggestion, use its refering number please :)

Also, if you can rephrase some of my suggestions to not sound ********, I`ll use your version as a replacement.


GENERAL FEATURES
- more Civs, units.. more.. everything.
- as many culture groups as there are civs
- keep the corruption, but don`t make it so horrible
- FIXED BORDERS! NO MEANS NO, CLEOPATRA!
- more tech-eras. Many, many more.
- Only historic leaders - not some Joany on her Pony
- vassal states
- those special events or what were they called from Civ2
- I`d like to see the Partisans from Civ2 make a return
- no more instant travel by Railroads (or make it moddable)
- why do slaves work slower than workers? In some govts that definately shouldn`t be the case. I mean, slaves were mostly the workers.
- no auto-razing of small, meaningless cities (size 1, no culture). I never understood this. It can serve perfectly well as a base, if nothing else.
- other natural disasters, not just volcanos. Floods, tsunamis..
- Bring back the possibility of big empires.
- Let the kings be kings again and not such a patchwork as in Civ 4
- Make wonder movies with the phantasy of Civ 2 - not as steril as in Civ4
- more options to change leader and "Mannerism" in each era...What leader would rule the same (much less live) for 4000 years??
- the ability to adjust the unit list IN GAME ...in my mod the build list for units is all out of order, and requires a lot of work to fix...a click/drag option would be very useful
- allow the capture of improvements like castles, airbases, etc.
- allow for user configurable ground improvements like walls, castles (which can be captured, used to heal units, etc)
- Allow the physical transport of raw materials. So a city with no trade route could still have a shipment of iron arrive and for "x" turns it could function as if it had iron via a trade route.
- allow for shipping command of interdiction / blockade.
- barbarians capturing cities (I hear they even use them properly in civ4?)
- bring back the headhunting for barb leaders from civ2! That was cool. A mini-game on its own.
- More barbarians (at least one for each era)
- Espionage -- take the best from Civs 2-4:
; Incite Civil War
; Bribe units
; Incite defection to your civ as well as a general rebellion to new city-state
; Create false propoganda -- "This civ said something about yo' momma!"
; Steal technology when conquering a city
- Ability to occupy same square as your ally.
- More mercenary/pirate type units. Ability to literally fight a small war anonymously.

GFX
- Walt Disney, go home! Bring back the realism.
- no more Lego units, please. Zooming in to see that an archer`s face is a horrible mess of polygons does not give me pleasure in any way! Bring back the civ-scale, we like it that way.
- from Civinator: This includes easy to do graphics in 2d for the modder from the street. There is no reason to throw away thousands of brilliant civ 3 units. So at least an auxiliary 2 d-unit graphic system is needed (best would be Civ 3 graphics).
- less needless eye-candy, more performance.
- gfx formats based on commonly used and popular programs, eh?
- less files required for LHs...make 1 BIG flic and save us from having almost 20
- easier set up for interface graphics. they are spread all over the place, and hard to find
- places to input multiple graphiics for single unit (for era changes) in the editor...


AI
- The AI should pick out strategic goals, instead taking out every little city before attacking the major centers of production.
- The AI needs to be better at producing buildings and watching its economy.
- the ability to set priorities that the AI actually follow (Really tired of that one civ who just builds military)


DIPLOMACY
- an AI that "knows its place". If I reduce Bismarck`s civ to one city, and I`m a 50+ cities behemoth everywhere around it, he really shouldn`t declare war on me.
- no more of that: other civs will like you less if you completely destroyed a common enemy. I mean, WTH? OK for those uninvolved, but my allies should be pretty darn happy!
- allow demands by user. ie: will you make peace, yes but you must also make peace with tribe X. Or just demand "make peace with tribe X"
- allow the gifting of units. ie; ship off mercenary units to help another tribe without giving away technology
-Allow for the AI to offer unconditional surrender in editor defined situations.... ie: strength below x%.... lack of allies, etc... have this surrender be a percentage chance to tha agressor a percentage chance to a friend.
- Pay someone to start a war w/o your involvement.
- Outline key goals with the AI you are allied with ("you take these cities, I take these"; "cut off their access to these resources"; "destroy these improvements"; "defend this pass"; etc.).

UNITS, COMBAT & AI
- AI that knows how to use artillery.
- AI that knows how to invade other continents and islands.
- AI that upgrades its units
- bring back the offensive and defensive values from Civ3,
- bring back the "pikeman-cavalry" thingy from Civ2 - can someone non-******** rephrase this?
- defensive bombardment strength that works properly. (I don`t know much about this, I heard that its always the strength of 1, no matter what value you give it) - I need confirmation on this
- fix the submarine bug
- return to usable aircraft (Or at least have the option of immobile or mobile, without the auto death for planes).
- certain units requiring buildings to be trained
- when a nuke hits a city.. there ain`t no city any more
- Make helicopters act as in Civ 2
- the ability to create minelayers--ships that can carry a pre-determined number (adjustable in the editor) of mines (as a sub can carry cruise missles) out into the ocean and then place them there
- aggression levels for units
- educate the AI on the use of land transports
- Make the RPG-elements of Civ 4 only optional
- a seperate "Blitz" that functions with bombard, and one that doesnt (so I can give ships Bombard, and Blitz without a ton of bombarding)
- Have the AI not automatically hunt hidden nationality units, and not automatically see hidden ones.
- allow aircraft to have zones of control. ie: put them on patrol in these squares and observe and/or attack units in this square.
- Maintenance cost cast vary unit by unit
- Chance of withdrawal based on speed difference (so a unit with 3 MP can withdraw from unit with 2 MP)


THE EDITOR
- an editor, duh..
- do everything via the editor, no need to mess with the .txt files
- Mod-able civ traits, unit experience, etc
- An editor that allows us to set the diplomatic agreements/wars between civs
- an editor with variables...no more [off/on] flags...make everything varable (Ie Radar should be adjustable)
- more options than "Foot unit" "Wheeled unit" "Other"...Wheeled, Tracked, motorized...not these exactly, but you see the point
- Better options for missiles on ships
- Alterable Civ traits (for example, adjust the amount of bonus for Sci and Com, give unit bonuses to Military etc...)
- Trait specific skills ingrained in the editor (In other words, each Civ should have a "skill" that allows civ specific improvements/wonders)...perhaps even limited tech tree branch specific to each civ or culture type
- the ability to move units up and down the list in the editor (the newest units are added to the end, and sometimes gets confusing after adding a lot of units)
- more options for improvements and Wonders to "interact" (effect each other)
- Allow multiple replaces this flag
- a variety of impassible terrain flags. ie: must have check mountainflag to enter mountain, must have checkdessertflag to enter dessert.
- The ability to restrict a building with a single or group of civs (without using the special unresearchable tech trick).
- more configuation and control in culture groups for example, from group to group have it be a configurable love/hate. For example, the USA will put up with nearly anything from the canadians or the UK, but not much at all from N. Korea, and a whole lot of shades in between.
- naval boarding actions to allow the capture of enemy units, which can be used or scrapped for the chance to recover some tech
- similar for ground units. But, perhaps have it not be a boarding action but a priest, spy, or other specail unit required to attempt the swaying. This could use the existing CHARM flag, but it would have to actually work.
- have like - dislike between more than just culture group. For example, no matter what the culture group, democracies tend to prefer other nations with the same... sa do commies, islamists, etc.Allow an additional user selectable "culture group" for like / dislike... which could then be assigned to a variety of things... religion, etc
- New bombard flags/check boxes. Land Bombard with Lethal Land Bombard sub-option, Sea Bombard with Lethal Sea Bombard sub-option. What this would do is if you had sea bombard checked but not land, you could not bombard land units, and vice versa. If both are checked, obviously you could bombard sea and land. This would be nice to limit Anti-Submarine units to sea bombard only.
- Limited blitz. This would allow a player to set how many attacks/bombards a unit could do during a turn when flagged with the blitz option. A ship with blitz and 5-7 moves kinda throws off balance. However, flagging ships with blitz is nice way to simulate the large amount of ammo they carry.
- Adjustable Line of Sight. Pretty self explanatory, you set how many tiles away a unit can see. It would be nice option to give Airborne Early Warning aircraft in scenarios.
- Unit Type Cap. Puts a cap on the selected type of unit. Allows you to build no more than X amount of that type of unit throughout the span of the game.
- Add a flag "can load on carrier" for aircraft
- Add a terrain modifier for unit (like +50% in mountain for alpine troop). A simple way would be to modify the "ignore terrain cost" and make it a "favourite terrain", that would a) make the terrain cost 1, b) give a +50% (for instance) to unit fighting on this terrain
- Add a "consume worker" flag for improvment
- Add a "can bombard land" and "can bomdard sea" flag
- Make the ROF work also for defensive bombardment (so a MG with 0 range) can be more interesting
- a way to have sci-fi scens in space (someone help me out with this)
- a way to have magic in fantasy scens (and this)


THE FRIGGIN SOURCE CODE PLEASE


SOME "UNORTHODOX" IDEAS
- rivers. hmm. Rivers were of great strategic importance, and often served as rivers. There should be like a landmark terrain - a river crossing. Unless you build a road (bridge) across the river. In modern times, armies can cross the river anywhere.
- rivers again. Great rivers, like the Nile, Amazon, etc? You need to sail (or fly) your troops across, no crossings, no bridges.
- Rebelions: If you have alot of slaves (and foreign nationals) you risk a slave uprising? They take over a city, just like I suggest the barbs should, and then you have to march there, and settle things right. Spartacus, anyone?
- Domestic uprisings - Your approval rating goes below a certain precentage, and you risk a rebellion. And the lower it gets, the higher the risk.
- Better seawarfare: 80% of the earth are water and not a special kind of desert as it was stated and handled with Civ 4. Lot more different units and tactics were used at sea compared to desert. And create a merchand marine as it was done in Imperialsm (SSI) and in El Justo´s famous scenario "Age of Imperialism" by using the "reverse capture the flag"-option properly. - Civinator
- Introduce battlescreens: A land-battlescreen as in AOW2 and a sea-battlescreen as in Imperialism (SSI) would be very interesting and give lots of possibilities to mod with tactical speeds, first strike capacities, tactical weopon range and so on. - Civinator
- Give the possibility to switch between different versions of terrains and unit stats: A World War 2 scenario (and others of course too) should have the possibility to handle different seasons. Winter and summer-terrain, winter and summer-unit stats. - Civinator



Cheers guys, post away!
 
I`m not happy with CivIV, so, I choose CivIII to be updated or it`s game code to be given to CivIII Community in order to change the game features like it happened with Heroes of Might & Magic III.
 
The biggest thing I can suggest is make a game that is good for lower end computers as well as higher end computers! It may be the case that the Jones' game next door has better graphics and utilizes the full effects of the latest sound card, but at the end of the day, if the average consumer has the choice between a top-end game that probably runs as slow as a tortoise with arthritis on their computer, or a similarly good game with simpler sounds and graphics on their computer, they're bound to buy the later. That is especially so if they don't have a higher-end computer.
 
# 41 - Easy modding:

This includes easy to do graphics in 2d for the modder from the street. There is no reason to throw away thousands of brilliant civ 3 units. So at least an auxiliary 2 d-unit graphic system is needed (best would be Civ 3 graphics).
Satisfiying modding should be possible again without beeing a programmer and this includes graphics and events.

Without easy modding new civ games are useless for me. Civ 4 and its expansions were the last money I invested in the Civ series without that function.

#42 - Bring back the possibility of big empires.

This is a crucial point of the civ series that was lost with Civ 4.

#43 - Better seawarfare:

80% of the earth are water and not a special kind of desert as it was stated and handled with Civ 4. Lot more different units and tactics were used at sea compared to desert. And create a merchand marine as it was done in Imperialsm (SSI) and in El Justo´s famous scenario "Age of Imperialism" by using the "reverse capture the flag"-option properly.

# 44 - Let the kings be kings again and not such a patchwork as in Civ 4

#45 - Introduce battlescreens

A land-battlescreen as in AOW2 and a sea-battlescreen as in Imperialism (SSI) would be very interesting and give lots of possibilities to mod with tactical speeds, first strike capacities, tactical weopon range and so on.

#46 - Make helicopters act as in Civ 2

# 47 - Make wonder movies with the phantasy of Civ 2 - not as steril as in Civ4

#48 - Give the possibility to switch between different versions of terrains and unit stats:

A World War 2 scenario (and others of course too) should have the possibility to handle different seasons. Winter and summer-terrain, winter and summer-unit stats.

#49 Make the RPG-elements of Civ 4 only optional

And I underline the point of Stormrage: An easy events-system as it was for Civ 2 ToT is crucial.The "back from cartoonish style "demand is underlined, too. This includes the abolishment of superhuge-units.
 
#48 - Unlimited amount of buildings, Civs, etc

#49 - Mod-able civ traits, unit experience, etc

#50 - An editor that allows us to set the diplomatic agreements/wars between civs.

#51 - A smarter AI - some of the things it does are completely stupid, even for a computer.
 
I do not want a Civ 5. I want a Civ 3.5.

I want Civ3 updated only to allow greater flexibility, higher res graphics, a better editor and no hard coded anything.

I would pay a lot extra for just this rather than seeing Civ4 extended. I have Civ4, I do not care for it.
 
I'd play/mod the game Stormrage outlines even without the civ name. It sounds like C3C only more so, with the best features from CII in it as well.

...So there's even less chance of it coming about than us getting the C3 source code.

...Dear Santa, I've been a very good boy this year. I even ate all my vegetables. ...


PS - what if we all chipped in & hired Steph full-time?
 
Did anyone read the opening post? :(

I said no numbers, CC-2224 and Civinators both have 48 and 49. About unlimited civs and stuff, good luck with that. Ain`t gonna happen :( But what about 256 Civs or something? Thats got to be enuogh for anyone.

CC-2224 - please state specific things about the AI that you want improved. And how they should work? :)

Bjorn? This is not about 3.5. There will never be a 3.5. You can have civ5, which is probably going to be a mix of all older civ games and with something new, like civ4 is. Anyone who is going to whine about the Code can take it to the Petition thread.
 
Did anyone read the opening post? :(

I said no numbers, CC-2224 and Civinators both have 48 and 49. About unlimited civs and stuff, good luck with that. Ain`t gonna happen :( But what about 256 Civs or something? Thats got to be enuogh for anyone.

CC-2224 - please state specific things about the AI that you want improved. And how they should work? :)

Bjorn? This is not about 3.5. There will never be a 3.5. You can have civ5, which is probably going to be a mix of all older civ games and with something new, like civ4 is. Anyone who is going to whine about the Code can take it to the Petition thread.

The mix-up in the numbers is my mistake, as I added these numbers by edditing my post after CC - 2224 made his post, what I didn´t see when I added these numbers.

But for a cool master of this thread, it should be no problem, to add these points to the list in post number 1 of this thread with the correct numbers, so everybody can see with one view about the most important points concerning civers, who like Civ 3. :)
 
Yah, I changed some stuff.

Now, do you guys want unlimited civs, units, etc, or some really high limits? Like I mention, who is going to add more than 256 civs in their game? Every damn sargeant in their army is going to have a civ on his own, and they are all going to be allies? Or what?
 
Yah, I changed some stuff.

Now, do you guys want unlimited civs, units, etc, or some really high limits? Like I mention, who is going to add more than 256 civs in their game? Every damn sargeant in their army is going to have a civ on his own, and they are all going to be allies? Or what?


256 rivals to build the great wonders I like to do? This is nothing for me. 32 are enough. The Barbarians should behave as in Civ 2 and Civ 4: They should be able to occupy and to hold cities.

And Stormi, this is a nice update on the post 1-list. :thumbsup:
 
Well I think most mods wouldn`t have more than 50 civs, but some people want it infinite, and I`d like to hear why.

Okay, maybe Modern scenarios could add alot of civs, representing each country we have today, but the map is also a big factor in this.
 
1) I didn't see it listed but has anyone said the ability to incorporate ocean minefiels yet? I say the ability to create minelayers--ships that can carry a pre-determined number (adjustable in the editor) of mines (as a sub can carry cruise missles) out into the ocean and then place them there.

2) I also second, third and fourth the ability to have units producable only if certain city improvements exist in a city.

3) I also second, third, fouth, fifth and sixth having easily modable graphics and a more powerful GUI editor, PLUS source code for those who want to do MAJOR overhauling of game functions.

EDIT: Oh yeah, and Walt Disney go home!!
 
By a smarter AI, I meant that I'd really like to see the AI use more different strategies rather than just building a stack of the same unit and throwing it at you.

The AI should be able to...
1. Use naval units and artillery effectively
2. Pick out strategic goals, instead taking out every little city before attacking the major centers of production.
3. Actually upgrade units

Also, the AI needs to be better at producing buildings and watching its economy. I've fought civs who's hundreds of mech infantry outnumbered me 10 to 1, but still lost because their economy died and they went bankrupt.

Well I think most mods wouldn`t have more than 50 civs, but some people want it infinite, and I`d like to hear why.

I have to agree that, in the case of most public mods, having more than 50 civs is rarely necessary. With this in mind, I think it would be best to, rather than having unlimited civs, set the cap at 75, or even 100. Although 100 civs will almost never be included in any single mod, at least we will be able to have 100 civs if some mod requires that many (and for those of us who can't choose which civs to include in our personal mods...).
 
I'd say that a game with somewhat (but not too) advanced graphics like Civ 3, some of the less detrimental features of Civ 4, the ability to make really advanced mods like the ones in TOT (like with scripted events, multiple worlds, etc.), and a powerful editor that covers pretty much everything (or at least a lot of things) necessary to make a great mod, would be pretty much perfect. In other words, combine the best features from the earlier versions.
Basically, I'd like to see a game that's challenging, very moddable, and advanced in the right ways, but not in the wrong ones. That's a game I'd pay good money for.
 
Also, expecting to back to 2D is prolly pointless. But we might aswell ask for a better 3D.

I wonder if they'd make 2D/3D optional? As in let you choose one or the other. That way, everybody wins. People who like really advanced graphics could choose 3D mode, and those whose computers can't handle such graphics could play 2D mode. And it could be the same with mods, so you could have 3D or 2D maps for your mods.
This way, it would be easier to play the game and to mod it, and the people who want their super-advanced graphics could have them. :)
 
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