What do we want in Civ V?

Wouldn`t the optional gfx thingy make them use 2 different graphic engines? I don`t know any game that offers this, except the Total War series (like I said, I don`t know any, but there probably are).

Logi, there`s a different crowd overthere ;) Can I use your stuff in this list too? :)

I was also thinking of paying a visit to our buddies at the civ1 and civ2 forums, and eventually venture into the lair of Civ4 heretics ;)
 
I'd like to see a more complex set of alliances rather than just mutual defence. I'd especially like to see the ability to make another civ a vassal state. I'd also like there to be the possibilities of rebellions and secessions.
 
Wouldn`t the optional gfx thingy make them use 2 different graphic engines? I don`t know any game that offers this, except the Total War series (like I said, I don`t know any, but there probably are).

Okay, I'm assuming you're talking to me...
I really don't know about these things... :blush: I wouldn't say I'm comuter illiterate, but "computer semiliterate" would be a pretty accurate description of me. I know a few things, but nothing really complicated; so, naturally, I only know a little (from my meager experience with modding) about how Civ works. And the crazy graphics in Civ 4, I don't understand at all...
So really, this whole "graphic engine" concept is new to me...:confused: but I guess that means my idea won't work out so well. :( How unfortunate, I was kind of hoping that maybe I wouldn't need a new computer to run Civ V...

Logi, there`s a different crowd overthere ;) Can I use your stuff in this list too? :)

Of course. Go ahead, I'd love to be included in this.
 
@Colonel - OK, I described how a rebellion of slaves would work, and it could be applied to other rebellions. Your approval rating goes below a certain precentage, and you risk a rebellion. And the lower it gets, the higher the risk.

Can you describe how you imagine a secession? :)

Vassals are already stated, but I`d appreciate if you would elaborate the alliances bit :)


@Empress, your Highness, when I said Logi, I was reffering to Logitech and the stuff from his thread., your stuff is already in the list, but using other words. If there is something missing, please tell me, and I`ll fix it. :)

About the graphic engine.. well.. Civ1,Civ2 and Civ3 both use 2d Graphic engines, the main difference is that the units are animated in Civ3. But still in 2D. Civ4 is another bag of potatos.

In Total War series you move your "army" (with all the units in it) across the world map, playing in turns, and when you run into an enemy army you "zoom" in on the battle and play a Real Time Strategy game. Its possible to have both. But don`t hold your breath about it ;)
 
#? an editor with variables...no more [off/on] flags...make everything varable (Ie Radar should be adjustable)

#? 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...

#? aggression levels for units

#? Educate the AI on the use of land transports

#? return to usable aircraft (Or at least have the option of immobile or mobile, without the auto death for planes)

#? the ability to set priorities that the AI actually follow (Really tired of that one civ who just builds military)

#? more options to change leader and "Mannerism" in each era...What leader would rule the same (much less live) for 4000 years??

#? The Barbs actually able to HOLD cities like Civ 2...the "ransack" thing is pointless

#? more options than "Foot unit" "Wheeled unit" "Other"...Wheeled, Tracked, motorized...not these exactly, but you see the point

#? adjustable railroads...

more to come...
 
There's no such thing as "infinite" when it comes to tables in code, such as a set of civs with their traits, etc. It's always going to be a number that's a power of 2, at least until we're playing on quantum computers. The freedom of choice in modding is going to be limited by the minimum system specs to run the game.

This is the cause of the resource headaches we have now. ;) Got to think in bytes: One bit for presence, two bits for resource type, leaving 2 to the 5th or 32 choices for specific resources. I'm sure that's also why some terrain types have LM and some don't.

So the number of civs would be, for example, 31, 63, 127, or 255 (with one reserved for the barbarians in each case). And how many civs are practical is going to be mutually limited by other parts of the code (cost in bytes for each city for civ, size, era, disorder, food, shields, build cue, etc.).
 
@Empress, your Highness, when I said Logi, I was reffering to Logitech and the stuff from his thread., your stuff is already in the list, but using other words. If there is something missing, please tell me, and I`ll fix it. :)

Oh... :blush: I was wondering why you said "Logi"...
Maybe a quote would've been helpful in this case, because I, too, made a suggestion that involved graphics, and I assumed that was what you were talking about. Though I should have noticed the whole "Logi" thing... :blush:
 
Okay some is said, but others not. So my list:

1. Make different units being able to fight only (or better not so good) different types of units. A MG gunner can't stop a tank and an AT gun has problems with infantry. Or a submarine can only be attacked by a destroyer.
2. That would allow also sea mines, which should be introduced. Only certain units can lay them and only others can attack (=sweep) them.
3. To make it more interesting you should need a certain ammount of resources to maintain a unit in combat readiness. So if you have a tank you need petrol and ammo. A troop of archers would need food and wood. They should have a certain ammount of them. Thus you need resources and colonies to get it. You can also trade them. But for that you need civilian ships. These ships should be built by civilians- NOT the player. But you have to secure the sea lanes and can declare a convoy system in the times of war. That means you need warships added to a convoy or it will be in trouble if an enemy warship comes.
4. If a unit is invisible no other unit, except detecting invisibles, should attack them in the case of war. But the invisible unit can attack/bombard. I mean if the field of a submarine is crossed by the way of a battleship the submarine can make an attack although it is not her turn!
5. Attack and bombardment like in Civ III. Lethal sea bombardment for all bombarding units. A destroyer can attack ships up to his type but has problems with cruiser and is hopeless against battleships- if it is not using her torpedoes or missiles. So less A/D but more bombardment.
6. More than 512 cities (2048 or 4096 max.).
7. More units.
8. No submarine bug.

Just my ideas for this moment.
 
What I would like to see as allready available in CIV:
- Random events.. That was quite cool...
- the monopole companies for strategic use

Also I would like to see a trade system that allows you to trade resouces, techs, cities, workers and everything else is a usefull/realistic way...
EG why can't I trade my metropolis for their tiny 1 citicen town? (well there's seldom a reason why to do so but still there is sometimes need to do so...)
 
Adler

make it more interesting you should need a certain ammount of resources to maintain a unit in combat readiness. So if you have a tank you need petrol and ammo. A troop of archers would need food and wood. They should have a certain ammount of them. Thus you need resources and colonies to get it. You can also trade them. But for that you need civilian ships. These ships should be built by civilians- NOT the player. But you have to secure the sea lanes and can declare a convoy system in the times of war. That means you need warships added to a convoy or it will be in trouble if an enemy warship comes

What do you mean built by civilians? :confused:

I imagine a sea line like this: like when you press "(G)o to" and theres that line showing.. So you choose the nearest friendly port, draw that line, and the line must have some (3? 5? 10?) tiles on each side free of enemy ships. (the tiles go all the way along the line). If there are enemy ships in the zone of the sea lane, you have to destroy them or else you lose the lane (in a turn or 2).

a unit is invisible no other unit, except detecting invisibles, should attack them in the case of war. But the invisible unit can attack/bombard. I mean if the field of a submarine is crossed by the way of a battleship the submarine can make an attack although it is not her turn!
good point. You stumle upon a ninja, you end up dead ;) Huh.. actually this could only work for submarines. If a stack of battleships runs into a sub, it can attack all of them... Could be nasty. Or maybe only the first unit gets attacked, and then you are forced to alter your course? This needs futher thinking..
 
#? 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

#? a seperate "Blitz" that functions with bombard, and one that doesnt (SO I can give ships Bombard, and Blitz without a ton of bombarding)

#? 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)

#? the ability to adjust the unit list IN GAME as well...the MWNN 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

#? more options for improvements and Wonders to "interact" (effect each other)

#? the ability to require Improvements or Wonders for unit construction (Mounted Knight: requires Jousting field improvement)

#? Fix the damn resource glitch

...still more to come...
 
Both would be cool* but especially the ally; and they'd negotiate compensation (expect a bribe) just like when you want an alliance.

*Maybe even the ability to intervene to stop a war you're not involved in. That could make other civs shift their attitude to favor you more. On the other hand, that could create a great opportunity to swoop in and snatch the few key cities / resources remaining to the poor sap who was about to get conquered by your (soon to be) enemy.:backstab:
 
Both would be cool* but especially the ally; and they'd negotiate compensation (expect a bribe) just like when you want an alliance.

*Maybe even the ability to intervene to stop a war you're not involved in. That could make other civs shift their attitude to favor you more. On the other hand, that could create a great opportunity to swoop in and snatch the few key cities / resources remaining to the poor sap who was about to get conquered by your (soon to be) enemy.:backstab:

Would be especially useful when some small civ is beeing beaten up by a big one and you don't want them to grow to big, but are not willing to get involved yet :)
 
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