What do we want in Civ V?

I agree with keeping the civ 3 graphics protocols. To make them look more realistic, they only have to use more pixels for each graphic. Sim City 4 did this and looked wonderful. If they want to put everything in 3d, then they need to make it easy and convenient to mod it _ and provide a simple 3d modding program with the game - But most importantly to be able to run everything on a store-bought XP. Nobody I know can afford to upgrade to the ridiculous levels that CIV IV requires.
In fact, a Sim4 graphics platform combined with the earlier-mentioned ability in Total War to micro-manage conflicts (make that one a yes-no option) would make a great game in itself. The rest is empire development/management. I know they can do it all on an XP without blowing it up!
 
With the civilian ships (and cars, wagons,...) I meant civilian traffic. This one is used to bring raw materials to the cities. That means, civilians will build ships, cars and so on. You can't do that or only in a limited way. However you need to protect them.
So if you have a coal mine in one city and a harbour in another and a steel factory in a third, the coal is brought to the harbour and the steel factory (from a fourth city with iron). Also you can set the percentage of the coal deliveries, so 25 % for the harbour, the rest for the steel factory.
If you want to build and maintain an ironclad you need a yard in a harbour, enough men to build the ship, a certain sum of gold and coal and steel. So you need a steel factory making steel out of iron and coal. You can build up in any towns any factory. But be aware that a coal mine can only deliver a certain ammount of coal, so one coal mine can support, let's say, two factories and deliver enough coal for 5 ironclads (to use them, not building). More factories and ship sorties can only be supported by more coal mines.
If you need more steel you can set more coal to be delivered to a third factory and none to the harbour. Then the ships in that harbour have only coal in their bunkers for one sortie to a certain point. Then they have to return and are idle until recoaled.
If you have 1 coal mine, 2 factories and 10 ships you can use either 1 factory and 10 ships and half of the other factory. Or 2 factories and 5 ships. Or 10 ships the every other turn. Or you can import coal.
The trasportation of the raw materials is done automatically by civilian transports. However they need secure ways. These ways can be symboled similar like in Call to Power as a line. If that line is interrupted by enemy forces you can do several things:
a) stopping the way totally.
b) using forces to hunt the raiders.
c) making convoys.
You can also raid enemy laned and convoys. Then a certain ammount of the intercepted raw materials are landed in your next town.
If you aquire a resource you can not use yet, it will be delivered to your capital and saved there until you can use it.

Bombardment should no longer be done by the units but more by their ammo. And it should be possible to bombard only one certain type of units.
So what I mean: A ship uses all of her weapons and ammo in direct fight. So a destroyer attacking another will use all of the 5" guns and torpedoes. That will be done also by attacking an enemy battleship. But here it will be sunk very soon normally. If the destroyer makes a bombardment run, it can use artillery (not effective against heavily armoured ships, but against other destroyer) and torpedo bombardment (very effective against ships, not effective against land targets). However the attacked unit can make a rebombarding and can stop the bombardment.
An example: You have a destroyer patrolling in the open sea and spot a heavy cruiser. Attacking her would be senseless so you make a bombardment. The cruiser can defend herself with a counter bombarding and has chances to stop the attack or even sink the attacking ship. If you have 4 destroyer there you can add them to a (half) flotilla and then bombard the cruiser. As now 4 ships are attacking the chances to be successful are bigger. These chances can vary by the environment and the weather (night). So if it is a foggy weather (another thing to implement) you have better chances to survive but less chances, too, to hit. If you attack in the near of your own or neutral coast you can use the bays and so have greater chances.
Defensive bombarding is also possible! So if you have another unit in range and one of your other units is attacked it will give fire support. SAMs should even be able to give defensive bombardment over several tiles.

Bombarding attacks and battles should be displayed like in imperialism or 1914. So a screen is opening and you can see for example a squadron of Fokker D.VII and Sopwith Camel in a combat scene.
For new units you need only a 3 D model. In the editor you should add it and you can add at certain points the attack animations. I mean if you have a battleship you can define the turrets turning and firing. If the ship is sunk you can define a breaking of the ship, or an exploding or a capsizing. Or all three and one is taken by chance. So this editor must be so intelligent to see the units as ships, infantry, cavalry, vehicle,... and so on.

Adler
 
I like those suggestions.
Economy and internal politics could play a bigger role if you are forced to shape the conditions for civilian enterprises in your territory. You could even reflect differences between e.g. free-market-economy/state-directed-economy etc., etc. in a way that offers a clearer difference than in civ3.
This is naturally two-edged because not everyone would like the necessity for detailed economy-management.
 
Variable/choosable cultural style. Every civ that has own culture is nice,.. though, what i'd like more, is that different terrains and climates change the culture and city styles and units. Or maybe something like this, that you can choose from various city, building and unit types, and if you choose wisely (that is accordingly to the climate, terrain and resources nearby), these cities get bonus and units fight better in this same climate.

Mini missions from civ 4 are cool and prices and bonuses would often offer a nice relief some situations, only these missions should be more practical/realistic, not like from some childish game. Nice would be if game gives you chance to build a specific wonder after you conquer the ex. blue player or something like that.. or that if you can advance into specific tech, you'd get some bonus.. or even, missions that are given to all civs in the game, and first one that accomplish it, gets some number of mercenary units into it's capital.. you understand where i'm going with that idea.

Other random chances.. imagine, if you have golden age, or perhaps specifically high industrial coverage and quality, and that offers you some sort of special unit instead a normal one for that era.

Terrain specific buildings/wonders.. not all buildings, but some can only be built in the cities that are located on the terrain needed by that building. In that way if buildings are needed to train some units, we could make a game where your cities in jungle terrain can produce units that are meant to fight in that terrain, and cities in desert can train theirs.

Some natural effects, like snow (in that one of the civ4 BTS scenarios) or drought, that aggravate food production and economy and even makes warfar harder at these situations. Also natural and unnatural disasters like desertstorm, hurricane, ice age or just frozen seas near poles, earthquakes that may change terrain, flood that can submerge the city, forestfires, underwater volcanoes that create new but unstable islands.

Pollution that has an point.. chemical warfare that makes you to equip your units with gasmasks or envirosuits, city pollution that makes your farms around it produce less, city pollution that makes people unhealthy and unhappy. Factories with adjustable production vs. pollution option. Environmental laws.

Unit upgrades in Civ4 style seem fun, but maybe even more options in this field may be added. Also some one time bonuses might add fun.. let's say you don't care 'bout attack bonus in some cases, but you might want to grant your unit a sure win in next combat (with some sort special equipment)

Upgradeable warlords/King units with need of escort, that may in some occasions or under certain goverments go into the battle.. i even think that diplomacy may be solved without leaderface (only text),.. in that way it adds realism - rulers change

Strict border laws.. not impassable, but just law let's your forces to deal harshly with passagers, without declaring war, yet even enacting this law would make relations with other civs more problematic. And offcourse AI deals with it (ex. strong AI may still declare war against you, just because not letting it's troops pass, weaker AI civ probbably leaves you and searches other options to go where they want.)

Unit trade and bribing.. even most special and elite units should be tradable/bribable,.. only with rank and special upgrades, also the price will gain.

Unit based mini missions.. example - randomly offers that, if you win the battle with certain unit in next 5 turns, it gains some special upgrade/bonus.

National traits that can be gained or bought when game is in progress. Example - in early industrial age your civilization is undergoing serious population growth, yet food is scarce, then you can buy full package of the knowledge and technology to turn your civ into masterpiece of the agrarian culture. Also more traits and specialities (climate based - tropical/northern; way of life and economy based - nomadic, agrarian, trading, industrious; war tactics based - agressive, defensive, peaceful, tactical.. in here can even be the way which civ sets for it's goal to win).
 
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.

AMEN TO THAT!
 
Terrain specific buildings/wonders.. not all buildings, but some can only be built in the cities that are located on the terrain needed by that building. In that way if buildings are needed to train some units, we could make a game where your cities in jungle terrain can produce units that are meant to fight in that terrain, and cities in desert can train theirs.

this has been implemented in my MOD MWNN (For desert and Jungle)
#? ALL Terrains should act as resources

#? more capturable units than just workers (It should be a flagable offense)

#? an ability that lets submarines "Deep dive" out of combat range

#? a sniper-like ability that allows instant kills

#? Unit ability to gain/lose att/def on certain terrain (Example Alpine Trooper, gains +2/+2 in tundra, but -2/-2 on desert)

#? ability to allow "free movement" by lowering Movement use to 0 (unlimited range of movement, unhindered by terrain)

#? Actually Amphibious units...like Hovercraft/hydrofoil/Air boat types...also allowing scuba types to swim and land...

#? Boats that can navigate rivers

#? Paradrop attacks...like bombing runs, but with units...able to capture cities...

#? More animated Dog fights between planes...

#? a terrain editor wouldnt hurt...

#? room for more terrain types...

#? Ive said this one in different ways, but the simplest way is: Let Components require ANY other components (Component = Unit/Improvement/Wonder/Resource/Tech) (examples: Cant use pigs/cows until Farm is built, cant build Knights until "Order of knighthood" wonder, cant build barracks until you have 10 warriors...etc...)

#? Armies should spawn Armies(Or at least be ABLE to)...an army takes new recruits (American Civil War) and grows large enough to become 2 armies...I think that a unit INSIDE an army should have a chance to become an Army (Note, not a leader, just an army)...decreasing the Army size by 1, and creating a new Army...

#? a combination Precision Bombing/Stealth attack, that allows selection of buildings/units to bomb/bombard

...still more to come...
 
- a way to have sci-fi scens in space (someone help me out with this)

#? an ability that puts Air units "Above" ground units as far as movement is concerned( Examples: Stargate - Deathgliders, StarWars - Speederbikes)

#? Physically impassable borders...(Literally Forcefields)

#? A way to give a units both ground, and Air abilities...(Jet pack or hover troops)

#? Allow a way to change/add Teraforming rules/effects

#?(this goes for normal Civ as well) A Way to CHANGE the terrain type via teraforming(Build bridges of land, erase land for water, build mountains, etc...)

#? a unit option to "Silent noncombat" or something, which allows the unit to sit in one square invisible...other units can pass over the unit...this could also have an "auto attack" option that allows the unit to be silent, unless a specified unit enters the square

#? a way to "Harvest" and/or move resources...

A few Sci Fi ideas, tho they may be usable in others as well...
 
More.. and this time some more fantastic/inventive ideas..
Terrain improvements like farmlands and roads/railroads can be built only to certain % of land around city.. and that % depends of city size. That way it will be more realistic - not all the terrain ain't filled with terrain improvements, but some forests remain even in late game.

Special terrain buildings. Some way to implement bridges, tunnels passing mountains and canals.

Elevated terrain like in Alpha Centaury, and not terrain restrictions to units, but terrain features that restrict certain units.. do you guys understand, it's turned around,.. not under units are the restrictions, but under terrains there should be restrictions for mounted, wheeled, "big body", foot, not amphibious etc. Also like in Alpha Centauri, sea level might change, even SHOULD change slowly over long time period.. that is until global warming makes it drastically change.

Villages as first size of the settlement, and most of these doesn't grow beyound that - villages have less building oportunities, but in times when cities grow big, nearby villages supply some really needed food.

Big number of smaller nations.. well i'm one of these who would really like at least 50 civs,.. and that managing large empire would be much more trickier than small country. Still, downside of small country would be danger in war situations or when dealing with disasters or barbarians.

Appocalypse.. chance that end of the world comes, when you don't deal with early signs of global warmth or other global problems.

Alliances that doesn't require your participation in wars, yet this gives your ally to broke alliance. Without a cause it is permanent. Other causes may be not accepting with deals and treaties or when you don't give aid when ally is struck by disaster.

Diplomatic Aid.. when civ gets enough diplomatic aid from peaceful civs, warmonger AI may more probably start peace negotiations with them and player agressor gets more respect from these peaceful civs, when you start negotiations.

Big agressive empires have more stress in relations with each other, than small countries.

Subterran and underwater option for building.. in case there will be some future eras included.

Robotic units, again for future eras - they are more or less automatic, and may sometimes have errors and therefore do unexpected things, like turning against your friendlies or against yourself, yet robots are not affected by chemical warfare, they traverse some terrain that is unpassable for humans, they never need population to be built, and reduce war weariness.

Idea that nukes destroy city is good, but then maybe there should be nuclear fallout shelters, so that even when your city is destroyed, your people comes out of the shelter as a settler and worker.. to start from the beginning again.

Option to change civ to play in midgame, if you have that option checked before starting the game. In that way, if you get so powerful that game doesn't seem fun anymore, you can try to fight against that civ you just built up.

Techtree, or actually part of it depends of the environment and resources you control and of diplomatical/political decisions you have made. So, when you mostly have dry land, for your civ is important to learn better ways to obtain and transport water,.. or when your civ has been agressive lately, it gets more militaristic technologies.

Civ4 great leader/great person system sounds nice.

Strategic markers for showing allies where to concentrate their attack

AI should use terrain strategically - is it asked too much :p

Piracy and terrorism as espionage options + offcourse negotiations to stop such actions.

Civil Wars.. these offcourse shouldn't occure randomly, splitting great countries into two,.. but happen when some causes are met, like serious unhappiness + low culture/economy/long lasting war weariness; different culture groups in one country (uses first idea from my post above or because the captured people of different culture) etc. New country should perhaps be named after largest city. Small unrests should put revolutionary units around a revolting town, like in Civ2.

More interesting small scenarios.. well, this is optional, as if we can have a decent editor, community probably produces tons of these.

Some cities may merge in modern times and/or in future, becoming metropolises, that have especially high economy, cultural growth and industrial power, and also gives tactical defencive ground around it. But such metropolises can also be conquered, taking only one part of it - This may result two enemies having cities alongside each other, without any empty square between.
 
A big one just occured to me...

Eliminate the "Hard coding" on file names, and make them all $tring based...

or a place to change the file names for ALL used graphics/sounds, not just Units, LHs etc...
 
I like these ideas, but I hate to break it to you; no way in hell are they going to go back to 2D. Ever. And sadly, looking at civ revolution, civ is getting more cartoony, not any less...
 
I like these ideas, but I hate to break it to you; no way in hell are they going to go back to 2D. Ever. And sadly, looking at civ revolution, civ is getting more cartoony, not any less...
If were talking eyecandy ....
Then I always wished they made the ARIAL veiw available to mods. That way all those cool new wonders and improvments that modders created would be seen in your city. Make the terrain refected near the city a lil more distict in the ARIAL then it was before(and they did a good job before with that))

ONe thing would be illistrate Palace improvements in the Arial shot. ALso some cultral flav to all the general buildings

THey could even add scroll bars to sweep left and right and North and South to show the growth of a real big city. Even make it possable for an accumpanying animation flic for a short "fidget' sequence like a glisting rooftop bird on pier etc..
 
1. Make modding easier no more coding.
2. Civil Wars Can happen if the right conditions are present. Can be trigged by rival civs. The rebelling faction becomes a new civ once it breaks away. Can also be enable or disabled by the player
3. Nukes having a more severe effect on cities.
4. Weather has more of an effect.
5.More disasters other then volcanoes,such as earthquakes, floods, hurricanes, tornadoes, tsunamis, asteroids/comets and droughts. Some you can see on the main map, others you will be informed of.
6. Better diplomacy AI
7. Make rival civs into Satellite states if conditions are right.
8. Fighting proxy wars
9. More eras
10. Improved editor
11.More units
12. No civ limits in scenario editing.
 
Our thread in the Civ3 "General Discussion" forum for what we want in Civ5, which Logitech created got moved to the Civ4 Discussion forum. I hope the Civ4 people don't accuse us of snooping around the wrong forum like they did in the "Civ3ers won't move on" thread. :rolleyes:

Also one more idea to add to the list.

I'll post the same thing here I did there about Proxy armies, or trading military units to friendly Civs to fight wars against common enemies or just to be a pain in the but for a Civ which is attacking another. These units would become part of that Civs army to fight against a foe and could either be traded for regular trade commodities such as resources, techs, etc. or they can be traded for "favoratism" points in which a Civ will be more open to us and less likely to attack (depending upon the shield value of the units traded to them).

I know Civ2 you could trade military units for things, however, it was difficult to get other countries to accept them for some reason IIRC.
 
If we can't have the code a "modders white paper" laying out the code-based restrictions we've learned the hard way in C3 - like limits to numbers & types of resources, flc peculiarities, or shortcomings of the AI discovered in beta - would make a lot of people happy.

And really in dreamland - an editor in the Mac version.
 
Am not even sure I want a Civ V.

Anyway, two things:

1. Civ2 Zone of Control would be nice as an option -- even better, make it an option for terrain improvements like fortresses (if manned) and/or an option around occupied cities. Then we could keep other civs from wandering through one's country simply by building a line of fortresses a few squares apart each, that kind of thing.

2. Spell 'desert' with one s, not two. Otherwise you're talking about sweets after supper. ;)
 
I'd love to see the ability to play on several maps at once, with the choice of different terrain graphics, and methods of transporation to said maps. Ala Test of Time.

Fix the way graphics work with palettes, and have a built in graphics editor, and as aforementioned, a 3D editor.

More options regarding terrain improvements. Have the choice to have some improvements together at the same time, have some improvements civ-specific.
 
Civ2 Zone of Control would be nice as an option -- even better, make it an option for terrain improvements like fortresses (if manned) and/or an option around occupied cities. Then we could keep other civs from wandering through one's country simply by building a line of fortresses a few squares apart each, that kind of thing.

I like the idea with the fortresses. :)


Edited:
- bring back the "pikeman-cavalry" thingy from Civ2 - can someone non-******** rephrase this?

The pikeman-flag in Civ 2 added 50 % defense against all units with a movement factor of two or greater and could only be used by units with 1 HP. This flag was still reactivated for several Civ 4 units and in my eyes was one of the good features added to Civ 4 as it enhances the stone-paper-scissors-system a lot.
 
Back
Top Bottom