What do we want in Civ V?

Well, whatever they do, please let us choose our own map sizes. When I saw how small the world was on Civ IV, I tried to return it.

I felt the smaller map killed Sim City too.

I could live with just about anything except lack of an editor, too few civs, and a small map.
 
I personally think naked chicks and beer would be a great addition. But that's just me.

:lol: Actually, the long-lamented Genghis Farb made a nude female worker which couldn't be posted here due to the forums' rules.

-Oz
 
Well, whatever they do, please let us choose our own map sizes. When I saw how small the world was on Civ IV, I tried to return it.

I felt the smaller map killed Sim City too.

I could live with just about anything except lack of an editor, too few civs, and a small map.

I agree. I love big maps. I still haven't bought Civ IV and I've heard enough about it on these forums to determine that I never will. And an editor is an absolute must. Sounds like with Civ IV the designers advanced to the rear.
 
Perhaps it's time for a radical revamp of the basic concepts of the Civilisation series to make it more realistic. For example you could research several techs simultaneously. Perhaps 3 at once; 1 science based, 1 commerce based, 1 military based, or a mixture. This would be more realistic as in the real world no nation single mindedly pursues one technology. It would also go some way to removing the linear feel of the game play. In the real world events are much more fluid and interchangeable.

More suggestions to follow ...

N.B; by "a mixture" I mean you could focus all three research paths into just science or just military for accelerated discovery time if you wanted to, or 2 on commerce, one on military e.t.c depending on what your priorities are.
 
Another idea; Introduce concepts like population migration due to push and pull factors. i.e: city improvements like universities or cathedrals or factories etc could cause population in smaller outlying underdeveloped towns in your empire to migrate to them. This could be linked to civ advances as well, so for example on discovering Ecology people may tend to migrate away to the "country" again. Or if a city becomes polluted e.t.c.

The objective of this would be to remove the unrealistic tendency for more or less uniform cities to develop all over your empire. Also why not be able to build certain improvements independently of cities, e.g; military bases, farms, ...
 
Trading in Civilization V has to be better then III or IV, I like the resources and luxuries but they need to do it where it boasts your economy like trading did on Civ2. Civ2 trading was still more valuable.

Events mode from Civ2 should return along with most importantly, preset diplomacy (none of this team gay mode) and Civs that can't talk to anyone like Stygians in Midgard scenario.

AI needs to be more aggressive to other AIs

Allow more then 8 civs in multiplayer game (Can limit it to 8 people but allow at least 31 with rest being AIs after the 8 so 31 AI scenarios are playable multiplayer).
 
Ok here gos :D
A map that can support 200 civs. (like Earth)
3D + 2D (fore the big games)Se above
1 turn is one month. all game.
A tec tree that has 1000 tecs. (like Hearts of Iron)
A slider fore adjusting level of micromanagement.
Wat u teath your kids. pics.(determining how thei behave as addalts.
2 difficulty sliders: 1 fore enemies 1 fore internal difficulty.
adjustable civics like in (Europa Unuversalis2) LOTS OF OPTIONS
War dissent & stability like --- I I ---
Scouts & explorers get Ep.from exploring (maby 0.2pionts/sqear)
Secret societys.That try to infiltrate & control. (Knights tempar, illuminati, Freemasons.)
Other no-gowerment controled entetis (Corporations, religions, grean peace,)
They bribe and do Lobbying.
Ability to lend money. <=>
Private banks. that can get rely rich (like the RothShildes and Federal revers.)
Missioneres that convert Barbarians + spread your culture -> Joining.
Negative effects of tech & civics, that u nottis later.
Cultural treats that get formed by your actions.
Play a lifetime. (ex. Hitler ore Elisabeth) and get personal score.
Scoring based on hove happy & Free your people are
Playtime till the World is a Paradise.(Everybody is happy)
Social & Structural networks (to be built in city's & Nation wide.)
Realistic Oracle. U can offer money to get tips & benefits.
Letting the game become more complex as time passes.
Lots of events. & happenings like in Hearts of Iron that lets u chose hove u react. (and penalties if u act not according to your civics.)
 
The ability to flag units as we want them would be excellent.
If we want a land transport or sea minelayer for instance, check transport units and it works, that sort of thing(or any combo one can think of) that currently is not workable. I never got why they had to limit it anyway, doesn't look like it's that hard.

And what was already said on events, barbarian behavior, civ 3 style of 2d(pseudo 3d)graphics and the moddability they would offer the average gamer.

Civ movies that the modding community can alter would be grand as well.

And please don't put any limits that an editor cannot intervene with. I can have 1 week or one day or one month or whatever if I want. Civ3 was good at that area. Also I'd like to be able to name the time units. If one month passes and I want to name it Jolan of Istimur or whatever, I wanna be able to.
 
I don't know if this has been mentioned yet:

* A realistic planet. So that means doing away with the square shaped tiles. The planet in XCom UFO Defense was made of triangles. So Firaxis could do something similar.

* Multiple planets. You can travel from one to the other via the spaceship. That might be a bit boring though if it takes 14 turns to go from one planet to another.

Basically, I'm saying make it a turn based Spore.
 
Well before everyone begins jumping to conclusions maybe you should look at what platform that game is for.
certainly, however I doubt that Firaxis will return to realism any time soon, given Sid Meier describes it as the game he had "always wanted to make". If bubblegum Civ is the standard now I'd rather go slaughter some barbarians in AoC... I shudder at the abomination a "Sid Meier's Colonization" would be, when basing it on the present engine and looks of Firaxis games. Sorry, Sid, but the developers that left the company back amidst Civ3 were at least in part right.
 
I have been playing Medieval 2 Total War lately and I think it would be awesome if Civ would evolve into something like that in the next installment.

The RTS part could be optional, the M2TW`s Autoresolve Battle feature is kinda like the fighitng we have in Civ now..

Sure, the gfx are far more like Civ4 than 3, but I have to say that i like M2TW Campaign gfx much better than the Civ4 ones.. They are not cartoony at all.
 
Here's my take (although nobody ltakes me seriously around here, so I don't expect anyone as important as the Firaxis developers to do so, either):

The simplest way to get the best Civ game ever is this:

Combine the best features of Civ II Test of Time and Civ III Conquests.

To whit:

From Civ II:

Special worker units that can ignore "Impassible" terrain and road it so that you can send land units accross it (see Civ II Test of Time's Sci-fi version).
Techs that only certain civs or cultures can research, but that can be traded to other civs for thier unique techs, allowing a common tech that the otherwise neither civ could research (see the Fantasy or Sci-fi game).
Bring back the Caravans and spy/diplomat units... They worked much, much better than the crappy 90% failure rate menu-based spying in Civ III, plus the caravans added an interesting depth to resource trading... not to mention I loved how they could add 50 shields to a critical wonder project.
Have mobile air units that actually can defend the city from invaders
Bring back the partisans

From Civ III:

pretty much everthing else, especially Hidden nationality units, enslavement, sacrifice, culture, etc.
 
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