What do we want in Civ V?

Civ 2 sort of had something like this, when your capital was conquered you often had half your cities go over and convert to a faction that had been wiped out earlier.
 
I think it would be more interesting in the game if losing your capital carried with it a greater penalty than just moving the palace from one city to the next. It would make the game more interesting I think.
 
I think it would be more interesting in the game if losing your capital carried with it a greater penalty than just moving the palace from one city to the next. It would make the game more interesting I think.

I use a simple solution for that: make certain critical Small Wonders require that a Palace be present in the city. That way losing the capital at, say, mid-game, really hurts.

Best,

Oz
 
I also remember losing a capital in Civ 2. Not only did you lose a few cities when a dead faction revived itself, but I also remember you didn't collect taxes until you rebuilt your palace. I think that really hurt in the long run. Not only did you have another enemy to contend with, but you weren't getting any money, or more specifically, you were losing money with all of those city improvements.
 
I think that rather than a dead enemy reviving themselves, or maybe as an alternative to it, a totally new civ should spring up, based either upon the civ it comes from, or based in entire opposition to it with influences from whatever civ hates yours the most.
 
Civ 2 sort of had something like this, when your capital was conquered you often had half your cities go over and convert to a faction that had been wiped out earlier.

Oh yea, how your faction split and you were at war with the faction that was created? The Civil War thing was another aspect I really liked.
 
I'm new to these forums and not an expert gamer or programmer like many here so please be patient.
I (we- my kids too) play civ 3 mainly. We have civ 4 but don't like it as much.
We like many of the new IDEAS in civ 4 such as new leader types, religions, prophets, new techs, villages etc. But we don't like the look of it. Much prefer civ 3 with the smaller more compact looking units. Also in civ 4 very disappointed with the larger maps. They are nothing like as big as the huge ones in civ3.
Vaguely wondering if some of this at least is to do with our graphics card but not sure. We have many ideas for improvements but won't list them all here.
Maybe add some more separately later. Here are just a few.

Someone mentioned making more of rivers. There should be river squares that are independent of the land type squares. Rivers should be more of an obstacle especially early on. Perhaps needs tech 'bridge building' upgradeable later to bridge engineering for long sea bridges to offshore islands. Rivers could be navigable by canoe etc, faster downstream than up.
While on water barriers, we'd really like to see a new small wonder: Panama or Suez canal. This would enable cutting through annoying thin necks of land that cause enormous detours otherwise.
How about improvement 'dyke' as in Holland, to reclaim land from the sea.

Need a command to cycle round units of a specific type, especially: shipping can get lost and forgotten on a huge map when fortified for long time or when exploring.

Automated workers should come to help workers assigned to a specific task, to speed up the process.

Need a command to cycle round disordered cities. Sometimes miss the names as they flash by on the screen.

Need a command to tell units to travel together when one is faster than the other.
Also perhaps a command to tell a unit to follow behind an opponent's unit automatically, perhaps with an option "x squares behind" for x = 1,2,3 etc.

Barbarians are silly in the 20th century. Maybe become terrorist camps.

Option 'Build border fence' to keep opponents out, perhaps also with option 'build tunnel' (as in Korea and Palestine nowadays). (But this would require building of improvements outside city squarers I suppose.)

Spy satellites (probably requiring new tech relativity). Gives view of opponents' cities, positions etc.

Make more of mutual protection, alliance etc for example curing allies' units, allowing use of airbases, airports etc by negotiation. Allow option to buy out of MP or alliance when civil disorder gets too high in war.

Large maps need more time than 2050 if going for world domination or annihilation.
Don't like being told I can't build any more cities.

We added a resource 'pearls' but putting them in coast squares means they can't be exploited as roads don't go there. Needs unit pearl fisher that can colonise coast squares. Trying to do this with the bic editor tool but haven't tested it yet.

These are just a few. I might add more later. Have loads of ideas for techs and resulting wonders.
Stephen.
 
OK I got carried away after my first posting above. So here are all our ideas cut and pasted from a word file where we stored them. Since writing this, we now know that we can already implement a few of them with the civedit hack tools (and have done so). I note one or two of the ideas have been posted in one form or another by others of you too. Hope it's not too tedious.

General features:

For huge map and military domination, we found 2050 is too early to finish. 2100 would be better, especially if all suggestions below were added.

When at war, civil disorder kicks in too soon and too severe. Citizens would support their troops for longer. Disruption has very severe effects and can make domination in the limited time impossible in huge map.

Should be able to negotiate pull out of alliance or mutual protection when disorder gets severe. Of course ally might sometimes refuse if that’s very damaging to them. Then you lose face if you do it and make them all angry.

Need a command to cycle round specific units to find them all. Shipping can get lost in the wide oceans when fortified for ages.

Would be nice to be able to choose a huge map which is precisely the world as we know it with civs positioned in appropriate places. Might need to give navigation advantage to civs on small isles though, like Japan and England.

Corruption is far too punishing far from capital cities. It’s very demoralising on a huge map. Police station should help lower corruption. Perhaps some other way to speed things up too?

Could one or two automated workers sometimes immediately come to help when you assign a worker to a specific task?


Actions:

Needs a command to cycle through all cities in disorder and fix them. Can be very tedious searching for them all on a big map and the screens often flash by too quickly when they first appear.

Needs a button command to undo a movement made in error. This is very frustrating!
Especially when a slip of the finger moves a galley into a sea square.

Need command to move multiple units to one spot. (OK I know civ 4 has this).
Moving bombers around to chase the action is very tedious.

Need a command to say ‘Travel together’, especially if you want a fast unit (horseman etc) to accompany a slow one (settler, worker).

Could do with a command to say ‘shadow opponents unit’, staying x squares behind where x might be 1,2 3?, especially at sea.

All units should become sick, possibly die, if left too long on nuclear pollution.
Nuclear damage is probably not really severe enough.

Upgrades:

Some things become anachronisms as time passes.
Who’d build a colosseum nowadays? Suggest pay to upgrade to sports stadium. (See later suggestion on Olympics).

Barbarians are also silly in the 20th century. Perhaps they could become terrorist camps round about 1900 or so.

Swordsman becomes anachronistic. Needs upgrade pathway.

New facilities and units to build.

Change to build sports stadium, once colosseum has disappeared, as suggested above.

Mines in water. Landmines. Minesweeper at sea, army explosive expert to clear mines on land.

Spy satellites, available after new technology (relativity) developed.

Allow workers to ‘build dyke’, thereby reclaiming land as in Netherlands.
Only allowed after engineering and geology techs. (See below).

Needs ‘build bridge’ facility for small water stretches to connect nearby islands. Allowed after engineering and geology techs learned.

Need ‘build border fence for national boundaries to keep opponents out. Can negotiate passage, perhaps at specific posts.

Above could lead to :’build tunnel’ as in present day Korea and Palestine. Discovery would make opponent very angry!

Making more of mutual protection and alliance.

Build airfields for allies to use.
Allow allied shipping to enter coastal cities.
Allow allied troops to recover in ones own cities. Perhaps city should have hospital at least though. (Might also lead to subterfuge in which troops seek refuge then capture the host city.)
Upgrade of friends troops for a fee to be added to trading facility..



New technology and wonders:

Meteorology and geology, both after physics.

After Theory of Gravity, new tech: relativity (maybe also quantum mech and maybe also split relativity into special, general then follow up from quantum mechs and relativities with quantum gravity and/or string theory). Leads to wonder: Einstein institute. Can then develop time machine. Time machine allows transport of troops back to a past saved version of the game. Great macabre fun dominating the ancient world with tanks. All techs known by future world are transferred back to the past one too. Allows one to get revenge for past transgressions by competitors! Yes , this is a rather twisted idea I know. A unit that inadvertently meets its own ancestor might self-destruct (whether upgraded or not).
Could also invest gold from the present into the past (so long as have banking there) and reap large bonus back in the present. I suppose this would involve substantial changes to the software engineering.

Relativity should also be required for building the space-ship as it’s going so far.
Also needed for spy-satellites (see above.)

Small necks of land can make for enormous round sea journeys. How about new wonder
‘Panama or Suez canal’. (Maybe allow both so 2 civs can get it.) Passage through by other civs could be negotiable under trading. Canal could be sabotaged in war or bombed (but repairable on long time scale). Wonder would follow new tech: geology.

New tech: meteorology. It’s not realistic that boats can ply the ocean and never have weather problems after the initial great lighthouse, navigation etc.
Smaller shipping should sometimes be lost in storms at sea.
Learn meteorology so can then predict storms mentioned above and avoid them, including ships already at sae once radio has been learned. Might also apply to air traffic, though the current instant movement method is not compatible with this.

To combat global warming how about new trade facility: carbon trading.
( needs meteorology mastered by both participants).

Global warming might also be made nastier by floods onto cities at random, when near mountains or coast.

New tech: Tourism. Allows build hotels or resorts and maybe museums. Museum enhances research also.
Each civ can then discover a new resource/small wonder(?): natural beauty spot/world heritage site, so long as they have a reasonably sized territory to include one. These would be spread about the globe in fair proportion, and the precise wonder you are offered would depend on type of terrain. Eg Great barrier reef, Grand canyon, Yosemite, Victoria falls, Iguacu falls, Mt. Everest, Table mountain, Punta Arena glacier etc : (think of some more). Tourism would provide income to cities with hotels or resorts and income enhanced in the city closest to the beauty spot.
The effect would be lost if the spot is developed with anything more than basic road and development would anger other civs, while conservation of the spot would assist combating global warming. Tourism can also be enhanced by old wonders like pyramids.

Enough hotels and stadia leads to building of great wonder: Olympic games. Enhances income and happiness for fixed period and puts stadium in every city on same continent.
Might also have an ancient Olympics wonder early on.

New techs: sociology and languages (possibly individual languages). Requires philosophy at least. Improves mood of own civ and makes other civs friendlier.

New tech: cryptography. Requires maths, maybe also languages above and military tradition. Makes spying against you harder and for yourself easier. Also increases income from banks.

New small wonder: tax haven. Requires economics and banks. Available in 1 city of each civ: Siphons off portion of tax income from friendly civs that don’t yet have it. (Maybe makes terrorists more lethal though.)

Shakespeare and Bach wonders are a great idea. Also needs a visual art wonder like Mona Lisa. Being a musical fanatic I’d make much more of this area of culture with concert halls, opera houses, art galleries following from new techs such as classical and romantic musical traditions, fine arts tradition etc. We have added an early tech cave-painting also, with great wonder: Lascaux. It follows from tech hunting.

Further to above: we introduced agriculture, hunting and fishing techs (yes it’s in civ 4 I know). Domestic animal and fish squares only show up after getting these techs, which adds an element of uncertainty in the early positioning of cities.

Someone somewhere in these forums mentioned a tech ‘journalism’. That’s a good idea. Might have an effect on government and cause disorder for some types of government but also affect spying and overall population education and research levels.

Spying:

See satellite suggestion above. Spying is generally too hard, too expensive and frustrating. One can just save the game and repeat until it’s successful but very time consuming and annoying and almost like cheating really.

Could caught spies be turned into double agents?

Movement:

Early man would have had canoes. Allow build canoe to use on rivers and coast squares.
Very dangerous in ocean. Often lost even at coast. Gives movement advantage downstream, not up. Ocean might have currents also. 1 or 2 person canoes possible with different movement ability.
Occupants of canoe on water would be immune to attack by warriors, swordsmen etc but not to archers or rifleman etc. Reciprocal also for attacking FROM canoe. Must land first.

Instant rail travel is nice in war but maybe too fast compared to roads. Perhaps should take certain (large) number of squares per turn, but not unlimited. Possible small wonder: bullet train, speeds rail travel. Also enhances tourism income.
 
matspb, two things:
1. turn on the advanced unit command option in your preferences.
2. look around. There are plentry of world maps lying about. Might I suggest the works of TETurkhan?
Though I agree you should be able to build bridges and canals.
 
Thanks Loki 130. We did find all the great world and other maps a while ago, and the long list of custom units and the resource table for downloading. I should have edited that bit out of the document before posting.
 
many things i read here are very valid, but in my eyes even much simpler measures would do a lot.

most of the improvements of the game have to do with the AI behaviour and gameplay, like:
+ AI to build armies
+ AI to "assess" situations (like, a 1CC not to declare war against a superpower)
+ AI to have an attack plan: fast movers first etc... you know what i mean. it´s frustrating to see that they move all of their units but one, and use this last one to sneak attack you :rolleyes:
+ AI to have a defense plan: defenders to STAY in the city
+ AI to use any type of unit properly. if there are artillery units in the game, f*** program it how to use them!

and in the contrary, it is necessary in my eyes to "weaken" some strange AI benefits:
+ no special knowledge of foreign troop position
+ no special knowledge of the map/ressources/etc
+ no shortrushing of units on the same turn
+ no cascading on the same turn

or to state it simply, just apply generally better programming to the AI gameplay.

other stuff:
# you should be able to have a real renegotiate-option when peace gets renegotiated by an AI
# add the possibility to take a loan from your own population. say, from economics on. this is how modern countries finance their deficits, wars, big projects... if you cannot pay them their money back, there should be a likelyhood of revolution. sure there would have to be limits according to the size of your pop, and interest would have to rise with the amount of money you borrow.
# like in earlier versions, have the barb units improve with time. they should stand for terrorists in later eras. those barb warriors are just fly dirt on the windshield of your modern times tanks. (think of the message "we have taken a terrorist camp of the 'FARC'/'IRA'/'Revolutionary Djihadists' and collected 25g" :lol:)
# make UN more interesting, like: UN troops to involve themselves into specific conflicts, specific sanctions against offenders who lost the war (like: no war fleet allowed)
this ability of the UN could take place when there was an election for the first time that did not trigger the VC
# create more peace options and more demands, like: hand over/destroy your war armada, demobilize, change government etc...
# add the world bank as an institution, to allow credits to weak nations
 
# like in earlier versions, have the barb units improve with time. they should stand for terrorists in later eras. those barb warriors are just fly dirt on the windshield of your modern times tanks. (think of the message "we have taken a terrorist camp of the 'FARC'/'IRA'/'Revolutionary Djihadists' and collected 25g" :lol:)

I don't recall if the barbarian camp list is used by the computer in order or if it uses names at random, but if the former is true than the above can be done rather simply by editing the list in the editor.

No matter how the comp reads the names scenarios have still been able to take advantage of this.
 
I don't recall if the barbarian camp list is used by the computer in order or if it uses names at random, but if the former is true than the above can be done rather simply by editing the list in the editor.

No matter how the comp reads the names scenarios have still been able to take advantage of this.

Just remember that the Barbarians' names in the list are also grouped by Culture.

-Oz
 
How does that work Ozzy? The total number of names/5? Does anyone know the order of the groups?
 
How does that work Ozzy? The total number of names/5? Does anyone know the order of the groups?

The order from top to bottom is: American, European, Mediterranean, Middle Eastern, Asian. The cutoffs sould be relatively easy to ID by name (e.g., Americans end with Navajo and Europeans begin with Saxon).

Best,

Oz
 
New Ideas to mix in:

King veiw: Custom game option. Sets camera extreamly close to land, focused on a king unit (remember the shoguns or whatever from the japanese Civ III scenario? Upgrade system like that, good stats that increase with each era, and command ability (keep reading)). The player cannot move the camera away from the king. So how on civ-earth are you suposed to control other units, or even your cities and diplo? By brining in a new system. As the king, you can give orders: at a special menu, select either unit, city, diplo, civilization, or misc.

Under unit, a list of your units is shown, and when you select one another list shows up. This list contains actions, like move south-west, move east, move to (see below), worker actions, disband, and beyond.
As for Move to, build to, and all things concerning locations, a map is 'given' to you, showing the world, like the normal game, but, this is special. Each tile discovered by exploration is not revealed imediatly. Instead, for discoveries, tiles are revealed according the the king's location; the closer, the faster the tile is revealed on the map, the farther away the tile is, the longer (in turns) it takes to be revealed to you. (ALL CHANGES ARE EFFECTED BY THE REAL GAME ELEMENTS. e.g., horseback riding tech halves the time, and the existence of roads, railroads, airports, or sailing routes effect the time respectivly (if multiple routes exist, the fastest one is used, always).) This is updated every turn, but, of course, a unit discovery of a tile may be several turns old! Talk about realism! As for enemies locations on this map, it is more up to date than exploration, but the effect is aparent.

Under city, a list of your cities is shown. When you click on a city in the list, your veiw goes to the city veiw like the normal game (but without unit positions). You can do all the things you normaly do: change production, adjust worked tiles, ect. but when you exit (and there must be an exit button on screen) you are informed that it will take ## of turns for the changes to take effect. (ALL CHANGES ARE EFFECTED BY THE REAL GAME ELEMENTS. e.g., the horseback riding tech halves the time, and the existence of roads, railroads, airports, or sailing routes effect the time respectivly (if multiple routes exist, the fastest one is used, always).)

Under Diplo, all normal options are available, but once again, responce time is affected by the king unit's location.

Under civilization, all civic, government, domestic, science, spending, and all things concerning your civilization are here. Also under this option, is your map, which is, by the way, the default mode when exiting other modes, next to king veiw. Zoom is available, and clicking on a city, unit, or rival city or unit brings up the respective option.

And under misc, anything I've missed or doesn't belong in any other option is here.


Easy Modding: In the Civ 5 editor, every option or value range, when rolled over, gives a quick description of the option and several examples and what they effect. If no editor is used, then this should be in a how-to-mod quick guide.


Era-specific Interface and Leaderheads: (Civ 4 does not have the latter, so I must write this down here) As the name sugjests, an era-specific Interface: Ancient: Rocklike, ~Classical (?): Paper (Reedlike), Medieval: Paper (hinting of scrolls), Rennaissance: Still paper (hinting of books), Industrial: Paper, Modern: computer screenlike (digital), ~Future (?): Glowing screen.
Era Leaderheads is a definite must.
 
The order from top to bottom is: American, European, Mediterranean, Middle Eastern, Asian. The cutoffs sould be relatively easy to ID by name (e.g., Americans end with Navajo and Europeans begin with Saxon).

Best,

Oz

Okiedoke, thanks.
 
I would like a feature akin to ”Mass production bonus” or something like that.


Say you want to build a massive army for some war with an uppity neighbour. For this purpose, you pick a city with a manufacturing plant (and your civ has the tech “mass production”) and you queue 10 or so Mech infantry or 10 Tanks in build order. With the mass production bonus, after a few units roll off the production line, subsequent units of the same type should be built marginally faster when in queue. Of course the bonus evaporates when or if you decide to build something else and interrupt the queue. If the manufacturing plant is lost (to bombing or whatnot) the bonus also disappears.

That would be neat.
 
Oh, and for the love of God, can we get more devastating consequences of economic collapse?



Like mentioned elsewhere, the “lose one unit per turn” penalty is not really intimidating to large civs.


Any ideas?
 
Back
Top Bottom