What do you expect from the next Civ? From the fans to Firaxis

kt_atis

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Well Civilization has had a long run and we should keep it that way. But in order for that to happen the game needs just a little tweaking. The overall reason of this thread is to give back to Firaxis. They gave us four Civ games so the least we could do is give back... by letting them know what we want in and/or out. This would be good for both Firaxis and the fans for the simple fact if the people demand it then the companies will bring it. They will make more money and the fans will be more happier. Now I have no problem how Sid Meier make, develop, and produce his games but all I'm saying is if the Civ community comes together and share their ideas with Sid and Firaxis they just might consider an idea or two. This isn't fantasy folks. Firaxis would accepted a few fan scenarios in the BtS expansion pack so why not just a few more all together? I'm sure that they just might take this into acception. So just throw down your expectations for the next Civ or a few ideas or whatever. It's time Civ gets a new makeover.
 
Between this and Civ on the handheld/ds, I'm pretty satisfied. If I can play civ on the DS, I will be in Civ Nirvana, as I will be able to play it anywhere, including in the bathroom, doctor's office, DMV or in the passenger seat of a car. Once I achieve this level of Civ zen, I will have achieved my life goal. I am going to buy 3 copies of Civ for the DS, and 3 DS lites and pack them in various locations around the country in climate-controlled safe deposit boxes so that when I go to the nursing home, I will be ensured that at least one of them will be ready for me to play until I die.

After they finish their game for the WII and the DS, I think they should take a long break. I'm ready for another alpha centauri!!!!

Seriously, though. I think the new civ should have a unit construction set based on will wright's SPORE engine.
 
As Gaius Octavius said above Quantitative Resources.
I would also like to see Power Politics, Party Politics,Immigration and more issues which could make this game even deeper without making it harder.
Another thing which i would like to see is civs more differentiated, UB was a great if not greatest addition of both expansion pack, i would like that Firaxis will come up with other interesting ideas to make civs more different.
 
As Gaius Octavius said above Quantitative Resources.
I would also like to see Power Politics, Party Politics,Immigration and more issues which could make this game even deeper without making it harder.
Another thing which i would like to see is civs more differentiated, UB was a great if not greatest addition of both expansion pack, i would like that Firaxis will come up with other interesting ideas to make civs more different.

Yes, more differentiation is always great, as long as it isn't too hard for casual gamers to pick up. I like the idea of giving each religion specific subtle traits. Civ is all about stacking small bonuses, and there should be a point to doing everything... including founding and spreading Islam.
 
Customizable World Wonders....
Ability to build bridges to gap short distances on coast...
 
As mentioned above I would like to see a way to make your own units similar to Alpha Centauri but a bit better done. Maybe choose weapons, armour, movement, maybe bonuses similar to promotions that the unit gets when it is trained(you can make swordsman type units or axeman).
 
An editor like back in civ 3 would be nice.


On a different note, I would love for a more realistic and a bit complex version of warfare. Instead of single units fighting, it should be army that fights in wars (at least after ancient times). Also, military units should be dependent of the amount of population you have. The more pop you have, the bigger your army size.

In addition, military units should have a morale factor, that is, that they get bonus in the current battle if it had previously won consecutive battles. Or, they suffer morale penalty because they had been in foreign lands for too long, or facing a siege and cut off from supplies. Furthermore, military units in ancient time should suffer attrition due to being in foreign land, or simply from the lack of knowledge of treating diseases and poor sanitation.

Edit: So, to clarify, I would like military units to have a strength factor, health factor and the new morale factor.
 
Ability to build bridges to gap short distances on coast...

The problem is the of the map. A square represents a lot of kilometers. Far too long for a bridge. However, There should be a system to easily dispatch units on islands.

I vote for a system to manage army and stack attacks. Instead of promotions, which adds a lot of micromanagement, units could have class upgrade.
 
The problem is the of the map. A square represents a lot of kilometers. Far too long for a bridge. However, There should be a system to easily dispatch units on islands.

There are a lot of bridges that cover very long distances... maybe have a national limit for the bridges? You need to discover maybe? Steel to make bridges and then you have a limit based on cities, technology, and cash(you need to pay a medium sum to build it with your villagers)...?
 
Keep the CIV IV graphics and work on the AI. FOCUS on adding to an existing framework, not reinventing the wheel.

I'd love to see them bring back the live actors for the advisers. Nothing more more enjoyable than to see the drunk general stumble across the screen or to see them all yelling at one another when you lost.
 
In addition, military units should have a morale factor, that is, that they get bonus in the current battle if it had previously won consecutive battles. Or, they suffer morale penalty because they had been in foreign lands for too long, or facing a siege and cut off from supplies.

The key word here is SUPPLIES. In real life warfare, keeping your supply lines safe is of absolute importance. In Civ, on the other hand, you can run deep into enemy territory and stay there for ages (literally!), without losing any strength as long as you are not directly attacked. That is totally unrealistic. In real life, any sensible general would rather turn back and retreat, or even surrender, than risk getting surrounded by enemy forces. For a perfect example, just see what happened to the German 6th Army at Stalingrad in WWII. (After the army was surrounded by the Sovjet Red Army, supplies ran out in a week or two, and in a matter of just over two months, the whole army of a couple of hundred thousend men was completely gone - probably the most important single event in the greatest war in the history of mankind. The importance of supply lines cannot be overstated!)

A simple solution to the problem would be to make it so that a unit or stack that is too far from its home land and too far from the nearest friendly unit suffers a strength penalty each successive turn, sort of like a negative healing. The penalty would grow bigger the further from the home land the unit/stack is positioned, and the further it is from the nearest friendly unit. So for example a unit that starts with 12 strength would have 11.5 strength after being left without support deep in enemy territory for 1 turn, 11 strength after the next turn and so on, until it retreats to get back in contact with friendly units and/or closer to the civ's own cultural boarders. The result is a far more realistic and interesting battlefield, where smart military leaders will try to surround and isolate enemy units, while at the same time trying not to get surrounded themselves.
 
Roland Ehnström;5851932 said:
The key word here is SUPPLIES. In real life warfare, keeping your supply lines safe is of absolute importance. In Civ, on the other hand, you can run deep into enemy territory and stay there for ages (literally!), without losing any strength as long as you are not directly attacked. That is totally unrealistic. In real life, any sensible general would rather turn back and retreat, or even surrender, than risk getting surrounded by enemy forces. For a perfect example, just see what happened to the German 6th Army at Stalingrad in WWII. (After the army was surrounded by the Sovjet Red Army, supplies ran out in a week or two, and in a matter of just over two months, the whole army of a couple of hundred thousend men was completely gone - probably the most important single event in the greatest war in the history of mankind. The importance of supply lines cannot be overstated!)

A simple solution to the problem would be to make it so that a unit or stack that is too far from its home land and too far from the nearest friendly unit suffers a strength penalty each successive turn, sort of like a negative healing. The penalty would grow bigger the further from the home land the unit/stack is positioned, and the further it is from the nearest friendly unit. So for example a unit that starts with 12 strength would have 11.5 strength after being left without support deep in enemy territory for 1 turn, 11 strength after the next turn and so on, until it retreats to get back in contact with friendly units and/or closer to the civ's own cultural boarders. The result is a far more realistic and interesting battlefield, where smart military leaders will try to surround and isolate enemy units, while at the same time trying not to get surrounded themselves.

Another alternative would be that each military unit now will consume food, and you need to build supply cart for military units in foreign land.
 
Another alternative would be that each military unit now will consume food, and you need to build supply cart for military units in foreign land.

Wouldn't that be going back to CivII? Where each city supported units via production?
 
Yeah, but how much food does it cost to keep a unit in enemy territory for 600 years? (ancient times).

1 food/per turn? per 2 turns? Can be arbitary. To do this, each city can send any of their surplus food to the capital (you can assign how much food you want to store in the central granary), and the capital then build the food carts. Then, you send those food carts with the military units in foreign land. If military units are cut off from supplies, then each turn they suffer a health penalty and a morale penalty (as I discuss from above post).

One step furthur, enemy military units defending in their cities that got cut off supplies would also suffer the health and morale penalties. Then this is a more realistic siege warfare.

About the central granary idea, you can finally have farm cities send food to the central granary, which will support the low food and big production cities.
 
Keep the CIV IV graphics and work on the AI. FOCUS on adding to an existing framework, not reinventing the wheel.
I am in complete agreement with this. Of course in practice it would be perceived as too difficult to market Civ5 to the masses with the same graphics as Civ4, but we can hope.

My number one suggestion for Civ5 is a larger beta program.
Why is this important? It is important because so many of the bugs/design errors that involve game balance and/or only appear on certain speeds/custom settings might have been caught with a wider playtesting community.
Civ really more closely resembles a large application package than a simple game. The interdependencies of features and the complexity and size of the world model and associated AI make testing all possible combinations far more challenging than with most simple FPS or RPGs, even other strategy games are mostly much simpler.

As far as features go, of course everyone's feature list will be different, but here are (some of) mine...(in no particular order)
  1. Better empire management (overviews, troop movement, etc)
  2. CTP-like stack combat, doesn't have to be identical...surprise us, but please no tactical control!
  3. Borders...I could write an essay but I'll just say influence-based (i.e. military+culture), topographically aware (i.e. spread dampened across rivers/jungle/forest/desert/hills/mountains but hastened along roads/rivers) and evolving to fixed borders in the later game
  4. Cultural victory based on spreading culture...not concentrating it.
  5. Troop supply; a simple model (like trade blockades) to allow cutting supply lines.
  6. Holistic victory condition similar to Sevo's Mastery mod
  7. At least an option for some form of blind/partially directed research.
  8. Better model for diffusion of technology over time through contact such as trade.
  9. Improved diplomacy, including Casus Belli for wars.
  10. A system of MAD for nuclear powers.
  11. Ideologies as late game religions (to allow diplomatic/trading blocks to form)
  12. Improved resource and trading model, with commodities and prospecting in later ages.
  13. Minor nations.
  14. Continue improving the AI but make more varied AI personalities.
  15. Public works system to replace workers in the modern eras.
  16. Forts are better in BTS, but could be so much more (cottage style growth, cutting supply lines, spreading/quelling influence etc.)
I'm going to pause for breath, but there are a lot more where these came from.
 
Wouldn't that be going back to CivII? Where each city supported units via production?

Back in civ 2, military units consume its home city's production as an upkeep. However, the military units in my idea do not require any support from the individual cities, but from the nation as a whole.

My idea is just a basic plan, it still requires fine tuning in order to be good. Anyone welcome to comment
 
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