• Civilization 7 has been announced. For more info please check the forum here .

What do you want to see in Civilization 5?

So back to the answer: A unit of pikemen can really only defend *so many* siege engines from cavalry. If I were to design auto-resolve battle rules for a stack, I'd say that a stack with 6 pikemen can defend 6 catapults/trebuchets from 6 knights with all the ordinary defensive bonuses, etc., from said pikemen, but beyond those six, any additional catapults in the stack would be vulnerable, and not necessarily requiring additional knights. If there are additional knights they should be able to completely whack the extra catapults, and if there are not, it should be a probability of their being able to reach the undefended cats without interception by the pikes--similar to the "flanking" effect in BtS but perhaps a bit more deadly to the siege engines on the defense.

If I catch where you're going with the siege system... you're saying that any stack with more than 50/50 siege will have some vulnerable siege units. Are you advocating something like this?

#siege - #nonsiege = #vulnerablesiege

Where #vulnerablesiege will get absolutely massacred? I think this definitely prevents catapults from being overpowered and overused.

There's still an annoying game problem though, that's directly linked to turn based play. In a turn based game, the person who moves next to a stack of catapults is vulnerable until the next turn. This basically lets people pull a no-brainer move of keeping a stack of catapults waiting for anyone to come close. Maybe this happened to an extent in real life, but it happens way too much in Civ to be fun or strategic.

... then again, if you have the "vulnerable siege" rule, then you create a great opening for mounted units to go at a stack of catapults with their double move.

I think there's a way to have realism, but it has to be in a way that gives interesting game play too (instead of "build catapults because they're the best"). And without creating super complex formulae. (I think the one I mentioned might work though.)

I don't think they took anything away at all when they added corporations and early-era spies.

Again, expansion packs are different. Civ 4 vanilla, Civ 3 vanilla, and Civ 2 vanilla all have roughly the same amount of complexity. You drop caravans and gain religion. You reduce the need for tile-micro, and increase the need for specialist-micro. It's all pretty much evened out, expansion packs aside.

The lead designer of Civ 4 once quoted an important rule in one of his presentations. He said "the key to any successful sequel: 33% new, 33% improved, 33% exactly the same". That formula totally rejects the idea of taking the old game and just tacking more stuff on. You essentially keep 2/3 (half of which you tweak and fix), which means you have to throw out 1/3 of the old game.

That's why I've come to the conclusion I have: the only way they'll add a new battle screen for Civ 5 is by dropping something from Civilization 4 -- something that requires a substantial amount of player time, let alone developer time. (And I also think that it's the formula that prevents them from being hyper-realistic, rather than a direct hatred of realism.)

But I definitely concede that some kind of enhanced battle mode could be (and maybe would be) tacked onto the existing economic micromanagement -- in an expansion pack.

(PS I hate the Apocalpytic Palace too. But I think it's crappy design is less about stupidity and more about a lack of time or effort. Seems to me they just grabbed the crappy UN and duplicated it for the early game. And they added a "stop the war" mission to both, which really doesn't make sense in a game where the primary victory condition is to conquer the world. The UN doesn't fit in the game as is, and then they go ahead and expand it, and dupe it? Ugh.)
 
If I catch where you're going with the siege system... you're saying that any stack with more than 50/50 siege will have some vulnerable siege units. Are you advocating something like this?

#siege - #nonsiege = #vulnerablesiege

Where #vulnerablesiege will get absolutely massacred? I think this definitely prevents catapults from being overpowered and overused.

Vulnerablesiege would get massacred if attacked by > the #nonsiege component, automatically. And if attacking #nonsiege < defending #nonsiege, there would be a percentage chance of flanking similar to BtS attacks. What this abstracts is a tactic where the defending men-at-arms are at the front and attackers try to get around them. If they are numerically superior, they will; and if they are numerically inferior, they might, but not guaranteed. In an MTW battle, this plays out directly in the battle: you keep the defending spearmen or pikemen busy with some "sacrifice" swordsmen, and meanwhile the knights slip around the defenders and whack the siege engines--and then that's it for the siege engines, and then the knights go back and hit the spearmen from behind, complete route... if the spearmen stay busy with the swordsmen and don't make them route first.

There's still an annoying game problem though, that's directly linked to turn based play. In a turn based game, the person who moves next to a stack of catapults is vulnerable until the next turn. This basically lets people pull a no-brainer move of keeping a stack of catapults waiting for anyone to come close. Maybe this happened to an extent in real life, but it happens way too much in Civ to be fun or strategic.

... then again, if you have the "vulnerable siege" rule, then you create a great opening for mounted units to go at a stack of catapults with their double move.

Yep. And so "ambush catapults" have to have spear-based escorts to survive such an attack, which dramatically ramps up the cost of laying such an ambush. It would have to be a piece of land you really really didn't want the enemy to breach, and it would only make sense if it were a chokepoint without an easy walk-around. Thermopylae-style fighting, for when Xerxes comes to call with his Stack o' Doom.

I think there's a way to have realism, but it has to be in a way that gives interesting game play too (instead of "build catapults because they're the best"). And without creating super complex formulae. (I think the one I mentioned might work though.)

Catapults in real life were FAR more expensive, mind you, than other units. For one thing you had to have skilled siege engineers running the show (chaching). Then you had to employ beasts of burden to transport these contraptions (chaching). And if your land or the land being besieged wasn't rich in forest, you sometimes had to import special lumber for them (chaching chaching chaching). I think it's entirely realistic to have a catapult unit maintenance cost at 3x the cost for other units. And even then they're not necessarily "the best", for reasons explained before about the time to setup, the slowness of march progress, etc. In a cost-benefit analysis, really the only clever use of *SIEGE* engines... is for a *SIEGE*. They called them that for a reason.

The lead designer of Civ 4 once quoted an important rule in one of his presentations. He said "the key to any successful sequel: 33% new, 33% improved, 33% exactly the same". That formula totally rejects the idea of taking the old game and just tacking more stuff on. You essentially keep 2/3 (half of which you tweak and fix), which means you have to throw out 1/3 of the old game.

The basis for this is user experience though, not saving programming time. The old that you throw out doesn't recoup programming hours for you at all, but the argument could be made that it reduces either excessive complexity for the player or excessive burden on the game engine for computer performance.

But as you've said, "expansion packs are different" and obviously they don't go by the 33/33/33 rule for them (as BtS mainly just added, added, and added). An expansion pack would probably indeed be an ideal realm in which to introduce the non-ridiculous battle interface. Maybe call it "Civ4 Battles" or something like that. It would constitute the add of the battle interface while keeping everything from the main game, and maybe even some things from BtS (the better stuff like levees and Moai statues!)

(PS I hate the Apocalpytic Palace too. But I think it's crappy design is less about stupidity and more about a lack of time or effort. Seems to me they just grabbed the crappy UN and duplicated it for the early game. And they added a "stop the war" mission to both, which really doesn't make sense in a game where the primary victory condition is to conquer the world. The UN doesn't fit in the game as is, and then they go ahead and expand it, and dupe it? Ugh.)

Well, if they "don't hate realism", then maybe they should consider what an "Apostolic Palace" was and what the "U.N." is today.

The Catholic version of the real medieval "Apostolic Palace" had a number of interesting features that could be wired into Civ. Primarily what it was, was a mafia hierarchy dedicated to expanding the religion, oppressing other religions, and increasing revenue for the organized crime operation. Far more often than ordering its client kingdoms to "stop the war", it was ordering them to START wars. "Hey, that kingdom over there is Pagan... GO GET 'EM!!!" If two Catholic kingdoms fought, the Papacy might *sometimes* decide it would be best if they stopped fighting, but... seldom. More often the Papacy would determine that kingdom A is a better revenue-source than kingdom B, (under the label of "more faithful", chaching), and in that case throw its favor behind kingdom A. What that support typically meant was more of a positive backing of kingdom A than a negative pogrom against kingdom B.

Case in point: William of Normandy's conquest of England. William had Papal backing so the Pope gave a special banner of "God's favor" to William, but that mainly only meant anything to *William's* forces. Oddly or perhaps reasonably, the Saxon forces didn't see anything wrong with being both Catholic and *Saxon* and loyal to Harold Godwinsson. There was no huge uprising of Saxon Catholics against Harold or in favor of William, but there *WAS* a morale-boost for William's forces since they had a special belief of special religious imprimatur of legitimacy behind them. That's the way it rolled most of the time. It wasn't a huge downer for the non-favored kingdom to be disfavored by the Pope, but it could be a huge upper for the one with Papal backing.

When it came to wanting two kingdoms to stop fighting, in the relatively few cases that happened, the Papacy tended to tread lightly, because the Papacy knew that sometimes the fighting would continue on in spite of its objections, and in that case it would reduce the credibility and influence of the Papal office, if word got around that kings could generally do what they wanted no matter what the Pope said. So IF the Pope detected that peace was attainable, then yes, he would meddle and get into the thick of the negotiations, and claim credit as the "peacemaker" in the affair. But if peace seemed unlikely, rather than risk a credibility hit, the Pope would just... back one side or the other in the conflict.

Okay, back to Civ. How could the Apologetic Palace be reformed? First off, "stop the war" as an option should be greyed out most of the time, except when the number of cities with the desired religion-spread is roughly equal among combattants (perhaps to within 55/45 ratio). Some options should be added:

1) START a war against a "heathen" nation or a "heretic" (a nation that has too few cities with the desired religion spread, bringing too little revenue to the shrine).

2) SUPPORT an existing war in favor of one nation or the other (typically the nation with more cities with the desired religion-spread).

3) EXCOMMUNICATE a ruler (can happen only if the ruler in question has that as the state religion). Could just be the whim of the "Pope", or would happen automatically if an Ap Palace decree is defied.

4) REINSTATE an excommunicated ruler (to be realistic, via trade screen where the ruler makes an offering to the "Pope" to get back into good graces, maybe just an offer of gold to be simplistic enough.)

Excommunication or defying an Ap Palace decree should have this effect:

1) -1 unhappy hit in all cities where the religion is spread.

2) -1 unhappy hit for that religion's Temple, INSTEAD of a +1.

3) Cathedral-type buildings, any positive happy effects turn negative.

If the state in question does NOT have the Ap Palace's religion as the state religion, defying a decree would have the same effect as above, but instead of "Excommunication" it would simply be "Heretic" status.

What this brings up is another dimension to religion which I think the time has come to add: the ability to *REMOVE* religions from cities, which in history kings and queens have done by suppressive measures. In England for example, at the times of Henry VIII and Elizabeth I, varying degrees of suppression essentially "removed" Catholicism from its cities and replaced it with Protestantism instead. Probably the way this should be done is through an Inquisitor religion unit: similar to a missionary, but its mission is not to *spread* its own religion, but to *remove* others. Its chances of success or failure should be similar to a missionary's for religion-spread. An historic Civ scenario would then have Catholic Inquisitor units removing the Catharist religion from the cities of southern France and northern Spain, for example. Or removing Judaism and Islam from Spain. Or removing the Witchcraft or Druid religions from northern Europe, etc.

A religion removal would also destroy all that religion's temples, monasteries, and cathedral-type buildings.

AND... to be realistic of course you'd have to be in Theocracy or Organized Religion to be able to build an Inquisitor. Or maybe just Theocracy, hmmm...

Oh, and IMO, the Ap Palace should be a build similar to a religion's shrine: one per religion, buildable by a Great Prophet, and ONLY if you DO have the shrine, with the exception that the city it gets built in can be anywhere. And rather than gold as in a shrine, the Ap Palace would build up espionage points, maybe something like 8/turn.

But then, that would be... "realistic". Hehe.
 
Notes on further review:

1) Should probably only be able to build Ap Palace in the city where the shine is. It would be nonsensical to try to aggandize a religion via the Palace if you no longer have the Shrine--conflict of religious interest.

2) Civics to build Inquisitor should probably be either Theocracy or Police State. There are modern police states that suppress religions, which are non-theocratic.

Evolving ideas here...
 
On siege units:

I like where you ended up. I think you chose a pretty simple way of implementing a realistic issue. If catapults have their real life advantage, then catapults need to be substantially more expensive to balance them out. Higher cost to build them, higher cost to maintain them. Maybe catapults even need to have a "set-up" ability that takes one turn before they can do damage. But does that cost and inconvenience make sense for modern cannons and artillery too?

Onto the AP:

Isn't what you suggested for the Apostolic Palace complicated? Maybe not for you and me. But you are adding a lot. New restrictions on resolutions. A new variable -- who is excommunicated and who isn't. 3 different penalties for being on the wrong side of it. The ability to remove religions. A new inquisitor unit.

(Aside: Can't you already provoke a war with the AP?)

Again, this leads me more back to my theory. It's not that Firaxis is terrified of realism. But reality is complex. Hence they use broad, sloppy strokes.

What would I do instead? Scrap the AP. Scrap the UN too. And put some of those programming resources toward that battle screen. That's what I say about the "1/3 rule" -- the UN is not part of the 1/3 I would keep. Not because the UN isn't a fair or realistic idea, but because it's too complex to do it right. Better off spending that capital where it counts.
 
As an aside...

A long time ago, there was a HUGE thread arguing about how religions should be implemented. There's a LOT of funny asides going on throughout it, because it is just such a controversial topic.

It's hard to follow the argument because it slithers around in circles, with the real point kind of scattered all over the place. And it's a long ass thread, so I wouldn't put you through that pain. So let me summarize:

  • 1. I state that religion needs to be complex to be meaningful. You especially need to show the separation of church and state. (Religions do not obey the borders of civilizations. Religions do not follow the timeline of any civilization. Religions can control a civilization, even multiple civilizations -- rather than a civilization controlling a religion.)

    dh_epic said:
    You spread through one nation quite easily because the infrastructure supports you, while condemning other religions. Your religion becomes more contraversial as it reaches the apex of power, but is finally embraced by the leader of said nation. Said nation crumbles into essentially two empires, and as such a rival religion (orthodox) emerges. Your religion still manages to spread throughout a continent, between multiple nations that have replaced the territory of your original popular place. A new religion is inspired by you, but embraces other thoughts from other religions further east. As that religion grows in power, you feel threatened and encourage nations embracing your religion to embark on a crusade. You try to spread to other continents, condemning heathens, all while the nations you are the most popular in decide to keep your ideas but reject your rule. You become a figurehead in the 20th century, ignored by world leaders when it is convenient, and embraced by them when it is not, but ultimately your religion is all over the world in some form or another.

  • 2. I get a response from someone at Firaxis. Too bad I didn't know it at the time. Back then, he was just Trip, and he didn't let on that he'd been hired after being a fan like us. You might have seen him around now as Jon Shafer.

    Trip said:
    Civ has always simplified concepts. I really don't see any sort of "deep model" being implimented, especially with what Soren has said in the past.

  • 3. I say simple won't do anything, so why bother?

    dh_epic said:
    Which ties into my other point, that any superficial model of religion would end up feeling like "team names" than anything else. France and Germany are Christian and thus can crusade against team Buddha. ...

    That kind of religion is useless as far as the game is concerned.

    And this is even more true now that I've played Civ 4. Temples already generated happiness since Civ 1. So you get a few gold coins.

  • 4. Firaxis tells me why religion is in.

    Trip said:
    Civ may be a far cry from real life, but it should be the goal to simulate it as best as possible while making the game as much fun as possible also. Religion has been one of the largest factors in all of civilization.

    You can't accuse them of hating realism anymore. That's the main extent of their reason for including religion, no matter how insipid it turned out.

  • 5. Which leads me back to point 1. If the goal is realism, then religion needs to focus on the complexities of church versus state.

Here's the summary of the summary: Religion is realistic, so it should be in. To make it realistic, it needs to be complex. But Firaxis will only do it if it's simple. But if it's simple, it has no meaningful effect, so why implement it? Because it's realistic.

Rather than get trapped in the circularity of this debate, I spend 50% of my posts trying to insist that Firaxis shouldn't even bother with religion. That they should implement something else.

I find this old debate really relevant to our discussion. I hope you understand why.
 
More dynamic great leader interface.

When ever a great leader has been gained, there are the usual options but instead of settling them in cities, they are added to you advisor board generating certain national benefits. Right click on the great leader and see which benefits he or she gives. A great leader can be replaced by another, but is then returned to the common leaderpool. Furthermore the leaders have certain traits. If the advisors traits corresponds to the leader of the nation, the advisor gives an extra benefit. If the advisors share the same two traits a third is added. If all advisors share the same two traits as the national leader a fourth "royal straight flush" benefit is added.

For example: Lincoln is Charismatic and philosophical. After having gained a great person. He luckily draws Einstein from the great leaders pool, opening three of the four national benefits in the area of science this advisor gives. That is: ywo corresponding traits, and one since all leaders share this - there is only one now. He could either be used for a golden age, to pop a tech or to build an academy, but since Einstein gives three benefits to Lincoln, he decides to appoint him as advisor. Libraries now provide two extra culture, each scientist gives 3 extra beakers and each library gives one extra happiness, each university two extra. The next great person drawn is the great merchant Ford, who unfortunetely does not share any traits - since he is organized and industrial. However, Lincoln is going for broke and does not need the one extra happiness from libraries and universities, and is satisfied that Ford will give a one extra movement on roads.


To balance it out, philosphical leaders require minimum two great people, before one of them can be settled - the other is then wasted. This still gives philosophical leaders a significant advantage in creating a good board of advisors.


Supply and morale interface.

Gathering supply and maintaining morale.

The level of supply the army recives should be manipulable, much like science, culture, taxes and espionage is now. The more supplies one give to the army, the greater their morale is. Like Napoleon said: "An army marches on its stomach." Morale should be implemented in the following way:

Each unit has a basic morale at 100.

The civics Monarchy, Nationalism and Fundamentalism each gives a morale bonus of 10 to each produced unit.
The civics State property and vassalage each decreases supply cost to existing units.

Rougly one gold coin spent on supply via manipulating the supply bar will correspond to one extra morale point. Morale points are spread evenly amongst the units. However, Great Generals who has acummulated enough prestige tend to attract more supply points to units around them than units placed far from Great generals. (see
bvelow)

Various buildings can give bonuses.
Barracks give a bonus of ten morale points to units produced.
Quartermasters office gives an extra 25% supplies in the city it is placed.
Railway Station gives an extra 25% supplies in the city it is placed in, and an extra 25% if the city is connected to the capital via a railroad.
Airport or harbour gives an extra 25%.
The National wonder General Staff Office gives an extra 100% supplies in the city it is placed.

Each corporation in the city incurs a penalty to supply production.

This applies to individual units.

Morale penalties:
-10% for every battle lost in same tile (note this includes succesful airstrikes).
-5% for each units failing a morale check in same tile.
-5% for every battle lost in adjacant tile
-1% per turn per battle lost in addition to the above
-1% per turn for being in enemy territory
-1% per turn being away from road or railroad.

Morale bonuses
+10% for every battle won in same tile.
+5% for every battle won in adjacent tile.
+1% for every battle won in addition to the above.


The promotion bonus logistics gives an added morale bonus to each recieved supply point.


Great generals can provide significant morale bonuses to units near them. In effect prestige is exchanged for supplies, which is then used for boosting morale.
+ 10 prestige for every battle the general or units stacked with him wins.
+ 50 prestige for every city conquered - i.e. the general enters for the first time.
+100 prestige for each surrender accepted.

If there are excess or a lack of supplies, the general with the highest prestige tend to gather more supplies from the general staff.

One other way to adress the problem of lack of supplies is through the practice of decimation...

The final way in which supplies can be gathered and exhanged for higher morale, is through plunder. Each unit plundering recieves a morale boost similar to the gold gathered. If a city is sacked - then the money is exchanged amongst the units on or adjacant to the citytile being razed.

Effects of morale.

Every time morale sinks below the base value hundred, a morale check is made. On a roll above the base value, the unit will fail the check. If on the defence the unit will rout and flee from the tile being attacked. If it cannot flee, because it is surrounded on all sides by enemy units or terrain features it will surrender. It then loses an additional 10% morale. A unit can be attacked numerous times and retreat in this manner. If cavalry or tanks is attacking they gain a 100% bonus against fleeing troops.'
An attacking unit failing its morale check will simply refuse the suicidal orders and stay in place.

Civil WAR.

If enough of the troops under command fall below 50 morale points, a check is made every turn to see if a general revolution will break out. If a general revolution happens the troops under 50% will rebel and their morale will be restored. Any cities where the majority of troops stationed are rebels will also rebel. You can then choose whether you will control the rebels or the empire.

Instead of a second unique unit, why not units which can only be produced if one is running a particular civic. CivII had the fundamentalist, and Call to Power (a civ clone) had the machinegun toting fascist.

My proposals.

Monarchy.

Imperial guard.
National unit - 1 allowed
One infantry class unit can be upgraded to an Imperial guard.
+50% strength against all units.
Can only defend.
Chance that it can prevent spy missions.

The Imperial guard are specially chosen by the monarch amongst his most veteran and stoic troops to act as his or hers bodyguard in the field and at the palace. Normally only engaged in combat as a last resort to prevent total disaster on the field of battle. If the imperial guard dies anti-royalists will detect a chance to overturn the monarch. 2 turn of -1 happy in all cities.

Police State

Stormtrooper.
req - the Fascism tech.
National unit - one per city (Including vassals)
When built it it is similar either to the most advanced infantry, cavalry or armour class unit available.
+25% against all units.
Worsens diplomatic relations with all civs the first time it is engaged in combat.

Stormtroopers are specially selected by the state to protect it against enemies foreign and domestic. Their strength comes from their political devotion to the cause, often bordering on fanaticism, and the fact that they recieve the most modern equipment. Unfortunately their devotion often makes them forget the laws of war - unwritten as well as written.

Vassalage.

Peasant irregulars.
National unit - unlimited
Strength 2
+100% against mounted units
Also food works toward production.

I'll equipped and poorly trained, these poor souls are pressed into service by their lord. However, used in massed numbers they can soak up an attack, preparing the ground for a counter attack.

Theocracy.
req. city with state religion
Fanatic
National unit - unlimited
When built it is similar the most advanced infantry unit.
Costs half, but also recieves half strength
Causes collateral damage.
Does not count towards own war weariness

Fanatics are, as the word implies, fanatical in their devotion to their faith. Believing that a higher reward awaist in heaven they are totally impervious to fear as they wreak havoc on the enemy. Many an advanced military have had to reconsider their reasons for going to war when met with these 'evil doers.'


Democracy.

Contractor
req. corporation
National unit - unlimited
Requries city with a corporation present.
When built it is similar to the most advanced infantry unit.
Can only defend
+50% defence when placed on resources
Chance of preventing espionage missions.


Contractors are trained in survaillance and small arms engagements by private security firms in order to protect against enemy attacks against corporate installations and infrastructure. They are in it for the money.

State property.

Weapons cache
National unit - four can be placed in each city. Eight with bunker.
Invisible to enemy units.
when an enemy conquers a city, the caches are turned into guerilla fighters. These will generate randomly inside the former cultural borders of the city.
Guerilla fighters are similar to the best infantry class unit available and starts with guerilla one.

Weapons caches (cache: French for hidden) can prove invaluable for planning an insurgency against an invader.
 
I love the way in Civ3 how to build a map! In civ 4 you need to be inside on the game to do soo! I prefere the version of civ3!!!

For the wonders:
You can't build the Chichen Itza and Angkor, cause they are city's!!!
Like Machu Picchu!!!
Why I writing this? Cause Chichen Itza and Machu Picchu were election as the new 7 wonders. And it can't be possible to say they are wonders, if there were cities.
Or you say they are wonders, or cities, or you specific a building structure. In the case of Chichen Itza, you can choose "the pyramid of Kukulkan, the Temple of Chac Mool, the Hall of the Thousand Pillars, and the Playing Field of the Prisoners". Maybe the pyramid of Kukulkan/Quetzalcoati (the Feathered Serpent God).
 
-Trade Ships
-Leaders as Units that must be protected
-Lower Sys Req
-Share Food, Production, and maybe commerce
-More universal time line
 
I know seeing the red notifications of lost battles and the icon identifier always gets my blood boiling. But what gets it even more hotter is the fact I have to sit through city selections, diplomacy and techs before getting back to battle by which time the icons are gone and I have to sift through units or look through the unusable event log to figure out what happened. This is most problematic later on in the game when there are a lot of units and things going on. So a better system to track events would be nice as well as a change in the way a turn is played. In fact, I think a total reversal is in order where units are moved first, then techs, diplomacy and cities are taken care of after.

Also, I dislike micro-managing cities and often rely on city AI options. I play at BtS Noble/Prince level and find relying on city AI is effective and efficient. The only problem is when I select a city to focus on specialists, the specialists the AI chooses are often not the ones I want. Same with the science focus. Often I choose the science focus because I want science specialists. When I go into the city I often find the AI has choosen priests. This makes it really hard to use the city AI and get the Great People you wish or need.
 
This wonders adding:
- the Sydney Opera House (add culture to the civ, plus happiness!);
- The Sagrada Familia of Gaudi in Barcelona (increse religion);
- Belém Tower in Lisbon (add 25% defense to coastal city's against sea-unit attacks until Stell).
 
-Global Warming that has an effect on water level or no GW
-Eskimo Civ
-Some sort of way to give a civ bonus on tundra or desert (Mainly for the effect of giving those who wind up in poor spots like tundra or desert a chance on their home turf)
-New Wonder-221b Baker Street, London -Increase Espionage points
 
But does that cost and inconvenience make sense for modern cannons and artillery too?

Good question. I think at first knee-jerk the only artillery pieces that are pretty much "plug and play" are the modern mobile artillery.

And on further thought I think the "spirit" of the strength and weakness of trebuchets, at least, is reflected in the fact that it gets double attack versus a *city*. There's that familiar sinking feeling we all get if our stack relies heavily on trebs, and we end up meeting another stack in open-field combat and a lot of the AI's units are knights. D'OH. That's a realistic feeling too, as you'd be feeling that and then some, if you had a huge wagon train of real trebuchets and suddenly encountered the mother of all mounted armies up ahead. With that in mind, I probably wouldn't consider siege engines "super-powerful" even the way they are today, except in the notion of catapults having even-odds in melee combat against axemen. That's got to be fixed to where some concept can be employed, such as perhaps 2 first strikes any non-siege unit can have in attack versus a siege unit, and maybe that would represent a siege unit's setup time adequately there without having to slow game progress down by a turn?

Onto the AP:

Isn't what you suggested for the Apostolic Palace complicated? Maybe not for you and me. But you are adding a lot. New restrictions on resolutions. A new variable -- who is excommunicated and who isn't. 3 different penalties for being on the wrong side of it. The ability to remove religions. A new inquisitor unit.

(Aside: Can't you already provoke a war with the AP?)

I've built AP a couple of times now, and have yet to see provoking a war as an option. I have seen "stop trading with" options, which are usually moot because trade deals usually don't spring up that much between rival religion states anyway.

The rules I suggest for it aren't really that complicated vis a vis the user experience, just a slightly different way it all works. Excommunication would be less of a "hit" (1 unhappy versus 5) but would be permanent for the duration of the status. The concept of Inquisitors is easy to grasp for any player who knows how to use a missionary unit--just reverse the effect.

And if anything my idea for an AP working more like a shrine, makes it easier to understand for new players: it's like a bonus TO the shrine, rather than a "world wonder". It gives the shrine the ability to be the political player that Catholicism's Pope was, in a nutshell.

Again, this leads me more back to my theory. It's not that Firaxis is terrified of realism. But reality is complex. Hence they use broad, sloppy strokes.

If the strokes are at least in the right hemisphere of direction, I don't mind it so much. Siege engines is one area in particular where they swing the broad stroke to the left when it should be to the right... in general.

What would I do instead? Scrap the AP. Scrap the UN too. And put some of those programming resources toward that battle screen. That's what I say about the "1/3 rule" -- the UN is not part of the 1/3 I would keep. Not because the UN isn't a fair or realistic idea, but because it's too complex to do it right. Better off spending that capital where it counts.

I don't feel strongly about keeping either of those myself, but I forgot to describe how I would change the UN *if* I were to keep it and could design the game the way I like:

1) The vote option they recently added of "never" to defy a UN resolution, helps in its realism. But the Pariah State status should only be a -1 hit on happiness, while the rest of the hit should be in diplomacy with all other nations, and the degree of a hit there, I can be flexible with. -1, -2, -5, -20... take your pick.

2) The real UN makes heavy use of a lot of "non-binding" resolutions as a tool for feel-good diplomacy between member nations. A non-binding res to condemn a war, for example, if it passes, would give the UN Secretary's home nation a diplomatic bonus (+1, +2, whatever), and give a minor -1 diplo hit to the aggressor nation in the "condemned" war. It doesn't stop the war, but it makes the war officially "disliked" by the UN.

2) The concept of "Peacekeeping" forces could be implemented with relative ease. Member nations would contribute units to the UN as a "separate AI", with no territory on the map but a distinctive color, etc. These troops are not allowed to "attack" any unit but can set up in DEFENSE of any terrain feature or city indicated by the contributing nation. The main benefit of contributing forces to peacekeeping operations is that it can further the Secretary nation's global political agenda without the cost of War Weary points, so if you want to see one side or the other of a war succeed or fail, you can back-handedly contribute to that effort without any of the nastiness of directly declaring war. The decision to send peacekeepers would be a resolution to vote on.

3) I've yet to see the UN suggest a real "global civic", and I've yet to even see any real globalists on the political scene suggest one, except for ENVIRONMENTALISM. And it seems the defiance of that one there only results in about a -1 unhappy hit for nations like America, for example.
 
-Global Warming that has an effect on water level or no GW

I would just incorporate GW into weather-related events. BtS already has hurricanes, floods, etc., to just increase the frequency of those events when GW happens. And give the human players a chance to reduce the probability of those events by going to the "Environmentalism" civic, or better yet, making it a global civic if UN secretary.

-Eskimo Civ

::smirk::

-Some sort of way to give a civ bonus on tundra or desert (Mainly for the effect of giving those who wind up in poor spots like tundra or desert a chance on their home turf)

Civ2 gave the ability to transform tiles through *LONG* periods of time devoted by "Engineer" units (similar to Civ4's "workers" but specific to the modern era). There are real-life examples of this actually happening, such as agriculture in Israel, or suburban communities being terraformed in Arizona beyond the desert outskirts of Phoenix. At the very least allow modern workers to turn "desert" into "plains".

-New Wonder-221b Baker Street, London -Increase Espionage points

How would that be different from an Intelligence Agency as in BtS?
 
I definitely think it's time for something fundamentally new on siege units and military in general. I think you might be able to approach something more realistic by tweaking the rate of withdrawal, and creating special rules for attack and defense. But I think it's time to admit that siege units are not just a failure in terms of realism but a failure in terms of strategy. Siege units are supposed to discourage huge stacks in combat, to encourage a little more tactics. In the end, all they do is encourage huge duels between stacks of siege units. The game is still fundamentally "who can build the biggest stack"?

I'd really honestly like to see some kind of "combat screen". But I think to get there, we'd have to give something up. (Again, on my theory that Firaxis is trying to keep the complexity of its base-games down, even if they add further complexity in the XPs.) I'd easily axe the UN (and the AP), for the little good that it does.
 
The game is still fundamentally "who can build the biggest stack"?

So long as there are no battlefield tactics to employ, it can't help but be that way. In Civ4, the Battle of Thermopylae wouldn't have incurred many losses at all to the Persians, because the tactical advantage of a phalanx in a mountain pass can't be represented (unless you give them the "wooded hill" bonus, which still doesn't come close to representative), so for combat, COMBAT, which is easily 9/10ths of the game once you have the economy humming, there is still absolutely zero "verisimilitude", and it's laughable at times. In every game I play, it's not so much "spear beats a tank", but I see Cavalry beating Mechanized Infantry all the time, simply because another Cavalry unit prior to them suicided themselves in a quixotic attack. It's the mother of all WTFs half the time, to see combat results in Civ.

If there are intellectual property issues with MTW style combat then I can be more understanding why Firaxis "won't go there", but good heavens, do SOMETHING to make the game less ridiculous when it comes time for units to fight. Which, the way most people play, is frequent. ;)

I'd really honestly like to see some kind of "combat screen". But I think to get there, we'd have to give something up. (Again, on my theory that Firaxis is trying to keep the complexity of its base-games down, even if they add further complexity in the XPs.) I'd easily axe the UN (and the AP), for the little good that it does.

Axe Global Warming! They can't do that one realistically either. Any of the present game concepts where they can't get the "verisimilitude" right, and it adds nothing to game play, like GW, UN, AP... drop it. And give us a battle interface or even just combat resolution routines, that at least makes sense.
 
It's been a long time since I've played a strategy game where strategy could trump sheer size. You wouldn't happen to have any recommendations, would you?
 
It's been a long time since I've played a strategy game where strategy could trump sheer size. You wouldn't happen to have any recommendations, would you?

.......................MTW... ;)
 
I think that the languages are something very important that they would have to be present in the game. The different languages would have to be appearing and are infected themselves from a city to another one. A civilization could have several languages or an official. The language can be cohesion in the civilization and would have political aspects with the other civilizations.
 
More political, cultural, economical effects:
Im talking about stuff like:

- Political borders
- Cultural borders
- Ethnic borders
- Economic borders

Global effects:

- Somekind of weather
- Global warming
- Global cooling
- Rising sea level
- Falling sea level
- Terra forming

More religious stuff:

- Religious events like founding of denomination
- More religions

Changing leaders:

If a nation entered a new time era the leader is changing.

Nation X:
Allows you to create your own nation, with custom leaders, flags, colours and skins for your units and buildings.
 
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