What do you want to see in Civilization 5?

I like the idea of UN Peace keeping missions. For example, two civs have been at war for a long time. At some time the UN can propose to send a peace keeping mission to the region. Im not going to discuss the effectiveness of the UN peacekeeping force in real life or the difficulties the UN has getting countries to participate in the missions. It just seems like a nice extra for the game. Each civ can decide for itself if it wants to join the peacekeeping mission.
 
I just posted this in another thread, so excuse the copy-and-paste (I edited some stuff out).

I like the concept of major/minor civs.

One thing that I would love to see along those lines is neglected or distant cities and or area (such as farm and resource rich outlying towns or cities) generate into independent minor Civs, a la the American Colonies seceding from England, rather than joining French Canada, which would not likely happen. Perhaps that's an aspect that Colonization will address. Also, if a particular major government collapses or is beginning to unfold, you might see Balkanization and a flurry of minor Civs develop.

And I think the vassal state theme should be developed and incorporated into the above.

Also, on the point of warfare, your power should allow you to facilitate warfare accordingly. For instance, when you go to war, you are offered a menu of what your military might can purchase at the money allocated to defense by your government for the purposes of war (your government type would play a role in amount of gold directly available).

Along those lines, I have never liked the aspect of the cottage-hamlet-town aspect of development. I feel that in real-life, many of these become major cities in their own right. This would facilitate production for the aforementioned defensive purposes as well. It would also add to the challenge of defense early in the game. Since I often play as an expansionist early on, this would offer a different game play style for me.

Maybe these things have been posted or discussed here before, and if they have I apologize.
 
Thoughts...

Above everything: More depth, not less.

Make Maintenance less choking. It's one of the two reasons I gave up on Civ4. Maybe as a civ climbs the tech tree, the influence of Maintenance should be less restrictive.

Bring back Civ II's system for units. The way Civ4 handles units and combat makes war is totally not fun. This is the other reason I gave up on Civ4. No matter how well I planned, I would be forced to waste countless units when attempting to take a city. Stop with the over-simplification and bring back some depth.

Promotions. Get rid of them. Please implement something like SMAC's unit building system instead.

Zone-of-Control. BRING THIS BACK. No ifs, ands, or buts allowed.

De-emphasize religion or revamp how it is handled. Players shouldn't be forced to make a mad dash for the religious techs if they want to get anywhere in terms of culture.

Make the initial city borders 2 squares from the city than Civ4's 1.

A city's culture should not be reset if a city is conquered. Maybe small penalty (like 10% of city's culture is lost upon conquest), but not a full reset that usually causes the city to rebel and rejoin your enemy a few turns after you conquered it. Civil disorder after conquest should be much shorter.

Really, the cultural aspect needs to be overhauled.

Bring back bombarding units (like they were in SMAC).

Also implement Blind Research as an option.

Alternate combat options
- Group attack. Rather than fight battles one unit at a time, all units participate in battle. How to do this, I'm not sure.
- Battle tactics. Before battle, both players can choose their battle tactics. This could be used to radically alter the outcome of the battle. If you've played the Risk computer game, you may be familiar with this concept.
 
Well, being a fan of the entire series, I'll state my preferences on this game (I play more economic instead of military games, to be honest)

First thing first...RESOURCES. Resources need to be expanded a great deal in this game, both in number, and their importance and complexity.

For example, let's say you land yourself one wine bonus. Well that's awesome...except you have one of those bonuses. Therefore, the wine should be limited to a few cities...like the 4-5 largest cities in your empire. That one terrain bonus shouldn't be able to supply ALL of your cities with a luxury resource, and that resource should be used to supply either your largest cities (more demand, thus making it more profitable) or the closest cities (less movement, but if they're already supplied with wine, the traders will keep going to the next city).

Resources that I want to see in this game include (that weren't in Civ IV, but were in others):
Textile resources, like silk, and cotton.
Tobacco
Tea/Coffee
Rubber
More food types like barley, potatoes, olives (more for olive oil though, like grapes being called wine), maybe some more widely used veggies like tomatoes, and a non-tropical fruit crops, like apples for temperate regions, and oranges for more Mediterranean like regions.
Salt
Maybe more metals, like tin, and titanium.
Natural gas-gives production bonuses for cities in colder climates (tundra), due to its efficient heating properties.

Corporations. First, toss out all of the Sid corporations, because I find them generally pointless, and rather...lame. On top of the new raw resources, there should be more developed, processed resources. These can come from building a specific type of facility, or having the presence of a corporation devoted to that resource. Examples I want to see are:

Car manufacturer (Like GM or Toyota): They would require an assembly plant or a factory to be built (I'd rather have a specific name, like car assembly plant or something). The manufactured product would need you to have iron/steel/aluminum, oil, and rubber for you to be able to build cars, and cars will not only have an added effect of being a new luxury resource (increasing happiness), but it'll also add one extra production of each food, shield AND commerce for every tile within a city who has car production, or has the corporation in their city (aka, a dealership of sorts), however this will increase unhealthiness due to pollution.

Food processor (like Kraft): They would require a factory as well, and they will produce the finished product "canned goods" in which will allow distant trade of your food products between your cities or other empire's cities. Basically, like people mentioned before...I miss importing food in Civ II...however, I have high doubts a bunch of wheat, or fish or cheese, can last very long while traveling, unless they're sealed up and have been processed somewhat. So, this corporation will pack up x number of food (that you say it to pack up) and allows it to be instantly delivered using another office in another city, or using one of your government's supply vehicles to bring it to a city without an office (slower, since its one vehicle convoy, instead of the x hundreds the private corporations will have). I'd say it'd require basically surplus food in a city, with at least one type of metal, be it tin, copper, iron, or aluminum, though aluminum would grant an added bonus.

Energy companies (Exxon, Shell) as you can guess, will be both the oil-natural gas-coal-electricity companies of the game. They'll provide shield production boosts, due to the high value of their goods, and will make an added commerce bonus if you have the automobile resource. Also, sometimes they'll make an offer to build/buy a electric plant off of you, in return you pay them x gold for buying the electricity back. I'm talking about rather large funds too, not pittances, that can help in hard times. These will cause a bit of unrest however, due to people angry over high gas prices. The oil refinery will be needed before this can pop up

Others that I won't go into detail, like McDonalds type fast food, requiring cow/wheat/potato/olive oil, that can be changed around to match the city (like, Asian nations using rice and fish/crab instead of cow and wheat. A brewery type corporation that will process barley into the poor man's wine, adding happiness while taking some healthiness, same goes with a Malboro type corporation.

Anyway, to keep going on with this, new buildings need to be added, in my opinion.

First, almost every city with a resource in its fat cross should be able to build a special structure to help increase production. For example. Cities with oil should be allowed to build an oil refinery, cities with cow/pig can have a meat packing plant, cities with rubber have a tire factory, cotton and sheep have a textile mill, so on and so forth.

I also think that whenever you're upgrading your transport routes, you should be forced to build a train station to make full use of either the improvement, or just to grant a greater trade benefit.

A few small, graphical improvements:

Roads shouldbe showing little carts and caravans making use of your roads, or boats hugging the coasts/rivers for trading. Later on, when you have the railroad and global shipping, you'll see little trains moving along the tracks, and little ships moving to cities and colonies. Now, this can add a few new dimensions...like showing your trade routes to you and your enemy (thus showing him how to isolate cities, through showing him what road/rail network is used the most), and should help if you want to harass economic shipping or trade (raids against merchant ships should allow you to to either isolate entire cities, or at times just sporadically cut off supply (as long as you don't have another shipping route/network in case of emergency...

Also, somebody mentioned the Palace improvements from Civ II, and yes, that needs to be brought back, pronto, but you should be able to know what will make it improve (something like...get furs to get the beautiful bear rug, or land some marble for better walls, or loot a few cities to get this non-culture artifact, as spoils of war), on top of that, they should make use of the Demographics in the game, allowing you to build special buildings in your capital whenever you reach a special milestone (Get 10,000,000 for small census repository, 100,000,000 for a large one, x number of cities allows you to build a parliament, x tax income allows you to build an IRS, all giving you small bonuses (Tax income increase due to the census keeping track of everything, parliament increases happiness in your cities, IRS lowers corruption a bit, so on and so forth)
 
Make the initial city borders 2 squares from the city than Civ4's 1.

A city's culture should not be reset if a city is conquered. Maybe small penalty (like 10% of city's culture is lost upon conquest), but not a full reset that usually causes the city to rebel and rejoin your enemy a few turns after you conquered it. Civil disorder after conquest should be much shorter.

Yes, I agree with that.
Cities need to grow faster at the start.

We should also have a way to expedite city growth by borrowing from other cities (incentive to migrate).
Discovering gold next to a city should expedite its growth too (gold rush).

Conquered cities should at least maintain one ring of tiles around them and some culture should stay intact from universities, libraries, and wonders.

If we decide to raze down a city then we should receive a large gold income from looting (see Total War series).
This will allow for more strategy and more important decision making.

Zone-of-Control. BRING THIS BACK. No ifs, ands, or buts allowed.

That is an interesting concept.

However, there are other ways to achieve zone control.
One of them is by introducing “Ambush” capability.

See a suggestion about “Ambush” feature here:
“Ambush” – New Idea for CIV 5
 
I want to see a program that can be minimized. I want to play at work, but I can't have my boss catch me playing! It's small, I know, but you asked....

If you have a keyboard with a windows icon on it you can just hit that and it will take you to the desktop. I use that all the time when modding, so I can immediately fix something I see in mid game.
 

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I want to see a program that can be minimized. I want to play at work, but I can't have my boss catch me playing! It's small, I know, but you asked....
If you have a keyboard with a windows icon on it you can just hit that and it will take you to the desktop. I use that all the time when modding, so I can immediately fix something I see in mid game.

Same problem: It's possible to minimize (and maximize) civ quickly starting it in windowized mode..
 
Thoughts...

Above everything: More depth, not less.

Make Maintenance less choking. It's one of the two reasons I gave up on Civ4. Maybe as a civ climbs the tech tree, the influence of Maintenance should be less restrictive.

Bring back Civ II's system for units. The way Civ4 handles units and combat makes war is totally not fun. This is the other reason I gave up on Civ4. No matter how well I planned, I would be forced to waste countless units when attempting to take a city. Stop with the over-simplification and bring back some depth.

Promotions. Get rid of them. Please implement something like SMAC's unit building system instead.

Zone-of-Control. BRING THIS BACK. No ifs, ands, or buts allowed.

De-emphasize religion or revamp how it is handled. Players shouldn't be forced to make a mad dash for the religious techs if they want to get anywhere in terms of culture.

Make the initial city borders 2 squares from the city than Civ4's 1.

A city's culture should not be reset if a city is conquered. Maybe small penalty (like 10% of city's culture is lost upon conquest), but not a full reset that usually causes the city to rebel and rejoin your enemy a few turns after you conquered it. Civil disorder after conquest should be much shorter.

Really, the cultural aspect needs to be overhauled.

Bring back bombarding units (like they were in SMAC).

Also implement Blind Research as an option.

Alternate combat options
- Group attack. Rather than fight battles one unit at a time, all units participate in battle. How to do this, I'm not sure.
- Battle tactics. Before battle, both players can choose their battle tactics. This could be used to radically alter the outcome of the battle. If you've played the Risk computer game, you may be familiar with this concept.

I like both the cultural aspect and the promotions, and I emphatically do not wish to see a return of the ZoC.
 
i would like the following options (that can be shut-off for traditionalists)

Video Advisers Bring back the cheesy councillors from Civ 2. They were amusing.

Ranged Combat Some increased use of ranged combat for artillery seems reasonable.

Weather: rain, snow, drought, storms - effecting movement, unit maintenance, improvement usefulness, defense/offense strength

Seasons
: Spring, Summer, Fall, Winter - affecting weather.

In-game Leaders: For example, a Lincoln leader inhabiting Washington as an actual unit. Lincoln would be a non-combat unit useful for providing order, production bonuses, happiness, etc. in the city he was in, or national benefits if in the capitol. Nothing outrageously unbalancing though. Enemy assassins' being the only one capable of attacking the leader and killing him would provide some unrest, perhaps nationally.

I'm not too wedded to this idea; my point is more this:

We chose a leader at the game's start and we see rival leaders when we negotiate, but they're mostly absent as a presence in the game. We see their effects but little else.

Am I the leader of the civ or is Lincoln? Am I playing Lincoln? Am I Lincoln's lieutenant? His name is on the paycheck but I'm cashing 'em.

Perhaps rather than having the Lincoln leader unit, a player unit could be created. If you're killed, game over? Or maybe nothing except you're dead but nothing much happens to the civ and you keep playing. I can see people reloading if it's game over but if the game continues you can shrug and say "C'est la guerre".

I mostly think of having an in-game player unit not as a hero, but as a way of creating some additional atmosphere: many the time an early city falls and while I regret it, it doesn't matter necessarily. It would matter if that's my hometown or if my player counterpart died there.
 
Öjevind Lång;7841638 said:
I like both the cultural aspect and the promotions, and I emphatically do not wish to see a return of the ZoC.

I second the above mentioned.

For Seasons & Weather, I'd liked to see the terrain change in terms of weather conditions & vegetation (if applicable). The earth has 2 solstices & 2 equinoxes so a quarter of a year of rain, snow and drought would be realistic.

Another helpful mapping tool to add to Civ5 would be the outline of the equator & 2 tropics once a certain tech has been researched. This tool is linked with the solstice/equinox feature which also affects the seasons & weather.

Lastly, an International dateline or a 0' & +/-180' longtitude system to distinguish West & East.

Here's an image of what a Civ 5 map might look like:

rreagan.jpg
 
For Seasons & Weather, I'd liked to see the terrain change in terms of weather conditions & vegetation (if applicable). The earth has 2 solstices & 2 equinoxes so a quarter of a year of rain, snow and drought would be realistic.

Another helpful mapping tool to add to Civ5 would be the outline of the equator & 2 tropics once a certain tech has been researched. This tool is linked with the solstice/equinox feature which also affects the seasons & weather.

How can the weather change accordingly with the proper season? In late game there are all the four season in one turn (one year); in early game there are 40 years per turn; this means 160 seasons per turn.. :crazyeye:
 
How can the weather change accordingly with the proper season? In late game there are all the four season in one turn (one year); in early game there are 40 years per turn; this means 160 seasons per turn.. :crazyeye:

I forgot to add, until a certain tech was researched could this concept of weather apply. When a civ is just researching horseback riding, I highly doubt they can research meteorology any time soon. Perhaps split weather into 4 certain researchable techs that eventually accumulate to weather as it is known today. 2 techs for the industrial era and 2 techs of the moderna era. Weather would be observable in the industrial but it's effects won't be influential until the modern era. Or something along those lines.
 
Unit creation workshop as seen in SMAC, or lacking that, LOTS more units to choose from.

No more "culture decides a country's borders" nonsense.

Better AI (fair negotiations, better military tactics) and fewer artificial bonuses to high difficulties.

Marathon modes that actually make sense. In Civ4, there are more turns, but everything takes more turns to build to compensate, meaning you spend MORE real time doing exactly the same things in-game. The games are longer, but you don't get more done. Meaningless.
 
Weather would be observable in the industrial but it's effects won't be influential until the modern era

Why doesn't weather have effects until the modern era?
A people doesn't need the scientific knowledge of a phenomenon to know how destructive or benign it could be: they just will thank their gods or will reach the reason of their anger..

Excuse me, but I think that the random events of BtS are adequate to simulate unexpected weather influencies..
 
One of the most common complaints about Civ is that it takes too long for many people. The mid-game, after 500 AD to the modern era seems to go on and on with a lot of repetition. I think the game could be sped up with some additional features.

Worker automation:
Keeping track of the workers is very time-consuming and if you set them on automatic they seem to waste a lot of time doing the wrong things. It would be cool to have the option to have a worker run on an editable script that could be carried with you from game to game. This option would also give an opportunity to teach basic programming concepts to those so inclined.

Faster game play could happen with some alerts:
1) a lot of time can be spent checking the resource trade possibilities. If there were some kind of alert when a profitable trade becomes possible ie: when a civ wants something you have a surplus of and has met a preset level of excess cash. I suppose the idea could be extended to imports as well.
2) an alert the turn before a city is to go into unhappiness from pop growth.
3) indicator on each city how many turns left to complete current build.

just a few ideas to speed up the game.
 
If you want the game to be quicker, maybe you should take a look at CivRev, on consoles. There's no more workers and many tings have been streamlined. If i had a PS360, i would play to it, because i'm very curious of it.

As to your alert idea, I think it would be ok with the 1). Maybe the trades should even be automatic.

I emitted an idea a while ago on a military alert: when the power graphic of one of your enemy outreach yours, it displays an alert. See here: http://forums.civfanatics.com/showthread.php?t=159045

Also, a tech alert could be displayed when tradable techs are available. (or make the tech trade automatic)

Last but not least, a maintenance alert, well, this one is not really an alert, but more a "following": before each city to be planted, it is indicated on the screen how many gold a new city will cost, depending of course of the distance from the palace.
 
One of the most common complaints about Civ is that it takes too long for many people. The mid-game, after 500 AD to the modern era seems to go on and on with a lot of repetition.

I like long games. If you don't, simply choose to play a quick game.
 
3) indicator on each city how many turns left to complete current build.

You would be pleased to know this is already in the game. Go into options and enable "Detailed City Info". It also shows you the number of turns til the next population growth.
 
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