What do you want to see in Civilization 5?

I would like to see a new model of population increase and decline. For example today europe is full of food, still its population is declining.

So population does not equal food.

And when you produce a military unit, some loss of population should be suffered in the city (which produced the unit).

(There was something like in Civ3 when drafting citizens.)
 
Most of my suggestions would be to bring back features from Civ2 which they did away with, rather unwisely:

1) Engineer units that could *transform* terrain, such that if you were stuck with desert, or mountains, the engineers could change that (over a generous period of time to let them do their work).

2) Paratroopers

3) Simplified special unit mods: all you had to do was pull up the graphic sheet for the unit icons, drop in an icon for the unit you wanted to create, then go into the text file for game setup and the last three units would be for the last three icons. This can be improved upon by making the number unlimited (XML tags), although I'm not sure how to get that "animated" feel to the unit icons. Maybe if there were an engine to somehow take an existing animated unit and edit it, in a paintshoppish sort of way...?

4) Other game mods: you could completely revamp the tech tree in Civ2 with just edits to the text file. Now in 4 you have to learn Python. There's got to be some new way to do it. Maybe a GUI for Tech Tree Builder (custom techs as a feature), Map Builder (WorldBuilder is not very intuitive), etc.

5) Spies in 2 were more powerful, such that if you had a strong economy, you could pretty much use spies to do all your conquests (bribe city). Okay, maybe spies in 2 were TOO powerful, but in 4 they're so lame I never even bother to build Scotland Yard. What's the point? Spend 1000 gold to MAYBE reduce a city's build queue by 1/3? Get real! There's got to be a happy medium in what spies can do. I think these would be realistic:

a) Assassinate Great Person
b) Spark revolt (city goes into disorder)
c) Recruit Partisans (another great unit from Civ2!)
d) Propaganda (generates same "unhappy" effect as non-emancipation over time until spy is assassinated; or in friendly city, +1 happy while propaganda in effect, per-spy)
e) Locate enemy spies
f) Assassinate enemy spies
g) Automate, let spy decide what to do, with a given budget
h) Perpetual mission for any of the above (so you don't have to re-task a spy every turn)
i) Counter-spying

Sabotage should be CHEAPER than what it currently is. Likelihood of success should be modified by the presence of enemy spies in the city (counter-spying). The more enemy spies, the less likely success will be.

6) The ability of battleships to attack LAND units. It's not realistic in the slightest to have a huge naval fleet, and all they can do to an army unit on the shore is make funny faces at them.

7) Civ2 had the right idea for air combat, in a way. Bombers were suspended in-flight during the enemy's turn, such that if they scrambled fighters to intercept they could pick which bombers were most important to shoot down. I think if fighters are used on bombing raids they should have the same thing happen: freeze mid-air, and the following turn, enemy air units can attack, OR, attack the air units with SAM units similar to a land battle. The "intercept" concept looks good on paper, but there's no control over it, and doesn't really have the realistic "feel" of air war.

8) Engineers (workers) could build an AIR BASE, so you didn't need a city to park air units on, say, Greenland or Antarctica.

9) Fortresses didn't destroy mines in Civ2.

10) FOOD caravans could transport excess food from one city to feed others in less fertilze areas. It's absolutely freakin' ridiculous that you can send armies, workers, and GPs, from one city to another, but you can't send FOOD?

11) Civ2 gave you more overall control over trade routes, because you had to manually build them. This gave an added dimension to strategy and diplomacy because there was more of a second-thought about attacking civs with which you had a lucrative trade route (and in turn the AIs were sometimes almost as hesitant).

12) This isn't from Civ2 but it's a needed mod from how Civ4 uses "culture" to determine borders. Nothing drives me crazy more than doing all the hard work to beat down an annoying civ that attacked me, taking their cities, only to have about half of those cities GO AWAY into the hands of a high-culture neighbor. The diplomacy screen needs to have an option to "make border adjustment demand", where you can go in and paint around each border city where you want borders to be "or else"; and also have a semi-auto function where you just say "equalize the borders", which is to say that the border between any two of your cities will be reset to half the distance between each. After each reset, culture calculations reset (by whatever math would be required to make that happen) and then the usual cultural encroachments can happen over time. You shouldn't have to ALWAYS go to war to take neighboring cities, just to keep your own cities safe from border encroachment. Look at France today: it's "high culture" but did they use Jean-Paul Sartre to take Berlin? No, the borders are where they've always been, so really, culture as a border-determinant is unrealistic anyway. Culture is a good concept and can maybe have an effect on things like diplomatic attitudes from other civs, or resistance periods after capture (high culture, looooooooong resistance period; low culture, relatively short resistance period). Culture also doesn't make sense as a modifier of city defense strength. Building a library makes the city less likely to fall to a military attack? Bartender, I'll have what the Civ4 designers were having!

13) Dragoons. In Civ2 this gave a nice 18th century expression of a cavalry unit that was more advanced than "knights" but not quite to the level of 19th century cavalry. Early gunpowder versus rifling age, basically. Maybe bring them on with the discovery of Education or Liberalism? This is more of a nice-to-have "tweak" than a must-have though.
 
i remember in CIV call to power the space thing, it would be nice if we could zoom out at a late age and see satelites and we could lauch rockets to explore further and then maybe even find a NEW planet to conquer (taht would OWN :D) EG maybe not just have "maps" but also have "solar sytems" which would be multiple planets like the maps are anyway when you zoom right out, there could be a screen which showed the whole solar system and it would be realistic when advancing to a future age and getting space colonies etc.


there could be a new unit type: satelites, there could be many types EG radar satelites, weapon satelites, weather control (weather control is already starting to happen!)


personally id love to have a CIV game where in the future we could travel to new planets, discover alien Civs, build satelites and use them for weather forcast, radar maping etc


PLUS THE SURVAILANCE SATELITES!

like the one thats gonna lauch in a few yrs

(galileo i think,in the future there will be NO privacy :()
 
true nations die and born not only die.. think about it, Sid!
 
This reminds me of another thing. In Civ2, when you conquered a city, the game would give you one tech advance that that civ had which you didn't previously have. Now, that was probably overkill, but to be realistic, if you defeat a Rifleman unit with a wave of knights (in typical "spear beats a tank" civ glory which we all know and love), there is no reason why you shouldn't have a *percentage chance* of being able to reverse-engineer the rifles and have your own gunsmiths figure out how to make them, thus "discovering" that tech without beakers. This would put "tech as spoils of war" in a very realistic middle ground between the Civ2 and Civ4 extremes, as this is how real civs in real life often came across these technologies: captures weaponry on the battlefield!

Or does Sid Meier still think the Navajo just whipped up some scientists in a lab to figure out how to make Winchester rifles?

Put this feature in and I will be able to win on the highest difficulty as the AI cannot wage war for nuts. Just conquer your way to become technologically advanced.
 
I would like to see the following items added:

(1). Global Banking Civ:

(2). Central Bank Building or Fort Knox: Every player is limited to the number of these buildings depending upon the size and economy of their empire. If one of these places fall into enemy hands then you loose what ever you bank in that building).

(3). War Room (Military adviser Upgrade) : The global map and adviser screen upgrades itself from era to era, for example...

This upgrade in the ancient era starts out as a cave with a cave style drawing of the map on the wall, with your privative "caveman" style generals and such sitting around a rock.

Then fast forward a few hundred years to the modern era, and you have military generals sitting around a table in some "Dr. Strangelove" style bunker with a NORAD style map on the wall.

Each general has a different wealth of information, for example...

1.) One General is an intelligence general and you click on him to get an update on the enemy nations strength, spy mission updates, etc.

2.) One General is an recruitment general and you can click him to see your troop size and their locations on the map.

3.) One is an Admiral and is in charge of keeping tabs on your navy...

etc...

You can also choose your generals uniforms and stuff, just an extra layer of customization.
 
Put this feature in and I will be able to win on the highest difficulty as the AI cannot wage war for nuts. Just conquer your way to become technologically advanced.

What prevented the Navajo from doing that then? Maybe if the only techs that would be conquerable would be portable things, like gunpowder, rifles, cannons, etc. This gives a moderate military parity for low-tech civs, but the production and economic techs would still have to be beakered.
 
1.) One General is an intelligence general and you click on him to get an update on the enemy nations strength, spy mission updates, etc.

Like "Iraq has weapons of mass destruction"? LOL, to be more realistic these would have to be "mistaken intelligence" from time to time.

Maybe have a sliding factor for improving accuracy by dedicating a budget for military spy rings, etc. Neglect the spy budget, and intelligence accuracy suffers.
 
Like "Iraq has weapons of mass destruction"? LOL, to be more realistic these would have to be "mistaken intelligence" from time to time.

Maybe have a sliding factor for improving accuracy by dedicating a budget for military spy rings, etc. Neglect the spy budget, and intelligence accuracy suffers.

Bingo, you could also promote, demote, and fire your generals / admirals and so on and so fourth.

They should also allow the player the ability to build massive armies / naval fleets / and squadrons; also I would like to have the ability to give my ships names.
 
You have the ability to rename units in Civ3; I have never played IV, did they get rid of that?


:eek: :eek: :eek: REALLY!

If this is so then, one of my prayers have been answered early!

For example I build a Frigate, Battleship, or lets say even a Bomber, or Infantry Unit, could I do the following?

1.) Frigate / Battleship - rename to - USS Arizona or USS Florida?

2.) Bomber - rename to - 8th USAF Bomber Group?

3.) Infantry - rename to - 312th USMC Infantry?
 
I think units really should have a lot of the same traits and parameters as cities, not just naming but also with considerations like health, morale, etc., beyond simply an XP score. Drafted units pulled from high school are not going to behave the same way as a volunteer unit, not with the same morale overall. And a unit sitting neck-deep in mud for several turns are not going to be as healthy as a unit garrison at a fortress.
 
Ive always wanted to have seperate forces for your defense like an Army, Navy, and Air Force and not just one indistuingishable army as it is now. You should be able to have seperate management menus with their own advisors(or generals?) for each force. Also when you goto ur city screen in the bottom Garrison section, It wouldnt mix all your forces as one but seperate them by each individual force. I also think Naval Bases and Airforce bases should be able to be built in each city to support these types of force units and give you some bonuses. Also when you want to make a precision attack on an enemy city you can choose to either make attacks all seperate force bases.
 
:eek: :eek: :eek: REALLY!

If this is so then, one of my prayers have been answered early!

For example I build a Frigate, Battleship, or lets say even a Bomber, or Infantry Unit, could I do the following?

1.) Frigate / Battleship - rename to - USS Arizona or USS Florida?

2.) Bomber - rename to - 8th USAF Bomber Group?

3.) Infantry - rename to - 312th USMC Infantry?

you can rename them, just click on their name in the box at the bottom left hand corner
 
What I want to see in next Civ is a logic combat system, where result is not only a matter of luck. Or, at least, that losing a battle doesnt mean losing always a unit. A unit can lose a battle and be injured, but can heal and be back again after some turns.
One feature present in Panzer General was that after a unit win an hard-fought battle can get a leader with some special characteristics improving that unit depending from the type of unit involved.
 
i wish technologically advanced unit can defeat older unit more easily. To compensate, upgrade from old unit to new unit should be cheaper as well.
 
A few ideas, without too much detail:

1. A system of resources where luxuries are specialized coins, foods are specialized breads, and production resources are specialized hammers. Both specialized and unspecialized resources can be traded between cities, at some cost. Food trading is limited by tech (ie refrigeration) and access (ie roads and railroads). Probably about 3-5 movement points is the most realistic number.

Any resource can be normally used interchangeably with its supertype (both a unit of gems and a coin provide a coin for the coffers); however, production resources can provide special bonuses. An item may require 5 units of iron (only normal hammers can be provided with hurry production) in addition to 50 hammers. A unit may also allow 1 unit of marble to count for 2 hammers, for example. Foods and luxuries would still produce bonus crosses and happy faces, respectively; the first unit would provide one cross/happy, three would produce two, six would produce three, and so on. Thus, trade and diversity is important.

Power would also function as a resource, with transmission lines as a new tile improvement. Various buildings would require power, and various buildings (coal, oil, nuclear plants) and improvements (hydro plant, wave plant, solar plant, windmill) would generate it. Power could be traded between cities without merchants and at no cost, so long as power lines connect them.

2. Specialists would do more than just produce resources. They would serve more unique roles. For example, each type of specialist would provide beakers toward a related field (you would be allowed to select one civilization advance from each field to research, and further select one field as primary). Thus, a society with many priests will gain religion advances faster, while a society with many scientists will get science advances faster, and a society with many artists will get cultural advances faster. Specialists will consume gold, as per the culture (artist) and science (all) settings for the civilization. The additional abilities of each specialist are as follows (balancing may be required):
* Scientists: Add beakers to the primary advance, regardless of field.
* Artists: Produce culture.
* Merchants: Increase max number of trade routes, influence spread of corporations (see below).
* Priests: Produce a little of everything, and promote the spread of state religion to nearby cities, or all religions in the city in the case of free religion. Add a bonus to production of religious buildings and units.
* Militia: Add a bonus to production of military units. Grant XP to military units.
* Engineers: Decrease the cost of hurry production, grant a bonus to the production of wonders.
* Citizen: Adds one unhappiness (they lack formal employment or sense of control over their economic lives).

3. Corporations: Function similarly to religions. They have an HQ which collects profits from all factories in various cities. Each corporate factory also provides a "Blue Collar Job", a slot for a specialist that functions like a citizen, but with an additional hammer and minus the unhappiness (with Syndicalist labor civic, one happiness, but less gold produced). Economy civics strongly affect civ relations with corps the way religion civics do with religions. Primitive societies don't have corporations. Civics may favor national corporations (ie, with HQ in civ), ban all but national corporations, ball -all- corporations (state property), or allow multinationals to freely operate. Switching to state property and confiscating the property of corps HQed in other civs will create something of a diplomatic penalty for a while.

4. Robotic labor would be available very late in the game (getting close to the 2050 range). Such laborers would only be able to replace tile workers, citizens, or blue collar workers, and would consume power instead of food. Though they would not create unhealthiness or directly create crowding unhappiness, if there are not sufficient specialist positions for the displaced humans, the unemployed human citizens will create unhappiness.

5. Miscellaneous:
* Wonders should always provide culture for the civ that built them, even if it has long been wiped off the map.
* More near future techs, in a variety of fields.
* Enable creation of beakers through destruction of enemy units (ie, if the victorious civ does not have the tech required to build the unit). Buildings sold or pillaged also create beakers.
* UUs from Warlord Academies, instead of for civs. Leads to less balance overall, although if you get a souped up swordsman from a Warlord you get late in game, that could suck, and I have no idea what to do about generic Warlords. Wonders are an alternate route, and more easily balance.
* Differentiate between political and cultural borders.
 
I would like to see ways for a civ to become a rogue nation, being able to refuse to accept UN resolutions at the risk of some of the civs that voted for the resolution may impose trade sanctions, or even declare war.
 
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