What do you want to see in Civilization 5?

An end-turn button.

I'd like an end-turn button in the minimized interfaces so I can just use my mouse.

And the HOF mod is cool - advises useful thingys like city growth, new techs available for trade etc.

But, oh how I dream of that button.
 
An end-turn button.

I'd like an end-turn button in the minimized interfaces so I can just use my mouse.

And the HOF mod is cool - advises useful thingys like city growth, new techs available for trade etc.

But, oh how I dream of that button.

There is one. Look at your flag. Above it, to the left, is a circle. It turns red at the end of each turn. During the turn, it's green. You can click it. This has the same effect as pressing Enter.

Oh, and if you click it during a turn (when it's green), you forfeit all remaning moves.
 
G'day Willowmound.

The button is not there for the minimized interfaces (ctrl-I or alt-I).

I'd be +2 :) if the "Press return to end turn" (or similar) message at the bottom of the main screen functioned as does the "Press escape to return" message in the city screen , ie clicking it returns.

Maybe the message-click is intentionally (?) disabled in case of mouse slips but It'd be nice to be able to just use my mouse, whatever the solution.


P.S. If anyone knows the python code to get that message-click working in the main screen I'd be +3 :)
 
I tried to make my point earlier today but my letter was not published. So is this a guilty sign? Like, were people here involved in the testing of the general running of the game?
What we want to see is a version that has been properly tested. OK for all the statistics. OK for all the great graphics. But what about ironing-out all the faults before release. Gruntled.
 
I would like to see again in action those annoying but funny civ2's Partisan units... they appeared automatically and randomly around an enemy city you had occupied, but they now can be also combined with the Vassal state implementation:
you could have two options when an enemy civilization offers to you as a vassal:
- if you accept, the capital city (and/or the others you have captured) must return to the motherland; in this case the alignment of the former enemy will change in "pleased" and he will fight forever (or for X turns) at your side.
- The only way to retain the control of the enemy's occupied cities is to refuse the vassalage offer. In this case a large number of (skilled) partisans wiil appear!


And i don't like how the scouts/explorers work: when they explore unknown territory, even if extremely far from you, you acquire infos on that territory immediately! This is silly! When Marco Polo went in eastern Asia, the Republic of Venice didn't know what he saw and what he wrote on his diary until he returned home.
My suggestion is: no scout/explorer units, but something like "exploring mission" managed by the cities: you select a black and unknown square (of sea or ground) and, after a number of turns, proportional with how far is that square from the city in which the mission is organized, the exploration will give you a map from that point, contacts with other civs and money/techs/units if your explorers enter in a friendly tribe; or a tragical end of the mission, if your explorers are killed by barbarians, will give you no info. If the explorers will come back in the city in which the mission was started, a new mission will be cheap. If the explorers will be killed, a new mission will be more expensive.
 
And i don't like how the scouts/explorers work: when they explore unknown territory, even if extremely far from you, you acquire infos on that territory immediately! This is silly! When Marco Polo went in eastern Asia, the Republic of Venice didn't know what he saw and what he wrote on his diary until he returned home.
My suggestion is: no scout/explorer units, but something like "exploring mission" managed by the cities: you select a black and unknown square (of sea or ground) and, after a number of turns, proportional with how far is that square from the city in which the mission is organized, the exploration will give you a map from that point, contacts with other civs and money/techs/units if your explorers enter in a friendly tribe; or a tragical end of the mission, if your explorers are killed by barbarians, will give you no info. If the explorers will come back in the city in which the mission was started, a new mission will be cheap. If the explorers will be killed, a new mission will be more expensive.

There is a balancing factor to how the present Civ4 works. On the one hand it's unrealistically "instant" that you get info back about an area being explored, but on the other hand it takes 40 years * n number of turns to BUILD the scout, and both numbers are ridiculous, yet, they balance each other in their complementary ridiculousness. 280 years of lag prior to sending a scout on his missions MORE than makes up for the time it would take to get info back from said scout (I don't think Marco Polo was gone for 280 years!!!)

To make things more realistic a scouting/exploring mission should start in ***ONE*** turn (is 40 freaking years not enough to train a cave man how to live off the land and WALK???) and then have that scouting/exploring information not get back to the player until or unless the scout/explorer RETURNS. If it's eaten by an animal or killed by barbarians, just let a report line show "rumor has it your scout was eaten by a lion", etc. etc. When you send him out just give a vector/direction or specific square to try to go to and he'll go there and try to make it back alive.

I know Firaxis is highly allergic to "realism" (ONOZ, it would be LESS PLAYABLE if it weren't so freaking RIDICULOUS and CARTOONY) but I don't think it would break anyone's legs here to make the game less smirk-worthy.

Just my own dos centavos.
 
There is a balancing factor to how the present Civ4 works. On the one hand it's unrealistically "instant" that you get info back about an area being explored, but on the other hand it takes 40 years * n number of turns to BUILD the scout, and both numbers are ridiculous, yet, they balance each other in their complementary ridiculousness. 280 years of lag prior to sending a scout on his missions MORE than makes up for the time it would take to get info back from said scout (I don't think Marco Polo was gone for 280 years!!!)

Ok, a valid point!

To make things more realistic a scouting/exploring mission should start in ***ONE*** turn (is 40 freaking years not enough to train a cave man how to live off the land and WALK???) and then have that scouting/exploring information not get back to the player until or unless the scout/explorer RETURNS. If it's eaten by an animal or killed by barbarians, just let a report line show "rumor has it your scout was eaten by a lion", etc. etc. When you send him out just give a vector/direction or specific square to try to go to and he'll go there and try to make it back alive.

It's exactly what i want to say! ;)
 
i think they should add like another religious civic

NO RELIGION: Spread of religion into city causes rebellion and if succesful barbarian (or better yet new nation) created.
5% Research
5% Production
5% Money Production
5% Mlitary Production
20% Great General and Great Engineer

PS: MAYBE I Was a little exxagerated but anyways something kinda like free religion except wit better bonuses but wit chance of revolt if new religion spreads(or any religion) any thoughts?
 
Like others have said i want more future techs, war of the worlds tripods and junk like that. It sounds kind of goofy i know, but just imagine the future wars! It would also be pretty cool to see corporations that sell techs and things, a vastly improved U.N, and Submarines that can luanch nukes.

This is my wishlist for Civ 5.
 
Better UN, future technologies, more Civs, an easier way to create civs, unconventional warfare (Call to power, anyone? That was the one thing it has on the regular franchise), different religion construct, more civics, forts that don't destroy other improvements, AI that is willing to compromise that while I don't have the desire to declare war, I will give him money and resources and embargo his opponent without giving me that damn random -2 diplomatic relation.

Also, no "red" diplomatic options. I know he doesn't really want to be in a defensive pact, but shouldn't 5000 gold sway him?

Oh, and bring back that advisor from Civ III who would be with you during diplomatic relaitons to judge whether the deal was good or not...
 
I have a couple of ideas and nice ideas that must be in this game cause it will provide a fun and yet more addictive then before. here are the things I want in this game

-Exotic Units: I want to see units that fit for that nation
-Exotic City Graphics: I want to see the city graphics of that nation to improve as well, I want to see real mesoamerican city textures, real spainish, frech, and england city graphics, I want to see each and every nation have a unique look to it
-Religion Enable/Disable: Religion to me sometimes get in the way, and i don't like to organize each civilization to one unique religion, so instead i want to disable the religions.
-Religion units: I want to see monks, inquisitors, and holy units to use against other people
-Assassination Units: I want to have unique spys that help me out on killing the city leader and cause some disorder around. I want to see them evolve historically as well.
-More Tech: I want to see more technology in this game so that the game can last longer as well
-More Civs: I want to see more civilizations in this game, Where is Prussia, Serbia, Australia, Ukraine, and other nations?
-More Civics: I want a vast civics that add in more civs, I want dictatorship, communist government, fascism government and all other civics.
-More Leaders: Where is Mussolini? Hitler? Ivan the Terrible? Joan of Arc?
-More Music!: We need more music in the game, i want to have Unique music from each and every civilization so that we don't listen to the same **** every time we play this game.
-Future Era: We need a predicted Future Era with Future Technology like Andoid research, Space ships battle and so forth.
-More Victories: I want to play more longer and want to conquer more, so if we have a future era, please add in a solar conquest where we have to colonize the whole Solar System with a population of each at 50% to win.
-Landscape Changes: I want automatic ice age and land transformation so that we can have new islands and I also want natural disasters to happen to certain areas, like earthquakes, Hurricanes, and other disasters.
-Built-In Civ Maker: I want to make my own civ in the game without having to do any coding, all i have to do is press options, go to Civ Editor, and be able to use a vast varities of things i can do to make my own nations. I also want this to have limitations so we don't have super power units and buildings.


Things that I don't know to add in
-Technology Movies
-Better Movies for Wonders (instead of seeing it build, i want to see purpose)
-Animated Roads
-More Resources
-More Terrain Buildings (like cottages, and camps, I want to see more stuff)
 
So Darked, basically you want the game to bundle in 500 DVDs and take three weeks to install?
 
I have several sugesttions that may have already been put up.
1. The ability of the AI to create your governments based on the happiness of the people and causes of their :) /:mad:
2. More in Free Market
3. The Ability of Civs to form Later in the game
4. The ability to negotiate with barbarians past classical era.
5. Some civics cause unhappines after some amount of turns.
6. Automobile tech
7. The ability of Cities to form their own country
8. More to deal with in Communism; Be forced to deal out resources.
9. More interactive AI willing trade; Ex. offer things for help (was already put up; just agreeing).
10. Selections of workers must be automated in Free Market
11. The Abillity of a varient of feudalism/vassalage to be a economic factor.
12. Great Economist, Great Inventor, more great people catagories.
13. Propoganda by govt or spy


Will put up more later.
 
Some quick thoughts

The Need For Supply Lines

Thinking back to many a historical campaign of conquest, the enemy advance has oft times been stalled by attacking their line of supply or an advance has faltered as forces extended beyond their line of supply. Depending on the type of unit, there should be a need to establish a supply line to continue the attack. This could be accomplished in several ways.

1. Leaving units to secure the line of advance.
2. Giving Workers a special building that they can build “supply depot”
3. If not a special building for workers, then maybe that is consumed in the building of the supply depot.

If a unit goes beyond its lines of supply, they should take damage. This damage represents starvation or disrepair of units. Supply Depots should be something that comes into play as the timeline of the game and technology advances. Keeping swordsmen in the field is going to be easier than a mechanized company. The damage that a unit takes from extending beyond its lines of supply could possibly be repaired by pillaging resources from the enemy’s territory.


Barbarian States

I have played several games where I have run into an extensive number of barbarian cities grouped near each other. Barbarian states should be allowed to form into their own countries. Instead of being faceless hordes, these barbarians should be able to establish their own mini kingdoms.

It would also be interesting if you could barbarians could be paid off or negotiated with rather than just having to fight them. It might be interesting to even be able to hire them as mercenaries…of course if you use mercenary units to hold a city, there might be the possibility of it rebelling.


Pillaging Causes Unrest

Beyond being just a loss of resources, pillaging the tiles around a city should lead to unrest by its citizens. Citizens become angry when their government looks ineffectual.


Religious Buildings and Unrest

Expanding upon the idea of emancipation causing unrest in civilizations that do not practice it, I thought it would be interesting if religions could cause unrest. I am referring to the special buildings that can be built with a great prophet. Attacking a civilization that has the special building for a particular building should cause unrest in your cities that practice that religion. This can be counteracted by having “priest” specialists in that city.

Destroying the city with a special religious building might cause unhappiness in all cities that have that religion. Other civilizations may attack you for causing this unhappiness in their civilizations. It would be like someone destroying Mecca or Vatican City.
 
I'd like to see...

-Revolutions and civil wars.
-Barbarians that settle down into civs over time.
-Artillery/air bombardment like that of Civ3, which can destroy buildings as well as units.
-Bring back the Senate! (but in a less intrusive form ;))
-Civ-specific great people names. :thumbsup:
-Babylon, the Iroquois or Sioux, Israel, Maya, and the Netherlands as new civs.
-2nd leaders for every civ.
-The Roman UU should be the Legionary, not Praetorian, and America's either a B-29 or B-52.
-More realistic religions, including better spread so that the AI doesn't always pick Buddhism or Hinduism.
-Better U.N. system.
-Quantitative resources, including some that are produced by buildings!

and many others...

While some of these are already implemented in Civ 4 mods, IMHO they should be standard fare.


EDIT: Oh, and one other important thing I left out. A REAL EDITOR FOR A CHANGE! Not all this manually editing XML/Python crap. Civ 3's editor was pretty good, but I think the best would be a combo from Civ 2 and 3.
 
What do you think about natural disasters such es earthquakes, tsunami, volcanos eruptions...etc etc.

I remember that they there were in Civ 1, may be in Civ 2 too.
 
i think there should be...

1. a better and compitent ai that will actually try for domintation/conquest victory
2. having an airforce should be just as important as an army
2. paratroopers, cruise missiles, just in general more units
3. better diplomacy options
4. more realistic U.N. also rogue states that dont have to comply with U.N resolutions

theres way more stuff but iv just listed things that actually might happen
 
What do you think about natural disasters such es earthquakes, tsunami, volcanos eruptions...etc etc.

I remember that they there were in Civ 1, may be in Civ 2 too.

Natural disasters mightbe interesting...as long as the computer does not use this as a way to cheat when you are way ahead. If they do include it, then it shouldbe optional (something that can be turned on or off like barbarians or technology trading).

What Would you see as the effect of different natural disasters?


Proposed New Units

Torpedo Bombers - Useful against naval units

Janissary- Special unit for Ottoman Empire
 
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