What do you want to see in Civilization 5?

I would like to see the feature that was in Civ 2 or I think Civ 3 cant remember where any time a civ decides to go to war with another civ it recieves a penatly to its reputation especially when there is no good reason. Instead of a civ starting a war with you just beceause of some petty reason. There should be a concequence for a civ who starts wars without backing it up. Dont get me wrong Im all for war and also the domination victory.
 
I would like to see my country on Civ5. (Philippines)

Maybe we can have a special unit as: Filipino Guerilla

and I want the 3D to be more detailed. It looks jaggy and the textures are just slapped onto the 3D models and terrains. Anyways, I hope Sid impresses us with Civ5.

There should be an option where you can train units, such as workers, military units, and whatnot.
 
I would love to see Yugoslavia with TITO as the leader(i believe the greatest leader in all of history along with Saladin) Their special unit should be the Partisan because thats basicaly what their army was called after Hitler invaded Yugoslavia and the Partisans fought back. I would also love to see guerilla warfare as well as the ability to dig in trenches. As with everyone else i would like to see that the makers try to make the ai so logically smart that it can beat you even without the incredible boosts on higher levels but this may never happen. Lastly I think it would be great if they could make the leaders talk in their language when you are talking to them through diplomacy but also add a translation in English. That would be cool. One more thing i think that the buildings in the game should be only allowed to the individual civs like the colloseum (as a wonder and only 1) for the romans and the obelisks for the egyptians. This would make things more historical because it would give each civ their own wonder that does great things for them and that only they can build because lets face it, when any wonder was being built in history, there weren't other nations that were making the same exact thing and trying to race to finish the wonder and as soon as one civ finished a wonder, the other civ didnt just destroy their own wonder and throw all that work away. I know that this is all confusing. My bad/:D
 
Here's an (I think) old one, CHANGE THE BORDERS! Right now the system is OK but I have some ideas that could make it better. First off, you could make a "claim" an area of land which could be used as transgressions for war if another civ's city is built in it. Now before you say that it could be overpowered by "claiming" the entire world, but here's some things you have to do before you can claim:
1: Research Map Making (or some other tech)
2: It has to be on your own continent

Which brings me to continents. At the beggening of the game, the game randomly makes 7 continents. The rule for the game to consider a place a continent is that it has to be atleast 100 tiles big. (for standard)

Second idea: Stealing land.

I think that during a war, if your troops stay on a tile for 5 turns, the tile becomes yours. BUT the tile has to be less than 76% owned by the currently controlling civ. So for example, a tile thats 89% American cannot be stolen by the Romans(just an example, remember) but a tile 62% American CAN become Roman. Also, another condition is that your culture has to be atleast 15% yours. So if the 62% American tile is 30% Indian and 8% Roman, only the Indians could take control of it. BUT if it was 19% Indian and 19% Indian, both could take control of it. You would be able to see EVERY cultural influence on a tile by holding your mouse on it, just like you do now, cept it has EVERY influence.

Third Idea: Getting land.
I think you should be able to trade some land in diplomacy. If you click the option, it goes back to the main map and you can select tiles you want to control. You can also do cities, but the odds of them giving a city to you are slim, unless you just whooped their butts in a war. You can only ask for territory if it's connected to you or it will be connected by other tiles you want to get. Oceans can be an exception to that rule, but you can only ask for less than 25 tiles overseas each turn.
 
One of the main things I would want to see is a more historical flow to the game.

Here are some ideas:

1. When you start off building your city, you don't have borders. Improvements can be built on any of the land near the city, but borders come later with advances in technology.

2. Technologies are researched in a different way. People didn't decide: "Hey, let's research agriculture and hope we can build farms someday". I think you should be given points eventually leading to the technology. For example, after your city is built, you have citizens work a nearby patch of grassland. The game will give you a choice if you want to lean towards creating houses for the land (pottery, cottages), or getting food from the land (agriculture, farms). After you choose an option, you start gaining points towards that teachnology, and eventually you gain enough points to have researched the technology. The game can then give you a list of different things to do to get points for new technologies.

Certain tiles would also affect the amount of points you gain per turn: Food tiles like wheat can double the amount of points you get towards agriculture, for example. This would, in my opinion, add a great deal of realism to the game.

3. The way you play affects what your civilization becomes. First, like right now, your civilization starts off with the leader traits. However, depending on your actions, these can be altered. For example, you start as a financial civ. But as you go on you adopt slavery, build cities with lots of population and keep expanding. You are then given a chance (maybe a maximum of two in the game) to change your trait to something that suits you more, like expansive.

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These are just a few ideas, but I think you get the idea of what I'm aiming at. Of course you could make a whole lot more changes following some of these ideas.
 
I think the unit maintence and supply should be fixed. All soldiers should require food for supply, and gold for maintenance. It just doesnt make sense that all 200+ units you have dont require to eat.
 
I think the unit maintence and supply should be fixed. All soldiers should require food for supply, and gold for maintenance. It just doesnt make sense that all 200+ units you have dont require to eat.


Well, like in real life, money actually pays for all the food and such. It's a whole lot less complicated, but is still realistic.
 
I want the option of chosing turn-based and real time, but sometimes it sounds totally stupid to me.
 
Well, like in real life, money actually pays for all the food and such. It's a whole lot less complicated, but is still realistic.

That part is reasonably realistic. The part that remains horribly unrealistic is the notion that you can mine warriors out of the hills, when it reality they come out of a city's population. High-food in a city should give you an ample supply of troops, but to arm and equip them, that's where the mining and chopping should come in.
 
I really dont think it matters about civ been that realistic in terms of food and money etc. I think the system they have is pretty good and shouldnt be made more complicated.

However i think they should get rid of incense and add some resources in. Most notably tobacco. I think it should add money and happy people but reduce health. It accounts for a huge percentage of revenue is seems daft to miss it out.

Also i think cotton should be added as its pretty important. Perhaps this could be extended so that resource could be mixed. I.E cotton and dye could be used together to create more happy people or bonus commerce.

Obviously there cant be too many but here a few i think they could throw in...
Cotton, tobacco, coffee, pearls (for the sea).
 
Europa Europa mod has the tobacco resource, but it's aquired as a colonization "wonder". I like the others you mentioned, but I'd want to keep incense too, myself.

My one slight gripe with food resources is that for crop resources like rice, corn, and wheat, I think that rather than be a stationary resource, it should be a REQUIREMENT to irrigate farms, as these original "wild" patches are needed to supply seeds (or otherwise, acquire them via trade). No rice, no rice farms. No wheat, no wheat farms. No corn, no corn farms. Grassland squares would have to remain fallow, even if water is nearby, until the civ gets *seeds*. To balance things the other way, I think farm creation should be allowed prior to Civil Service in any flat (OR HILL) square, but until CS they're built as unirrigated.

I could make mods for all these but... ;)
 
I definitely think they need to rework the economic model of the game. The system *barely* made sense when there were hammers and food. But now that there are actual resources, there is a great deal of inconsistency.

What does the cow represent? It can't represent a cow -- you actually get less food from a farm than you would from grain. It must represent just better growing conditions for cows. That is, you might have cows everywhere, but that's just one part of the area that's ideal for cows.

That seems consistent with stone, too. You can mine any old hill. But some areas just make stone really easy to tap for stone. This makes building the great wall a little easier, but it is not a hard requirement. That makes sense, and is consistent with how food resources work.

But what about iron? You should be able to tap iron from any old hill. That's certainly realistic: it's everywhere. Yet, you need to find that one hill somewhere, or else you can't build any swordsmen.

Alright, so maybe a resource tile DOES mean "that is literally the only supply we have". But then does it make sense that cows and rice remain stationary? And yet, if you could put cows and rice everywhere, they wouldn't mean anything. You might as well just have a generic farm, and get rid of the different kinds of food resources.

I'm not saying the resource system has to get more complicated. I'm probably in the minority in that I actually think it's complicated enough. Just that they've tacked so many things on that it's making less sense than ever -- and Civ 1 isn't exactly a bastion of realism. If they reworked it from scratch, they could probably improve both strategy AND realism, and yet make resources more intuitive, and keep micromanagement from creeping up.
 
New World Wonders:
like the Sydney Opera House and Colussium of Rome.

Add Israel as civ!

Instead of the colisseus, add stadiums.
 
*Terrorist Camp: Allows the training of terrorist units. Comes in three flavors.
1)Suicide Attacker: Attacks units destroying them and themselves.
2)Terror Cell: Attacks cities destroying production, buildings, etc. Can only be detected and destroyed by an anti-terror unit.
3)Nuclear Cell: Attacks cities causing severe damage. (two successful attacks completely destroys a city leaving ruins) Can only be detected and destroyed by special forces and or anti-terror unit in conjunction with homeland security building. (invisible unit)
* Homeland Security: Allows the detection of terrorist activity within a certain radius of the city in which it is constructed and the training of anti-terror units. Comes in two flavors.
1)Anti-Terror unit: Hunts down and destroys Terror Cells. Can only operate in units own cultural borders.
2)Special Forces unit: Hunts down and destroys any terrorist unit globally (invisible unit)
All civs should be able to conduct in anti-terror units and buidings however a fundamentalist branch off of the tech tree should be required for terrorist ideologies. (along with a rep penalty)
 
I want two new wonders Al-Qaeda base and Templars knights order that allow terrorists and crusaders for muslims and christians civs.
I want the independence wars by the cities that you have conquered and from enemy cities that can be done and colonies with partisan units.
 
I want two new wonders Al-Qaeda base and Templars knights order that allow terrorists and crusaders for muslims and christians civs.
I want the independence wars by the cities that you have conquered and from enemy cities that can be done and colonies with partisan units.

Why don't we just rename Al-Qaeda Base to holy Jihad and the units to Jihadists and the Templars to Crusades. Don't want a Firaxis lawsuit do you? They might have to stop making Civ! :run:
 
i would like to see them add terorism for everybody heres how it will be implemented. a terrorist is a reglar unit with the abilty to enter a enemy city, there is a fourty percent sucess chance the terrorist has to be outside the city , terrorist will also be able to hide their nationality tor cross borders. once inside a city the terrorist will steal gold from thecity owner and give it to you and cause unhapiness, terrorists canonly be caught by spies.
 

I would like to see a "patrol" command that allows the user to pick multiple waypoints for units to follow until a foreign unit is encountered or until the command is deactivated.
 
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