Results 1 to 17 of 17

Thread: Things we could add to Civ5

  1. #1
    Join Date
    Sep 2010
    Location
    Folor Base
    Posts
    1,629

    Things we could add to Civ5

    What are things we can could add to civ5 to made a better more indef game. Most importantly how can we implemnt it in to civ5. I have some ideas of my own creation and some ideas that were once in civ4 and removed because they were "to complex for the regular gamer"
    This is sorta like my thread http://forums.2kgames.com/showthread...Civ5-expansion but this focuses on how we can add it not what.


    Some ideas that would return from civ4

    Relgion - most people here call for a new system then that used in civ4

    Vassalage - can be exactly how it was used in civ4 bts

    Corporations - was treated just like relgion so a new system might be needed

    Espionage - Good luck

    Random Events - Random, just like in civ4

    Brand new ideas/ concepts for civ5

    Towns - this would not be like towns in civ4, but a new system altogether. Town would be the smaller versions of cities, population would grow just like cities, as would production (with a 25% production penalty) but would not be able to build wonders or projects or most units. You ask yourself then whats the piont of having them, to expand your territory quickly or to fill in gaps between your cities, and to add research and gold. Town will expand 2 tiles out instead of three. Towns can also become cities if you build a city hall and pay a certian amount of gold.

    Allaince Victory (got idea from Gal civs 2) - You win the game if you have allainces with all surviving players ( perminant allainces ( if thats in the game alreay), vasalage, or defensive pacts) cause no civ wants to fight you because they are all your friends (not including city states). To accomplish this you become friends with all civs or you can just wipe out anyone your not friends with.


    Now its your turn either give your own idea, or help fill out/ change existing ones.

    Please disscuss away
    Last edited by Kevik; 02-13-2011 at 01:34 PM.

  2. #2
    Join Date
    Aug 2010
    Location
    USA
    Posts
    115
    I love the idea of an alliance victory and wish that Permanent Alliances would be introduced into Civ V. Also, the vassalage system was another good system that should be brought back.

    As for the espionage system, maybe something a little simpler then Civ IV. (I think Civ III had something like this) You build a spy and and send them to your intended target, then pay gold for an mission (like poison the cities food supplies, sabotage other players building/units movement or fight effectiveness/cites production and of course destroy tile improvements) . The spy would be consumed to preform said mission. I would implement a system similar to submarines in that only other spies and a anti-spy unit (I'm thinking attack dogs or a K9 unit... or even a spec-op counter-terror unit) can detect them. I really disliked the espionage system in Civ IV so I can see how this sort of thing could get really frustrating given how much the AI hates the player. (Could you imagine all the spies the AI would send at you?) One last thought, spies should have a production limit on them somehow.

    I found religion and companies a pain and would not be sad to see them never return.

    There are my ideas, do with them what you will. Good hunting.

  3. #3
    Join Date
    Jul 2010
    Location
    Free State Bavaria
    Posts
    2,084
    Quote Originally Posted by Kevik View Post

    Corporations - was treated just like relgion sa a new for might be nessary
    Er, what??

  4. #4
    Join Date
    Feb 2010
    Posts
    1,154
    I don't like the idea of a permanent alliance. You have to work for an alliance to keep going. An "I hit button" and everything lasts for ever, no thank you. Just like in real life, you need to work to get say Canada against the US or pit UK agaisnt each other again.

    If there is an alliance in the game, then that is when you have to be sneaky so you can break them up. Then again, for that to happen we would need an espionage system for this too happen. While this would be hard and take a very very very long time to happen, it would be refreshing if you can accomplish something like this. Then again, this would add complexity and complexity is something that 2K or the powers at be don't want to have in thier games right now.

  5. #5
    Join Date
    Sep 2010
    Location
    Folor Base
    Posts
    1,629
    Quote Originally Posted by tfordp View Post
    Er, what??
    I was in a hurry to type but I just fixed that

  6. #6
    Join Date
    Jan 2011
    Posts
    884
    I think corporate headquarters would be better as world wonders, and allowing Great Merchants to hurry production of corporation wonders. As an alternative to sending out executives, there could be a generic form of the business that you have to build in a certain number of cities, after which point you can build the unique corporation wonder which converts the base business in your cities to branches; each corporation would have a rival, and for balance reasons you can't build the rival. Executives could be sent on acquisition missions in other civs' cities that have the base business, to convert them to branches of your corporation (thus preventing them from being used to build your rival) and providing a small bonus. The rival's executive can out-spend you to convert that business, and it can go back and forth continually raising the cost of acquisition if you're really determined to keep that branch. Perhaps a corporation itself can be acquired once there are no branches left anywhere in the world, granting a large bonus to the owner of its rival.

    On espionage: I liked building espionage in Civ 4. It would be great if it gives you a chance of hearing that another civ is recruiting others to declare war on you (or someone else, even) and you could also spend it to warn a civ that you were asked to declare war on them. The cost could be higher if it's been more than 10 turns since you were asked, or if you were never asked (since it would be harder to prove and should be considered a lie so that you can't "bank" a warning for a thousand years - and of course, convincing someone that another civ is out to get them, when they aren't, would be awesome).

    I'm not too keen on towns, but for the early game military encampments might be cool. They'd be temporary tile claims, for as long as the camp improvement is there (destroyed when anyone not of your civilization enters it) and provide a tiny defensive bonus. I love that you can build forts outside your borders, but it sucks that by the time you can do so there isn't really any unclaimed land left, even on a huge map. Perhaps forts should also result in a tile claim, but it's freed if barbarians enter it (or if it's unoccupied for a number of turns) and flips if it's entered by another civ.

    As a step down from city-states, perhaps there could be tribal villages. These are extremely vulnerable to barbarian attack, as well as extortion. You can demand gold and maybe workers from them (but risk sparking a revolt) or you can defend them and receive random gifts (of course, you can also raze them). At the end of the ancient era any villages in your borders become puppet cities, and villages outside anyones' borders become city-states.

    Both encampments and villages would also give you more to do during the beginning of the game.

  7. #7
    Join Date
    Sep 2010
    Posts
    510
    Actual support for multiplayer would be good.

  8. #8
    Join Date
    Oct 2010
    Posts
    637
    My vote goes for a repeat and doubling of the previous production budget which had been originally allocated for this title.

    Why cut ourselves short again?


  9. #9
    Join Date
    Oct 2010
    Location
    Glorgville
    Posts
    1,368
    Diplomacy is tops for me. If they'd be able to add significant complexity to it I'd start playing the game again. Otherwise, the game becomes too predictable and I find myself quitting many games early out of boredom.
    I made a thread with specific suggestions since you asked:

    http://forums.2kgames.com/showthread...plomacy-change.


    Also, I would like the victory options to be made more interesting.

    (A) I like the cultural victory so I wouldn't make any changes.

    (B) Science is pretty good but the mid game to try and get to those space techs is pretty dry. Maybe if you had to do it in stages it could keep things interesting for more of the game.
    What I mean is:
    (i) you have to build an orbiter to go around the planet - which gives you a 30 turn view of anything your opponents are doing (i.e. click on their cities to see what they are building, where they are massing their units, etc)

    (ii) then build a space ship to go to the moon and back. The disadvantage with doing this would be it focuses your opponents more on the spaceship victory option so you'd better be ready to go for Alpha as the others will now be gunning for it too.

    (iii) then build your Alpha Centaur i spaceship.

    (C) I really dislike the diplomatic victory and I don't think I'm alone. Something as simple as bringing back meaningful UN voting would be nice (e.g. Only the top three nations by points can be voted for by other Civs - other nations either abstain or vote for their favorite). This is basically what Civ IV did.

    However, to address the city states and keep them relevant in this victory condition is giving every nation and city state only 1 vote each but city states can vote for anyone on the list not just the top three Civs. Thus, you could not be in the top three but still pull out a victory or be in the top three and win without any other Civ support.

    That being said, the diplomatic options with getting the CS on your side needs to be changed from just throwing money at them to something where you need to cultivate a long term relationship (with money, assisting them in war/against barbarians, etc) with them to get their vote. Additionally, I would suggest that the relationship status does not change on its own (or does so very slowly) and you can only increase it with the above actions in small amounts every so often (every 30 turns or so) that way it encourages starting early and maintaining.

    Anyway, my long winded thoughts.
    Back to Victoria II.

  10. #10
    Join Date
    Feb 2010
    Posts
    190
    Child soldiers

  11. #11
    Join Date
    Feb 2011
    Posts
    12
    The top thing I want for Civ5 is the source code / SDK, so that our talented and hard-working modding community can bring us many of the above features and more.

    Runner up, the ability to create growth-capped puppet cities (towns?) and import/export food. The game does not account for the reality that large cities need to import most of their food, or that farms and small towns compose much of the area between them. I am tired of building full-fledged cities just to take up space on the map so the AI doesn't slither in.

  12. #12
    Join Date
    Feb 2011
    Location
    Montréal, Canada
    Posts
    178
    many have named a couple of important things, especially fixing the crashes and arranging the AI which is ... not so great. Apart from all the obvious fixes which customers are entitled too (I have been a civ for the last 10 years) i would really like the return of random events. This added an addictive amount uncertainty to the game and challenge which only fit the real world. There have been many past commentaries about this broke people's strategies, well heres a simple solution : put it optional in the play screen, so anyone can remove it!. Things like small disease or storms, locust, but also positive events that can help cement relationships or give you slight bonuses like in Civ 4. It was well balanced and just brougth additional fun.

    to this I will add : PLEASE FIX THE PROBLEMS!! We are good and dependent customers, it is time for the product to shine, because right now, its quite tern...

  13. #13
    Join Date
    Oct 2010
    Location
    Glorgville
    Posts
    1,368
    [QUOTE=dukeisaac;1345787 i would really like the return of random events. .[/QUOTE]

    I liked those too but from what I've read and heard many others did not because the events were perceived as the computer cheating.
    I'm sure when they release all the necessary files modders will easily add back the random events.

  14. #14
    Join Date
    Dec 2010
    Posts
    885
    Actually, there is already a random events mod.

  15. #15
    The Civ IV main score what just won a grammy.... yeah i'd add that! ( additionally to hotseat of course... )

  16. #16
    Join Date
    Oct 2010
    Location
    Glorgville
    Posts
    1,368
    Quote Originally Posted by Valkrionn View Post
    Actually, there is already a random events mod.
    Excellent! Thanks for the info. I'll be sure to download it the next time I play.

  17. #17
    Join Date
    Dec 2010
    Posts
    885
    Quote Originally Posted by Jazzterisk View Post
    Excellent! Thanks for the info. I'll be sure to download it the next time I play.
    Given enough time/motivation, it would be pretty easy to move that mod into XML info. Add a new table (SQL call, is all), populate the table with the tags you need (requirements, effects, text, so on), then set up the event xml. In lua, remove any hardcoding and simply refer to the tags themselves. Loop through the defined events.

    I have enough with my civ4 mod though.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •