This thread is the merger for many threads that either I myself created or others created all in one. I will constinatly be add/ improving this thread so please aid in any way you can. Thanks in advance.
Some of the many things in this thread ( click the go to post button, to go to the post the topic is in)
New Game Concepts
Gameplay
Combat
New Forms of Diplomacy
A special thanks to those who helped
Floating Pants
MegaBearsFan
New Game Concepts
http://forums.2kgames.com/showthread...ld-add-to-Civ5
http://forums.2kgames.com/showthread...-d-like-to-see ( by Floating Pants)
Religion - A religion is founded in a civilization or city. It spreads across your empire and into other civs giving happiness, culture, diplomatic issues, etc.
Corporations - Major corporations are built in cities. They spread their company across other cities to dominate wealth and control. Could also consume resources to create money.
Regional technology development - Un-researched technologies owned by a neighboring civ will slowing leak into your research bank and possibly be granted to you.
Immigration/Migration - Citizens from foreign civs can move to another civ's cities; cities from one civ's larger cities will move into its own smaller cities.
Colonies - Cities far away from capital and on other continents can be liberated to form colonies attached to its colonial "mother". Will provide mother civ with research, resources, etc.
Health/Disease/Biological Warfare - Health and disease to slow city growth and/or prevent it; Damaging health as an act of war.
Espionage - Using hidden spies to enter foreign cities and steal money, sabotage production, steal technology, etc.
Foreign Influence and culture - Tiles and cities being taken and given to other civ by its influence in the land. Induced by one empire's large population or culture. Also, units (mainly workers) could be automatically transfered to civ with higher influence in an area.
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.
Wonder Victory - You can win the game by building a certian amount of wonders
Random Events - Good/ Bad events happen that either help or hurt you. Natural disasters, finding a cure ....
"Social Unrest" / "Civil War" Happiness Mechanic: Make happiness city-based. Culture can already be accumulated in both cities and empire-wide, I don't know why Happiness shouldn't be...
- Happiness effects from buildings apply to that city (unless otherwise specified, i.e. wonders).
- For each point of Unhappiness within a city, one citizen goes on strike (refuses to work) (similar to Civ IV).
- If City Unhappiness > Half the population of the city (rounded down), the city goes into revolt and all output from that city is lost.
- In order quell the revolt, you must station a military unit in that city and perform a new unit action "Martial Law". Each turn of Martial Law decreases Unhappiness in the city by 1 for X turns (determined by game length, i.e. 10 turns for standard game) up to a maximum of (floor(city population / 2) (bringing Happiness back up to zero). The unit cannot move or take other actions while in "Martial Law" or else it will cancel the "Martial Law" action. Units do not contribute to a city's combat strength when in "Martial Law". Since the duration of the happiness from Martial Law only lasts for a set number of turns, you will have to take action to increase the city's happiness or else it will fall back into revolt again eventually.
- The average of all your cities' Happiness becomes your National Happiness.
- When Nation is Happy, add excess happiness to Golden Age counter (as is already being done).
- Each turn that the Nation is unhappy, add the unhappiness total to an "Anarcy Counter" (similar to Golden Age counter, but opposite).
- When the Anarcy Counter becomes full (certain social policies and wonders can increase the amount required to fill the counter), the Nation goes into Anarcy, and the top X (depending on game length and map size) cities (except the capital) seceed and form an offshoot nation controlled by AI that is automatically at war with the former owner and any of his/her allies. Each seceeding city will automatically "draft" one modern infantry unit on the turn that the secession occurs (unit does not get to act until next turn), and any of the former owner's military units (or allied units) still stationed in the city automatically move to an adjacent available tile (if no tile is available, the unit is killed).
- The most populous of the seceeding cities becomes the new offshoot nation's capital. The former player can subdue the rebellion and reclaim the former cities by capturing the offshoot nation's capital through military conquest. NOTE: At this point, the former owner is allowed to raze any of the cities now belonging to the offshoot empire (except the capital), but doing so will result in -1 National Happiness for each population point killed during the razing ("You have massacred our brothers and sisters!").
This feature is designed to address the complaints that many people have on the forums stating that the AIs and military-focused empires seem to be able to ignore happiness and happiness is not a real check to expansion. This modified ruleset would add very real and potent penalties for not maintaining happiness in your cities. In order for this mechanic to work, AIs would need to have many of their Happiness buffs removed in order to be susceptible to this mechanic, and would need to be programmed to take action to prevent unhappiness from getting out of control.
Gameplay
- Add an "Escort" command that allows a military unit on the same tile as a civilian unit to automatically follow that civillian unit, fortify whenever that civilian does not move, and unfortify and follow when the civilian starts moving again. Since we can't move units in stacks, this would help reduce the tedium of manually making military units follow settlers and workers (especially in the early game).
- Add a "Wait for X Turns" command that allows the player to enter a numeric value, and the unit will fortify/wait on that tile for that number of turns before automatically waking up. This has several uses: leaving a worker inactive until a completing a new research project allows him to build an improvement; camping a military unit until new research allows him to be upgraded; parking a Great Person at a location, waiting for the right time to use one of their abilities; etc.
- Add a Queued/Automatic Moves Pending Notification that, when pressed, causes all queued movements and actions to occur, so you don't have to wait until the end of your turn or accidentally interfere with a unit's queued actions.
- Add an "Enemy Unit Sighted" notification for any time an enemy unit enters your line of sight. Currently, the game only provides notifications for when enemy units are within your borders (at which point it is often too late).
- Show "Turn Remaining" for resources in the top window bar for resources that are part of diplomatic trade deals. i.e rolling over the resource bar at Iron would display:
Similarly to the ^ above, show "Turns Remaining" for Luxuries. Highlighting over the Happiness on the top bar will list which resources are coming from Diplomatic deals and City-States and how many turns are left before the deal ends.Iron 9 (4)
5 Iron available from cities
2 Iron available from deals
1 Iron from India (10 turns)
1 Iron from China (4 turns)
2 Iron available from City-States
2 Iron from Bucharest (20 turns)
- Ability to Queue up which order you want tiles to be automatically annexed so you're not dependent on the AI's randomly making choices.
Tile Improvments
Nature Preserve - (req "Biology", must be built on forest, jungle, or desert): + 1 Commerce, + 1 Science.
Airfield - (req "Flight", cannot be built on hills): air units can land on airfields in friendly and unoccupied territory that do not already have another Civ's air units on them. Max 3 units.
Canal - (req "Engineering", cannot be built on hills, must be built adjacent to Ocean or another Canal): 0 Food, +1 Production, +2 Commerce. Allows Naval units to enter tile, and can be used to connect two bodies of water. First Canal tile costs 1 Maintenance, and each new Canal tile built adds +1 to the maintenance cost for all Canals. Harbors add +1 Commerce to all Canal tiles in the city boundaries.
Watchtower - (req "Construction"): Free line of sight for 3 tiles in every direction (is blocked by terrain). Costs 1 Maintenance.
Pillbox - (req "Assembly Line"): automatically attacks any enemy unit adjacent to or on the Pillbox and does 2 HP of damage. Units stationed in the Pillbox receive NO combat modifiers. Has Zone of Control. Costs 2 Maintenance.
Modify Harbors - to allow units to embark and disembark on that city tile without ending their turn.
Modify Forts - to cost 2 Maintenance. Fort Maintenance goes down by one if they have a military unit garrisoned inside, and go down by one if they are connected to your Trade Network. Forts outside your borders cost +1 Maintenance.
Bring back Cottages - Improvements that grow over time from being worked by a city add value to older cities and reduce the rewards for building new cities instead of developing/growing your existing cities.
Combat
When in a military alliance with another Civ or City State against a third party, you should be able to ask the player you are aligned with to support your military in certain ways:
- Help defend my cities: if the allied nation believes they can spare the manpower, they will accept and will move some spare units into your borders to defend your cities (this is helpful if you are a cultural or scientific civ with little or no military, or if you are devoting most of your forces to an offensive action).
- I will defend your cities: you may make a promise to send your units to defend your ally's cities. This will free up their army to go no the offensive.
- Support my attack: asks your ally to spare some units to help support your offensive army. You can ask for specific types of units as well (infanty, anti-mounted/armor, mounted/armor, ranged, seige, naval, air, anti-air) so if you are lacking a specific type of unit that they have in abundance, they will use that type of unit to support you and will follow your army and attack units based on what your army attacks. For example, if you know your enemy has lots of mounted units, but you only have infanty and seige weapons, you can ask them to use their Spearmen or Pikemen to help defend your army. Alternatively, if you are trying to take a city, and you lack seige weapons, you can ask for seige or air support and the ally will send some of that type of unit to bomb whatever city you are beseiging.
- Share Maps: you can ask to exchange line-of-sight with your ally for X turns (dependant on game length), so that you can see what they see.
- Attack target: you can ask them to focus their attacks on specific cities. You should also be able to specify whether you want them to actually capture the target, or just soften it up for you.
New Forms of Diplomacy
- Be able to bribe City-States that you are allies with into joining your empire, or City States that you have been allies with for a very long time should be able to ask to join your empire.
- You should be able to make gold and resource demands of City states (similar to demands to other Civs). Doing so will damage your relations with them as well as any other nations that are friends or allies with them.
- Should be able to manually withdraw Denouncements, Pacts of Friendship, and Pacts of Secrecy.
- When a leader denounces a player or declares war on a player, they should Give a specific reason for the denouncement or declaration of war!. They should say "We are declaring war because we want your resources" or "We have denounced you because you declared war on our friend". They should remember the reasons they gave for the denouncement or declaration of war, and if you give in to that request, they should withdraw the denouncement or declare peace. For example, if an AI declares war on you with the message "We need more Iron, so we are taking yours!", if you go into the "Negotiate Peace" screen and offer them your Iron, they should be more willing to accept the peace treaty.
- With the Joint Victory Conditions listed in my first post, friendly/allied relations should be able to be maintained with AIs for the whole game if both empires could potentially achieve victory. This will decrease the frequency of late-game back-stabs or unprovoked invasions when you get close to a victory condition.
- Add actual translations of what the leaders are saying.
- Bring back city/national demographics so that each population point could have a "nationality" (i.e. which civ/city state he/she was born to). When you capture a city, its population retains its original nationality but any new population points have a percentage chance of being "nationalized" (meaning they are considered to be the new owner's nationality). Cities that are in close proximity to foreign cities and which have open borders and a trade route will have a percentage chance that newly-spawned citizens will belong to the neighboring city's nationality. Population points belonging to other Nationalities should become unhappy if war is declared on their nation or if you denounce their nation. Having Protection Pacts and alliances with their parent nations may also lead these national citizens to become extra happy that we are on good terms with their homeland.
- Bring back the Pact of Secrecy. It was probably the coolest addition to diplomacy aside form the "give us 10 turns to prepare for war" option.
More below hopefully





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