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Audevourahn's Wishlist
Wishlist:
1- borders that are negotiated, not pushed by culture. borders are established by armies and statesmen, not actors or musicians.
2- The ability for large cities to develop despite a lack of farmland nearby. I don't see huge farms around new york city. they import food from elsewhere in the country. i always wanted to see cities able to send out workers and bring in food from farms farther afield than the "fat cross".
3- the duration of hostilities and the length of missions for expeditionary forces determined by realistic supply lines. nothing i hate worse than seeing a mess of tanks that have swept across asia, crossing numerous other lands far far from china showing up on my borders in europe with no penalty for having come halfway around the world. shouldn't they have run out of diesel??
4- more options for what to improve on the terrain. even with the changes in civ 4, it was often still best to just have farms and mines. i want more options. i want options, like being able to build expressway highways vs rail, and the pros and cons of each changing the course of the game. canals that allow passage of ships.
5- fully customizable government setups with sliders displaying the various spectra of national social choice. sliders for democracy vs totalitarianism, state control of economy vs free market, high taxes vs low taxes, public health care vs private health care, religious vs secular, tolerant vs xenophobic. These choices should effect how the country runs, how other countries react, stability, etc. fully customizable, so we don't just run the same old formula every time we play.
6- research paths that never come out the same each time. say chose research between 6 areas- engineering, cultural, pure science, military science, economic science, religious studies. and instead of just one area, make it so you can use sliders and set priorities, and then the game just spits out some new building, civic, unit, religion as times passes, without developing specific techs. again, make it so we don't just follow the same bee line formula each time we play.
7- more varied military units. ability to customize units if we want, or just use built in ones.
8- set up rules so that a trireme can NEVER NEVER NEVER defeat a battleship. EVER!!!! holy crap, since i first started playing civ on my super nintendo as a toddler this has made me mad
. modern units should never be defeated by ancient ones, unless its like a fluke thing, where some guerilla swordsmen descent from the jungles onto some (unarmoured) light infantry at night. it should be a special and rare thing- maybe even resulting in some great cultural thing like a famous book being written about the event. some units should just have a rule built in that these pairings can NEVER result in the loss of the modern unit. EVER!!!
9- more of an economic result visible for building roads between cities. trade should build up between the cities, and not just an extra gold per tile for the road, but business being done between the locales. special and interesting things should occur because of this, like businesses being formed, and buildings like banks and markets just randomly appearing in the cities
10- more random stuff!!! like when you build a road between rome and antium, you get a message saying its been named after you, or a general, or that a big rock conert was held in celebration, or that since you bypassed town b to connect towns a and c, town b has suffered economically, while a and c are booming.
when a temple is built, give positive results like a spike in population has come from the preaching of the cleric saying that birth control is bad. or have a group splinter off and create a settler, as they are no longer content with the religion forced on them from the new temple, and they're going to go found Massachusetts or something.
less ability to see the numbers behind the game- make it more mysterious and ephemeral, such as in real life- if there is unrest, don't give a bunch of + and - showing happy vs malcontent, but give it just some name, like a dissatisfaction with healthcare, and fix it by bumping up healthcare spending or something. civ 4 was pretty good this way, but didn't do enough. i want more random, more exciting and intriguing results for my decisions, not just math- but a feel, a sweep of culture, time and experience. make things feel new, and make the gameplay based around decisions, not based around crunching numbers. i want mystery and excitement and intrigue with every play.
i love civ. please make me love it even more!!!
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don't flood the forum. i've been on here two minutes, and i have already seen the exact post in two different places. you've said it once, that's enough.
kthxbi
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great list. I agree with everything
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On point #1:
I semi-disagree. Culture expansion is an excellent way to "passively" overtake a neighbor without leading to war, or at least not until you have taken enough territory to have an advantage. However, I do agree that there should be a way to "agree on borders" or negotiate for land. I hate it when I am in a locked alliance with someone and their culture expands into my land and starves my cities.
On point #6
I personally like know what I will get, and it makes the planning more strategic. Of course, the scale source thing you mentioned would be strategic too, but essentially it would have the same effect as what we have now, just with a different interface.
For example, I could research Monotheism, which gives me the ability to build the Great Piramids, or I could use your method and turn the sliders to 75% religion and 25% construction (or whatever), which would discover Monotheism and unlock the pyramids. Ultimately the result and strategy is the same, but the current interface is just much simpler.
Everything else looks great!
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