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Thread: Civ 6

  1. #41
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    how bout Wataburger as a UB

  2. #42
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    Quote Originally Posted by the man of doom View Post
    how bout Wataburger as a UB
    LMAO that's hilarious.

  3. #43
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    replaces...




    HOSPITAL
    lojk

  4. #44
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    Quote Originally Posted by Floating Pants View Post
    UA: Remember the Alamo! +25% defense in all cities, +1 happiness for each unit killed in combat, expires after 50 turns.
    Shouldn't that be bonus defense in forts? Forts don't get enough love.

  5. #45
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    Quote Originally Posted by EvilScotsman View Post
    Here Here...As a citizen of the United States Of TEXAS everything is bigger in Texas
    Apologies Shiav, for contributing to this hijack but...

    Not so long ago we had one cattle station in Australia which was famously bigger than the whole of Texas. Though I do believe it has been broken up now.

  6. #46
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    Quote Originally Posted by EvilScotsman View Post
    Just ask any Texan that question, they will disagree with that statement. We are Not American we are TEXAN. there is a big difference between being Texan and being American.
    Yea, like factually based textbooks.

  7. #47
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    I would like to see diplomacy in forum format...

    That way you could have meetings with all, or several, leaders at the same time.

  8. #48
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    Quote Originally Posted by Shiav View Post
    As per Kevik's idea, what would you like to see in civ 6? no trolling/flaming, just what you want to see.

    EG i would like ai that do not need to cheat to win

    i would like diplomacy that makes sense

    i would like the difficulty to curve to go up on harder ai levels
    I second (or third or tenth whatever) the better AI wish.
    Other than that, I would like to see the game released in a finished state. Either way, after the crap this game's been since release, I'm certainly not going to buy it. I am owed.

  9. #49
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    I'd like some of the things from CTP. Ocean cities, the maglev tunnels to get to them, and the space colonies.
    (I loved bombarding cities from orbit)

    I liked the 9 unit stack. Let you do a mix of ranged/melee, but wasn't unmanagable <sp>

    Sonar buoys, radar towers and at the very least airfields.
    (leviathans were a scream. having several of those in a city were great for defence. of course, if you had the AI thing and it went rogue... ugh.)

    Better city placement by the AI, less ICS, more consistent diplomacy in a game.
    Tech trading. Spies.

    The end game should be much more complicated than it is. CTP had a lot of that, so more of that kinda stuff.
    (corporate nonsense, televangelists (shoot on sight), nano-infectors etc.

    Basically, combine the good stuff from all the game versions/iterations and plonk into one game.
    (for giggles, make it customizable on what can be turned on/off. culture/religion etc)

  10. #50
    How about make it so I feel like I'm running a Civilisation and not attending Endless Unit Shuffling 101.

  11. #51
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    Quote Originally Posted by Shiav View Post
    i would like diplomacy that makes sense
    I would like this in Civ V rather than waiting for Civ VI.


    (1) However, for the topic of this thread - I'd like to see Civ VI expand on the future age. (e.g. terraforming, advanced weaponry, robot units, space stations, etc). I would be sort of like tacking on some of Alpha Centauri's elements to the end game.

    (2) Full 3D graphics allowing you to zoom right into your cities. It's fluff I know but it would be interesting.

    (3) AI that can learn strategies from you. For example, it could analyze your initial builds (warrior ->scout -> warrior -> worker) or (granary -> monument -> walls) and adjust its own strategy depending on if you won games using a certain formula.

  12. #52
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    I'd actually like to get back the city graphics of IV - scaling more fluidly with city size, and incorporating more buildings. It made cities actually look different, which was nice. Also, the return of some sort of regard for pollution - Health was a full-game mechanics, and Civ/II's pollution was a bit weird, but something about it would be good. Of course, this could also come in an expansion to V.

  13. #53
    Quote Originally Posted by Shiav View Post
    As per Kevik's idea, what would you like to see in civ 6? no trolling/flaming, just what you want to see.

    EG i would like ai that do not need to cheat to win

    i would like diplomacy that makes sense

    i would like the difficulty to curve to go up on harder ai levels
    I'd like Civ 6 to be released 5 years from now, so that my money was not wasted on an quickly outdated version. I'd like Firaxis not to be Apple. Thanks.

  14. #54
    I've attempted to play 8 games of Civ 5 and only finished one. Every other game played OK until the later phases of the game, then I faced repeated crashes to the point that I could not finish the game. My system is fine, it more than exceeds the recomended requirements.

    I won't buy another Civilization game. I won't buy another Firaxis product.

  15. #55
    Oh yeah, im always thinking what they should put in the next game! what id like to see is other countries being represented by country name, instead of leader name eg instead of "napoleon declares war on you" it would be "france declares war on you". not a big thing, i know, but it would be quite cool. Im also a big fan of demographs, so bring on the graphs! It would also be nice to see your rivals sucking up to you if they are heavily outnumbered. for exmple, it seems quite unlikly that a leader would denounce me when i have nukes, and i have shown that i was willing to use them on anyone who denounced me!

  16. #56
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    A bit sad that CiV has been out less than a year and people are already talking about what they want in the next installment...

  17. #57
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    Kids aka. Call of Duty players are used getting new version every other month.

  18. #58
    I want to see cities grow beyond one tile, and become metropolises, and megalopolises. Not just cultural border growth, but actual growth... perhaps something akin to Civ IV's cottage system where the final step in the progression is an additional city tile that is a part of the original city in terms of calculating total number of cities for things like happiness, corruptional, cultural progress, etc... but builds its own buildings and expands the radius of workable tiles for the now larger city.

    I would like to see social, economic and governmental revolutions come and a response to internal pressures in a way that more accurately models real world civilization progress, and shies away from a hybrid mix of permanent central planning/city state civilizations.

    I would like to see population growth and food become a more global concept (within an empire) and less localized. In industrialized societies, national population growth is limited by national food supply and health issues, while local population growth (ie... where the national population accumulates) is influenced by local economic conditions. Cities like Los Angeles, Las Vegas, and many other large SW US cities would be size 3 or 4 in a Civ game.

    I would like to see peaceful victories worth as many points as militaristic victories, or at the very least increased incentives for civilizations to pursue civlization growth rather than military conquest.

    I would love to see a MOO type tech tree and an SMAC style unit construction.

    I would like to see gameplay prioritized over aesthetics, and playtesting prioritized over release dates. Make the game as if you didn't have the ability to patch it later, and then patch it anyway.

  19. #59
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    I did like that in CivIV the city graphic grew beyond the tile. Far less variation in appearance of cities graphically in this game, with most buildings not having graphics and fixed city graphics rather than dynamically spreading out with the buildings interspersed.

  20. #60
    I would like to see a return to the Civ IV setup (including diplomacy depth for both single and multiplayer), but with a hexagonal grid.
    With the ability to stack troops on one tile (maybe have a cap).
    And most importantly it MUST include multiplayer animations!

  21. #61
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    1upt? ...doldrums
    Hexs? ...can't make a straight horizontal road (or is it vertical).
    Denouncements? Fifth grade school yard behavior

  22. #62
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    Quote Originally Posted by dukeisaac View Post
    A bit sad that CiV has been out less than a year and people are already talking about what they want in the next installment...
    We like to think ahead

  23. #63
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    Quote Originally Posted by Floating Pants View Post
    I'd like (in no particular order):

    • Multi-threading to prevent lag
    • A good religion system
    • Less focus on gold being everything
    • More realistic costs to maintain gold
    • Better diplomacy
    • A way to pass through your ally's odd line of troops with a great person to get to a city state
    • More focus on units in all eras, rather than just modern
    • Advanced espionage system. (UU Ninja!)
    • Texas as a civilization


    Edit (I got more):

    • Complete demographies
    • Return of graphs (and lots of them)
    • Return of statistics
    • Better looking rivers
    • Built Naval transports instead of magical ones
    • Hell of a lot more resources
    • Balance the power of city states
    • More types of city-states
    • Air transports with airport


    But, Keep the:

    • Inviting leader presence
    • Hexes
    • 1UPH
    I just want to point out that "Texas civilization" is technically an oxymoron, but your willingness to offer any idea no matter how silly is very generous of you.

  24. #64
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    Quote Originally Posted by Benfea View Post
    I just want to point out that "Texas civilization" is technically an oxymoron, but your willingness to offer any idea no matter how silly is very generous of you.
    Not by too much, it was its own country for a short while

  25. #65
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    So from what I can tell, pretty much what everyone wants in Civ 6 is what was suggested to be in Civ 5 when we were playing Civ 4 yeah?

  26. #66
    A) Voortrekkers and Zulus in it.
    B) More city states.
    C) More DLCs.
    D) More resources and Civs are less random with declaring war.

  27. #67
    Quote Originally Posted by Floating Pants View Post
    I pitch in.

    • Leader: Sam Houston
    • Capital: Austin
    • UU: Cowboy, replaces cavalry. Has the ability to move cattle and horse resources. Attack 28, not 25. Movement 4, not 3.
    • UA: Remember the Alamo! +25% defense in all cities, +1 happiness for each unit killed in combat, expires after 50 turns.
    • UB: Rodeo, replaces circus. Can only be built with cattle or horse. 1 free promotion for mounted units. +2 culture, +3 happiness.
      OR
    • UB: Saloon, replaces theater. +4 happiness, +15% gold, somewhat cheaper to build.
    Leader: Paul Kruger
    Capital: Bloemfontein
    Civ: Voortrekkers (Free-State South Africa)
    UU: Boer, replaces Riflemen. Can build a farm or Lage. Attack 20. Defense 13. Combat Strentgh: 16. Movement: 3.
    UA: Way of the Boer: +2 food from every farm.
    UI: Lage (Fort) [+20 strentgh when attacked by a melee unit.

  28. #68
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    So let me get this straight: you're talking about ideas for a SEQUEL right? Not just expansions, mods, or updates to the existing Civ 5 engine?

    In that case, we can get ambitious. Here are some ideas I'd like to see in Civ 6:

    New Features:

    • How about getting rid of "tiles" entirely? No more squares or hexes. Everything exists on a fluid, coordinate-based map that is actually rendered on a large sphere! I'm thinking of something that looks similar to a game like Total War, but with the same scope as Civ.
    • More living and breathing world: be able to see trade caravans traveling along roads that are part of trade routes, and merchant ships traveling between coastal cities that have harbors and are connected to trade routes. See buildings and wonders being constructed on the map. Bring back the different graphics/animations to show when a terrain improvement is being worked/unworked.
    • Include two difficulty settings: 1.) AI intelligence (determines how skillfully the AIs will play the game and how smart/dumb their decisions will be). 2.) AI bonuses (determines the magnitude of numerical bonuses that are given to the player or AIs, such as research rates, build rates, free happiness, etc). Or better yet, maybe even design an AI that LEARNS and ADAPTS to player strategies! Like in a neural net.
    • Get rid of individual units. Instead, you build soldiers (or battalions of soldiers) that are cheap and quick to build, and combine them into armies to move around on the map. The individual units would not have hitpoints, but would instead have four states of being: healthy (fights at full strength), wounded (fights in a weakened state), incapacitated (cannot fight until healed), dead (unit is removed from army/game).
    • Instead of units gaining experience, the army's general gains exp (again, similar to Total War). The strength and abilities of the army would depend on its size and composition. Basically, you can stack units like in Civ IV, but once stacked, they all act as ONE unit, with their strength and combat abilities being determined by size and composition.
    • Being able to modify the map in some ways: building irrigation channels and canals, planting forests, digging trenches (for military fortification), etc.
    • Get rid of the worker unit. Instead, all construction are considered to be done by cities. City production can be split into multiple projects, each taking a percentage of the city's total industrial output. You assign the workforce from a city to build improvements outside the city, build buildings in the city (which show up on the map), build roads, build wonders, or train units.
    • All wonders are considered a replacement for a normal building. i.e. the Pyramids are a replacement for a Monument, the Colossus is a replacement for a Harbor, the Pharos (Great Lighthouse) is a replacement for a regular lighthouse, etc. Building a wonder would have to require that you have already unlocked the building that it replaces, but you do not have to build the replaced building first. If you are beaten to a wonder by another player, the industry invested into the wonder is converted into the basic building that the wonder replaced, and any overflow is converted into gold.
    • Built-in colonization mechanic, in which new cities built far away from your capital and completely cut-off from your borders (regardless of whether its on a different landmass or not) are treated differently than your core cities. How you treat those colonies will affect how cooperative they are, and treating them poorly can result in them revolting.
    • Cities within your empire could have "personalities" and "wants" or "fears" (kind of similar to The Sims 2). By doing things that a city wants you to do, the population will get happier, and by doing things they don't want you to do, they will get upset. If enough neighboring cities become excessively unhappy with your decisions, they can secede and form their own nation.


    Returning/Improved Features:

    • Espionage, spying.
    • City States: one of the cooler additions (in principle) for Civ V. But they should be handled much better. Get rid of the simple bribe mechanics, and put in a more fleshed-out diplomacy system in which the City States are all vying for the attention of the Civs in the game (not vice versa).
    • A more open-ended tech tree similar to Civ IV in which techs have optional prereqs and players are free to custom-tailor the scientific and technological progress of their Civ based on play-style and game circumstance.
    • More meaningful diplomacy, including international trade routes, a useful UN, etc.
      Quote Originally Posted by BtotheK View Post
      I would like to see diplomacy in forum format...

      That way you could have meetings with all, or several, leaders at the same time.
      ^^ Great idea!
    • A new health system similar to Civ IV, except this time, cities can be rewarded with faster growth for being excessively healthy, or punished with all-out plagues for being excessively unhealthy.


    Edit: basically, return Civ to being an empire-simulation/management computer game, rather than an empire-building strategy board game being played on a computer.
    Last edited by MegaBearsFan; 05-17-2011 at 02:39 PM. Reason: Added quote

  29. #69
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    I personally like the thought of incorporating Alpha Centauri system of customizing units. That and a better Diplomacy system.

  30. #70
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    The biggest improvement I can think of is much better diplomacy. Other than that Civ 5 is pretty good already, even though there are other things that could be improved upon as well.

  31. #71

    diplomacy

    Well another thing I'd like to see a diplomatic battleground where you can summon 8 or more leaders to a chat/conference and try making alliances that you have to break instead of those declarations wearing out.

  32. #72
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    Quote Originally Posted by DoctorStrangelove View Post
    I'd like Civ 6 to be released 5 years from now, so that my money was not wasted on an quickly outdated version. I'd like Firaxis not to be Apple. Thanks.
    I like this guy, this post and this username.

  33. #73
    Civ 6? they should finish this game first ya...
    civ6 lol.

  34. #74
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    Heres what I'd like to see. This assumes current Civ5 as a base.

    Outrageous wishes that I want but aren't really possible with current technology and budgets.
    • AI that doesnt need to cheat to win/can learn. Would be awesome but I doubt it is possible in a decent timeframe, with a realistic budget, and wouldnt run on anything but a supercomputer like Watson. Maybe in 10 or 20 years and some advancements in computer science.


    Slightly more reasonable but still pretty out there.
    • Unit customization features like in Alpha Centauri. Would be awesome but would likely require a lot of reengineering of core gameplay and rebalancing.
    • Add environmental effects to things like dams and irrigation. If you over irrigate the source of a river then it would be awesome to have it dry up down stream or have lakes it feeds strink. This should destroy or at least deactivate things like water wheels in cities down stream. This should be factored into diplomacy and potentially cause wars. Probably way too complex to implement to be a viable idea but it would add a nice extra layer of strategy as well as provide more sources of competition and conflict.
    • Make games last into the modern era more often by making large empires very difficult to control early on. Corruption and maintenance are decent attempts and elements of both should probably be incorporated, but I think armed rebellions and civil wars should be much more likely the larger your empire is, even in puppet states. Perhaps keep a running total of the number of unhappy citizens in each city and they revolt when that tally reaches the threshold. The threshold could be raised with social policies, buildings, or stationed troops. The number of unhappy faces could be lowered by trade as is done now and happy people could lower the count. When they revolt any garrisons in the city should either convert or be killed and they should get a handful of very low tech units for the age. Nearby revolts should increase the unhappy faces generated in nearby cities that share grievances with the revolting city. That way you have to keep troops around far flung or newly conquered cities constantly to retake them. Cities that revert should retain some if not all of the technologies you have shared with them by occupying them. Therefore if they revert to the civ you took them from they give your techs to that civ and if they become an independent city state they can trade away your techs. That way there is a long term cost to overreaching and conquering an inferior civ you cannot consolidate.


    Reasonable requests I'd really like to see.
    • Scale up map size. I want the standard map of Civ 6 to be the huge map size of Civ 5. Assuming this is a hardware requirements issue but I'd rather the extra processing power that comes out in the next several years be used for this instead of prettier graphics.
    • Make the game longer. I'd like to see Civ5's marathon be the standard speed of Civ6. However instead of making tech, buildings, and units take forever to research/build I'd like to see the extra time filled by doubling or tripling the amount of tech, buildings, and units. Techs would still take 10 to 20 turns but you'd be researching incremental techs instead of them all being major breakthroughs. For example you'd research horseback riding but there would also be saddle and/or stirrup techs with their own upgraded units. This could work hand in hand with a unit customization feature since your new prototypes would have far more choices than a sword or a gun for example. Upgrading units from two adjacent techs should be much cheaper as well since instead of making an archer into a musketman or something similarly as extreme you are simply adding a saddle for example.
    • More resources, especially strategic ones.
    • More tile improvements, especially military ones, potentially ones that can be built in neutral territory. Examples: watch towers, sonar nets, radar towers, etc. Potentially move things like airbases and sams onto the map where they can be strategically targeted or just roll with both.


    Nice features I don't really care about but more is better if done well.
    • Spy system. Never found any of them useful. I would visit my spy menu once a game if that in Civ 4 and I'd build the spy buildings last if at all. The spy unit from Civ2 was more useful overall than any system since but was too expensive to use regularly (rightly so probably). Perhaps go back to paying lump sums with a spy unit but have city buildings/policies that will help prevent those things at a fairly steep cost. Therefore you don't want to support the buildings and a viable enemy side strategy would be to hammer you with sabotage to force you to do so.
    • Religion. Another fun addition but again not something that I ever seriously bothered with. Feel this has more value than a spy system simply because it was much more robust to the point it could be core to a player's strategy.
    • Corporations. Fun but not critical.
    • Proper canals. I want to be able to build real canals not fort substitutes. Perhaps a map seed that generates a lot of 2-5 hex wide isthmuses to showcase it as well.
    • Summary replay.
    Last edited by wandmdave; 05-18-2011 at 01:47 PM.

  35. #75
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    Quote Originally Posted by Strudo76 View Post
    So from what I can tell, pretty much what everyone wants in Civ 6 is what was suggested to be in Civ 5 when we were playing Civ 4 yeah?
    One of the reasons why I will not be getting Civ VI. But just like when I wrote of Civ forever with the atrocity that Civ IV was (at least for me Civ V is playable compared to Civ IV) they did redeem themsevles with BtS. So maybe Civ V will be saved with a new EXPANSION not DLC.

  36. #76
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    Quote Originally Posted by Davor View Post
    One of the reasons why I will not be getting Civ VI. But just like when I wrote of Civ forever with the atrocity that Civ IV was (at least for me Civ V is playable compared to Civ IV) they did redeem themsevles with BtS. So maybe Civ V will be saved with a new EXPANSION not DLC.
    I agree for the most part on your opinion about Civ V. Why do you hate Civ IV that much though? I thought it was decent outside of stacks (which were somewhat game ruining for me, but I still had fun with the game anyways).

  37. #77
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    Moved comment to the texas thread.
    Last edited by Skunkone; 05-18-2011 at 11:14 PM.

  38. #78
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    Quote Originally Posted by SlickSlicer View Post
    I agree for the most part on your opinion about Civ V. Why do you hate Civ IV that much though? I thought it was decent outside of stacks (which were somewhat game ruining for me, but I still had fun with the game anyways).
    I love Civ IV Beyond the Sword, but I hate Civ IV vanillia because I bought it on Day One and coldn't play it. I exceeded the minimum specs and couldn't play the game it ran so slow. I flet I was lied to by Firaxis about the spces when they swore up and down the game was playable and almost everyone with the same specs I had couldn't play the game.

    Firaxis did redeem themselves with BtS. I refused to get Warlords and I waited for BtS till I herd good things about it.

  39. #79
    I would like to see the following for Civ6:
    Units:
    Return of spy unit; also allow capture of and chance of conversion of spy to your side for reuse.
    Addition of an assassin unit that is expensive and relies on gaining of one or more techs or special buildings; can kill enemy spies or assassins if they encounter or detect one in friendly territory
    Diplomacy:
    Allow rulers (not just CS) to ask for troops to assist in battle or barb clearance, failure to send troops once agreed upon results in a strong loss of favor or other penalty.
    Allow rewards for assisting(voluntarily or at their request) other civs
    Review rulers decision algorithm for making decisions on their perception of troops massing on or near their borders, bring back trespassing and civs warning you with associated penalty instead of automatic war when entering without border agreement (if more than one unit trespasses at a time, have ruler suspect a war attempt and warn, backed with immediate battle if ignored after one turn).
    Allow CS or other civs to be vassals if they like or admire you enough (automatic check after time to see if their loyalty has changed and why).
    Allow greater chance of becoming allies or having a mutual defense agreement based on gain of favor resulting from interactions with civs and CS).
    Consider allowing becoming classed as an enemy of the state when another civ is really unhappy with you (they would then not trade, allow borders, or anything positive for a specifed number of turns (years) unless you did something that got you back in their good graces.
    Religion:
    Bring back religions option, but allow detection and expulsion or capture of missionaries if detected within your border. When captured, convert to your religion automatically.
    Transportation:
    Bring back requirement to build boats to load troops into, allow airborne paratroopers (3 units per plane) transport by air and ability to drop near or behind enemy lines in modern era, allow airports and airlift of troops or equipment. Allow submarines to travel under and not be restricted by ice, not a logical restriction.

  40. #80
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    I think it was mentioned already, but the game is not even a year old and we are talking about the next version of Civ instead of expansion packs? Something is really really wrong here.

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