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Teemu Ruskeepää
Settler
Mar 2008
time: 22:21
04-03-2008 15:28 | www
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#1 | report |
Civ V Player Wishlists -Please Use Discussion For Opinions -Here Only Wishlists Increase the size of your Attachments


Teemu's 3 crucial wishes for Civ 5:
-Try to replicate the historical economico-social reality and put the player under those alternatives. Make the game based on academic economical stages starting from the hunter-gatherer-semi-cultivated-semi-domesticated-agricultural-slavery-feodalism-manufacture-industrial-post-industrial. Bind the player to the historic specific time period, society model, geographic resources and neighbour relations by replacing the simultaneous start with script AIs. Scrap the 4000bc start and begin before the invent of agriculture in the right time period for that tribe. The earliest would be the earliest known hunter-gatherers. The latest would be the hunter-gatherers of the 19th century. Bind all cultures to their historical situations, when they first appeared on history books. Nation states begin with the declaration of independence in a particular environment. Recreate that environment. All solo player civs begin with their historical time, not 4000 BC. Put the player to face the historical situation and to try to change the history. Multiplayer works so that players choose in turns the protagonist Civ and others will choose the other cultures of the time.

-Make a new society modeling table from Alpha Centauri version. It needs variables like economic model-political model-religion model. Each civ will have its unique variables based on natural resources and knowledge. Political model allows only certain economic and religious models and vice versa. Try to catch the reason for societies, rather than putting them all in the same mold.

-Only one city can build units at a time, and the unit number depends on the number of cities.

Last edited by Teemu Ruskeepää on 04-03-2008 at 17:47

Bkeela
King
of Brisbane
Oct 1999
time: 08:21
27-04-2008 14:24
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Support Apolyton, buy Civilization III: Complete


I can only identify two main areas that Civ IV is still lacking.

The first and most important, to me, is the end game, scoring, and hall of fame.

I don't think the end game has enough bells and whistles. The replay is fun, but the ranking at the end is boring. Maybe it would be better to have an arcade like high score, so getting first place was something worth striving for.

The score needs reworking also. There needs to be a score that recognises builders as being equally skilled as warmongers. I've not given it much thought, but something that takes more into consideration than territory and population. (Though such measures are sufficient for in-game ranking, the end game score should be different, and require more finesse.)

The Hall of Fame is the worst thing about Civ IV. I want more stats about my play. For example, I want to be accorded an overall score, that takes into consideration my overall results. I want to know exactly what country I played, and the leader. I want to know the date and duration of each game. I want stats like the quickest ever victory, the largest ever population, the largest ever city, the highest culture, the most wonders in one city, etc, etc.

In short, I want a special trophy room in which I can gloat over my general performance. Something maybe like an game achievements on Xbox Live. Maybe unlockable novelties.

The second area that needs work is the Apostolic Palace/United Nations. I'm sure others will feel the same, and they'll probably have better ideas than me. Though I would like something a bit richer than a pop-up with various options.

Nugog
NationStatesCiv4 SP Democracy GameCivilization IV PBEMC4DG Team BananaCivilization IV: MultiplayerPolyCast TeamC4DG Team Alpha CentauriansC4BtSDG Rabbits of CaerbannogThe Courts of Candle'Bre
C4WDG Southern CrossBtS Tri-League
BtS Tri-League Tournament Co-Lead
Coffee Country
Feb 2006
time: 08:21
27-04-2008 14:34 | www
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Re: Civ V Player Wishlists -Please Use Discussion For Opinions -Here Only Wishlists Remove this text


quote:
Originally posted by Teemu Ruskeepää
-Only one city can build units at a time, and the unit number depends on the number of cities.


What would your rationale for this be?

Teemu Ruskeepää
Settler
Mar 2008
time: 22:21
27-04-2008 14:45 | www
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Support Apolyton buy from Amazon


Do not act against the rule of making comments on the Discussion thread.

Teemu Ruskeepää, Finland

Nugog
NationStatesCiv4 SP Democracy GameCivilization IV PBEMC4DG Team BananaCivilization IV: MultiplayerPolyCast TeamC4DG Team Alpha CentauriansC4BtSDG Rabbits of CaerbannogThe Courts of Candle'Bre
C4WDG Southern CrossBtS Tri-League
BtS Tri-League Tournament Co-Lead
Coffee Country
Feb 2006
time: 08:21
27-04-2008 23:10 | www
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#5 | report |
Support Apolyton, buy Call to Power 2


Sorry - I am asking you to explain your third point - as I do not understand what you would wish to achieve by this.

Blanchardb
Settler
May 2008
time: 22:21
25-05-2008 14:07
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#6 | report |
Support Apolyton, pre-order Civilization IV


There are two obvious things on my wish list to make Civ V more realistic.

First, in all civs so far, all rivers are automatically spanned by bridges wherever there's a road whenever the possibility of building a bridge (any bridge) is available. My wish is that there should be three classes of rivers: one that can be spanned at minimal worker effort starting in the late antiquity, one that can be spanned only from the Renaissance era, and one that can be spanned only in the modern era (e.g. suspension bridge), at great worker effort, and only with certain materials available at first. After all, Victoria Bridge, in Montreal, crosses a river, was built in 1850, and was for a long time the longest bridge in the world. Additionally, wherever a river marks an interciv border, no bridge can be built without an open borders (or similar) agreement. Once built, however, a bridge remains operational unless it is torn down.

The second thing on my wish list has to do with barbarian behaviour. Barbarian peoples should be allowed to do the exact same things as AI civs (that is, trade, treaties, culture, etc.), the only difference being that they should be much less efficient at expansion and research, and that they settle their first cities much later. This opens the possibility that when a civ gets too large, a "province" (that is, several cities in the same region) can break away from it and assume its own independence (as happened, in real life, with the United States). They should be called "minor civs" or something similar. In the case of a breakaway province from a human player's civ, the human could be allowed to choose whether he will continue playing with the breakaway province or the more faithful part of his civ. A breakaway province would get all of its former master's technologies, all the culture points of breakaway cities, but would not be bound by any of his treaties.

kniteowl
Settler
Oct 2006
time: 10:21
03-06-2008 10:23
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#7 | report |
Increase Your PM Length


I like to see a Hex Grid Civ Game instead of a Square Grid, It's kinda funny that a unit can explore and move faster on the map when it's moving diagnally then moving straight.

I dont any other ideas that would improve the game...

AoA
Warlord
Nov 1999
time: 17:21
14-06-2008 23:51
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#8 | report |
Avatar Enlargement: We've got the solution


Oh, and my wish for the wish list. Make the game almost exactly like Civ2. That is truly a game that stood the Test of Time (wink, wink)

emeseles

PolyCast Team
Settler
Canberra, Australia
Feb 2008
time: 22:21
24-06-2008 08:05 | www
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#9 | report |
Music as cultural output Suffering from ads?


As I was playing BtS I started pondering an alternate incentive for players to have open borders. What if music were created by your cultural output? Like, the actual music played in the game.

New music is released every 'n' turns on the world, but based on the top culture producing civs. If you have open borders with other civs, you'll also get their music through trade (though, it's free, just a cultural exchange of having the borders open).

This has the advantage of enticing the player to try and repair bad relations to get more music available to them that their people didn't invent.

It's true that some pieces of music in the game I like and others I dislike.. it's also entirely possible that if I received some music I like from another civ, that I might become subconsciously biased toward them.. and vice versa if they give me some music I hate.

Is this kind of subtle manipulative game mechanic a good idea for civ5?

yianni1066
Settler
Jul 2006
time: 22:21
30-07-2008 21:41 | www
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Lose 30 kilos (of popups)


My wishlist for Civ 5 is for the makers of the Civ games to sit down and play Call to Power by Activision and LEARN from it and adopt some of the BRILLIANT changes they made.

As far As i am concerned after playing CtP and CtP2, Civ 3 and Civ 4 were going BACKWARDS!! They are still good games but CtP's were better as games.

As Activision is no longer making these and I have no choice but to buy these new ones I am PLEADING they play CtP and Learn from it!!!!

for example, WHY?? can't i build Units and buildings seperately? Why cant i create a queue? and there are plenty more!!

What makes a good strategy game good?!?.........Choice!! Why can I not build my own roads? Maybe I want them to go round in circles!

anyway, im just ranting now but am i the only one who thoght the CtP games were BRILLIANT compared to the Sid Meier games?

yianni1066
Settler
Jul 2006
time: 22:21
30-07-2008 21:41 | www
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#11 | report |
Support Apolyton, buy Galactic Civilizations


oops sry cant seem to delete it

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