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Wat do u want to see in civ 5?

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  • #46
    Designer knows, that he has achieved perfection, not when there's nothing left to add, but when there's nothing left, to take away.


    I've allways wanted to play "Russ Meyer's Civilization"

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    • #47
      Originally posted by Dis
      uhh, did anyone actually read the OP. Those didn't seem like serious inclusions. Hence my spam comment.
      Yeah, and I'm kinda partial to the idea of extra happiness giving the city a bonus. Like maybe if you keep the city whithin 1 of the happy cap that's normal but if you get two or three over the cap you start getting some bonus to prod or gold.

      Colud help and give a new aspect to concentrate on the city and avoid the pop rush in food heavy cities.

      Tom P.

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      • #48
        Originally posted by MasterDave


        I don't frequent the mod section here, have people made custom AI's that we can download? That would be worth checking out.
        Umm, no.

        It's a nice idea but no one has taken up the torch. Some have used the SDK to make a three-city radius and Dale has put a lot of effort into his M.A.D. MOD but I don't think anyone has created a new AI. Mostly because it would still look like Monte or whomever 'cause the leaderheads would still be the included ones.

        That you can re-write the AI using the SDK is a great come-back to an argument but nobody's ever done it.

        Tom P.

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        • #49
          M.A.D?
          I've allways wanted to play "Russ Meyer's Civilization"

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          • #50
            Mutually Assured Destruction.

            For those that have never been introduced to the phrase, it's the theory that powered the "Cold War" between the U.S. and U.S.S.R. - if you bomb me I'll bomb you too.

            With so many nukes at each others disposal the way to assure the enemy doesn't attack you is to make it appear as if the enemy will die too. It's like several people all pointing guns at each other, the first person to shoot will set off a chain reaction that will most likely end in them getting shot as well as whomever they shoot first.

            Tom P.

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            • #51
              M.A.D. works with sane people who think dying is a bad idea. Be interesting to see if it carries over to people who are a bit unstable and think killing people and being a "martyr" puts them in a better heaven. (Can you say Iran?) Interestingly, this latter description might well apply to the Aztecs, who also might believe that taking them with you is actually better than sticking around. (I know, way off topic. Shame on me. )
              No matter where you go, there you are. - Buckaroo Banzai
              "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

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              • #52
                who has never heard of MAD?

                you guys live in a cave?

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                • #53
                  Okay, a chance for you folks to get back to the topic, or this one also gets closed.
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                  • #54
                    An AI who will actually use their berserkers/marines for amphibious attacks on a city. I've never seen it in Civ IV.

                    Having the option, in SP, to NOT be the first player. Each time I change myself to Player #x in the game, I'm Player 1. The reasoning may sound wierd, but I'd like to see someone else get circumnavigation when I trade a map which shows that me and the AI together have circled the globe. Or someone else gets a Wonder the same turn, and I get it by being the first player. I know the reasoning's wierd, but... that's me.

                    Making pre-medieval ages less about the land grab. Playing a huge map where you know the massive Eurasian continent and most of Africa (and their civs) by 1000 B.C. is a little unrealistic, IMO. And, unless the human player starts it, no AI goes to war before 500 B.C., unless the island got too crowded.

                    Hopefully this prolongs the thread.

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                    • #55
                      Aircraft Carriers should be more useful. I've only seen one when I build it (though Cyrus was building one just before I won the last game). Explorers too (besides Medics).

                      Triple Power / Entente type alliances. Throughout European (and Middle Eastern, and African) history, when a country got very powerful, other countries tried to make sure they didn't get too dominant (France, Spain, Ottoman Turkey, Russia, Germany, etc.). Sometimes a country can become large in RL, but even the Cold War had alliances (yes, some were forced). It is still too easy in the game to have a player or AI dominate a continent, because the other AIs sit back and watch, or don't recognize danger until they are vassalized or wiped out one by one.

                      A SE Asian civ (Khmer, Siam, Vietnam) or two.
                      A Moroccan civ.

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                      • #56
                        I would like to see more customization:
                        Can choose things like civ colours, flags, leaderheads.
                        More dynamic diplomacy. Trade routes should actually require a ship and caravan to travel which could then be plundered or destroyed during war. (making a blockade a real measure)
                        More spying options like stealing techs and sabotaging or bribing units. ah the gold old days...
                        The ability to put units on patrol along a specified path.
                        Helicoptors can fly over water...
                        City management more structured. IE: you opena screen that gives current yield of all resrouces, total potential yield in each specific, optimal yield. You simply type in "i need 10 hammers and 30 gold" citizen will be distributed automatically and a worker will be ordered to improve as required.
                        just to name a few... :P
                        civIVlife

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                        • #57
                          Originally posted by SNESciv1
                          Trade routes should actually require a ship and caravan to travel which could then be plundered or destroyed during war. (making a blockade a real measure)
                          The old manual trade routes were tedious.

                          More spying options like stealing techs and sabotaging or bribing units. ah the gold old days...
                          The old diplomats were overpowered.

                          You must love Civ 2.

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                          • #58
                            From SNESciv1:
                            City management more structured. IE: you opena screen that gives current yield of all resrouces, total potential yield in each specific, optimal yield. You simply type in "i need 10 hammers and 30 gold" citizen will be distributed automatically and a worker will be ordered to improve as required.
                            I like that idea

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                            • #59
                              Originally posted by Cort Haus

                              The old manual trade routes were tedious.
                              I agree. I was thinking it would be automatic andan actual unit would "make the run" without user interaction; you wouldn't even have to build it.

                              ALSO

                              I forgot to mention it, but you should also be able to trade manufactured goods. IE, you have the tech to build a tank and low ranking civ (without that tech) could use a couple in their war. You build it and sell it to them for a tidy sum. Would also be a good idea to strengthen your vassal states without giving them valuable techs.
                              civIVlife

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                              • #60
                                Originally posted by SNESciv1
                                I agree. I was thinking it would be automatic and an actual unit would "make the run" without user interaction; you wouldn't even have to build it.
                                One of the two changes I want to see in the next expansion pack would be to the way trade routes work. The current manner in which they spring up by themselves is great. I'd like to see more interaction by only having trade routes pass through friendly territory or visible (not shrouded in fog of war) neutral territory with trade routes becoming less profitable as they diverge from the fastest route (with ocean and coastal tiles being considered the faster means of trade). Add in trade bonuses (taxes) to cities build along major highways and I'd be quite happy.
                                LandMasses Version 3 Now Available since 18/05/2008.

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