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  • !!!! using nukes in your own territory !!!!!

    I want to nuke SOD's
    anti steam and proud of it

    CDO ....its OCD in alpha order like it should be

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    • Fortresses in CIV4 are a joke! There have no function at all! That is gotta change...

      Remember Civ2 were you can’t pass trough with a unit within one square of another unit. In Civ4 you can attack any city that you want. What if we say that you can’t pass a Fortress within 1 or 2 squares, depending on the unit you have in the fortress. So if you have a knight in a fortress you can cover 2 squares from your fortress. So if you place your fortresses real good, you can create a defend line. The same thing I think for a city. You should not be able to pass a city just like that. Depending on the units you have in the city.

      This ways opens other options for my other favorite
      thing that I would LOVE to have in CIV4...

      Airborne troops, dropped from airplanes. REAL airplanes that can be shot down, and also can be protected with fighers. Those troops can be dropped anywhere the plane can go. I think that the way you can rebase a plane should be changed. It's not realistic to be able to rebase a plane in one turn to the other side of the planet.

      Carriers should carry any type of air transportation, bombers, heli's, fighers, nukes....

      Submarine should carry a nuke, and you should within a range to nuke a city. So you realy need submarines for that. It also give submarines some more importance.

      2 Different kind of helicopters, one for transportation, one for attacking. Perhaps another late game type: the tankbuster?

      Visablity on own territory shoulds be limmited from city squares and units. And there should be some kind of sensorarray that you can build.

      Future tech, tech that in real life not being invented. In ohter words. you should be going way longer than just 2050 or something like that.

      One of the future techs should be, to be able to build a city in the sea, and perhaps in space to.
      all kinds of inventions should be created for the use of a city in space or under the sea water.

      Faster transportation techs than railway. More things to do for workers, like improved farm, change land, but in a lot of turns! Lets say you can change a dessert to a plain in 50 turns. So you need a lot of workers if you realy want to do that job fast.
      Last edited by Beatie; October 6, 2006, 14:20.
      Civilization is a game where man dominate a fictive world.. woman does it for real

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      • Originally posted by Beatie
        2 Different kind of helicopters, one for transportation, one for attacking. Perhaps another late game type: the tankbuster?
        Maybe I'm wrong but I believe that the helicopter that's already in CivIV is a tankbuster in that it gets a 50% bonus against tanks.

        Future tech, tech that in real life not being invented. In ohter words. you should be going way longer than just 2050 or something like that.

        One of the future techs should be, to be able to build a city in the sea, and perhaps in space to.
        all kinds of inventions should be created for the use of a city in space or under the sea water.

        Faster transportation techs than railway. More things to do for workers, like improved farm, change land, but in a lot of turns! Lets say you can change a dessert to a plain in 50 turns. So you need a lot of workers if you realy want to do that job fast.
        You could probably find a modification that does all of this stuff.
        LandMasses Version 3 Now Available since 18/05/2008.

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        • Call me a fuddy-duddy, I'd prefer to see a lot of fun mods to Civ 4 that we can play with for a long time then to have to deal with a new ball of wax(Civ 5).
          "What can you say about a society that says that God is dead and Elvis is alive?" Irv Kupcinet

          "It's easy to stop making mistakes. Just stop having ideas." Unknown

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          • Maybe I'm wrong but I believe that the helicopter that's already in CivIV is a tankbuster in that it gets a 50% bonus against tanks.
            Hmm indeed! You see, so far I've never have to fight a enemy tank/modern armor
            Civilization is a game where man dominate a fictive world.. woman does it for real

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            • Originally posted by Pythagoras
              Call me a fuddy-duddy, I'd prefer to see a lot of fun mods to Civ 4 that we can play with for a long time then to have to deal with a new ball of wax(Civ 5).
              ^ Fuddy-duddy
              THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
              AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
              AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
              DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF

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              • I thought I might as well resurrect this thread, since I have a couple of ideas, but I don't want to start a brand new topic.

                Cultural boundries: These should be proportional to the culture of a city and inversely proportional to the number of movement points away from it. Things like roads would help expand the border, while obstacles like mountains would stop the border from expanding until it was completely surrounded. Ocean squares would stop the expansion as well, until ships could be made. Borders would expand more easily in the plains than through hills, and along roads and rivers (and later, railroads).

                Roads: There should be several types of roads available. Something like:

                Unimproved
                Trail
                Dirt Road
                Paved Road
                Highway
                Freeway
                Autobahn
                Railroad
                Maglev Bullet Train

                each with a particular tech needed to create it. Other transportation options (ferries and perhaps others) should also be possible. With each improvement, movement costs would decrease.

                Movement: I don't really like having to take years to move a couple of squares, but I see the reason not to move instantaneously from place to place. One possibility is to assign a cost to movement -- a standard of one gp per square per unit per turn, perhaps -- and let the player decide how much money he wants to spend. I can then move a unit from one end of my country to another in one turn, but I'd have to pay for the privilege. Certain units would be cheaper or more expensive, and things like roads would make movement cheaper than unimproved hills. You could even make the player pay a premium for moving longer distances per turn, and/or depending on how far they are away from a city to support them.

                Resources: Resources should have the chance of disappearing (being used up). New resources might also appear, like the first iron ore discovered is hematite, but later Taconite is economically feasible. Having access to certain combinations of resources might also yield another, more valuable resource.

                I'll stop here, but I'd be interested to hear other people's thoughts.

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                • I can think of a couple things.
                  I would like to be able to mount a sort of strategic bombing campaign. It would be easy to implement by giving the bomber units a sort of accuracy promotion, and you would pick your preference of what you want to bomb in a city- the factory, the power plant, the military units garrisoning the city, or target the population. You get the idea.

                  My other idea relates to paratroopers.
                  You should be able to deploy them anywhere in the world, like an ICBM to simulate their ability to project power. They would be damaged or destroyed if deployed in areas with fighter cover or AAA.
                  When deployed, they would start off with a powerful attack strength that would gradually degrade each turn until it was returned to friendly territory. This would simulate airborne troops' limited equipment and ammunition.

                  Another, more radical concept would be getting rid of the concept of cities working tiles.
                  In RL, Philadelphia doesn't rely on the surrounding countryside for its food. Its potatoes may come from Idaho, oranges from Florida, and so on- the entire nation contributes to its food supply. Your ability to feed cities should be based on an aggregate supply. Either there's enough food or there's famine throughout the land. This means that if a nation's breadbasket is captured or pillaged, they're in trouble.

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                  • Snarfangel: That sounds like way too much MM.
                    Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                    I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                    Also active on WePlayCiv.

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                    • Originally posted by Nikolai
                      Snarfangel: That sounds like way too much MM.
                      All of it in general, or one point in particular?

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                      • Mainly the road suggestion. But I don't see why we should go back to Civ3 resourcewise either? I for one like the Civ4 one better.
                        Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                        I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                        Also active on WePlayCiv.

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                        • how many years you players ready to wait for C5?
                          anti steam and proud of it

                          CDO ....its OCD in alpha order like it should be

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                          • I've suggested "supply range" before...I have a somewhat unusual take on it which, IIRC, was fairly popular when I first suggested it. There's a given range from the nearest city within which you can supply troops; this range increases based on technology level, so that refrigeration and the automobile both increase your supply range (like IRL). Possibly an additional "forage" option depending on the square occupied and the number and type of units; spearmen can live off most land because of their low forage needs, but armor can't ("they need fuel," or in game terms their forage requirement is too huge to support).

                            More gradual civ advances are desirable IMO. Not every influential discovery was a landmark like the internal combustion engine. A lot of it was just small discoveries. I'm thinking "innovations," small refinements which can be discovered automatically depending on the education and prosperity of the populace and what techs they have discovered, etc. Innovations have a stat-additive effect which is small but cumulative, like the ship movement bonus from Nuclear Power in Civ2. So when some clever worker thinks up Stirrups (req. Horseback riding; prob. of discovery increased by other cavalry techs?), all units designated "Cavalry" type gain a small bonus to fighting power due to the ability to mount charge attacks with less risk of falling. Breech-loading, flintlocks and smokeless powder do similar things for musketeers, while more peaceful applications include Horse Collar (food production up), VHS (unrest decrease), and Penicillin (health up/plagues defanged substantially). Innovations could spread virally to someone who trades with your cities ("Hey, wuzzat you're using?").
                            1011 1100
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                            • GDR?? JK.

                              Seriously, I would enjoy colonies to return!
                              "Dumb people are always blissfully unaware of how dumb they really are."
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                              • Originally posted by padillah


                                How would this be different than just a war? How does the intent change the process of fighting?

                                Tom P.

                                Experience points or specific promotions, maybe... Martyr, as an example. If the unit (with "martyr" promotion) dies, all your units get 2 xp points. Pretty unbalanced, I think…
                                RIAA sucks
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