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  • #46
    Originally posted by Beatie View Post
    I would like to be able to dig real canals that makes it possible to move ships through you land.

    QFT.

    Give workers more to do!!!

    That almost sounds like a Civ II advisor quote.
    Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
    Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
    One more turn .... One more turn .... | WWTSD

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    • #47
      Originally posted by Lord Avalon View Post
      QFT.




      That almost sounds like a Civ II advisor quote.
      Whahaha that was "GIVE ME MORE SOLDIERS NOBLE LEADER SO THAT WE CAN BEAT THE SWORDS OF OUR ENEMYS"

      (or something like that )
      Civilization is a game where man dominate a fictive world.. woman does it for real

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      • #48
        Originally posted by Beatie View Post
        Whahaha that was "GIVE ME MORE SOLDIERS NOBLE LEADER SO THAT WE CAN BEAT THE SWORDS OF OUR ENEMYS"

        (or something like that )

        Give me more soldiers, noble leader, that they may sheath their swords in the beating hearts of our enemies!
        Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
        Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
        One more turn .... One more turn .... | WWTSD

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        • #49
          I'd like the option of terraforming at least for mods (I assume it is possible in Civ4 with the right coding).
          I'd also like a more "player-friendly" mod screen... something similar to what they had in Civ3 but really more like MOO2's opening menu for race traits. It wouldn't have to be limited to civ traits though- you could use it for wonders or unique units or such.

          OR religions... if they decide to bring them back.
          I'm consitently stupid- Japher
          I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

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          • #50
            I don't really have a wishlist, other than "surprise me with some new game mechanics because I have played hundreds of hours of BtS". There aren't really many things in BtS I'd like changed.

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            • #51
              I have lots of wishes for the game, here's just a few of them that pops up here in the morning


              Religion
              Instead of removing religion they should just fix it. I would love that religions could change the gameplay a lot.
              Each religion should be able to get some special bonuses. These bonuses depends on the play-style of the civ with the holy city. If the player with the holy city is a warmonger, then all civs with that religion as their main religion, would get a bonus that fits going to war. Other bonuses could be culture bonus, money bonus, hammer bonus, etc

              Instead of normal wars, you can also start a holy war against a different religion. It would be easier to get civs with the same religion to join these wars, but does have some negative sides, like if you have ReligionX, half your cities is ReligionY and you start a holy war against ReligionY, then the cities with ReligionY would get angry. A holy war is a war against all civs with the specified religion as their main religion. You can only declare a holy war if you have the highest number of people with that religion or you own the Holy City
              A holy war will reduce the number of people with the target religion in your cities, but will also reduce the number of people with your religion in civs with the other religion

              Religion in cities are not based on either you have it or not, but on percentage. Each city has a percentage of people with each religion. If the percentage of people in your civ has ReligionY, but your main religion is ReligionX, then a lot of people are angry


              Bridges

              Instead of just having one type of river, there should be different sizes. On small rivers you can build bridges with "Bridge building", but for medium size rivers you need a higher tech and for the large rivers you need modern days tech. To cross rivers you need to have invented boats

              High score

              The scoring system needs to be fixed, it needs a complete makeover
              First of all, the number of points you get shouldn't almost only depend on when you win (winning by war is always much easier to win early than winning by culture or space race). How high a score you get depends on the type of win. If someone wins the space race, then the score could be based on science. By this I mean that you get a higher score, the faster you research certain techs (like Railroads, Scientific Method, Rocketry, etc) and how many civs you fight against (you get more points if you research Railroad as second civ, if you fight against 10 civs compared to if you fight against 3 civs)

              Also would be nice if the scoring could be saved online (and maybe viewable on facebook). You should then in the game (and on facebook) be able to pick people you want to compare (as default it shows your friends you have added... both on facebook, but also on Civ V servers, where you need a profile to save your score online. Your profile on Civ V servers can be connected to Facebook profile)
              Your friends should then be able to download the end result of your games
              This space is empty... or is it?

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              • #52
                I have a lot of things i want for civ 5, but I will post a few of them here. I generally feel that what makes civilization so fun, and distinguish it from other games, is the epic-ness of it, and that it is not only a war game like most other strategy games. However, there are a lot of other things in the series I easily could see changed, like the way you produce stuff, the units system, the way the game is city-based etc.

                However, the one thing I would love to see is a system were the scale of the world feels different trough the ages. Let me use an example. Say I play as the romans on a world map, at the start I send out a warrior and discover most of Europa, meets a few other civs, and maybe send him to siberia to hunt for huts. Now, this way of playing is of course incredibly unhistorical. How long would my warrior have survived historically? Would it have made it out of Europe? Definitely not. To Germany? No way. Out of Italy? Probably not? Would I have been able to exercise control over the unit while in siberia? Not at all. Now, this is part of an everpresent problem in the civilization games, that is, that the world is empty at start, and that units can move freely in no mans land as long as they don't die. Now consider the actual historical events that is bound to the roman civilization. First, the city of Rome was built by one of many tribes in the latium area of Italy, and this tribe managed to out-maneuver the other tribes and after a while, intergrate them into their civilization. Then, they came in conflict with neighboring city states like the etruscans in Tuscany and Umbria, and waged various wars on the peninsula with shifting alliances, eventually conquering the etruscian city-states and allying or subduing most of the other tribes of the peninsula. Then first, did the romans seriously come into contact with other civilizations as they are represented in the Civilization-games, and for a while, the Mediterranean ocean served as the center of a multinational world untill it was eventually all conquered by the romans. Now, consider this compared to my earlier description of a normal civ-game with the romans. The most striking difference is how the scale of the world, as seen by the romans, change, and I would love to somehow see this getting into the game. For example, at first I could not send a warrior on some exploration out of Italy, it would be far to long, and I would have needed him in the constant conflict against my neighbors. Then when I had control over them, I could start to expand out of the initial province into Umbria, Tuscany and so on, where I would also meet heavy resistance by various tribes, city states and "smaller civs", and first after that would I have some kind of control of the italian peninsula and see the medieval ocean as my playground. So what am I proposing? Simply put, I don't want the world to start out empty, I want it to be filled with different tribes and city-states that you actually have to somehow subdue if you want to use their territories. Every single tile should somehow be filled with people, and the early game would be much about how to handle these. This, among with stuff like make it much harder to cross deserts, slower to explore, and make it faster to sail up the coast of Italy than traveling by land could make the feel of how big the world actually is change with time. It should take quite a while for the roman civilization to even know the whole Mediterranean ocean, and even longer before knowing anything about germanic tribes. However, a pretty slow system like this needs to make micromanagement of stuff on a few tiles essential at first, but pretty automated after a while as you don't want to repeat the process at every tile.

                Well, that is my maybe a bit difficult to understand point

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                • #53
                  DeAr Santa,
                  Please bring me a bicycle, a pony, and a GUI tool set that can save, load, and share with other players the game settings and various game influences that you like to play. I'll send a plate of cookies.

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                  • #54
                    I just read a great sci-fi book called Hominids, about an alternate earth where H. Sapiens died out and Neanderthals were the dominant hominid on the planet, and how the world was different under their rule: World population of 200 million and far less extinctions - mammoths and carrier pigeons still roam the earth. I've been thinking about a mod for Civ IV where you had to destroy those pesky H. Sapiens before they spread like cancer over the land, and establish a Neanderthal world civ. Definitely too much to ask for in the release but maybe in a future mod. Just to change things up a bit.

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                    • #55
                      I just hope that whatever changes are in store for us don't encourage the return of ICS.
                      "My nation is the world, and my religion is to do good." --Thomas Paine
                      "The subject of onanism is inexhaustable." --Sigmund Freud

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                      • #56
                        AMEN TO THAT BROTHER.
                        It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                        RIP Tony Bogey & Baron O

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                        • #57
                          more realistic landscapes would make the gameplay more strategic. Blanchardb's river suggestion is on the mark. the generated maps & ai strategy should take advantage of real terrain features like "choke points". there are only 2 tiles (mtn & ocean) that restrict movement & building cities. how about a "reef" tile that large ships could not move through. mountaintops where you could build a "wonder" city (machu pichu or katmandu?). swamps & desert tiles where no city could be built. then have spl worker abilities that would allow you to i.e. "drain swamps". & the ultimate worker ability - dig a canal (world wonders: suez & panama). most real cities where founded in defensible locations (rivers, mountains & coasts)

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                          • #58
                            Originally posted by Guynemer View Post
                            I just hope that whatever changes are in store for us don't encourage the return of ICS.
                            I think we can assume (though that's dangerous) and grant Firaxis the benefit of the doubt that they have learned some lessons regarding design of the game and will ensure they are covered in new game versions, even if there is a new engine.

                            There are a ton of other things besides ICS that are just as, if not more so, destructive to the game.

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                            • #59
                              Hearing about combat based on Panzer General encourages me greatly, as PGII is one of my favorite strategy games I do think a move away from stack combat can add some real depth that (hopefully) will create some exciting new options.

                              Canals, as others have already said, would be a wonderful addition.

                              Shipment of food between cities would also be a nice step forward. Most modern cities don't produce their own food, and have to bring it in from elsewhere. Having "breadbaskets" is what makes it possible to have more industrialized cities that don't require an agricultural presence.
                              I make movies. Come check 'em out.

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                              • #60
                                Originally posted by ZargonX View Post
                                Shipment of food between cities would also be a nice step forward. Most modern cities don't produce their own food, and have to bring it in from elsewhere. Having "breadbaskets" is what makes it possible to have more industrialized cities that don't require an agricultural presence.
                                And then the Nazis come and start the Siege of Leningrad? Modern warfare will be brutal with this food supply mechanic.
                                Graffiti in a public toilet
                                Do not require skill or wit
                                Among the **** we all are poets
                                Among the poets we are ****.

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