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  • #16
    I'll agree with you there Guynemer... except on public works- I like moving the engineers and settlers around

    another nice little thing would be more quotations from history when certain things are achieved- SMAC's quotations and Civ II's civlopedia were great.
    -->Visit CGN!
    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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    • #17
      My Wish list

      1) Palace or Capital Complex that grant bonus's

      2) Government type affects diplomacy
      Democracy, Republics can reach agreements easier but not with Dictatorships and Communist governments.

      2) More dependency on trade and relations - for example, declaring war against an oil holding nation without a backup plan to fuel your war machine while you have an oil starved country. One country needs another countries rich supply in uranium to operate its nuclear power plants and submarines, another requires the food supply of one country to feed its population.

      3) Minor wonders and Major wonders. I'd like to see literally hundreds of wonders that grant city-only bonuses, continent only bonuses and empire wide bonuses.

      4) Goods = resources and income. Uranium, iron and oil should be the obvious ones. And each node or import should provide so much in storage. For example a nuclear submarine can use a one-time only usage of one unit of uranium while a nuclear plant uses one per turn but provides great bonus's like increased production and the construction of nuclear weapons in that city. Oil should be also some thing that comes in to play and civ's must compete for its trade, control and distribution (although for balance purposes it should be somewhat widespread between most of the large continents - some richer than others). Iron could be one of those one-time use things that allow the construction of other things.

      In conclusion to #4 control or a trustworthy income of resources should be critical to a nations success domestically, economically and militarily.

      5) Liberating in the name of your ally and the ability to station soldiers in your allies cities. Should be on the table for those wishing a diplomatic victory.

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      • #18
        Terrain effects

        I think I posted this suggestion someplace already for CIV III and CIV IV five or ten years ago, but anyway:

        I would like to have terrain effects on military units in the game. For example:
        - A normal military unit suffers a certain percentage of damage when it enters a jungle, desert, or ice area without using a road.
        - Special promotions ("wilderness lore") give a unit the ability to move into certain areas without suffering damage. Some units like scouts, explorers, marines start with this sort of promotion.
        - Damage is always a percentage, a unit is never destroyed by terrain effects.
        - Mountain areas are passable but incur great damage. (Heck, think of Hannibal and his elephants ...)
        - There are certain (random) ocean areas where sailing ships suffer great damage when entering them. Once the player knows these areas he can avoid them.

        I think that terrain effects would add some strategy options to the game. The AI should of course be smart enough to try to avoid adverse terrain or minimize its damage.

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        • #19
          My wishlist cont...
          This is assuming that my ideas in my previous post were effective in the next civilization, and broaden on the sense of nation-building and domestic and economic management.

          In depth power production from industrial age and beyond.

          Modern age facilities such as factories will not function without a source of power. Electricity should be a basic default demand for industrial age cities and modern age cities require it or suffer severe happiness penalties. Meeting the power requirements for cities should provide luxuries. You should also be able to build multiple power plants per city and be able to run power lines across your nation. So a City that naturally has lots of uranium stores should stack several nuclear power plants providing power to other cities in your nation.

          Examples:

          Coal Power Plant: Provides mediocre electricity, causes lots of pollution, causes some unhappiness in the modern age.
          Requires: Coal resource
          Costs: Low

          Oil Power Plant: Provides mediocre electricity, causes lots of pollution, causes some unhappiness in the modern age.
          Requires: Oil resource
          Maintenance: Low

          Nuclear Power Plant: Provides LOTS of electricity, causes no pollution, causes severe unhappiness in large cities.
          Requires: Uranium resource
          Maintenance: High.
          Special: Creates plutonium resource needed for nuclear weapons.

          Hydro Electric Dam: Provides Mediocre electricity, causes no pollution, no effect on happiness
          Requires: City built on river tile (Max: 1 per city)
          Maintenance: Extremely Low

          Solar Power: Provides little electricity, causes no pollution, causes happiness.
          Requires: none, produces 3x more electricity if the city near a desert
          Maintenance: Low

          Fusion Power: Provides LOTS of electricity, causes no Pollution, no effect on happiness.
          Requires: Uranium resource
          Maintenance: Extremely High.

          This would cause the player to think hard and manage resources not only does he need them to power his/her military might, but also to keep his industrial and modern age country working. I also would like to see the ability, as mentioned before, to build multiple power plants in a city to take advantage of resources and be able to channel electricity through power lines to a city in the plains that has access to no power producing resources. The city receiving this power would have its facilities functioning; however, it would not receive the happiness bonuses or negatives of the type of plant producing that power. This may also stem into a different idea of trade: electricity, a country that has no power resources can be taken advantage of by one that produces excess.

          In conclusion: I would like to see the next civilization strike a happy medium between conventional civilization "conquer the world" and Sim City "builder" type.
          Last edited by SDKane; August 3, 2009, 21:07. Reason: It's not taking the whole post.

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          • #20
            The next Civ should calculate the extra "colony maitenance" not by geography but by cultural contact.


            In the current system a civ on two islands seperated by just one plot of sea and with a continus cultural border pays a colony maitenance for one of its isles. To ilustrate how this is ilogical let me also point out that 19th century France would in Civ4 need to pay no extra "colony maitenance" for Indochina while Italy would have to pay for Sicily.
            Last edited by Heraclitus; August 4, 2009, 09:23.
            Modern man calls walking more quickly in the same direction down the same road “change.”
            The world, in the last three hundred years, has not changed except in that sense.
            The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila

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            • #21
              Originally posted by Heraclitus View Post
              The next Civ should calculate the extra "colony maitenance" not by geography but by cultural contact.


              In the current system a civ on two islands seperated by just one plot of sea and with a continus cultural border pays a colony maitenance for one of its isles. To ilustrate how this is ilogical let me also point out that 19th century France would Civ4 need to pay no extra "colony maitenance" for Indochina
              I could see this being built into a "Provinces" model for your empire. Assigning cities to to a province in your empire and then assigning a domestic leader for that province.

              Another way to manage this for income purposes is you've conquered a nation (or part of one) and you want to focus on another part of the world or your empire - assign a domestic leader for your new territory and group them into an AI-controlled province in your empire. You could bring up a province window and check and see:
              "Is this province a gain or strain in my countries resources and income?"
              "how much gold is my motherland sending to maintain this part of my empire?"
              "What benefits does my empire get from this?"
              "I need to fire this militaristic leader of this province and assign a new economic leader so this place can benefit me while I work on another part of my empire"
              "How do the people generally feel about being part of a greater whole in this provinces what average step should I need to take to make them happier? Maybe I need to assign a new governor who emphasizes on happiness"

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              • #22
                Originally posted by Teemu Ruskeepää View Post
                Do not act against the rule of making comments on the Discussion thread.

                Teemu Ruskeepää, Finland
                Ha!

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                • #23
                  Thought I'd throw this out there...

                  Real Time Strategy.

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                  • #24
                    No. Never. Civ is the only TBS grand history spaining strategy game. There are lots of RTS games that fill the same niche (Rise of Nations for starters).


                    Though I suspect this was a troll.
                    Modern man calls walking more quickly in the same direction down the same road “change.”
                    The world, in the last three hundred years, has not changed except in that sense.
                    The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila

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                    • #25
                      I'd like to see something done about the way each unit looks. I would really like to see each civ have different looking units instead of having all the units look exactly the same for every civ.

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                      • #26
                        Dosen't civ4 BtS already do this for early units of different cultural groups?
                        Modern man calls walking more quickly in the same direction down the same road “change.”
                        The world, in the last three hundred years, has not changed except in that sense.
                        The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila

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                        • #27
                          Yes but I'm talking about getting more into detail like what capo did with his diplo mod.

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                          • #28
                            All Civ5 News on this site
                            Willkommen auf dem Civlization 5 Blog! Ich werde hier alle News zu Sid Meier´s Civilization 5, sei es zum Release Datum oder zum Game selbst, veröffentlichen, auch vor Gerüchten werde ich nicht halt machen. In erster Linie soll es um Civ 5 für den PC gehen, sollte ich aber Neuigkeiten über eine Konsolen Version finden, werde ich sie nicht verschweigen. Gibt’s lange keine News zu Civ5, schreibe ich auch mal was zu Civilization 4. Viel Spaß beim lesen!

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                            • #29
                              More open tech tree. Disassociate from history and associate prereqs with what actually makes sense. Permit different types of tech advancement along different lines than happened in history.

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                              • #30
                                Three ideas from me:
                                1. Remove scoring as a mechanism. It's probably not going to be done right due to the diversity in ways to win. Instead, use a system that breaks ties in a game that goes to the turn limit that determines a winner based on who's closest to completing another victory type.

                                2. Take the game to the semi near future rather than stopping at the present. It's never made sense to me in any civ that you can build a spaceship using future technology but you're unable to research scientific advancements that are projected to be made 5, 10, 20, or 50 years in the future. And that you're unable to make new buildings/units using those technolgies. Carbon nanotubes, cold fusion (granted, fusion is in civ), artificial intelligence, faster than light travel, and so on all seem like things that should be researched in civ if an interstellar spaceship is an option.

                                3. Reduce the clutter of the end game. Make older buildings cheaper as they become standard infrastructure in any place with civilization, maybe making some free. Make more modern units cost more in maintence. And so on. I feel civ has always lost a lot late game when units stop being tactical and become more of a zergfest. Having modern units cost a lot would help to alleviate this issue (in civ 4 terms say, 4x the power of current modern units but 5x the support costs).

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