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    Revolution Meter for Civ 7 (or a Mod idea)

    Empires rose and fell throughout history. Yet Civilization gameplay focuses primarily in empire building. Once the empire builds up, the game has hardly any checks to control the expansion. This idea attempts to add a challenge to big empire. The Revolution Meter can go up depending on many...
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    If there is ever a new Civ IV expansion, what new leader traits do you want to see?

    For me, I would like to see Maritime and Nomads. In the game, Ragnar, Joao II and Willem van Oranje (and a few others) are leaders of civilizations that have historical maritime traditions, but they themselves have generic traits. The Civ4 navy is underwhelming. In Civ6, naval units can...
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    [GS] Going for Science, but always win Culture by accident

    This is on King difficulty. I find myself always winning culture before finishing all the space projects. The best science game I had so far was getting the last step building the projects for Lagrange lasers. I build the Royal Society and use Builders to rush projects every turn and I have 3...
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    Cultural Exchange

    Historically, countries send their people to other countries to teach/learn about the science, art, religion and bring those ideas back to their countries. Cultural exchange is a mutual benefit. The students acquire the skills from the benefactor, while the benefactor gets recognition and...
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    Demand Land/Sea tiles in Peace Treaty

    The idea is to enable one party to demand land/sea tiles from the opponent in a peace treaty. As Civ6 utilizes the district system, I think this adds strategic value to the game. From previous iterations of the game, we know that increasing the number of cities raises city maintenance...
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    Defensive Pact

    The Civ5 implementation of defensive pact is awful. If nations A and B are in a defensive pact, and nation C declares war on A, then B MUST declare war on C. In terms of gameplay, B suffers warmonger penalty with other nations despite he is trying to protect his allies. In real life, nation B...
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    Corporation / Commerce Victory

    Currently, I'm thinking about an idea for a Corporation/Commerce victory condition. The blueprint incorporates the multiple ideas in the thread about manufacturing resources: raw resources (current game resources) and corporation resources (manufacturing resources). Basically, new game...
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    Revoke Border Tile and other EU diplomatic measures

    This suggestion is inspired by the game EU3 (and games in the series). In EU3, the winner of the war can force the loser to give up cores to their non-controlling cities. What this means is that the city loses the nationality (not culture) of the recently revoked owner. If the revoked owner...
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    When the AI consistently beats you to a wonder by 1 turn...

    Last game on Emperor, Washington beats me to all but 1 renaissance wonders by 1 turn. Seriously, this gets very frustrating. I was building wonder only at my capital and he seems to know what wonder I was building at the moment and beats me to it. I thought the game was designed such that...
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    Anyone tried Moracco?

    Last game I played as Moracco at King difficulty. I started in the desert and beeline for Desert Folklore and Petra. The combo of DF + Petra + UI Kasbah was pretty awesome. Also other civs were sending a bunch of trade routes into my capital and I earned a lot of gold per turn. The game was...
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    Civ 4 Lucky Moments

    I feel like starting a new thread sharing civ 4 moments when you are blessed by the RNG. I'll start w/ a game I played last week: World Map as China (Epic, Emperor) 1) My warrior started north to my settler and I was able to rushed GK by turn 4. (I believe he has a warrior by turn 5/6) 2) I...
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    Cheating too much got backfire...

    I tried out the mod that gives you 25 tiles radius. What the heck, I play one settlement challenge and worldbuilder by giving my initial settlement a resource on all 25 tiles. At the end, I was overproducing the manufacturing goods and have a pop of 54. It turns out that with too much of a...
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    Calculator

    Hi, I believe this is the first time I post in this forum. I had civ4 colonization in my hard-drive for several years and I decided to start playing it again for some casual games. Just wondering, is there a mod that provides a calculator in game so that I can find out my profit before selling...
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    Simple attrition mechanics

    The mechanics is simple. Any time a unit ends its turn in enemy territory, the unit suffers a small percentage damage. The unit loses 1% health on grassland tiles, 2% on plain and tundra tiles, 3% on desert and ice tiles each turn. Why: Add a small degree of realism and new strategies in...
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    Airport and Airbase

    Airport: building, require 1 oil resource. Airbase: improvement Both allow you to airlift ground units to anywhere on the map. To be applicable with the 1 upt rule, the airport should allow airlift the adjacent 6 land tile hexes around the city with an airport. You can only airlift unit...
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    Return city to former foe

    Last game Japan from another continent backstabbed me. Unfortunately for him, I had destroyers, while he had caravels and frigates. I took 2 of his cities and declared peace (I was going for space). On the same turn, I returned his two captured cities, and he suddenly became friendly...
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    Scenario: Clash of Gods

    The idea is inspired by the civ4 BTS scenario The Gods of Old, couple with some fantasy elements :cool: The objective of the game is to achieve religious victory and to do so all existing religions other than own religion must be erased from the face of the earth! In addition to the...
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    fast worker

    worker upgrades into fast worker at industrialization -builds roads instantly -builds railroads half speed -builds all other improvements half speed -costs more -replace the 2 workers reward for 1 fast worker for the pyramid
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    Earth strategies

    This is the map that comes with the game. What is your favorite starting location and strategies? My favorite starting location is in South America. It has an abundance of jungles which means I can spam trading posts and tech like crazy after universities. Also, since I play small mapsize...
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    New building: House

    This building is a repeating building. Each house built increases the food growth of the city by 1%. The number of houses in the city cannot be no greater than the pop. So a pop 1 city cannot have more than 1 house, or a pop 10 city cannot have more than 10 houses. The 1st house costs 10...
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