Caligula_13
Chieftain
- Joined
- Jun 2, 2015
- Messages
- 5
Civ 6 Ideas
Maps-
Make the world a globe
Allow to zoom out very far and zoom in very far
When zoomed out about halfway units disappear
Tiles- Make Tiles ½ the size
Camera should rotate up and down and all the way around
Improvements-
Canals- can be built upon discovering construction. Ships can travel in/on them, at ½ speed though. (Locks) They can make cities coastal, however trade routes only deliver ½ the gold because of the speed
Tunnels- Can be built through mountains upon discovering masonry. Units can move through mountains. Upon discovering dynamite tunnels can be constructed twice as quickly. Tunnels automatically connect a road. Workers have to be in an adjacent tile to construct a tunnel (Because until then they cant go through a mountain.)
Bridges- Can be built across coastal tiles. Roads can subsequently be built on top of bridges.
Aqueducts- Can be built from a mountain to a city up to 6 tiles away. Provides food. Obsolete upon entering the industrial era
Reworked City System-
Each Population is equivalent to 100 citizens
The Citizens can be broken up into different classes
These can evolve over the eras and upon discovering technologies- this system works similar to the specialist system, but is a lot deeper.
In the ancient era, the classes could be simple, and upon building a shrine a religious class is unlocked. You could assign 5 citizens to that, and it might take 30 citizens to work a tile (Tiles are smaller, so the need for more citizens to work them)
To construct a military unit, one citizen is required to be a Commander
Government Structure
At the beginning of the game a player has 100 citizens, so a certain amount of these (A maximum of 10) can be set to government
A player has the option to set up 1 type of government at the beginning- a monarchy,
Each would have its own bonuses, and a sort of government web
For instance, they would interconnect and change, for instance a monarchy could evolve into a governor, triumvirate, or stay as a monarchy, with more bonuses but risking unrest
Towards the modern era you could assign capitalists, socialists, etc.
Its cool because you could have 20 places to assign your citizens, each with its own bonuses. For instance, you can choose to assign citizens to be merchants instead of judges, and you will get a 10% percent gold boost but have civil unrest
Civil Unrest
Depending on the choices of the player, the citizens can be in support, and they will communicate what they want
For instance if you dont assign any citizens to being religious, your citizens would want another religion, and this would increase the other religions affect over your city by 15% and they would be unhappy until they had that one
Cities now require food, water, and sanitation (sanitation is unlocked in the renaissance era) and along with that come buildings and an option to assign citizens to that
For example aqueducts would help water and sanitation
Colonies
Instead of founding a new city, you can establish colonies
Colonies can be founded using a unit called a colonist and cost half the normal number of unhappiness
Colonies can only trade with the Capital
However, to get luxury or strategic resources from the colony you have to send a cargo ship to the colony and pay gold
Civil unrest is increased by 20% in Colonies, and by 2% for every 5 tiles farther from the Capital
Colonies can turn into a city of yours if they are happy with your rule, and they keep the ½ unhappiness.
Include tax sliders in colonies and all cities
Units-
New Unit Upgrade System
The old upgrade system for combat is great- this upgrade system focuses on exploration
Each tile that a unit uncovers leads to a separate set of upgrades- 20 tiles discovered: choice of +1 line of sight or +1 movement etc.
New Units-
Blimp
Icebreaker (Breaks ice) makes ice tiles disappear, are replaced by oceans
Scout upgrade path-
Scout
Explorer
Commando
Drone (can go over anything, 8 moves, etc.)
Because of the tile size difference, units should have double moves
Smarter AI- I dont know how, but make the AI smarter so they dont get huge advantages on Deity and still lose. Its kind of sad.
Maps-
Make the world a globe
Allow to zoom out very far and zoom in very far
When zoomed out about halfway units disappear
Tiles- Make Tiles ½ the size
Camera should rotate up and down and all the way around
Improvements-
Canals- can be built upon discovering construction. Ships can travel in/on them, at ½ speed though. (Locks) They can make cities coastal, however trade routes only deliver ½ the gold because of the speed
Tunnels- Can be built through mountains upon discovering masonry. Units can move through mountains. Upon discovering dynamite tunnels can be constructed twice as quickly. Tunnels automatically connect a road. Workers have to be in an adjacent tile to construct a tunnel (Because until then they cant go through a mountain.)
Bridges- Can be built across coastal tiles. Roads can subsequently be built on top of bridges.
Aqueducts- Can be built from a mountain to a city up to 6 tiles away. Provides food. Obsolete upon entering the industrial era
Reworked City System-
Each Population is equivalent to 100 citizens
The Citizens can be broken up into different classes
These can evolve over the eras and upon discovering technologies- this system works similar to the specialist system, but is a lot deeper.
In the ancient era, the classes could be simple, and upon building a shrine a religious class is unlocked. You could assign 5 citizens to that, and it might take 30 citizens to work a tile (Tiles are smaller, so the need for more citizens to work them)
To construct a military unit, one citizen is required to be a Commander
Government Structure
At the beginning of the game a player has 100 citizens, so a certain amount of these (A maximum of 10) can be set to government
A player has the option to set up 1 type of government at the beginning- a monarchy,
Each would have its own bonuses, and a sort of government web
For instance, they would interconnect and change, for instance a monarchy could evolve into a governor, triumvirate, or stay as a monarchy, with more bonuses but risking unrest
Towards the modern era you could assign capitalists, socialists, etc.
Its cool because you could have 20 places to assign your citizens, each with its own bonuses. For instance, you can choose to assign citizens to be merchants instead of judges, and you will get a 10% percent gold boost but have civil unrest
Civil Unrest
Depending on the choices of the player, the citizens can be in support, and they will communicate what they want
For instance if you dont assign any citizens to being religious, your citizens would want another religion, and this would increase the other religions affect over your city by 15% and they would be unhappy until they had that one
Cities now require food, water, and sanitation (sanitation is unlocked in the renaissance era) and along with that come buildings and an option to assign citizens to that
For example aqueducts would help water and sanitation
Colonies
Instead of founding a new city, you can establish colonies
Colonies can be founded using a unit called a colonist and cost half the normal number of unhappiness
Colonies can only trade with the Capital
However, to get luxury or strategic resources from the colony you have to send a cargo ship to the colony and pay gold
Civil unrest is increased by 20% in Colonies, and by 2% for every 5 tiles farther from the Capital
Colonies can turn into a city of yours if they are happy with your rule, and they keep the ½ unhappiness.
Include tax sliders in colonies and all cities
Units-
New Unit Upgrade System
The old upgrade system for combat is great- this upgrade system focuses on exploration
Each tile that a unit uncovers leads to a separate set of upgrades- 20 tiles discovered: choice of +1 line of sight or +1 movement etc.
New Units-
Blimp
Icebreaker (Breaks ice) makes ice tiles disappear, are replaced by oceans
Scout upgrade path-
Scout
Explorer
Commando
Drone (can go over anything, 8 moves, etc.)
Because of the tile size difference, units should have double moves
Smarter AI- I dont know how, but make the AI smarter so they dont get huge advantages on Deity and still lose. Its kind of sad.