Civ Ideas & Suggestions Not-Worth-Their-Own-Thread

Uploading sses used to be easier in civilization 4. Uploading sses in civilization 5 got a bit more complicated. You have to convert the screenshot with a program now to upload it in civfanatics.

just do a regular screenshot and if your using steam then use the steam screenshot
:hammer2:
 
Mod for Quiet AI?

Does anyone know of a mod that silences most of what the AI says to you between turns? What I want is for the AI to only talk to me when they want to declare friendship or to make a peace treaty. No longer will the AI tell you when they are upset/happy, going to war with you, want to make a trade, and when they denounce you. War and Denouncement will still appear on the right side of the screen though.

If there is no mod like this that exists, is anyone interested in making one? Thanks.
 
I recommend making a Maltese civilization possible. I am trying to make a mod of it but not working to make a civilization. I just think if I need help
 
How about being able to buy/trade/invade tiles?
This way you can get a resource or a tile to finish a road connection.
 
Hi, long time lurker here on the forum, but have been thinking about what i want for evolution in the Civ series..

1. Terrain
My biggest wish is an improvement in terrain structure. I'm tired of "Mountains, Hills, Plains, Grass, Desert, Tundra And Snow". I'd like a system thats more flowing and not that sharp edges between the tiles.

For example if the tile is not a specific "type" but instead consists of a number of options like:

Altitude: Would describe the altitude of this tile, a much higher altitude from the tile next to it would make it inaccessible from that tile, and so on. This would define areas where you can sneak up on other units and they cant reach you, as well as make a unit trapped, lots of opportunities for fun stuff :) Would also make mountains and hills more realistic as they would be accessible (maybe up to a certain altitude) unless it is too steep!

Ground: Would define what types of resources can be found here. Rock could imply ore or stone. Soil that things could be growing here. Snow or Sand other examples.

Growth: Will define what is growing there now, trees, plants, nothing, whatever the options are.

Game: Will define what types of animals live there (resources)

If all of these have a scale each maybe 1-10, there would be a huge number of possibly different tiles. Now i understand that there cant be a graphic for each and everyone, but say altitude 1-3 would look the same but have slightly different stats, 4-6 would look the same but with other stats and so on.

This would lead to a more real map and a deeper strategical value of the map.

2. Borders
The option to claim land as "mine" even though you have not expanded there yet, but to show what you mean. This would help when someone settles where you like and you have already shown that you want that part, makes this a more specific act of intrusion than "Youre settling to close to me"

3. City States, Barbarians and Civs
I dont like the part where some start as a citystate, because you treat them differently than other civs even when they're the same size as you. Thats why i want all civs an barbarians and city states to start the same, and then evolve differently, and i believe that civs, barbarians as well as citystates could offer small quests to improve relations.

Read this from earlier in the thread from "Rekrut" that touches something similar:
Idea 1. Start of game and ethnicity:
There should be an initial phase before the actual gameplay of today kicks in.
I would appreciate if the game started with a certain part of the map visible to the player (a single hex + 3 hex radius) and the player would chose the initial start hex. This would be the "camp" (like today's barbarian camps) and not a city yet. You do not start with a settler.
The same could happen to all other tribes, i.e. every AI-controllod tribe starts in a camp. Imagine there would be plenty of them (e.g. roughly every 6 or 8 hexes there is a camp) and each of them would have an ethnicity (with the camps close to each other being grouped into the same ethnicity, such as Slavic or Germanic or Chinese). Then depending on the quality of the location and some other factors, these camps would develop into:
- cities (initially as city states, without the option to build settlers, however the best of the best city states could start building settlers and start new cities, i.e. they would become actual AI opponent civilizations as we know them today)
- barbarian camps (aggressive, producing only military units, as they are today)
- nomadic tribes that would just pack their camp and go somewhere else to find a better spot and start a new camp or just continue nomadism
- not devlop, i.e. stay being a neutral or friendly camp

The human players would need to grow the initial camp into a city (becoming a city state) and then after some time be able to build own settlers. However as the surrounding area is full of other camps, cities (CS) or even already first civilizations, city building would be only one of many means of expansion. It could also be conquest or diplomacy or culture. By the means of these, human players and AI civilizations would in fact start creating unions of tribes that eventually could grow into a NATION, that would be self-conscious (collecting the friendly tribal camps and the nomads into a nation).

People from the tribes around could migrate to the cities as well, sometimes adding to ethnical diversity (and causing ethnic issues in the future).

If you let them, they grow to city states or even civilizations, if not, they are the human mass that contribute to your civilization.

4. Politics
Able to make civ/citystates vassal or different levels of that. For votes and resources.
You have your own court/governament where vassals and great people are (doesn't have to be graphic). These can help sway emissaries the way you want. And gives out bonuses towards political discussions as well as their court sway my emissaries. could also differ from what type of court i assemble, lots of military may give me a military bonus but may also get me into more wars.
Maybe one should be able to send your great people here as an option to influence certain areas?

5. Disease
Troops unused to certain types of terrain can get disease, "malaria" or "height sickness" which effects them.
Cities can get plague or similar which means you have to quarantine it. If troops pass through area they may carry disease further.

6. Resources
Some resources such as animals or incense or whatever should be clearly visible but there are resources that arent (IRL) visible as you send a scout passing by. So sort of an expedition could be sent to see what kind of resources could be found nearby.

7. Religion
Be able to decide to "adopt" a religion and continue on that instead of just having to do your own thing. You could work as a sect in the beginning and then evolve into a schism of that religion. (like Sunni/Shia or Catholic/Protestantic). Sometimes i cant make the effort of rushing to start a religion and so misses the whole part, would be fun to be able to jump onto another. Ofcourse you would have to have that first religion in your cities and so on.

8. More Tiles
I'd like more tiles, and cities to occupy several tiles to make it more real when we have one unit per tile!


Also liked these from "Tyrantis123" earlier in the thread:
-Possible for Civilizations to go totally bankrupt and turn into multiple city states
-Possible for Civilizations to get conquered by warfare and other means
-Possible for a city to flip back to its owner if inadequate military forces are in the city during a revolt after capture (your military units also take damage in the city during a revolt!)
-Possible for Civilizations to irreversibly destroy the world they live in at any era
-Possible for Civilizations to go backwards in technology (before scientific theory is invented, after scientific theory it should always be forwards)
-Possible for every improvement and tile type in the game to have a impact on the battlefield (for example, deserts would give penalties to knights and swordsmen in armor, and mines would add a 5% increase in defense on hills)
-Possible for cities to shrink from not only starvation but plagues with poor sanitation levels. (yes add sanitation as a factor to the game)
-Possible for every city to be razed even if it is a capital city and all wonders are destructible during a siege
 
Stuff I Want In Civ6 (DOUBLE REVISED, originally posted on steam)
NOTE: This is a framework for the game makers to build civ6 off of, not a complete construction guide. Anything not included in this guide is left INTENTIONALLY up to the game-makers.



Let's start with the PLAYABLE civs:

1. America
2. Canada
3. The Haida
4. The Sioux
5. The Aztecs
6. The Incas
7. Brazil
8. The Iroquois
9. France
10. Spain
11. England
11. The Vikings
11. The Celts
12. Germany
13. Russia
14. Rome
15. Greece
16. Arabia
17. The Ottomans
18. Persia
19. Egypt
20. Mali
21. The Zulus
22. Japan
23. China
24. India
25. Polynesia
26. Byzantium

Now the Minor (Non-playable) Civs:
1. The Navajo
2. Argentina
3. Austria
5. Yugoslavia
6. Italy
7. Poland
9. The Caribbean
10. Armenia
11. Israel
12. Ethiopia
13. The Masai
14. Benin
15. Yoruba
16. Burma
17. Korea
18. Siam
19. Indonesia
20. The Inuit
21. Vietnam
22. Kongo
23. Czechoslovakia
24. Bulgaria
25. Romania
26. Hungary
27. Panama
28. Australia
29. Mongolia
30. Madagascar
31. Ukraine
32. Malaysia
33. Sumer
34. Harappa/Mohenjo-daro
35. The Hittites
36. Turkestan
37. The Seljuk Turks
38. Manchu
39. Songhai
40. The Asante

Minor Civs are basically Civ5-style city-states, except they can have multiple cities. They also ACTUALLY get involved with conflicts they are dragged into. Minor Civs can also found religions and spread them, but of course, they cannot win the game. They also have no bonuses unique to their civ. Now, we'll list abilities for each playable civ:

America: -33% unhappiness from number of cities. +1 science in every city.
Canada: +1 extra food from tundra tiles. Double movement and sight in tundra.
The Haida: +1 extra food from coast tiles. Sea resources provide +1 culture and +1 faith.
The Sioux: Double movement, double sight, and +1 extra production in plains tiles.
The Aztecs: Earn faith and culture for each enemy unit killed. Double movement in jungle.
The Incas: Roads have no maintenance on hills. May move over mountains, but ending a turn on one costs 50 HP damage.
Brazil: Golden Ages last 100% longer. Tourism output is increased by 100% during golden ages.
The Iroquois: Double movement in forest and any tiles adjacent to a lake tile.
France: +30% production bonus towards wonder construction in the capital.
Spain: Natural wonders provide double yields and a gift of gold when you discover them.
England: Start with 1 extra spy. All units get a 10% combat bonus in foreign lands.
The Celts: +1 faith for every forest.
The Vikings: No movement cost to pillage, double movement on rivers, naval units may cross oceans once compass has been researched.
Germany: Pay 25% less for land unit maintenance. When capturing a barbarian village, there is 66% chance that the barbarian in that village will turn to your side.
Russia: Strategic resources in your territorry provide double quantity.
Rome: Military units may sacrifice themselves to found cities. New cities start with all the buildings that exist in your capital. May raze enemy capitals.
Greece: +2 tourism from pre-medieval wonders
Arabia: Your trade network spreads religion twice as effectively and imports twice as much happiness. Oil resources in your territorry are double quantity.
Ottomans: All naval units start with the prize ships promotion. Pay half maintenance for naval units.
Persia: Golden ages last 50% longer. Generate great people at double rate during this time.
Egypt: +15% production bonus to wonder construction in all cities.
Mali: +50% more emigration to civs that have founded a religion.
The Zulus: Pay 20% less maintenance for melee units. All units recieve a +15% combat bonus vs gunpowder units.
Japan: All units fight at full strength even when damaged. Discover industrial-era technologies 20% faster.
China: +1 of every yield from defensive buildings. +5% production bonus to wonder construction in all cities.
India: May found 2 religions, as long as they have different holy cities.
Polynesia: Naval units can move over oceans immediately. +30% production bonus to wonders in coastal cities.
Byzantium: +3 production from walls. Build walls in half the usual time.


Buildable Wonders:

Catal Hoyuk (Ancient)
Abu Simbel (Ancient)
Great Library (Ancient)
Gobekli Tepe (Ancient)
Pyramids (Ancient)
Sphinx (Ancient)
Karnak (Ancient)
Banaue Rice Terraces (Ancient)
Gate of the Sun (Ancient)
King Tut's Tomb (Ancient)
Nazca Lines (Ancient)
Stonehenge (Ancient)
Cheomseongdae (Ancient)
Mesa Verde (Ancient)
Parthenon (Classical)
El Tajin (Classical)
Great Wall (Classical)
Trajan's Column (Classical)
Domus Aurea (Classical)
Teotihuacan (Classical)
Pantheon (Classical)
Buddhas of Bamiyan (Classical)
Xuankong Si (Classical)
Puukohola Heiau (Classical)
Nan Madol (Classical)
The Moai (Classical)
Theodosian Walls (Classical)
Itsukushima Shrine (Medieval)
Alhambra (Medieval)
Notre Dame (Medieval)
Stone Town (Medieval)
Templo Mayor (Medieval)
Leshan Giant Buddha (Medieval)
Tower of London (Medieval)
Dome of the Rock (Medieval)
Horyuji (Medieval)
Todai ji (Medieval)
Angkor Wat (Medieval)
St. Mark's Basilica (Medieval)
Chichen Itza (Medieval)
Machu Picchu (Medieval)
Churches of Lalibela (Medieval)
Great Mosque of Djenne (Medieval)
Westmister Abbey (Medieval)
Santa Maria del Fiore (Renaissance)
Red Fort (Renaissance)
Changdeokgung (Renaissance)
Taj Mahal (Renaissance)
Hawa Mahal (Renaissance)
Wat Arun (Renaissance)
Leaning Tower of Pisa (Renaissance)
Himeji Castle (Renaissance)
St. Peter's Basilica (Renaissance)
Buda Castle (Renaissance)
Kremlin (Renaissance)
Arc de Triomphe (Industrial)
Ellis Island (Industrial)
Statue of Liberty (Industrial)
Louvre (Industrial)
Eiffel Tower (Industrial)
Big Ben (Industrial)
Smithsonian Institute (Industrial)
Darjeeling Himalayan Railway (Industrial)
Wat Phra Kaew (Industrial)
Trafalgar Square (Industrial)
Chateau Frontonac (Industrial)
Wat Pho (Industrial)
Mt. Rushmore (Industrial)
Panama Canal (Modern)
Cristo Redentor (Modern)
Escadaria Selaron (Modern)
Rockefeller Center (Modern)
Golden Gate Bridge (Modern)
Motherland Calls (Atomic)
Sydney Opera House (Atomic)
CN Tower (Atomic)
Hoover Dam (Atomic)
Palm Jumeirah (Information)
London Eye (Information)
Three Gorges Dam (Information)

Natural Wonders
Mt. Ruapehu
Mauna Loa
Mt. Everest
Uluru
Krakatoa
Rock of Gibraltar
Madagascar
African Savannah
Lake Titicaca
The Matterhorn
Mt. Kilimanjaro
Lake Victoria
Old Faithful
Mt. Fuji
Mt. Sinai
Mt. Kaliash
Sri Pada


Luxury Resources
Gems
Gold
Silver
Jade
Lapis Lazuli
Crustaceans
Whales
Pearls
Ivory
Wildlife
Marine Wildlife
Tea
Coffee
Incense
Dyes
Silk
Marble
Copper
Salt
Coral
Truffles
Obsidian
Olives
Cotton
Spices
Herbs
Leather
Textiles
Coconuts

Bonus Resources
Fish
Stone
Wheat
Corn
Cattle
Bananas
Sheep
Pigs
Chickens
Turkeys
Bison
Deer
Guano

Strategic Resources
Iron
Horses
Aluminum
Oil
Uranium

NEW FEATURES

Architecture/Background Music
In Civ5 architecture and background music were drawn from a set. In Civ6, this is changed. Architecture and music are now unique to each civ.

Victory

Science (Colonize 3 planets)
Culture (Become influential on all civs with your tourism)
Domination (Have at least 50% immigrant population in every civ)
Conquest (Be the last MAJOR civ to hang onto their original capital)
Diplomatic (Win the World Leader vote at the UN)
Religion (Convert every city on the map to your religion)
Time (The Year Gets To 4000 AD)

Immigration/Emigration
Once a civilization has discovered astronomy, they may occasionally send immigrants to civs that also have astronomy. (Minor civs can send immigrants to other civs but cannot recieve immgirants from other civs). Immigrants are sent under these circumstances: Unhappiness, losing more gold than you are making, ideological revolt, etc. Immigrants will go to civs that are allowing immigrants from the home civ. You can allow or un-allow immigrants from specific civs on the immigration tab. Immigrants will greatly enhance the food and production output of the destination civ, and make the home civ closer to domination victory. Domination victory is achieved when all civs in the game have at least 50% immigration from the winning civ. Under the immigration tab, there is an ethnicity tab, you can check this for ALL civs in the game. It gives the percentages of the home civs' immigrants compared to the total immigrant population. The more immigrats that are sent over from one civ, the more that civ's precentage goes up. The only negative affect of immigration is that regardless of the destination civ's religion, the immigrants will take their home civ's religion with them, so either have inquisitors on hand or deal with multiple religions.


Trade Networking
This kind of builds on the trade routes concept from civ5 BNW. Sea trade routes themselves have largely stayed intact. Now, we will go over the new benefits of both land AND sea trade routes: Trade routes can now export/import happiness. All civs involved in the trade route get +1 happiness from all the luxuries near all the stops on the trade route. Now, we'll explain about trade networks (just land trade routes). In order for a trade route to work, there must be a road between the home city and the destination so the caravan can move along the road. To allow for this, workers can now move between civs without open borders. Caravans have a range of 10 tiles. They can go farther than that if they make a "stop" in a city or at a carvansary improvement within that 10-tile range. For xample, it's possible to cross an entire continent with the same caravan if the trade network (roads, cities, and caravansaries) extends far enough. Caravans also give +1 happiness to all civs involved in the route from all the luxuries near these stops. Like civ5, trade routes also spread religon, but now, the religion goes to all the stops and the religions of all the involved civs are carried on the trade route. The gold all the involved civs receive from this trade route is the net gold output of all the stops in the trade network.

Tourism and Great Works
Tourism and great works are pretty much exactly the same as civ5 bnw, but the great works you build ACTUALLY have to be from your civ in real life (for example, The Haida can't make the Mona Lisa, but the Romans CAN make the Mona Lisa). Same rule applies to artifacts.

City Zoom
This is a pretty useless but cool feature. It appears on the city screen and lets you zoom into the city to get a view of the buildings, wonders, and military units in that city.

Warmonger Penalties REMOVED
Warmonger penalties do not exist until the Atomic Era. Instead, the other civs will become afraid of you and give into tribute demands to ensure their own survival.


Transportation Ships
Unlike civ5, embarkation does not exist in this game. Instead, you may stack up to 5 land units on the following naval units:
Galley (Ancient)
Quinquereme (Classical)
Galleass (Medieval)
Galleon (Renaissance)
Transport (Industrial)

New Space Age and Science Victory
Once a civ researches Future Tech three times and has completed the spaceship parts, the world enters the New Space Age. Once you research the Fast Space Travel tech, you may build send Starship units off the home planet to explore space. You may send Space Explorer units onto these Starship units to land on other planets (there are 5 equally-sized planets in the game). On these planets, there are never-before-seen resources, never-before-seen terrain types, never-before-seen natural wonders, and never-before-seen alien civs! To win a science victory, you must conquer all the alien civs and establish your own cities on 3 of the planets in the game (excluding the home planet). Once you research the Cheap Space Travel tech, you may build and send space settlers to build new cities on planets. Also, you can send military units into space with the Cheap Space Travel tech.


Barbarian villages
In the game, we are combining the barbarians of civ4 with the barbarians of civ5. In this game, barbarians live in villages. Like encampments, they spawn randomly without settlers and will be disbanded if a civ's unit enters them. However, once this happens, they will turn into a new city. These cities can be razed, annexed, or puppeted. Villagers spawn barbarian units every few turns and will always try to have a barbarian unit inside of it to defend it. Barbarian cities have names and will keep those names when they are converted to cities.


Religion
Religion is pretty much the same as civ5 BNW except for three things: One, there are many more foundable religions, two, minor civs AND major civs can found them, and three, if a civ converts all the cities on the map (even alien ones) to their region, they will win a religious victory.

Foundable Religions and civs who prefer certain religions
Wakan Tanka (Sioux)
Razana (Madagascar)
Kachina (Navajo)
Orenda (Iroquois)
Sgaanaang (Haida, Inuit)
Psedjet (Egypt)
Hellenism (Greece, Rome)
Pachaism (Inca)
Amatongo (Zulus)
Protestantism (Germany, England, America, Canada)
Catholicism (Austria, Spain, France, Armenia, Poland, Italy, Czechoslovakia, Hungary, Argentina, Brazil, Australia, Panama)
Orthodoxy (Byzantium, Russia, Ethiopia, Yugoslavia, Bulgaria, Romania)
Voodoo (Yoruba, Benin, Caribbean)
Shinto (Japan)
Taoism (China)
Buddhism (Siam, Burma, India, Vietnam)
Hinduism (India)
Islam (Arabia, Indonesia, The Ottomans, Mali)
Forn Sior (Vikings)
Judaism (Israel)
Druidism (The Celts)
Masai Polytheism (Masai)
Kongo Polytheism (Kongo)
Aztec Polytheism (Aztecs)
Tengriism (Mongolia)
Zoroastrianism (Persia)
Confucianism (Korea)
Polynesian Polytheism (Polynesia)

Technological Eras
Technology and eras work differently than civ5. The world enters the ancient era when the game starts. You may do ancient era techs all through the game if you haven't discovered some, but you cannot do the classical era's techs until 750 BC, when the world enters the classical era. The world enters the medieval era in 476 AD, the world enters the renaissance era in 1492 AD, the world enters the industrial era in 1776 AD, the modern era in 1914 Ad, the atomic era in 1918 AD, the information era in 1945 AD, and the new space age when somebody researches future tech three times AND completes their spaceship. Techs take SUPER-long to research in the ancient era, but get faster as the game goes on. However, production, culture, and faith go at their normal rates from the beginning of the game. This self-sufficient pacing takes away the need for game speeds.

Terrain Types and Features
Like Civ5, the terrain looks slightly different depending on which continent set they belong to. In this game, Australia is added to the continents list. Also, rivers appear ON tiles instead of next to them and they add food to their tile. Cities CAN be built on rivers. Here are all the terrain types it the game and their yields:

Desert (nothing, not farmable)
Snow (nothing, not farmable)
Semidesert (1 production, not farmable)
Tundra (1 food, not farmable)
Tropical Island (2 food 1 production, farmable)
Plains (1 food, 1 production, farmable)
Grassland (2 food, farmable)
Marsh (1 food, farmable with masonry)
Coast (1 food, not farmable, impassable for land units)
Ocean (1 food, not farmable, impassable for land units and pre-renaissance naval units, except for Polynesia)

Now here are all the features:
River (+1 food to their tile)
Atoll (+1 food and +2 production to their tile)
Hill (-ALL FOOD from their tile, +2 production to their tile)
Oasis (+3 food and +1 gold to their tile, ONLY FOUND IN DESERTS)
Flood Plains (+2 food to their tile, ONLY FOUND ON RIVERS. NO LONGER EXCLUSIVE TO DESERTS.
Lake (+2 food to their tile)
Delta (+5 food to their tile. FOUND ONLY WHERE RIVERS MEET COASTS.)
Mountain (-ALL YIELDS FROM THEIR TILE. IMPASSABLE TO ALL UNITS)
Savannah (+1 food, +1 tourism to their tile. ONLY FOUND ON PLAINS)
Australian Outback (+1 food, +1 tourism to their tile. ONLY FOUND ON DESERT)
Glacier (-ALL YIELDS FROM THEIR TILE. IMPASSABLE TO ALL UNITS. ONLY FOUND ON HILLS)
Jungle (+2 food to their tile, -1 production from their tile)
Forest (1 food, 1 production, ONLY FOUND ON GRASSLAND, PLAINS, SEMIDESERT, AND SCRUB)
Scrub (1 food, ONLY FOUND ON GRASSLAND AND PLAINS)

Ships on Rivers
Naval Units (including Cargo Ships) can now also move on tiles with rivers on them. Any land units on these ships can disembark onto the land portion of their tile with the disembark button.However, sea resources cannot spawn on tiles with rivers, and naval units can be built in cities on rivers with no coast. However, you cannot build lighthouses, harbors, or seaports in cities on rivers with no coast.

New Food and Production System
Instead of food and production sources only being workable by the city who owns them, they are instead shared with all your cities (that have city connections with your capital), making bad city locations less of a problem.

New Start Bias System
Instead of matching civs to broad start conditions, this s going to make it more lifelike by giving them realistic resources and geography. For example, Greece starts in a coastal grassland peninsula with many hills and islands nearby. Also, they are placed near large quantities of Stone, Sheep, Marble, Olives, and Fish. I'm not going to do this for every civ as that is WAY too time-consuming, but the game-makers should get the basic idea.


Optimized Resource Distribution
Unlike Civ5 where there was a limit of about 3 luxuries per egion, resource distribution is now ENTIRELY RANDOM (except for in civs' starting locations)



Unique units for each MAJOR civ

America: Minuteman (Musketman), Navy SEAL (Marine)
Canada: (Up to game-makers)
Haida: War Canoe (Galleass)
Sioux: Pathfinder (Warrior), Sioux Rider (Cavalry)
Aztecs: Jaguar (Warrior)
Incas: Quechua (Warrior), Slinger (Archer)
Brazil: Pracinha (Infantry)
Iroquois: Mohawk Warrior (Swordsman)
France: Musketeer (Musketman)
Spain: Tercio (Musketman), Conquistador (Knight)
England: Ship of the Line (Galleon), Redcoat (Musketman)
The Celts: Picitsh Warrior (Swordsman)
The Vikings: Berserker (Longswordsman), Longboat (Galleass)
Germany: Landsknecht (Pikeman), Panzer (Tank)
Russia: Cossack (Cavalry)
Rome: Legion (Swordsman), Auxiliary (Spearman)
Greece: Hoplite (Spearman), Trireme (Galley)
Arabia: Camel Archer (Knight)
Ottomans: Janissary (Musketman), Sipahi (Lancer)
Persia: Immortal (Spearman), Mercenary (Swordsman)
Egypt: Warchariot (Chariot archer)
Mali: Skirmisher (Pikeman)
Zulus: Impi (Pikeman)
Japan: Samurai (Crusader), Zero (Fighter)
China: Chu-ko-nu (Crossbowman), Junk (Galleon)
India: War Elephant (Chariot Archer), Fast Worker (Worker)
Polynesia: Maori Warrior (Swordsman), Double-hulled Canoe (Galley)
Byzantium: Dromon (Galeass)

Unique buildings for each major civ:
Canada: (Up to game-makers)
Haida: Totem Pole (Monument)
Aztecs: Floating Gardens (Water mill)
Brazil: Brazilwood Camp (Unique improvement)
Iroquois: Longhouse (Unique improvement)
France: Chateau (Unique Improvement)
Russia: Krepost (Barracks)
Arabia: Bazaar (Market)
Egypt: Burial Tomb (Shrine)
Mali: Mud Mosque (Temple)
Zulus: Ikanda (Barracks)
Byzantium: Agora (Market)
Celts: Hill Fort (Unique Improvement)

Ethnic Units
This feature is simple: Instead of having all the units for all the civs in the game look the exact same, they all look different based on the civ. This rule applies to both major and minor civs. See: http://steamcommunity.com/sharedfile...s/?id=91830423

New Scenarios

Fall of Rome
Object of scenario: Same as civ5
Playable Civs: West Rome, East Rome, Sassanid Persia, The Huns, The Franks, The Goths, The Anglo-Saxons, The Vandals, The Alamanni, The Burgundians, The Lombards, The Alans, The Slavs, Arabia

Conquests of Alexander
Object of Scenario: As Greece: Control Athens, Taxila, and Persepolis at the end of the game. Persia: Control Persepolis at the end of the game. Mauryan Empire: Control Taxila at the end of the game. Rome: Control Rome and Athens by the end of the game.
Playable Civs: Greece, Persia, India, Mauryan Empire

Punic Wars
Object of the game: Control Rome, Athens, and Carthage at the end of the game.
Playable Civs: Rome, Carthage, Greece

Conquest of the New World
Object of scenario: Control the most Native American cities when the game ends at 1900 AD.
Playable Civs: England, Netherlands, France, Spain, Portugal, America, Canada, Brazil, Navajo, Sioux, Iroquois, Aztecs, Incas, Haida

World War I
Object of scenario: One of the two teams must control all enemy capitals. The game will not end until this happens.
Playable Civs: Serbia, UK, France, USA, Portugal, Russia, Italy, Japan, Greece, Germany, Austria-Hungary, Ottomans, Bulgaria

World War II
Object of Scenario: (Same as World War I)
Playable Civs: UK, Free France, USA, China, Soviet Union, Australia, Germany, Japan, Italy, Vichy France

New Buildings
Restaurant (+2 food, +2 happiness)
Wind Farm (+2 production from every grassland tile worked by this city)

New Units

Axeman (Ancient Era. Looks like: https://www.google.com/search?site=...les%2Ffiledetails%2F%3Fid%3D80654151;1024;640

Galley (Ancient Era)

War Elephant (Classical Era)

Crusader (Medieval Era)

Rifled Cannon (Industrial Era)

AK-47 (Information Era)


Social Policies, economic policies, and ideology
The SYSTEM of social policies carry over from civ5, but here's where it gets different. No policies have been removed and existing trees are unchanged (except honor has been completely re-done and a slight buff has been added to piety) and economic policies have been added. You adopt these the same turns that your culture fills up and you adopt social policies.

Social Policies, Ideology, and Economic Policies

(All social policy trees and ideology from civ5 remain the same, except piety gets a base bonus of +2 faith and +2 culture in the capital, and honor has been re-done)

Honor (Ancient era, gain culture from any unit killed, gain additional combat bonus fighting barbarians, +1 culture and happiness from military training buildings. Military training buildings cost zero maintenance)
Hall of Valor (Gain faith every time one of your units is killed)
Conscription (May stagnate a city for one turn to instantly train a new unit of your choice there)
Military Caste (+1 happiness from every military unit you own)
Military Tradition (+25% production towards military unit production in all cities. New units start with one free promotion, +1 culture from every military unit you own)
Professional Army (Cost of upgrading units reduced by 50%. Unit maintenance reduced by 20%)

Economic Policies (You are NOT forced to pick a policy from here every time you get enough culture.)

Barter (Ancient Era, +1 gold from every resource you own)
NO POLICIES IN THIS TREE
Serfdom (Medieval Era, +1 food, +1 production from farms, +1 unhappiness from farms)
Landlord-knights (After discovering chivalry, a knight will spawn every turn on a random farm of your choice during times of war, +1 happiness from every castle)
Noble Aristocracy (+1 happiness from every city)
Rent (+1 gold from every farm, all cities grow 1% slower)
Taxation (+1 gold per population)
Capitalism (Renaissance Era, +3 new trade route slots, eliminates the negative effects of the Serfdom tree)
Free Movement (All Cities grow at double rate)
World Empires 1 (Internal trade routes make gold as if they were international)
World Empires 2 (Build harbors 100% faster)
World Empires 3 (Double gold from all trade routes)
Slavery (+10 population in cities on a continent of your choice. -5 population in cities on a different continent of your choice. +2 unhappiness from plantations)
Cheap Immigrant Labor (+2 production and +2 gold from every 1,000 immigrant population. Specialists consume half the normal amount of food and create half the normal amount of happiness)
Free Trade (Converts all of your gold per turn to happiness)
Marxism (Industrial Era, +3 production per 1 population, ELIMINATES ALL EFFECTS OF THE CAPITALISM AND SERFDOM TREES. Receive all the culture spent on these trees.)
Planned Economy (All tiles produce +3 of the appropriate yield(s))
Collectivized Agriculture (+2 food from farms)
Government-owned Businesses (+100 gold in capital, may not make trade routes with civs that do not have this policy)
Government-owned Property (+2 gold per 1 population)
Forced Resettlements (May transfer population from city to city)
Planned Industrialization (Receive a free factory in every city)
Social Equality (+1 happiness per 1 population)

Other new features
Coal no longer required to build ironclads, this has been replaced with iron.
Civs automatically get the strategic resources for their unique units near their spawn. (Denmark was no fun in Civ5 without iron. This is designed to fix this type of thing.)

More Imperialist AI
Unlike Civ5, where the AI mostly concentrated on building and conquering cities solely in their immediate area the whole game, this feature will change that. Once they discover astronomy, it tweaks that aspect of their AI and they suddenly feel an incentive to build and conquer cities on continents besides their own. However, this makes the AI more prone to intercontinental warfare, so you should keep a good navy around late-game.


ORIGINAL thread: http://forums.civfanatics.com/showthread.php?t=530601




REST IS UP TO GAME-MAKERS





This was originally posted on steam by wesleys_domination, aka me.

Reviews and comments from the Steam Community:

Whetfart Cheesebörger 18 hours ago
You do realize no one will ever read this list right?
Last edited by Whetfart Cheesebörger; 18 hours ago
#1

wesleys_domination 18 hours ago
Originally posted by Whetfart Cheesebörger:
You do realize no one will ever read this list right?

1. I'll post it on civfanaticsforums, where people WILL read it.
2. Do you think these are good ideas or not?
#2

garyriley1982 18 hours ago
I like the ideas, although Id also suggest Civs than can morph across eras, so that ancient civs are really only ancient civs, and can choose to stay as they are, or morph to another civ with perhaps a civil war mechanic
#3

wesleys_domination 18 hours ago
Originally posted by garyriley1982:
I like the ideas, although Id also suggest Civs than can morph across eras, so that ancient civs are really only ancient civs, and can choose to stay as they are, or morph to another civ with perhaps a civil war mechanic

That's essentially just putting yourself in danger, as if you're an ancient civ, a civ that's already colonizing other planets can fly in and destroy you like that group of leftover barbarians they just smashed. Not a good idea. Anyway, Civ was intended as a big what-if, so for example, we can do a what if The Haida or The Aztecs weren't so far behind but the Spanish and Americans were?
#4

wesleys_domination 18 hours ago
Originally posted by garyriley1982:
I like the ideas, although Id also suggest Civs than can morph across eras, so that ancient civs are really only ancient civs, and can choose to stay as they are, or morph to another civ with perhaps a civil war mechanic

And besides, that COMPLETELY defies real-life logic.
#5

garyriley1982 18 hours ago
perhaps I could have worded this better..... I mean someone can start as, say Egypt, in the Ancient Era, and once the next era is reached, they could choose to stay as Egypt, or as another Civ from the next era linked (or not), and the Civ splits - so people could choose to start in a specific era, or travel across history as a succession of Civ's, or attempt to stand the test of time with an Ancient Civ
#6

garyriley1982 18 hours ago
you could still have Classic play as well, but it could help to show the ebb and flow of time
#7

wesleys_domination 18 hours ago
OHHHH I got it. I'll try to put these posts on when I stick it onto civfanaticsforums.
#8

wesleys_domination 18 hours ago
I'll call this idea traveler's play.
#9

Defect 17 hours ago
America: Minuteman (Musketman), Navy SEAL (Marine)
Huh? Thats two different branches of the military there bud.
#10

wesleys_domination 15 hours ago
Originally posted by Defect:
America: Minuteman (Musketman), Navy SEAL (Marine)
Huh? Thats two different branches of the military there bud.

If you've played Civ4, thay did that. They replaced marines with navy seals
#11

The DoomLord 4 hours ago
Cool Ideas
#12

Mr Stalin 3 hours ago
i have read most of it and this is pretty great hope the devs have a look at this
#13

Innomynate 3 hours ago
Do you know that next civ is on the space? Civilization: Beyond Earth

it will probably have aliens and those things...
#14

wesleys_domination 38 minutes ago
Originally posted by Innomynate:
Do you know that next civ is on the space? Civilization: Beyond Earth

it will probably have aliens and those things...

I...did...not know that! But do you like the other ideas?
#15
Showing 1-15 of 15 comments
Last edited by Kakarot1; Nov 16, 2014 at 01:32 PM. Reason: Fix spelling errors, specify more about eras, Add-on: Ethnic Units
 
It's nice to have threads like this. I hope Firaxis will take these things into account when it will be finally developing Civ 6.
Although I must admit that Firaxis hadn't heard too much at players arguments: support had been quite poor, and most requests hadn't been considered.
Finally, I quitted playing Civ 5, prefering going back to Civ 4 that is largely more more playable and fun (in my PERSONAL opinion!).

Anyway, there are good aspects in both IV and V games.
I hope a blend of them will be done in Civ6.

Good and bad aspects of Civ4 and Civ5:
- 1UPT: revealed to be BAD: AI is totally unable to handle it.
- UI: Civ 4 wins. Player needs a LOT of information, and easily. He doesn't have to scroll hundreds of logs and messages to remind if something particular has happened, or to remember where a particular unit is going with a former GOTO command. The game is for beginners also, not only for pros.
- unit movement and range: again Civ 4 wins. This is NOT a war game, is a world-scaled game, so better to keep a 1 movement and 1 range for ranged units, quite more realistic.
- city states: interesting concept. Go with it! Good for Civ5!
- vassals vs puppets: I prefer vassals. Score for Civ4!
- religions: good question. Too generic in Civ4, too complicated and mathematics in Civ5. I'd go well with either of them. It's a draw!
- Faith: definite score for Civ5! Excellent "commerce" concept, keep it!
- Espionage: i find Civ5's too complicated to follow. In Civ4 you can easily choose to go easy with it and survive (just a spy in each city and you're fine). In Civ5 you're forced to actively follow each spy activity. IMO, score for Civ4.
- Trade routes: in Civ5, too complicated to calculate, choose and handle. Also they are almost a must (without them, you are easily bankrupted). Better the Civ4 way (automatic).
- Victory concepts - domination: i completely HATE civ5's domination way (cannot raze capitals, and conquest capitals only). Civ4 "conquest" and "domination" victories are enough.
- Victory concepts - diplomacy: Civ5 added an interesting feature in using city states for diplomatic victories, but it must be managed better. City states alliances should be BUILT over time, with lots of activities, and not just built with gold the turn before the election. Not quite a score for Civ5, but a penalty kick!!
- Victory concepts - culture and tourism: Civ4 and Civ5 have completely different culture victory mechanisms. Hard to choose between them, they are both good. Maybe, they could be two different victory types (Civ4's is culture victory, Civ5's is Tourism victory).

That's all for the moment!
 
I, personally want to see a European version of civilization. As in; something like Colonization, but focusing on the European empires, with the Muslim invasion, Napoleonic wars, North African colonization, etc. It would also allow you to form a colony overseas, and it would act as an out-of-sight vassal. You could also select a "governor" for each colony, with different personalities. (Militaristic, Economic, etc.) I don't know if this would be any good, but I would really enjoy a game/mod like that.
 
Don't let a tile of sea or a Mountain ruin the progress of an entire civilization.

An engineer must be capable of build a great infraestructure.

- GREAT TUNNEL



+ Capabiity available when Dynamite tech is discovered.

+ Engineer can enter into a mountain tile and construct a tunnel that connects two roads-raillways. Engineer is consumed during the process.

+ Revenue if worked: 1 culture, 5 gold, 2 yield, 1 food, 2 science. (proposed)

+ A military unit can shelter into a tunnel tile 200% defense against air strikes and artillery.

+ Sheltered unit remains invisible for enemy units unless they are placed in one of the two entrance tiles. Unit is visible when the enemy has satellite tech available.

+ Defense bonus from land units 50%

+ ¡No exit panic! attacking enemy unit benefits 75% Flanking bonus if the other side entrance tile is ocuped by another allied or own unit.

+ A sheltered unit can't be attacked by a flank that is not an entrance tile.

+ Great tunnel improvement only can be destroyed and unusable only by land military special forces (marines, parachutes (can't land over the mountain), mechanized infantery and above), wokers can repair a great tunnel (in 5 turns?).

+ Slow down military movement (like plain land when roads are at both sides of the tunnel, like a road when it has railroads at both sides)


- GREAT BRIDGE:



+ Embarked engineer can construct a great bridge that join two coast tiles. Engineer is consumed during the process.

+ Capability available when "Steam Power" tech is discovered.

+ Revenue if worked: 2 culture, 3 gold, 1 yield, 1 food, 3 science. (proposed)

+ The enhancement can be destroyed by artillerý fire and bomber air strikes. Wokers can repair a Great Bridge (in 4 turns?)

+ Military unit placed into the great bridge recive a penalty of 50%.

+ Military unit over a bridge tile can be attacked by naval units (except submarines, and ancient age ones).

+ ¡No exit panic! Attaking a enemy unit placed in a great bridge benefits 50% flanking bonus if the other side bridge tile is ocuped by another allied or own unit.

+ Slow down military movement (like plain land when roads are at both sides of the bridge, like a road when it has railroads at both sides)
 
I, personally want to see a European version of civilization. As in; something like Colonization, but focusing on the European empires, with the Muslim invasion, Napoleonic wars, North African colonization, etc. It would also allow you to form a colony overseas, and it would act as an out-of-sight vassal. You could also select a "governor" for each colony, with different personalities. (Militaristic, Economic, etc.) I don't know if this would be any good, but I would really enjoy a game/mod like that.

Do you envision a different start/end date and/or victory conditions (than the current game)?
 
I have been playing Civ V for a while now, having been initially put off by the differences from Civ IV. There's a lot to like about Civ V, and it is growing on me.

I have just one area that I think needs to be changed - there needs to be an option to turn off whether a unit auto-embarks when moving.

I find that it is off-putting when you research Optics, and suddenly, every unit decides that it is "easier" to embark and travel along the coast, rather than walk around the landmass.

I find it annoying having to deal with the level of micromanagement needed to keep units from deciding to go for for a swim unnecessarily.

In my mind, the entire design benefits behind embarking as opposed to transport ships are completely undermined by the fact that you now have to micromanage the units to keep them safely on the ground. If this level of micromanagement is desired, why bother streamlining the idea behind crossing bodies of water with the whole shambles that is embarking?

There needs to be tighter AI regarding automated movement. If you are going to have options for unit automation, you need to make sure that they work, and that they don't undermine the players position by making stupid mistakes like ignoring city-state borders and coastlines.

Civ V has clearly moved away from grand strategy in favour of tactical battles, and I am not sure that this is the best approach for the Civ franchise. There's lots to love here, but silly mistakes like this need to be fixed.
 
So, here's an idea which is pretty small (most of the ones here could easily have their own thread): How about, in civ6, civilizations have 2 unique units and a unique building/improvement, instead of one unique unit and then one of three? It's something I though would be a sensible progression.

While on other minor ideas...I don't know, taking some ideas from Beyond Earth, like picking a small bonus at the start and having more adaptability with your starting location would be fun.

Oh, and one idea I quite like: Instead of Chariot Archers upgrading to Knights and such, what if there was a separate line of units which were ranged and mounted? Like, Chariot Archer becomes Cranquinman, becomes Ranger, becomes Combat Jeep, becomes Armored Assault Vehicle. As with Gatling Guns and Machine Guns, I'd imagine these would only have one range once you get to gun using units.

EDIT: I had another idea, which was to expand on mercenaries. So far the closest to mercenaries is Landsknechts, but I think the system could be expanded upon. For example, as the eras progressed and the civilzation units progressed, so would the mercenaries (Landsknechts are replaced by Hessians, for example), and the civilizations can pay them gold so they'll fight stuff for them.
OTHER EDIT: Just ideas I wanted to write down.
Unique Building for England: Parish Church, replaces Temple. Provides +2 happiness.
Unique Building for Denmark: Runestone, replaces Amphitheater. Provides +2 culture instead of +1. Provides +2 faith when the Great Work of Writing slot in filled. Provides 2 science after Archaeology has been discovered.
Longhouse 2.0: Replaces Granary instead of Workshop. Costs no maintenance, is cheaper to build, and provides +1 happiness when connected to the capital.
 
I think Firaxis made a big mistake regarding specific wonders..!!

Why do you lose the building associated with specific wonders when you conquer a city??

It doesn't make any sense, and it is actually quite "stupid",...

Great Library - It is a Library, so why would you lose the benefits of a Library, and have to rebuild that building...That is Ridiculous!!
Well, NO, you need the GL, and another Library....Why?

The Great Library contains all the "Scrolls of any consequence", BUT you need another Library with the same ones, or with Scrolls of lesser consequence...Really?!

The buildings associated with a wonder should never be lost no matter the situation (Lost city, conquered city, reclaimed city,...Still There!)

Same goes for,...
Hanging Gardens
Great Mosque of Djenne
Great Lighthouse
etc., etc.,....you get the point!

Another benefit from building the wonder,....The building associated with it should be "Maintenance Free".

These changes should "only" be for the city that possesses the wonder. So, if you build "CN Tower" in your capital, and someone takes over your fourth city, Fine...if I lost my Broadcast Tower and it is gone upon reclamation of that city, But not in the city where the CN Tower resides.
 
I would like to see in CIV VI>

1) Land and sea hexagons should be open to be traded in negotiations (bought and sold) or given/taken in diplomatic/ peace settlements.
2) Sea resources should be open to exploitation with fishing ships or oil platforms
3) Production in cities has to be like in colonization, therefore resources like iron wood, stone and the like then should transported. This will open room for an international market to buy resources from city-states or intermediaries, ( I can buy iron that I do not need from a city state and sell it to another civilization that has no contact with the city state or has no relations, at a higher price). That will also give sea routes the real importance that they have, so you can stop your enemies from getting the resources they need. It will also improve the economy so apart from internal revenue, you can sell your resources and the luxuries (manufactured or not) to city states that then will sell it to your competitors or you do it directly.
 
More interesting barbarians:
- make peace with barbs for gold per turn
- pay barbarians to raid another civ or its trade routes
- hire barbs - say get a warrior for 50 gold for 30 turns. if the unit dies, costs rise, if not - go down.
- barbarian identity: each camp is a different tribe (cimmerians, aryans, teutons, mongols, berbers, taliban... with their UU each). can take cities. camps should be harder to destroy.
- spawn in owned territory if the civ is very unhappy
 
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