Nostalgic thread of legendary Civilization games and possible improvements

Sporally

Prince
Joined
Jul 25, 2005
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Denmark, EU.
I've made a big list a features from all former Civilization games as well as wishes that've never been seen in a Civilization game before.

The idea is to get a bit nostalgic, but also for modders (and maybe even Firaxis) to get inspired to what Civ6 could become with the right and mods (and expansions and DLCs).

Please feel free to comment on other great features from older Civilization games I've forgot over the years (there are probably plenty of things you can remember). And if you know of any existing mods for Civ6 that enables the features please let me know. I'm really looking forward to what you guys can add to the discussion.

Of course some of the things I've added to the wish list is of my personal opinion. However, this is not really a thread of what people think of the missing features so please stay as objectively as possible.

I started the list (offline) shortly after Civ6 was release. Please let me know if something has been changed / fixed that I ain't really aware of. Wrote it in Danish and used Google Translate to save time. Hope too much wasn't lost in the translation - or let me know if you are confused.

Enjoy reading while getting nostalgic :)

Missing features
  • National wonders [Civ5].
  • Graphics:
    • Unnatural borders [Civ5].
    • Icons for units / buildings / etc. simplified.
    • City Street / closeup view [Civ1].
  • War:
    • Unique improvements are lost after conquest [Civ5].
    • City razing only takes one turn (should take several turns depending on population) [Civ5].
    • Cavalry units: No negative modifier for attacking cities [Civ5].
  • City overview screen:
    • Lacking sound effects when selecting cities [Civ5].
    • Can´t sell buildings [Civ5].
  • Religion:
    • Reformation belief (1 extra belief if that civic is activated) [Civ5].
    • Missionary / Apostles do not lose power by crossing borders with no open borders.
  • City states:
    • Quests don´t appear randomly, but are activated only when entering a new era [Civ5].
    • Only 1 quest at once pr. city state.
    • Ways to loose your envoys again.
    • Missions:
      • Gold (bankruptcy) [Civ5].
      • Quests about barbarian camp more frequent (not just when within 5 tiles).
      • Build specific wonders [Civ5].
      • Make contact with a specific unknown civs [Civ5].
      • Aquire a specific ressource [Civ5].
      • Find a natural wonder [Civ5].
    • Can´t bully for gold [Civ5].
  • World wonders:
    • No overview of already built [Civ1].
    • Resources required to build specific world wonders [Civ4].
  • Diplomacy:
    • You can't see an end date for deals / friendship / alliances entered into with other civilizations.
    • Peace deal (AI): First the AI doesn't want to make a peace deal with you, but shortly thereafter they offer too much (captured cities / money / resources) even though they aren't under pressure from your military.
    • No complaints when buying land near their civilizaton.
    • Can not pay another civilization to go to war with others without becoming a joint war (in which you participate).
    • Limited leader voices (mostly on first contact).
    • Ability to tell civilization A if you gain intelligence that civilization B is planning an attack civilization A [Civ5].
  • Ideology: Receive "unhappiness" if another ideology has a lot of ideological influence [Civ5].
  • Archeology: Can't build cultural sites [Civ5].
  • Horses can be seen from game start (doesn't require animal husbandry or similar).
  • Great works: Can't be put up for sale.
  • Diplomacy / trade deals:
    • Can sell for lump sum without being friendly / DoF (can be exploited).
    • AI does not always accept a gift (even if they want to pay for the luxury resource - [BUG (if not already fixed)]).
    • Map trading [Civ1].
  • Espionage: Rig elections (city states).
  • Tech Tree: Some techs can be completely ignored (no prerequisites for anything).
  • Great general / admiral:
    • Receives no GPP for winning battles / navy battles.
    • Can not build fortress (and no other options for it).
  • Privateers? (acting as in Civ5, where you can attack civilizations you are not in war with).
  • Barbarians:
    • Barbarian camps: Can be seen in fog of war without specific civic / technology [Civ5].
    • Wildlife: No animals to attack units (bears / lions / snakes / and even diseases (malaria / dysentery)) [Civ4].
  • Settler / builder (AI):
    • AI fails to snatch a "loose" settler (eg. barbarian captured settler).
    • Captured settler / builder can not be returned to Original Civilization / City State for diplomatic boost [Civ5].
    • Has 3 tiles sight (for settlers - personally I prefer the realism).
  • Movement: Nuclear weapons should not be transported with another unit [Civ5]?
  • Custom naming
    • Rivers / mountain ranges / etc. [CivRev2]: Provides culture and / or tourism later in the game.
    • Civilizations / leaders [Civ2].
  • Disbanding gives no gold.
  • Harvest can't be done beyond one's borders (should instead yield less resources) [Civ5].
  • No poppet / satellite cities after capture.
  • Great people can't be captured (realistic (and nice) if great generals / admirals could be able to be detained and sold in trades).
  • Tribal village: Never find ancient maps [Civ4 / Civ5].
  • Strategic view: Round globe [Civ4].
  • Population calculator (1 citizen = 10.000 inhabitants / 2 citizens = +20.000 inhabitants which gives 30.000 inhabitants) [Civ1].
  • Air units: Recon missions (don't remember if they are any in the later game eras) [Civ4].
  • Palace expansion [Civ1 / Civ2]:
    • Maybe with small benefits such as culture / amenities.
    • Can be moved to other cities (and all base benefits are moved with), but lose any addons (see above).
  • Notification of AI denouncing an unmet Civilization shouldn't show which civilization it is against [BUG].
  • Promotion:
    • Healer 50% health instead of being a separate promotion [Civ5].
    • Individual icons in unit bar [Civ4].
  • Trade connections:
    • Lacking city connection should have consequences (no amenities) [Civ5].
    • Cities located next to a river should create a city connection [Civ4] - maybe with a cheap building in the city center or a harbor district on a river delta. The builder must be able to build a road to the river and build a minor improvement here, after which the city is connected via that river.
  • Options / advanced options:
    • Can't choose if promotions can be saved / used immediately [Civ5].
    • Conquest victory.
  • City demands: Requires specific resources for "We love the king / president / (etc.) day" [Civ5].
  • Draft: Convert citizen to units that can be moved immediately. Creates temporary unhappiness / riot (or loyality loss) [Civ4].
  • Health [Civ4].
  • Towns (or neighborhoods) that grow economically when a citizen is working the tile [Civ4].
  • Corporations [Civ4].
  • Ethnicity [Civ4].
  • Events [Civ5 mod: Events & Decisions].
  • Slavery [Civ4 (Civic) / Civ5 mod]
  • Legacy bonus [Civ6 (vanilla)].
  • Loyalty:
    • Capitals / city states should be immune to loyalty.
    • City states go back to being city states if they have been conquered and subsequently declared independence.
    • Spread slower over water (eg England is not threatened equally by France due to the English Channel in a TSL game).
  • Borders expand more slowly over water / cost more to buy tiles on other islands.
  • Civics:
    • % wildcard slot (card distributions between the different governments in same eras aren't really that important because of wildcard slots).
    • + culture slot.
    • + religious slot.
  • Notifications: Border / citizen growth [Civ5 mod].
  • Overview:
    • Game turn-by-turn replay [Civ1].
    • Greatest cities (including wonders) of the world-comparison [Civ1].

Improvement proposals
  • War: Obtains unique improvements after city capture.
  • War weariness / casus belli: Get less war weariness if you follow the reasoning behind the casus belli (eg. capture small cities or cities on other continents than the capital if you have used the Colonial war-casus belli).
  • Revolutions / civil wars (like in SupremacyKing2´s thread).
  • Union / federation:
    • Create unions / federations with specific rule sets and invite / force other civilizations to join it.
    • Set up election of members / admission requirements.
    • Set up requirements to leave the union / federation.
    • Dictatorial federation: Founder can overrule decision (eg. disbanding of other civilization).
  • Policies:
    • Only new policies are free to change after you have "invented" them - not all policies.
    • At each era, a policy card must be locked (in a separate slot) and can not be changed later. This will permanently develop the civilization (a kind of 'legacy bonus').
    • Save policies set up temporarily (leave government screen and return to change it before ending the turn).
  • Hidden agenda: Leaders get certain hidden agendas more often than others that match their play style.
  • Certain technologies require certain civics, and some civics require certain technologies (eg Nuclear fission required to get Cold War (due to nuclear bombs).
  • Eureka / inspiration:
    • Several types for each technology / civic, and game selects a random one for each eureka / inspiration, which is revealed in the technology / civic tree [Civ6 mod: Real eurekas].
    • Indicator of how much is missing before the booster happens ("X of 3 barbarians killed" - for Bronze Working).
    • Should only give a part of the remaining boost (if 50 % is discovered you get 33 % of the 50 % = 16,67 % after an eureka / inspiration so you can't just switch between the technologies / civics).
  • Religion: Crusaders (belief) - Collaborating with other civilizations with a majority of the same religion (think of the IRL crusades of the 12th century):
    • Can only be purchased with faith (and requires iron).
    • All cities that follow this religion can build / buy them.
    • Controlled by the religion founder / one who built the unit.
    • Can only attack cities of other religion.
    • Automatically converts the city to that religion on capture.
    • Creates a new (religious) civilization / city state controlled by the AI.
  • Diplomacy:
    • Deal value: A value that indicates how far you are from a deal, so you do not have to try out manually. Can both work for peace / trade deals.
    • Create a deal that allows units to heal on other civilization tiles / districts (eg. ships).
  • City state:
    • Time indicator when "borrowed" units will expire.
    • Levy military is paid pr. turn instead of a lump sum / as an alternative to pay lump sum.
  • Wonder: If it is built by another civilization, your unfinished wonder becomes a ruin giving tourism later in the game / giving production if a builder removes the ruins.
  • Builder: (Aztecs): Should be standing in the district they want to develop using their special ability.
  • Settlers: A new found city has the same religious distribution as the city you built settles in as the citizens are also religious (thus you must also plan in which city you want to build the settler).
  • Ranged units: Damage only a percentage of the remaining hit points an enemy has (less effective the fewer hit points an opponent has (for realism and makes melee units more needed)).
  • Nuclear warfare:
    • Are your own units hit by own nuclear weapons, it should give negative loyalty.
    • Should give extra warmonger?
  • Great works:
    • Moving between cities takes place with an autonomous unit that takes time and can be robbed (like trade routes).
    • Sorting tool in the overview (sort by art museums / city name).
    • Dinosaur remains (archeological museum).
  • Emigration [Civ5 mod] (untested - but there is a notification of where the emigrant comes from (city and civilization) and what religion they belong to).
  • New civilization / leader suggestion: If a city of a civilization / leader, who can build special units / buildings / districts / improvement (or eg. city state) is captured, that city can build those units / buildings / districts / improvements (using a builder from that city) from the original civilization.
  • Multiple leaders: Leaders can be replaced with other leaders from the same civilization:
    • Automatically when reaching the middle of expected game turns / illoyalty for too many turns as an alternative to declaring independence (overthrowing government).
    • A casus belli to overthrow leader and replace him with a new one (if any). Forcing him to abdication in a peace deal, or capture the capital and "catch" him.
  • Heal unit: If you are missing resources to heal an unit, the button to heal should be unavailable.
  • Great people:
    • Order of great people of each kind appearing should change within the same era (maybe it does so).
    • Should not be purchasable by money.
    • Can see how far an unmet player has come with this great person (should not be seen - like world wonders).
  • Trade routes:
    • Should be possible to escort them by military / naval / air units.
    • Granary / workshop / market should give bonus to shipping food / production / gold between cities.
  • Diplomacy:
    • Type designation of great works (religious / writing / m.m.).
    • Contact with another civilization / city state over:
      • ... ocean tiles can only be created after inventing deep sea sailing.
      • ... coast tiles can only be created after inventing sailing.
  • Movement (nukes): Must be transported / delivered with one of the following units:
    • Missile silo (static).
    • ICBM.
    • Bomber.
    • Stealth bombs.
    • Nuclear submarine.
    • Stealth fighter.
  • Submarines can be in the same tile as another navel unit.
  • Chop down forest / harvest makes an autonomous unit (like a trader), which can be sent to a desired city, but can be robbed on the way [Civ4Col].
  • Units exchange / merging:
    • An inexperienced unit can transfer health to an injured unit. XP will be downgraded accordingly (one unit with 10 XP vs a unit of 0 XP will cost 5 XP to merge if the unit of 10 XP is at 50% health and "fill up" with 50 % health from other unit).
    • Corps: Should require that the unit being incorporated has enough movement to move over to the other unit to form a corps.
  • Pirates:
    • Appear from barbarian camps.
    • Set missions for them (or even take control) and pay for their a reward when mission is accomplished.
    • Other civilizations can not see which civilization has hired that unit (barbarian icon).
    • Pirates stay in game as barbarians after accomplished mission.
  • Loyalty: Former city states that make riot and break away from a civilization, should go back being a city state again.
  • Military Doctrines: Not as a substitution for individual experience but as an addition.
  • Colonies:
    • Pioneers: Can build colonies outside your boders.
    • Low / no need for amenities.
    • Build colonies near for instance luxury / strategic resources to harvest the resources.
    • Borders with only 1 range that can't expand.
    • Limited available buildings for the colony.
    • Limited possible citizen size.
    • Can be the target of a colonial war from another civilization, where only colonies (but not cities) may be captured.
    • After certain criterias are met a colony can be upgraded to a city.
  • Expeditionary force: Borrow out units to other civilizations to fight their war (like Vietnam and/or Korea received soldiers and equipment from the soviet union to fight the americans).
  • Oil rigs (outside the borders).
  • Natural wonders:
    • Dead Sea: Should not be considered a fresh water lake.
    • Cliff of Dover: Possibility to build improvements on this tile (maybe lower yields than currently).
  • Barbarian Camp (AI): Should not build scouts when there is no defense in the camp.
  • Terrain: Water tiles with partly ice should cost extra movement, and possibly. give more defense.
  • Notifications: Lacking information about which research agreement was completed (if you have had more active).
  • Trenches: Military engineers (and eg. infantry) can make trenches, which provide additional defense to melee and maybe ranged units.
  • Districts:
    • Encampment:
      • Fort-district / Kronborg (wonder): Can be used to charge customs for passing traders if you have a strait of water on one or two tiles.
      • Coastal fortification: District that can be built on coast tiles.
    • Multiple tile aqueduct (costs extra production).
    • Build neighborhood on an aqueduct district (and vice versa).
    • More options to choose an alternative building (like barracks / stables for the encampment).
    • Combination options between districts / buildings (eg. extra admiral GPP if a military academy is located next to a harbor / extra gold for marketplace if next to a lighthouse).
    • Remove districts at a big cost (eg. if a resource appears under a district).
  • Eras / era score:
    • Era score for finding and naming rivers, mountain ranges etc.
    • Once you've got your score to achieve a golden age, the passive effect of a golden age (eg. extra loyalty) should begin, even though you have not entered the new era OR transfer of surplus era score to next era.
  • Lenses: What tiles other civilizations claim. So, where do you have to build without AI being dissatisfied? (Is it the same area where you get minus in loyalty?).
  • Options: Set end-era.
So what do you think of these possible changes? Are they good? Some other ideas to add to my list (will add them if you manage to enlighten my mind :))? Maybe you know about some mods that does some of this? - I will add names of the mods in that case.

Really looking forward to hearing from all you guys. Hope you get a little nostalgic reading / replying to this :)
 
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One thing I'd like to see return is the ability to rename your leader and civilization (heck, Civ II let you customize your different titles under the various governments). It seems like a simple feature to implement, and would let us nonmodders play as civs we liked that hadn't been officially implemented by renaming one of the official civs.

Relatedly, it would be nice to choose our civilization colors: There are some civs I like, but I can't stand looking at their colors for dozens of hours.

P.S. This probably belongs in Ideas and Suggestions.
 
@Banazir864
Oh yeah, the feature of changing the Civ- and leader names is missing too. Will add that to the list.

@Infixo
Well, not exactly 100 different eurekas / inspirations for each technology / civic, but 2-3 for each with be fine :)
 
Well, not exactly 100 different eurekas / inspirations for each technology / civic, but 2-3 for each with be fine :)
„One down, etc.” = one of your ideas is already implemented as a mod, not related to number of eurekas. And it adds 2-4 new boosts for each tech and civic.
 
Oh, that way - now I see.. :)

Will add the name to my list and - more importantly - get my hands on the mod.. :)
 
I just thought about how the revolt system works. I'm not really too keen on how it works to be honest.

In real world a revolt would start out by some "barbarians" spawning near the city and try to take it over. You would be able to use your forces to defend your territories. Think of Germany in WW2. They expanded but could still hold on to their conquered cities even though the cities' loyalty toward Germany was low. Germany had to fend of "barbarians" (freedom fighters) trying to get their independence.

In the same way I think revolutions should work how they work in Civ5. This way you would have to "sacrifice" units to defend cities that otherwise aren't under threat from other civilizations.

On the other hand you won't just lose the cities you conquer. I think the revolt system in Civ6 makes overseas settlements and real colonial wars virtually impossible.
 
So any new suggestions for mods that can add elements of the above listet..? Anything is of interest..

Or maybe some add-ons I've forgot on the list..?
 
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