The "What Would You Do With Civ 6?" Thread

ganpot

Chieftain
Joined
Oct 26, 2010
Messages
6
Alright, here is what I would do if I was making civ 6:

First off, my goals of civ 6:
1. Make the game more involving: something should always be happening.
2. More micro management options for those that love complex games.
3. More player controlled options, but at the same times more random events that add variety to the games.
4. Restore that classic civ feel from civ 2-4. (Not a big fan of most of civ 5)
5. Try to model real historical events to add realism.

Cities:
1. Individual city loyalty meters (when low it will break away from empire, unhappiness lowers meter but troop presence stops rebellions).
2. Once in the future era cities may be built on water tiles. These work in the same way as land cities, but require more worker investment for improvements. Therefore they are only efficient after all land is used.

Units:
1. Military Leaders work like in civ 3 (create armies), but may turn against an empire if the rest of the empire's forces are weak, the empire is at peace for long periods, or the leader is near an unguarded city. Armies may be created or disbanded at will (as long as a leader is present).
2. Ranged combat (like in civ 5) is only unlocked after firearms are developed.
3. Once in the Industrial era units can move onto mountains.
4. Limit of 5 units per tile, but armies only count as one unit.
5. Land units can never cross water tiles without transports.
6. Workers and settlers do not count towards the 5 unit per tile (upt) military limit, but have a similar 5 limit.

Resources:
1. Resources are in limited amounts on the map, but new deposits appear frequently.
2. Some resources (biological ones) replenish each turn, but may migrate, die off, or spread out.
3. Most resources are used upon completion of a unit or are used every turn by a building (such as a factory). If a resource runs out, the building which uses it will cease to function. Units built with a resource before it runs out will still act as normal until it is destroyed (no negative combat bonus like in civ 5).
4. When resource-built units are destroyed, non-biological resources will lay on the battlefield. These act like normal resources.
5. Later in the game some resources produce waste (such as uranium). This can be cleaned up, or dumped somewhere else (but other empires won't appreciate having you dump waste on their coal mines...)
6. Some late game resources can be created artificially through buildings and other resources (whales can make oil).

Improvements:
1. workers can once again work together to finish constructions.

Empire Management:
1. New info screen for secrets which occurred between countries. If an empire poisoned the water of another empire's city, it would be recorded on the first empire's log for a certain period of time. However, any empire con potentially steal this info using the new espionage system, and hinder the relationship between the two countries.
2. Science sliders are back, with more categories. These include science, education, treasury, espionage, and entertainment (happiness). (I might think of other areas later.) However, the sliders now go by 1% instead of 10%.

Combat:
1. Every unit has two combat strengths: offensive and defensive (like in civ 3). Ranged units have an additional strength value: bombardment.
2. Every unit has 20 hit points.
3. Everything else works just like in civ 5.

Events:
1. Random events occur all of the time, and are split into combat, diplomacy, map, and empire variants.

Espionage:
1. Works in the same way as in civ 4, but with more options, in order to actually have espionage wars. (cyber-warfare)

Tech:
1. Fully developed future era with new units, buildings, improvements, and abilities.
2. Ability to terraform in late game.

Religion:
1. Back in the game, but each religion has unique bonuses and all religions are fictional.

Diplomacy:
1. Where should I start??? Just go back to civ 4 AI.

That's all I've got for now. So tell me, what would you do with civ 6?
 
After Civ5, I wonder if there will be a Civ6? But I can think of some things.
1) Make the ability for the player to create their own civ leader. Pick character traits of that leader and look of him/her. Then play with that leader. The leaders in Civ5 are just really kind of generic and have no real character of their own, unlike Civ4. I think this would be cool.

2) Get rid of generic "Future techs" and come up with a more meaningful system for future technology advances.

3) Make more upgradable characteristics of some units. Such as upgrades to fighter jets (to support future techs in 2). Like upgrade a jet fighter to a stealth jet fighter, or to an extra fast supersonic fighter. Some ranking up experience could be made either by use of the unit or by purchasing an upgrade. So, you could pay for more skilled units to some degree, not just rank them up in battle use.

I'd like a lot of improvement in the relations between civs and diplomacy, but I think this is something they should work on fixing in Civ5. Civ6 would depend on how well they deal with issues in Civ5.
 
the sliders now go by 1% instead of 10%.

???, Make that an option, but I like going by 10's thank you, esp with binary researc: don't want to click it 100 times.

Good ideas, but I bet they can make CiV good by merging favotires of Civ 5 and 4. Limited stacking with bonus for a stack to be all one unit, Armies/divisions of x units make one tile.
Units can be 'reserved' for half upkeep in a city and makes a Reservist specialist. then takes X turns to mobilize all reserves in country, and X for each mobilize.
 
1. Rebellions and merging: the game is a total mess and the player has to do with what he has.
2. Random tech and tech diffusion - just for the sake of it.
3. Ressources do not appear on uncovered map all of a sudden. The map has to be re-scouted in order to identify new ressources.
4. Limited stacks (5 units) that attack or defend like a single unit.
 
Having not actually played Civ5, I can only suggest things on principle, or aesthetic or historical grounds.

1. Civ5 intro was crap. It could've been better. And no speaking parts. Please.
2. No 1UPT. Stacking penalty perhaps (units in the same tile losing health if over stacking limit?)
3. Easily (not too easily) changable civics/social policies.
4. CIVIL WARS!
5. Combination of global and local happiness.
6. Some kind of internal food or shields/hammers trading system.
7. Some kind of distance penalty from Palace, that decreases as you advance up the tech tree. The latter bit is to simulate the effect that modern inventions had on communication and trade.
8. Keep hexes.
9. Reallow tech trading.
10. Keep city-states. Perhaps they need a little tweaking, but it's a good idea.

I'll add more as I think of them.
 
At least forget the main problem in civ 5, 1upt. It seems to be very difficult to make that AI can handle it even satisfying way. Instead of it stack to stack combat with limited stacks and maybe we could choose tactical minimap of it if we want to, like in TotalWar.
 
I suggest that they start with Civ 4 BtS, and add:

1. I like hexagons better than squares

2. Limited stacking...probably 3 combat units, plus 1 or two spies, workers, settlers, etc.

3. Ranged fire [2 hexes] should be limited to Artillery and Rocket units. Given the Strategic scale of the map, bows and cannons never fired far enough to be ranged weapons.

4. The Social Policies based on Culture and Golden Ages based on Happiness from Civ 5 is worthy of being added.

5. Allow naval units, starting with frigates, to bombard ground units on coastal hexes. Allow industrial era naval units to bombard tile improvements/roads/RRs on coastal hexes.

6. Allow air units to bomb roads/railroads. Interdiction of transportation routes is an important mission in real-world use of air power.

7. Introduce a supply line rule that gradually weaken units out-of-supply. Remember what happened to the German Sixth Army in Stalingrad after its supplies were cut off. That adds incentive for players to flank enemy positions...like in real life.

8. Attack/Defense Combat values are more realistic because some units are not equally adept at both functions.

9. Zones of control that increase in power for each combat unit in a hex. Zero ZOC for one unit, a halfling ZOC for two units, a full ZOC for three.

10. I prefer the movement point allowances in Five to BtS.

11. Some sort of ratio of population to # of military units allowed. After all, the warm bodies have to come from somewhere. In WWII, the US population was 130 million, and we had about 10 million in uniform.
 
At least forget the main problem in civ 5, 1upt. It seems to be very difficult to make that AI can handle it even satisfying way. Instead of it stack to stack combat with limited stacks and maybe we could choose tactical minimap of it if we want to, like in TotalWar.

Then it wouldn't be Civ, it'd be Total War.

I suggest stop trying to make Civ a tactical game.
 
Make social policies into sliders. Moving the slider to one side or another lets you unlock more powerful policies of the side you are moving too but lose policies of the side you are moving away. Slide moves every cultural advance/certain techs. You can risk a revolution to move the slide alot and change a lot of policies.
 
Steam should be replaced with Impulse.
Producer should be Stardock.
Provide option to disable movie intro in setup.
Fire Sid Meier.

-.-
 
How's this, bring back the government types, making anarchy required for those to change. THEN use civics to support them.
 
Fire Sid Meier.

You know, sid meier nearly isn't doing anything to civ anymore and that's why it has become such a bad game. He has gone from lead designer to some kinda small creative suplement or whatever they call it now... point is he's out of civ.
A shame they still use his name.
 
You know, sid meier nearly isn't doing anything to civ anymore and that's why it has become such a bad game. He has gone from lead designer to some kinda small creative suplement or whatever they call it now... point is he's out of civ.
A shame they still use his name.

Such a shame. It's gone from his idea to a game specifically designed to please the masses, looking at various books and bands and the like, it's the pathway to losing your old time supporters.
 
1. Stacks of units with Stack v. Stack Combat... no more "tactical" combat.

2. To control a city you must either use mass military units (expensive mantenance, and they occasionally get killed) or have a high loyalty...Making cities loyal becoming a complex task (and limited on an imperial level... making one city more loyal makes other cities less loyal)
 
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