civ 4 forums CIV6 wishlist

I would love to see more power put into the navies. Currently navies in Civ 4 aren't very necessary and land armies are 10x more important but in history Britain became the biggest empire ever and was extremely powerful all through its navy. In the Peloponnesus War (Athens vs. Sparta) it could be described as "the elephant vs. the whale" because Sparta had such a good land army and Athens had such a good navy that they were evenly matched. If they had that war on civilization Sparta would win everytime. I don't really have any good ideas how to make navies so strong though except for making trade routes more valuable over seas (which I think is a good idea by itself).

Although the Spartans did win... ;)

But the point is well made. Without overcomplicating I would like to see naval units able to pillage coastal tiles, and fight at low odds against coastal tile defenders (perhaps too risky for most folks, but the option would be there). Also, much as it reintroduces old ideas, I think the requirement to construct a caravan/freight kind of unit to begin a trade route a la Civ II might make a better navy more necessary. Although I don't miss the glitchy way the AI would clutter up my territory with pointless freight units going nowhere that doesn't mean that the principle wasn't a good one.

Another thing that might make navies more important would be to strengthen water resource yields, making it really necessary to defend them.
 
I would love to see more power put into the navies. Currently navies in Civ 4 aren't very necessary and land armies are 10x more important but in history Britain became the biggest empire ever and was extremely powerful all through its navy. In the Peloponnesus War (Athens vs. Sparta) it could be described as "the elephant vs. the whale" because Sparta had such a good land army and Athens had such a good navy that they were evenly matched. If they had that war on civilization Sparta would win everytime. I don't really have any good ideas how to make navies so strong though except for making trade routes more valuable over seas (which I think is a good idea by itself).

True, in terms of strategy navies are mostly irrelevant in Civ 4. Blocking both the sea trade routes and the water tile production could work.

For ancient civilizations, as in modern day trade, seas are by far the cheapest form of transporting goods, even cheaper than railways. That's why the classic civilizations like Egypt were all based on a river by the sea. The river would give them a free highway to within-country trade, the sea to other countries. Adam Smith said that this was the prime reason for the locations of the classic civilizations. In Civ 4 this was implemented as increased +1 commerce for river tiles and trade-related building for the sea connection, but the sea/river connections don't really effect the trade in the right way. If they did, then navies would become much more strategic as they are in real history, since controlling the seas would control the trade.
 
My ideal Civ6 would include, but not necessarily be limited to, the following features:

-Ctp2 combat system combined with SMAC artillery bombardment system
-Self-founding religions which are founded in any city at random once an appropriate enabling technology has been discovered
-Realistic corporations mechanic similar to the one in ROM-AND
-Stability /revolutions mechanic based on the systems in RFC and LOR
-Public works system like in CTP, with the Worker unit abolished
-Optional future era which can be enabled or disabled at the start of the game by the player
-Resource limits for some units
-Depleting resources based on usage, new food resources appearing on farmed tiles
-Depleting of rivers and lakes due to excessive irrigation
-Plague mechanic similar to RFC
-Enhanced options and more benefits for small empires e.g. happiness bonus for having only a few cities (but NOT a happiness penalty for having many cities), can only build some powerful
national wonders if you have a small number of cities (with those national wonders losing effect if you acquire too many cities later in the game), or smaller number of cities with a certain
improvement (e.g. university) needed to build a national wonder (e.g. Oxford University)
-Climate/pollution mechanic based loosely on SMAC's pollution and weather system, combined with something like the Armageddon Counter from FFH i.e. environmental destruction/terrain change
becomes more frequent and intense as the counter rises and less so as the counter falls
-Blind research option similar to SMAC
-Tech diffusion along trade routes
-Probability-based mechanic for technological progress: rather than generating beakers per turn to acquire a tech which costs a certain number of beakers, you work to optimise the conditions
for technological progress in your civ, thereby improving the *likelihood* of technological breakthroughs occuring on any given turn (this can be done by direct science funding as well as other
means)
-Environmentally conditioned research, e.g. can't research horesback riding without access to horses, can't research sailing without access to a coastline (but can still acquire these techs from
other civs)
-Chance for barbarian cities to become full-fledged civilisations
-Self-founding cities (in addition to settler-founded cities) which can spontaneously arise at important places on their own e.g. at river mouths, on forts, or on roads between other cities. This
mechanic essentially already exists in Civ4 but is confined to barbarians
-Natural wonders which confer benefits to civs that control them, similar to the special terrain features in SMAC
-Ability to claim land prior to settlement, and dispute land claims of other civs
-Tourist revenue from certain World Wonders which have been around for a long time, like in C3C
-Adaptive civ traits which arise and change through the course of a game based on a civ's playing style: e.g. build near the coast and build a lot of naval units and you might eventually acquire a Maritime trait which improves ship strength and sea commerce; fight a lot of wars and build alot of military units and you may acquire a Militaristic trait which improves combat strength and increases the rate of barracks production and unit promotions)
-Civ traits affecting the speed/likelihood of discovering certain techs e.g. Maritime civs better at researching seafaring techs like Astronomy
-Food transfers between cities, as was possible with food caravans in Civ2

My ideal civ6 would, at the very least, do away with:
-1 upt
-Global happiness
-Spiffy but boring and resource-hungry CGI World Wonder videos
-Spiffy but unecessary, resource-hungry and (ultimately) annoying CGI animated leaderheads
-Diplomatic penalties and bonuses which are over the top and last for all time (e.g. having a -4 "You traded with our enemy" from Tokugawa for that tech trade I did with Catherine 3000 years ago)
-Redding-out of options at the bargaining table! This feature annoys me no end - everything has a price, it's just that sometimes that price is so exceptionally high that it's well beyond the realm of affordability. So be it. I would rather be told "you can't afford this" than "you will never get this no matter what".
-Mountains being impassable and useless
 
Awesome ideas in this thread. Great suggestions Gatsby, I especially like the idea of tech diffusion!

I've only been playing civ games for a few months, started with 5 and am now playing 4 (I think it's better).

I only have one suggestion as everything else has pretty much been mentioned:

1) Revamped Commerce System
Strategic, non-renewable resources should be able to be depleted for good, they should be able to be stored, stockpiled, used up, traded away, etc. For example, an iron mine could have 500 iron unless more is made attainable through a tech or random % chance. It could produce say, 15 iron / turn, which would then be stored in the nearest city or allocated to multiple cities with a delay in arrival corresponding to the geographical distance the resource must travel. Cities with stored resources could build advanced military units, say 10 iron for each swordsman or whatever. A special building could be set up to automatically manage distribution or something.

More luxury resources, and greater economic depth! Let's say a rival civilization and I are both trading tobacco to Spain, a voracious and wealthy consumer that is willing to pay a high price. Let's say the rival is a small and weak but technologically advanced civ that I'm hell-bent on destroying. A good chunk of their research and military financing comes from this trade with Spain. What if I were to stockpile a surplus and then suddenly trade massive amounts in bulk, crashing prices and crippling the rival civ's revenue? I think a more in-depth commerce system could enable economic warfare and make for some interesting gameplay.

Civ should focus on what makes it fun, which is the over-arching strategic element. I concur with other posters; if I wanted a tactical game then I'd go play Total War (or Final Fantasy Tactics lol), if I wanted some intense city micro-management then I'd play Caesar or Pharaoh. For me, the real fun in civ comes from the macro-ness of it all. It's not just about military power (although that's a huge part of it), they shouldn't neglect the diplomatic, economic, and religious sides of the game!
 
More luxury resources, and greater economic depth! Let's say a rival civilization and I are both trading tobacco to Spain, a voracious and wealthy consumer that is willing to pay a high price. Let's say the rival is a small and weak but technologically advanced civ that I'm hell-bent on destroying. A good chunk of their research and military financing comes from this trade with Spain. What if I were to stockpile a surplus and then suddenly trade massive amounts in bulk, crashing prices and crippling the rival civ's revenue? I think a more in-depth commerce system could enable economic warfare and make for some interesting gameplay.

I like this line of thinking, and it would be cool to see price-wars and monopolies added into the game. Monopolies could be implemented by making it possible for a civ to charge other civs a higher price for a resource which they control all or most of the supply of. For example, if Arabia has more than 80% of available global oil resources, it can charge a higher monopoly price to civs without oil for its excess oil resources, whilst buying up any remaining excess oil resources it doesn't already control and on-selling them at a higher price. Perhaps the game could also allow civs to receive a benefit from having more of one particular resource e.g. having 1 silk gives +1 happiness and +1 gold per city, but having 3 or 4 silks gives +3 happiness and +3 gold per city.
 
I like this line of thinking, and it would be cool to see price-wars and monopolies added into the game. Monopolies could be implemented by making it possible for a civ to charge other civs a higher price for a resource which they control all or most of the supply of. For example, if Arabia has more than 80% of available global oil resources, it can charge a higher monopoly price to civs without oil for its excess oil resources, whilst buying up any remaining excess oil resources it doesn't already control and on-selling them at a higher price. Perhaps the game could also allow civs to receive a benefit from having more of one particular resource e.g. having 1 silk gives +1 happiness and +1 gold per city, but having 3 or 4 silks gives +3 happiness and +3 gold per city.

Adding more depth to the economy would be nice. A currency civic would be useful, going from Barter trade, Bullion, Coins, Banknotes to Virtual Currency. Each step would accelerate the economy, but also bring increased inflation and corruption.
 
Some great ideas here, my favourite being:
'yes I'll go to war with your enemy but give me 5 turns to get my units in place first'
'You promised to assist me in our war. Where are your units? Why have I not seen any fighting yet?'
'That grassland tile is useless to you. I'll buy it off you'
'Your army can cross my territory, but only if they keep to this route. Your explorers can go wherever they want.

I'd like to see Espionage made more realistic, e.g well poisoning only at Annoyed or Furious. I've yet to see Angela Merkel throwing dead sheep into Paris' water supply.
 
Back
Top Bottom