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

One short problem since G&K:

I have no problem with jungle starts, but now, rather than maybe 5 or 6 jungle tiles within the eventually-workable 3 rings, I'm starting to see almost all 3 workable rings filled to the brim. Even with the Aztecs, I find that much jungle to be problematic, let alone when I'm Korea or a totally non-jungle oriented civ (Denmark, Arabia, etc.)

My suggestions are:

1) Either turn down the amount of turns it takes to clear a jungle, or bump jungle-clearing up to an even earlier tech.

or

2) Limit the number of jungle tiles to a nice medium. 5 or 6 tiles wasn't always perfect in CiV vanilla, but 3 full rings worth is equally bad. Maybe cap it at 10 tiles max within the 3 rings of where the Settler spawns?

I only bring this up because, since G&K, I've had 3 or 4 starts out of 20 where I got handed an all-jungle start on Pangea Plus with all standard settings. And there's already map settings (Amazon, Wet environment, etc.) if I want to play with that much jungle.
 
Quick suggestion:

Disallow the great general ability to create a citadel until at least the classical era or (IMO) the medieval era. Possibly only enabled once you research chivalry.
 
Civ selection tool tips
Maybe this has been brought up, my apologies in advance if it has, I couldn't find it.

Something that always irked me at the civ selection menu where you pick your leader is the mouse over tool tip for the UU's and UB's. I think it would be nice if the window showed the actual info for the units and what they replace (like when loading or starting a new game) as opposed to just the name before you commit and pick your civ. It seems like an easy implementation to me to make it a lot easier for those who haven't quite proven the world is round yet in civ V.
 
Civ selection tool tips
Maybe this has been brought up, my apologies in advance if it has, I couldn't find it.

Something that always irked me at the civ selection menu where you pick your leader is the mouse over tool tip for the UU's and UB's. I think it would be nice if the window showed the actual info for the units and what they replace (like when loading or starting a new game) as opposed to just the name before you commit and pick your civ. It seems like an easy implementation to me to make it a lot easier for those who haven't quite proven the world is round yet in civ V.

There's a ton of this kind of information missing from the game. Unfortunately, the people at Firaxis are eating the same Cheerios that Blizzard has been - D3 had this issue with advanced tooltips being disabled by default and all sorts of people spent hours and hours in the game not know what the heck was going on.

At least D3 had an option for decent tooltips, though...
 
Maybe this will work:

G&K
Manila:Kaylangitan

Er.. who?

I've lived in Manila all my life, and I have no idea who that is.

But IMO City States are fine as they currently are. Maybe personalized pictures (of scenery), or even static portraits would be ok, but full animated leaderheads would take ages to do, and wouldn't really add to gameplay.
 
I am not a modder and barely have time to play but I am a devoted fan of the franchise and especially the incredible modding community. Having said that there are some things that I wish I could add in the way of a mod to my gaming experience.

1) Supply Lines: It really pisses me off when I have an enemy unit surrounded and he gets to replenish every turn or -- and this makes me want to throw something at the comp screen -- he gets a promotion due to my efforts and I have to start out all over killing a completely healed unit. That is unadulterated b#llsh*t!!!

Requested Fix: Make it to where a unit can only heal normally if: a) within 3 uncontrolled hexes of friendly territory -- which includes allies, or; b) is on -- or adjacent to -- a road that leads to friendly territory. Half normal heal rate otherwise allowed if not adjacent to an enemy unit. And units can only receive promotions if they are eligible to heal. Is this possible?

2) Ship Building: There is a complete curcumnavigating of the fact that vast resourses are required in order to build and maintain a navy. Historically Great britain had to ship in wood from the Baltic in order to keep her navy afloat. It's weird that navies are so damn cheap in this game.

Requested Fix: A new building called a Shipwright (or Dry Dock or something similar) needs to be added, which is required to build ships in a city. Also, the civ must have a functioning lumber mill for each wooden ship afloat. When ironclads come in then -- surprise of surprises -- an iron unit must be available for each ironclad (or destroyer or battleship, etc) afloat. The reason we defeated Japan was mostly due to our unlimited resourses not their will or skill to fight.

3) Generals/Admirals: Why must a general trudge along alone in Civ V? That is not the way it was done historically. He could detach himself and his staff if he chose but for the most part he was with the army he was leading, moving at its speed, a part of it.

Requested Fix: I know there are some mods wherein you can embark a unit on a transport, ala Civ IV. Is there any way to treat generals and admirals that way? ...embark them on another unit?

Anyway, if there are any modders out there up for a challenge, here it is.
 
Requested Fix: Make it to where a unit can only heal normally if: a) within 3 uncontrolled hexes of friendly territory -- which includes allies, or; b) is on -- or adjacent to -- a road that leads to friendly territory. Half normal heal rate otherwise allowed if not adjacent to an enemy unit. And units can only receive promotions if they are eligible to heal. Is this possible?

I'm okay with the healing part (wounded have been treated on the battlefield since battlefields have existed), but now that I think about it, why not restrict promotions so that they can only be granted when inside a friendly city or fort/citadel? Okay, first counter that comes to mind is "what about scouts halfway across the map?"...so we let that be a unique ability for scout units (bestow promotions in neutral territory).

Requested Fix: A new building called a Shipwright (or Dry Dock or something similar) needs to be added, which is required to build ships in a city. Also, the civ must have a functioning lumber mill for each wooden ship afloat. When ironclads come in then -- surprise of surprises -- an iron unit must be available for each ironclad (or destroyer or battleship, etc) afloat. The reason we defeated Japan was mostly due to our unlimited resourses not their will or skill to fight.

Not entirely with you on this one, at least not unless an ancient era vessel is added which can be built without such a building/resource. Otherwise you pretty much kill archipelago and islands maps, and besides, historically numerous cultures built some pretty solid (and sea-worthy) ships in settlements which could barely be called camps.

Requested Fix: I know there are some mods wherein you can embark a unit on a transport, ala Civ IV. Is there any way to treat generals and admirals that way? ...embark them on another unit?


That's pretty much what they did in CivIII. On some levels I miss the creation of armies, especially now with the 1upt thing, but on most levels I remember not using the feature very often when it was available.

/Total aside, but this would've been a perfectly viable stand-alone thread.
 
I know its probably still not possible with CiV but am wondering if anyone misses multiple leaders per civ, increases the number of possible leaders without increasing the number of civs eg for Rome you might have Augustus, Nero and Julius Caesar. Each could have different weightings for war, science, culture, faith etc when playing against them. I dont think its possible to mod this in at the moment, am I correct?

The other thing i'd like to have would be multiple options of UA's per civ that would be randomly assigned, so again using the Romans as an example:

* The Glory of Rome: as is
* All roads lead to Rome: might reduce road maintenance and increase movement
* The Marian reforms: all mellee units up to Legion half a 50% of getting a promotion
* Provincial governance: unhappiness in cities reduced by 33%

On starting a game with Nero for example you get randomly get 'The Marian reforms', the same could be done with UB and UU ie have multiples and have them randomly assigned. Is this possible at the moment?

All civs could easily have multiple UA's and it would help buff some of the weaker ones. I'd love to be able to mod this at some stage to test and see how it would fare.

Moderator Action: Merged into a bigger thread.
 
Okay, not going to read 20 pages, but two small ideas.

1. With espionage, why not have a capacity to share the "intrigue" when another Civilization asks you to join them in a war against a third party? (That is, share the intrigue with the target Civ)

2. Submarines should be able to enter any CS or other Civ sea tiles as they can't be seen. However, as they can't be seen you can't be deigned to have made contact with that Civ or CS. Hence, you still can't do deals with a Civ or get a reward from a CS.
 
I'm sure this has been requested multiple times, and IMHO it may be the simplest and one of the most important changes that could be made:

Let us review the GLOBAL DIPLOMACY screen when AIs come to us during their turn for things like a DoF. It's ridiculous to not be able to review the ramifications of such a decision before making it.
 
I'm sure this has been requested multiple times, and IMHO it may be the simplest and one of the most important changes that could be made:

Let us review the GLOBAL DIPLOMACY screen when AIs come to us during their turn for things like a DoF. It's ridiculous to not be able to review the ramifications of such a decision before making it.
You can in the global politics go into the diplomacy overview and then click into global politics.
 
If you don't mind playing with mods, use the Infoaddict Mod which will give you exactly that option. That one also gives you lots of other information on the other civs, maybe even too much ;)
 
I would like it if in some way melee naval units were able to attack coastal barbarian settlements (or even to explore coastal ruins). It seems odd to me that nobody can ever get off a ship, so this is not just to avoid the frustration of sailing by without being able to do anything but also possibly a small matter of realism.
 
1. Scrapple for Africa dlc
includes Portugal, Kongo, Zulu.
And Scrapple for Africa Scenarios. (Africa 1400-1900)

More scenarios.

Scenario pack includes:
WW2, WW1 and 1000 ad.

Would u ad somthing to the list?

Moderator Action: Merged into a bigger thread.
 
I would like it if in some way melee naval units were able to attack coastal barbarian settlements (or even to explore coastal ruins). It seems odd to me that nobody can ever get off a ship, so this is not just to avoid the frustration of sailing by without being able to do anything but also possibly a small matter of realism.

Good idea. If ships can send landing parties to capture a city, surely they can do the same with ruins and settlements.

I still don't think the free garrisoned unit is the best balance. Why just land units? In the later part of the game air defence is also essential and (in a coastal city) a naval garrison should be allowed. Perhaps one of each should be allowed (obviously free naval only for a coastal city). Now a garrisoned naval unit would be pretty useless, so in the defensive vein, perhaps make them free while you are being defensive. If you declare war, then costs kick in.
 
If you don't mind playing with mods, use the Infoaddict Mod which will give you exactly that option. That one also gives you lots of other information on the other civs, maybe even too much ;)

Mitsho, thanks for the information. Does this Mod just overlay vanilla (sort of like Better Bug) in Civ IV? I haven't graduated to Mods with G & K yet- I want to make sure I have a better handle on as many aspects as possible.

Then I will graduate to Mods and find new and more interesting ways to get beaten! :goodjob:
 
I really believe there will be a 2nd expansion for Civ 5 so here are my ideas for it:


1. Corporations


I don't think I should say much about this... the corporation thing was great in Civ 4 BTS and I think it should be added in Civ 5 too. Corporation system could be similar to religion one. You could start with a small business first, that gives you some bonuses (similar to Pantheon thing), then you upgrade to a corporation and later you can enhance your corporation too.

But an important thing for corporations is that, while the corporation owner gains gold for every citizen that uses it's "products", every city having one, should pay gold so it will be a cost for those who don't own it (just like in Civ 4). This means, civs should be able to ban corporations from their lands... but not forever... they should be able to accept corporations later, again... or maybe accept just their corporations (not foreign ones) .... just like in Civ 4 (policies). So maybe add "Economic Policies" to the game too... ? .... also as a diplomatic option, you should be able to demand them to accept corporations.



2. Healthcare


Again... remember Civ 4 ? The cities won't grow if the people are sick... you need Aqueducts ! You need Hospitals ! The marsh near city make them sick ! Hm... a spy just poisoned the water supply, people are sick ! And so on...



3. New Units + changes for existing ones


I was saying about WW1 units since 2003 or so... they finally added them, in G&K. But I want more !

a) Modern Carrier - An upgrade for Carrier unit; it should look like a Nimitz class aircraft carrier; it can have basic speed of 6 or 7 (normal Carrier has 5) and it should be able to carry 4 or 5 airplanes (Carrier can transport 3). This unit can also ask for 1 Uranium to be built (providing that there will be more uranium available on map, not like now).

Also about Carriers... I feel like the Carrier it's too weak right now. You can destroy it easy, using airplanes. I believe that the Carrier and the Modern Carrier should have the best anti-air defense in the game (even better than land anti-air units) and also, aircrafts should have a penalty when attacking a Carrier (or M. Carrier)... a big one, like -50% ... this way, at least it will need more strikes to sunk one.

Also the AI should use Fighters and Jet Fighters for defense too, not just to bombard. They should keep at least one of these, for each Carrier, with the option "intercept". Also, if they don't have enough Aluminium to build many Jet Fighters, but they have Oil, they should build normal Bombers too (even in Future Era) and even some normal Fighters.


b) Stealth Fighter - remember the Stealth Fighter from Civ 3, the one that was looking like F117 Stealth ? Many said it was useless... and I guess it was not so important back then but in Civ 5, the Stealth Fighter can be the most important airpower weapon. Why ? Because in Civ 5 you can't bombard buildings ! So imagine you have this aircraft, specialised in bombarding buildings... it can't intercept other aircraft and it has a very low dmg while bombarding units and cities... but it can bombard tile improvements... so what makes it so important ? Well, imagine you destroy all the enemy's aluminium mines, oil derecks, etc... he will become weak. You can also use it to destroy it's economy.

Also, this unit can have a special "Skill" - Intelligent Bombing... a skill it can use 1 time / turn.. or every 2 or 3 turns... which means, it can destroy buildings from cities. Imagine you can destroy defensive buildings from cities (like military bases, arsenals, castels and walls) ... or even other buildings... you want to destroy the enemy;s economy... you can destroy Stock exchange, Bank, Market, etc

That's what will make Stealth Fighter different from the other aircrafts, and so powerful. Actually, I believe it would be so powerful that it should use 2 Aluminium to be built.


c) Skills - so, at the description for Stealth Fighter, I said something new... about "skills". This is my idea, a new feature that can change the game. Imagine every unit has an unique skill... (or at least some of the units). As an example: I find it annoying when I have to keep building Cruise Missiles. Instead of that, I believe that some units should have a skill that let them launch a Cruise Missile (without having to build one)... units like Submarines, Nuclear Submarines, Missile Cruiser... even Rocket Artillery. Ofcourse, this skill can be made to be used 1 time / turn... or 1 time every 2-3 turns... but the main idea it's important.

"Launch Missile" is one of the skills. Another one is the one I said for Stealth Fighter: "Intelligent Bombing". And of course there can be skills for all units, even the "older" ones. The archer (and all archer-related units, like Chariot, etc) can get "Arrows on fire" skill... which means, they will use fire for their arrows, increasing dmg agains certain units.. (like against naval units, against artillery units or against cities). Even Atomic Bomber Unit... could get a skill to use Atomic Bomb once, every few turns, so you don't have to build it every time

Missionaries and Inquisitors already have skills... but I find it annoying that you must keep buying new ones and it takes a lot of time to get them in the place you want. My idea about them is that, once you buy a missionary (or an inquisitor), you should be able to use it forever. Their "skills" should use faith instead. This way, you won't have to wait many turns to get your missionary where you want... you will have it there and you will only have to wait until you have enough faith.

And so on...

Units should not have more than 1 skill, each... or the game will become too complicated.


d) Paratrooper - This unit is already in the game but I really think it should have a bigger parradrop range and also it's should be able to attack after paradroping.



4. Tourism


Just a small thing... tourism... like in Civ 3. I added a picture so you can see what I mean.

Spoiler :
newbitmapimage2vh.png





5. Promotions for Generals / Admirals... & even cities !


So the idea is this: everytime a unit near general (or admiral) gets xp, the general (or admiral) will get xp too. When he will have enough xp, you can add him new promotions.

The General and the Admiral can start with low bonus... like only +5% bonus dmg. Then you can add promotions to increase this bonus to +10%, +15%, +20%. Or add him promotions to heal units. Or promotions to increase xp gained by sorrounding units and so on. This way, you can use 2-3 generals/admirals on same area and they will all have their contribution.


Even Cities could get promotions you know... as they have their own defenses now. They can get promotions like: better defense against melee/ranged/artillery/air/naval units... higher bombardment dmg against melee/ranged/artillery/naval units. Of course, cities shouldn't become too overpowered so you should be able to specialise them only... like chosing only one of those bonuses and improving it.



6. New Tile Improvements + changes


I won't say much about this... but I really think that there should be some improvements that decrease food and increase production/gold ... or viceversa. The kind of improvements you can use anywhere... like on an empty grassland hex. You have too much food.. you want to decrease it and get another bonus instead... so you use this.

Also I think navy units should be able to pass through Forts, just like in Civ 4... this way, we can acces seas inside continents and we won't have to build a fleet just for that sea. But ofcourse, we don't want it to look weird, like when you have a Battleship on a hill ! So ships should be able to pass through but shouldn't be able to stop in a fort.



7. Victories


Religion Victory
Corporation Victory



8. Optimization !!! The most important thing !


I installed Civ 3 CTC ... and guess what... I still get that feeling "Just one more turn...". Last night it kept me playing for 2 more hours like that, I kept saying I will only play 2-3 more turns or so. I don't really get that feeling in Civ 5, even though I think it's much better than Civ 3. The problem with Civ 5 is, everything takes so much time (like the time you wait after you click "Turn" button)... and there are all kinds of delays, etc. My computer is like... average... it should play ok. But I think even those who have high-end computers get this problem so this should be fixed.



9. AI behavior


The AI seems to be improved in G&K.. but still not enough. You know, in Civ 3, the AI uses a lot, and I mean a lot of bombardment when attacking you ! Lots of airplanes, ships, artillery... I want to see this in Civ 5 too. On medium difficulty, no AI ever manages to conquer any city from me. Sometimes they don't even manage to destroy my units... sometimes I have like 5 units... they come with 15+ and I destroy all. So... I'd like to see they actually prepare very well for invasions, not just send all units and see what happens.



10. New Options


We should be able to save our settings in "Set up a game"... why it's never saved ? Also, an option to play without Nuclear Weapons would be great... maybe even one for playing without GDR.



11. Buildings


SDI !!! :) And everyone should be able to build it (National Wonder). It should reduce the chance to get nuked by 75% or so.



12. Terraforming


Workers should be able to plant Forests, with a certain tech... maybe even Jungles.



13. Diplomacy


If I put units near AI's border, they will ask me if the units are just passing through or I'm preparing to attack. Why can't I do that too when they have many units near my border ? I'd like to see an option like that, in diplomacy screen.


14. Nothing... but I'm sure it will come :crazyeye:


Just some ideas... :)
 
Apart from more AI skill improvements (adding expert systems and strategies to make the AI look and perform smarter) I'd like a "Merchants and Ambassadors" expansion that expands the diplomacy and trade system.

The embassy and friends needed for RA in G&K is a tiny start but I'd really like to see a setup where peaceful relations are often just as important for advancement as warfare, where wars affect everyone forcing people to take sides even if they aren't fighting. This means if I'm buddies with India and he gets attacked by Japan, there should be a reason for me to declare war or put pressure on Japan. Trade and the threat of embargos should become a progressively bigger part of the game as you progress through the ages.
 
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