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

My idea (which I searched for but didn't see anything and apologize if previously covered) has to do with the user interface next to the unit information for currently selected units. If you look in the manual on page 20 you'll see what I am talking about in the lower left hand corner. I'd like to see the actions for each of the units kept in a standard position. I keep running into a situation where I want to tell a unit to "do nothing" but end up hitting "alert" or something else. As it cycles through the units after I select an action the action buttons aren't in the same position for each unit. I find I'm continually having to check my mouse position for each unit when all I want to do is tell all my units to "do nothing" while I'm waiting for others to "fortify until healed." I know that I can hit the spacebar, but my habit is to use the mouse and I think it would be something that would make the game a little smoother.

Also I'd like to be able to see current move orders so I can see where I told a unit to go to before I try to move a different unit. My 2 cents. Thanks.
 
I find that in a lot of games, having 3 directly-controlled cities is just not enough for the culture/science/gold output needed to win the game. A lot of times, even if I'm going for a science/culture/diplo/score victory I end up having to conquer other civs and getting a bunch of puppet cities just for the previously mentioned boost.

So, I think there should be an option to turn one of your directly-controlled cities into a puppet. This would reduce your social policy thresholds and also boost happiness. Of course, the social policy threshold lowering would have to be balanced to prevent abuse (e.g. puppeting all of your cities except your capital to get the rest of the social policies needed for a culture victory).
 
A few suggestions to buff a few policies.

HONOR:
Make the finisher also provide :c5science:. Honor needs a buff and this would be a rather useful one, while not your main source of beakers, would make getting techs faster. Also, there should in it a policy that gives a promotion for like 1+ movement, to show the style.

Piety:
Bring back all the culture stuff that G&K took out. Add a policy to it that gives 2 culture to all luxuries, boosting the culture part of it.

Wonders:

Empire State Building: 1000 Production 3:c5culture: 2:c5greatperson:GM 33% more :c5gold: in the city it was built in, 11% more :c5gold: in the rest.
 
This is an idea of huge world that CAN'T be conquered fully. Indeed, I would like a feeling of a huge world, from which some parts can be conquered, but not the full world. Conquerering one of those parts would feel like conquering the world in Civ5, but there would be still a whole new huge world around. That can be achieved either by genererating a really huge world in a game like Civ6 (but I assume this to be unfeasible due to unsufficent processoring) either by limiting the number of conquests, either by a mix of the two.

What do you think ?
 
I wouldn't mind a mix of the two. But as it stands now, if you play on a large or huge map, it's pretty much pointless. Your penalized for having more than 5 or 6 cities, so having a grand empire is a wash.
I get the point of nerfing ICS, but seriously. Civ was all about the BUILDING of an empire to stand the test of time. Look at how many major cities the USA or the EU has, and your telling me that I'm limited on building cities in my own empire in civ v?
 
That's why, Drakarska, I play on Warlord. On Warlord Happiness is still important, but it does not cripple you like every other difficulty level since Prince.

More, I feel like Prince is too difficult for me now. I've heard they rised the difficulty in some patch, last Prince game I had 3-4 cities, the AIs constantly insulting me of city-state, and my neighbours developping new weapons faster than me. I really, really didn't understand what was going on, i used to dominate in Prince but not this time. Also, in Warlord I played a game on Huge map, Ais can exploit their insane happiness without limitation because they have plenty space to expand, and I have been challenged even if I didn't finished that game. Morality : a Huge map Warlord game is not far to equal a Prince Small map in term of challenge.

I agree with you Drakarska, the bigger grief I have with this game is the happiness system, too limiting. Instead of you concatenating actions like expanding and conquering, you have to WAIT WAIT WAIT until you built all happiness buildings, which can be pretty long. And during this time, apart from building and pressing next turn in a row, there is not much to do, simply because the game is very war oriented.
 
If you get some sort of concession from another player/ AI after a war in which you were beating them up, you should have the capacity (and for them to cede) any influence they have with City States to you.
 
Not sure if this is the right thread for this, but I was thinking about it on the way back from work yesterday...
I always found it strange how the world is populated by these spread out cities yet sometimes there is a huge land mass with practically no-one living on it?

Villages/settlements

In a general sense, these would be small proto-cities. Keep in mind I have never played other civs, or read this whole thread.

-You could either build them with builders, or some sort of half-priced settler. The possibilities are quite large with what you could do with them.
-They could have limited borders, or semi-borders, that would apply some sort of influence.
-They could be built either within existing borders (supporting bigger cities/working far away resources/etc) or in neutral/unclaimed territory
-They could slowly grow in size, with some sort of time scale, and each time it reaches a certain mark, it would give you an option (grow border/produce militia/contribute food or pop to closest city). Perhaps they could reach a 1 ring border around it with time. Perhaps they could claim nearby resources.
-Eventually, they could grow into actual cities, but they could just as well stay small
-They could be taken over/incorporated into other civs if certain prerequisites were/were not met (ie, they were outside civ's borders and hadn't grown/established cultural boundaries/etc)
-Continuing the previous point, they could be also be claimed by other civs if they moved troops to position themselves on/around village for a certain number of turns.
-They could be placed along long trade routes to give some sort of bonus to it

None of these ideas are set in stone, and im sure other people could come up with more uses. I just generally think the civ landscape would look better if there were a little more 'human stuff' in between cities...

thoughts?
 
None of these ideas are set in stone, and im sure other people could come up with more uses. I just generally think the civ landscape would look better if there were a little more 'human stuff' in between cities...

thoughts?

I'm not sure how this works in Civ5, but in 4 there are usually a bunch of improvements around each city by the late game.
 
Dance of the Aurora seems like it should apply to snow tiles for very cold cities.

Currently, it only gives a faith bonus on Tundra tiles without forest.

Perhaps even a +2 or +3 faith yeild from Snow over Tundra's +1 yield due to snow being...snow.
 
Allow trade posts to be constructed in city state borders for extra :commerce:
 
I'm not sure how this works in Civ5, but in 4 there are usually a bunch of improvements around each city by the late game.

I think the point was that all the improvement are inanimate objects or animals (pastures, mines, polders, terrace farms, farms, great person improvements, etc.)

I agree with the post you quoted, and while I don't expect to see little people and caravans on the road a la Total War: Shogun 2, I still think seeing people on the most zoomed in you can get would not be a bad idea.
 
playing gods & kings almost daily;
i would love; tenches, flame trouwers. posibillity for civilization specific techtree, some kind of insurgents/ saboteurs, drones, better diplomacy( now it seems only to denouce) beter promo9tion system and specialisation of units. air transport.. fysical satelites, subs that are realy invisible in enemy/other civs sea hexses. more divers cultural play more economic posiblillity's even larger maps. more specialised naval units. and more hahaha just telling some idears i would like
 
it would be great if something between peace and full war would be posible something like sabotage, pirates that atack without revealing their indentety, even sub that cna not be seen by other units could do this. maybe some border skermish or so
 
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