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

I would love to see lots of real historical scenarios. Especially, ancient, medieval and WWII scenarios. Civ V had few scenarios, unfortunately.
 
I was just wondering if they had said whether or not they had implemented this but, if air battles would be more prominent and realistic and if so if you could tether a fighter squadron to a bomber squadron while attacking an enemy district/city in order to account for any fighter squadrons that might be launched as a counter attack so basically what I'm saying is will there be a way for you to counter attack a bomber squadron by launching a fighter squadron or will it be like civ v where you just have to have them on intercept mode and if so can you combine air units like land units?
 
I did not see this thread because my experience on another forum has lead me to have tunnel vision against stickies. (They never change on that one.) So if need be, merge the one I just made with this one. But I would also like to see buildable canals in Civ VI
 
What did the Babylonians speak?
 
:thumbsup: Cleverly answered.
 
I don't know if someone already mentioned this before or if there is a mod for this, but I want an option to export/import military units to/from major civ and have ToT option available. This ToT may not be a full technology to produce those units themselves but rather % cut in science required to research it (like 25% max).

And speaking of military, please add jet propulsion tree first to add in-between WWII-era fighters and current 4th/5th gen jet fighters, namely 2nd/3rd/early gen jet fighters. And please add unique trait for each planes which we can choose (e.g. longer operation range ones; cheap ones; or the one which can VTOL)

Last but not least: please let me create a patrol route and/or waypoint because clicking once at a time is annoying.
 
I'd like to see some of automation in patrolling, like flight paths in Empire, and the like.

Escorting not quite as important now that you can do a limited grouping of units.

Moderator Action: Moved to Ideas & Suggestions.
 
All we have right now in the screenshots are spruce trees; I'd very much like to see a regular oak-type forest, or snow-covered pines as alternative terrain features. Functionally identical to the current forests, of course, but more suited to warmer or colder locations.
also maybe denser forests would be nice
 
I'd like to see another spin on game starts: a mode where you spawn first and then pick your civilisation/leader.

That would mess massively with the starting bias system but it'd be quite cool to see how you can adopt to your initial surroundings, a bit like Civ:BE's surroundings informed your affinity pick.

Clearly, not a great mode for default or multiplayer (since picking order can matter) but it'd be a fun challenge every now and then.
 
I would like CIVILOPEDIA to be voiced - or parts of it. All historical info. should be read/voiced.
 
Please make a poll to bringing Civilisation VI on consoles ( Xbox One, PS4 )!
I've wrote the 2k support and they answered i should make a poll here to count my voice and all other who would play it on consoles!
Many thanks!
 
All we have right now in the screenshots are spruce trees; I'd very much like to see a regular oak-type forest, or snow-covered pines as alternative terrain features. Functionally identical to the current forests, of course, but more suited to warmer or colder locations.
also maybe denser forests would be nice

Yes, seeing nothing but spruce or palm trees is extremely strange--especially since spruce only grow in the colder regions of the temperate zone, which means you're not going to see them anywhere near palm trees except perhaps in the mountains. More variety of forest is really quite essential. Especially since, in most of the world, broadleaf forests are more common than conifer forests, save in a few areas like the Pacific Northwest or taiga.
 
There should be more deterrents in attempting to cross deserts. Many deserts serve as natural borders between areas in real life much like mountains and rivers do. Mountains have become unpassable since Civ 4 and rivers rob the units that cross them of all their movement points. Deserts however, are simply treated as nothing more than a very unproductive tile. You can cross them with no problem and settle willy-nilly regardless of their existence, despite being a greatly harsher environment than rivers or (arguably) mountains. I suggest something like the Carthaginian penalty in Civ 5 for letting them cross mountains: something like "civilian units that end their turn on a desert lose 50HP, friendly territory excluded". This will still allow armies to cross deserts and do battle but discourage players from establishing empires that lie on both sides of deserts.

Another idea is to distinguish between a small desert and a big one, much like how lakes and seas are distinguished from each other, and give differing penalties to each. You could maybe not give a penalty to small deserts and penalise normally on big ones.
 
I like the Carthaginian thing in principle, but it was too easy to inadvertently damage or kill you units if you assign a movement that takes multiple turns. Maybe a less severe penalty and a cap on damage (only reduce to 50 HP minimum) would work.

I've played with some mods that make certain tiles (like jungle) impassable until a certain tech, like ocean tiles. That could work with desert, too. You don't even need a different tile type for "inner desert" – you can just say the you can only move on desert tiles adjacent to another tile type.
 
I like the Carthaginian thing in principle, but it was too easy to inadvertently damage or kill your units if you assign a movement that takes multiple turns. Maybe a less severe penalty and a cap on damage (only reduce to 50 HP minimum) would work.

That's kinda the point actually. If it's a military unit we're talking about here, a 50HP damage maximum would work since that still poses a great penalty in combat strength. For civilian units however, a maximum of 50HP damage is meaningless as they can still do their jobs as effectively as if they were undamaged. We need the possibility of entirely losing the unit if the player persists in attempting to traverse the desert.

I've played with some mods that make certain tiles (like jungle) impassable until a certain tech, like ocean tiles. That could work with desert, too. You don't even need a different tile type for "inner desert" – you can just say that you can only move on desert tiles adjacent to another tile type.

That could also work. I don't think it makes too much sense though historically. Some civilisations arose from deserts after all; they didn't need technology to live there. I guess you could solve this with giving civ-specific bonuses that allow a certain civ to be able to navigate through deserts.

Another drawback is not being able to enter the desert entirely. With my proposed rule you could choose to brave it out for 1 turn and make it out on the other side if it's a small desert, or even settle in the desert in order to create friendly territory in the desert where desert penalties do not apply. (You'd end up with a pretty terrible city but there's still the option. There's strategic value at least, as with creating a canal city on an isthmus.) But well, if the devs actually listen to me and implement anything resembling these ideas, I'll take it and run. :p
 
Speaking of canal cities, they should totally add the "canal" tile improvement, available to be built on tiles adjacent to the coast which allow ships to traverse that tile. It was annoying in Civ 5 when an AI would rob me of an opportunity to establish an important canal city by settling nearby the area and preventing me from establishing a city on the isthmus by the minimum distance rule. (Not to mention having to found an entire city to do this. Having to build a city on an isthmus means you end up with ridiculous amounts of sea tiles in the radius, which are pretty terrible.)
 
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