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

I'd be nice to have a possibility to make an AI unit move out of the way or maybe even better: to be able to access the same tile as an AI unit (or, with a civilian unit, onto the same tile as another civilian unit, etc.) if you're travelling through.

A few times already, AI units prevented me from moving into a different region of a map-

For instance: I played on continents and there was a small land bridge, which was additionally covered with a city states in a mountain area. Especially if the AI has moved its units up to the borders, theres almost no way of moving through, for instance, in order to attack some other player.

What happens even more often is workers/great people/settlers leaving a road, since they are not able to anticipate the other civilian's movement or just blocking themselves and take much more time as to travel across the map.
 
Rocket artillery should not have to use a movement point to set up. The US Army's MLRS (Multiple Launch Rocket System), which this unit represents, has GPS and an on-board targeting computer which allows it to fire just moments after it stops.
 
When a unit on explore encounters an enemy unit, say a barbarian, it should stop and ask for orders. It should not keep going on it's merry way like there isn't a horde of units right in front of it.
 
diversity in city architecture... yeah.
it's quite odd to see Indian cities with Chinese architecture actually.
and ancient people already building tall buildings?
ouch.
 
oh and unit diversity too.
odd seeing everyone driving Russian Hinds, German Leopards and American Raptors.
 
easy way to help the AI not suck as bad at combat: have it set a higher priority on updating units. I'll wind up fighting pikemen next to infantry half the time cause they just don't upgrade them. Better deployment won't help much in that case.
 
A units ZOC is the tile in front of them correct? I thought maybe it was every tile around them but it doesn't seem to be, I think there should be a way to rotate units and set their ZOC so that they always return to face that way after an attack, even the ability to see the ZOC would be nice.

Edit: I just looked this up in the manual it says:
Combat units exert a “Zone of Control” (ZOC) over the tiles around them. When a unit moves
between two tiles within an enemy’s ZOC it expends all of its MPs.
Maybe I misunderstood and thought this meant that when a unit moves into the tile next to one of my units it would expend all of its MPs.
 
Not sure if this is the correct place but I hope somebody with some modding experience could help this idea become a reality. I'm currently trying to teach myself how to mod but would greatly appreciate any advise and or help.
My Mod is titled "The Neolithic Revolution" and takes place in the very beginning of the game, however it also adds a very interesting twist during mid to late game...
Begin: 10,000 B.C.: The Neolithic Revolution is the transition from hunting-gathering to agriculture and then settlement into villages, towns, and cities. (Not really too much to change)
-Player starts with 3 units...
*Tribe(settler): Can set up Village Encampment (one-hex city w/o Palace) to take advantage of resources and feed its people. Village can also move (nomadic) if more lucrative land is found during exploration and/or research. (with some sort of penalty on food and/or production)
*Hunter-Gatherer(worker): Can conduct hunting/gathering missions (much like chopping a forest) to provide food and production to Village Encampment. Yield is determined by distance from Village and Resource Type. (requires 3 turns)
*Warrior(normal):Protects Tribe and explores world.
-After Tribe unit builds Village Encampment then it becomes much like a regular city except it can't grow past 1 and it is only one hex.
*Research: Agriculture is not given and must be researched to reveal Wheat tiles and allow Settler unit to be produced. Hunt/Gath unit gains more food, production, and research when ("chopping") conducting missions on resources. (i.e. Wheat, Deer, etc.)
*Production: Can produce more Hunt/Gath units to speed up the process and learn the Agriculture Tech.
*Once the Agriculture tech is researched and the Settler unit builds 1st city then the game continues normally to depict how the Neolithic Revolution changed from tribes of Hunters/Gatherers to Civilizations.
*However the game mechanics that changed to allow the one hex city (tribe) should be able to double as a colony that can take advantage of resources located outside of the city borders and some interesting confrontations. Haven't thought this part through exactly but figure that a trade route should be neccessary (combination of roads and harbors) to allow the resource to be used as well as a tech to allow a "Colonist" rather than a "Hunt/Gath" unit.
Again I am steadily trying to go from no knowledge whatsoever about Modding to getting this out to everybody, so any help would be greatly appreciated!
 
1) Bring back Play By Email! It was wildly popular and a fun way to interact with the community. This is realy needed

2) Bring back religion. It was an interesting dynamic that added much to CIV 4 it is sorely missing in Civ 5

3) Completely revamp the diplomacy system. It is nearly incomprehensible.
 
Civ series is great except civ 5, and I'm wondering how would they build upon civ? Just add more technologies?
What else could they possibly add?
 
Are you asking adding additional content, or fixing the glaring problems with the game in it's current state?
 
Embarked units shouldn't be able to blockade harbors, at least not workers.

FYI, the population hit from a city takeover should be moddable via the global define CITY_CAPTURE_POPULATION_PERCENT (50 in vanilla).

Thank you. This will be the very first thing I (try to) mod.
 
No kidding. Precision bombing? shocking.
 
Especially considering how critical to a war effort knocking out an enemy's Big Oil Supply area could be with the "1 oil = 1 tank" mechanic.
 
Allow the player to buy units in cities that are not under revolt, but are being razed. As it is, you can stop razing, buy the unit, and start razing again, all during your turn, and it doesn't set the razing schedule back any. If it's an allowable action, the UI shouldn't get in the way like it does.
 
Not an idea but rather a request...

Please, add some Icon/Buttons for default map sizes shortcuts instead of having me struggle with tricky sliders to somehow hit the right or desired values.

Secondly, try to integrate an option (in the pre-game setup phase) where we can select any of our playing Civ colors from the huge list found in WB.
 
Diplomatic Block/Ignore List

I would like to see a feature that allows us block or ignore request from the specified AI leader. In terms of game mechanics, every request from that leader would be auto-rejected. The player would not have to put up with taunts, requests for trade, requests for pacts of secrecy/cooperation, request for open borders, begging for luxuries, or any interruptions from the specified leader. As such between turns the player would never see the leader except for an actual war declaration.
 
Rocket artillery should not have to use a movement point to set up. The US Army's MLRS (Multiple Launch Rocket System), which this unit represents, has GPS and an on-board targeting computer which allows it to fire just moments after it stops.

This is a bug. If you build a new rocket artillery, it will not require set up before firing. If you upgraded it from a regular Artillery, it will need set up.

The reason for this is that each unit in the game has a specific trait, and that trait is given as a promotion. So a Tank has a 'can move after attacking' promotion, scouts have "no terrain cost" promotion, and finally artillery has "must set up" promotion. The problem is that none of these promotions are lost when a unit is upgraded, so a Rocket Artillery that was upgraded from regular artillery will still have the promotion 'must set up'.
 
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