Discussion in 'Civ - Ideas & Suggestions' started by Camikaze, Oct 17, 2010.
let me remove districts.
(won't really matter until later, but it's already relevant w/ Greece)
Option: You pick your civ AND the leader you play is selected at random.
Have more gold production than all other civilizations combined.
In civ VI, other than unit stacking, time to kill and the Casus Beli system, war hasn't changed much, i would like to propose a few ideas that could and should be released in future DLC just as the world congress.
*Mobilisation and De-Mobilisation
-Costs 2 gold and 1 turn to de-mobilise, unit maintenance disappears.
-costs 1 gold to Mobilise and 2 turns unit maintenance re appears.
- icon is faded during de-mobilisation and enemy units cannot occupy the same tile but can pass over.
-attacking de-mobilised troops gains huge war monger penalties and cause war weariness.
-cannot move when demobilised, mobilised troops can pass over de-mobilised troops.
-De-mobilised troops gain significant combat penalties.
-great generals can re-mobilize any adjacent troops 3 times and de-mobilisation only takes 1 turn.
-can move after de mobilisation.
-Cannot de-mobilise outside border.
I really do believe that mobilisation is a good idea, it could also be a feature of a the peace treaty, for an option that both sides will auto de-mobilise after a few turns for free unless denounced.
This will probably end up being a bit longer than intended, but I want the Military policies to be changed up a little. I think the Military policies that give a production bonus to specific unit types should also give a strength bonus (or ranged strength bonus) to said types, so that there's a reason to actually leave those policies in place beyond a brief window of rapidly producing those units. Also I think the categories of affected units should change as well. For instance Agoge and its subsequent policies should affect melee and anti-cav, and a new series should affect ranged and siege.
So, the full list would be something like this:
<Available at Craftmanship>
+50% production toward Ancient and Classical era melee and anti-cavalry units, and +2 Combat Strength for all melee and anti-cavalry units.
<Available at Military Tradition>
+50% production toward Ancient and Classical era light cavalry and heavy cavalry units, and +2 Combat Strength for all light cavalry and heavy cavalry units.
<Available at Defensive Tactics>
+50% production toward Ancient and Classical era ranged and siege units, and +1 Ranged Combat Strength for all ranged and siege units.
<Available at Foreign Trade>
+50% production toward Ancient and Classical era naval units, and +3 Combat Strength for all naval units.
<Available at Feudalism>
+50% production toward Medieval and Renaissance era melee and anti-cavalry units, and +4 Combat Strength for all melee and anti-cavalry units.
<Available at Divine Right>
+50% production toward Medieval, Renaissance and Industrial era light cavalry and heavy cavalry units, and +4 Combat Strength for all light cavalry and heavy cavalry units.
<Available at Mercenaries>
+50% production toward Medieval and Renaissance era ranged and siege units, and +2 Ranged Combat Strength for all ranged and siege units.
<Available at Colonialism>
+50% production toward Renaissance and Industrial era naval units, and +6 Combat Strength for all naval units.
Obsoletes Maritime Industries.
(There are no Medieval era naval units.)
<Available at Nationalism>
+50% production toward Industrial and Modern era melee and anti-cavalry units, and +6 Combat Strength for all melee and anti-cavalry units.
Obsoletes Feudal Contract.
<Available at Totalitarianism>
+50% production toward Modern, Atomic and Information era light cavalry and heavy cavalry units, and +6 Combat Strength for all light cavalry and heavy cavalry units.
<Available at Scorched Earth>
+50% production toward Industrial and Modern era ranged and siege units, and +3 Ranged Combat Strength for all ranged and siege units.
Obsoletes Dead Eye.
<Available at Cold War>
+50% production toward Modern, Atomic and Information era naval units (excluding Carriers), and +9 Combat Strength for all naval units (excluding Carriers).
Obsoletes Press Gangs.
Their Finest Hour
<Available at Suffrage>
+50% production towards Modern and Atomic era air units, and +4 Combat Strength for all air units.
<Available at Class Struggle>
+50% production towards Modern, Atomic, and Information era support units, and the combat bonus from all escorts increases by +6 Combat Strength.
<Available at Rapid Deployment>
+50% production toward Atomic and Information era melee and anti-cavalry units, and +8 Combat Strength for all melee and anti-cavalry units.
Obsoletes Grand Armee.
<Available at Rapid Deployment>
+50% production toward Atomic and Information era ranged and siege units, and +4 Ranged Combat Strength for all ranged and siege units.
Obsoletes Artillery Battery.
Strategic Air Force
<Available at Globalization>
+50% production towards Information era air units and Carriers, and +8 Combat Strength for all air units and Carriers.
Obsoletes Their Finest Hour.
Leaders' hidden agendas can't be ones that are contradictory or redundant to their normal ones, right?
1) being able to re-purpose districts would make the game more immersive - it's just weird that an area the romans used as an encampment must remain that way forever.
2) It seems trivial to be able to grow a city beyond it's capacity for amenities - an island may not have space for an entertainment district. Trying to make an Island State like Japan, which was incredibly powerful economically yet quite stable politically is impossible - I wonder if that's why there's no Earth map included?
I don't want to take the game to fantasy direction, but what if we could get powerful legendary weapons from goody huts, or get as relics from archeological dig site. For example a sword which gives +5 str versus melee units. Technically it would be a suppport "unit", which could be attached to a unit.
I want policies to have unique icons, to make it easier to distinguish between them. Policies which are part of a series can have the same icon, to show that they're part of a series. Each social policy in Civ5 got their own icon, I'm hoping the same could be done for Civ6.
I had some ideas for France and Spain. I based some of these suggested changes on the practicality of the game in conjunction with historical accuracy.
France (change ideas):
Garde Imperiale – 55 Str, 285 cost +10 str on home continent, +10 str great general points per kill. Replaces musketman. Upgrades to infantry. Comparing directly to the Conquistador and Musketman.
GI becomes available at gunpowder and replaces the Musketman. It’s combat str is reduced by 10 to equal the Conquistador and musketman in exchange for being available sooner in the tech tree and replacing an inferior vanilla unit.
Combat justification: Same as conquistador/musketman
Bonus justification: It has equivalent bonuses with the Conquestador except has a continent requirement instead of a religious support unit requirement.
The French can upgrade into their UU like other civilizations that can making it more competitive and accessible to build without having to invest extra science to side track off their tech path and then pay the cost of building from scratch.
Chateau – Unique tile improvement. +1 culture (+2 additional culture and tourism if next to a wonder), +1 gold and +1 tourism per adjacent luxury resource, +1 housing. Becomes available at Humanism. Must be built on flat land. Remove the river restriction and cannot be adjacent to other Chateaus.
Bonus justification: Rewards a French player for investing into a wonder or infrastructure. Removing the river requirement gives the French player more flexibility with their unique building/tile improvement similar to India’s stepwell and China’s great wall. The tourism and housing bonus fits into the historical description of the Chateau in the Civilopedia:
If one must ask, one cannot afford it. A château is a manor house or country home of landed gentry, usually without fortifications. In the Middle Ages, a château was largely self-sufficient, being supported by the lord's demesne (hereditary lands). In the 1600s, the wealthy and aristocratic French lords dotted the countryside with elegant, luxuriant, architecturally refined mansions such as the Château de Maisons. But many of these stately homes were burned during peasant revolts and populist revolutions. But a few remain as tourist attractions. Today, the term château is loosely used; for instance, it is common for any winery or inn, no matter how humble, to prefix its name with "Château."
Functionally it’s very similar to India’s stepwell in the sense that it provides additional housing except with bonus culture/tourism/gold instead of food/faith. It also gives France the option to play a tall cultural game making them excellent rivals to Kongo.
Spain (change ideas);
Mission: +1 faith (+1 additional faith if adjacent to a Holy Site), +1 science (+1 science if adjacent to a Campus). +1 culture (+1 additional culture if adjacent to a Theater Square), receives the same tile bonuses as a fort if placed adjacent to an encampment. Spain’s religious units can heal on a mission tile. Unlocked with theology.
This allows the mission to be a lot more flexible for the Spanish player customizing how they want to play their game. The mission’s effect is compounded with Spain’s civ ability of Treasure Fleet.
Can combine fleets and armadas sooner.
If Spain internally trades to a city with at least one mission then that city grants and additional +1 food, +1 production, and +1 faith. (This effect is only counts for one mission and the effect does not stack with multiple missions.)
If Spain externally trades from a city with a maximum of one mission to a foreign city Spain receives a bonus +2 gold (and an additional +4 faith if the foreign city is converted to Spain’s religion).
This encourages the Spanish player to value their unique tile improvement a lot more and creates synergy with the entire Civ. Cleaver district placements in relation to the mission can really make this tile improvement shine.
Bonus justification: This allows Spain to be the religious/commercial Civ it was meant to be. The mission change concurs near perfectly with Civilopedia’s historic definition of the mission. The missions were often the core of Spanish culture fostering theological pursuits, scientific research, culture, and even functioned as defensive forts in times of need.
According to the Catholic Church, missions are religious communities devoted to teaching, tending, and helping the local populace, thus supporting Christ’s ideals. Of course, the Spanish, Portuguese and French missions were also devoted to converting the locals and then “civilizing” them through cultural assimilation. The Spanish missions serve as the traditional template, self-supporting enclaves with churches, dormitories, fields and pastures, gardens, barns, workrooms, hospitals and schools. In places these were even fortified, ready to defend themselves from opposition. Most of the missions in the Americas, Asia, and Africa were administered by religious orders such as the Franciscans, Jesuits, Dominicans, and Augustinians rather than the Church itself, but the effects were the same. Nonetheless, the missions often served as a nucleus around which European colonizing efforts could coalesce.
I have some other ideas for improvements to other civs. Let me know what you think.
For Catherine change the increased diplomatic visibility into a free diplomatic policy slot upon completing political philosophy similar to Frederick and Greece's extra policy slots.
One little thing: Please add an information screen after finishing a project in a city.
e.g. It would be interesting to know how much faith and Great prophet points a Holy site prayers project gives to you.
Put the "denounce" button to the far right of the screen. Remove it from regular buttons. I accidentally clicked it, and quite a few times almost clicked it. Make it a big red button and put it away from the regular buttons, that way it means something and you don't denounce someone every day, it won't be a far scroll if someone decides to denounce someone.
Canals as districts sound interesting if they are handled like neighbourhoods (don't count towards district limit) but I'm rather in favor of canals as normal tile improvements that can be built with military engineers because they are for the main part military infrastructure like forts, silos and airbases.
If they were implemented as districts they should also have a commercial bonus.
Civ6 does not let units to step onto rough terrain w/o having the required amount of movepoints. I think it's too much and annoying in the end. Civ5 approach seems to be more fun.
I suggest the combination of two: even if the unit has not enough MPs it still can step onto hills/forest, but the next turn it starts with 1 MP less than maximum.
The developers should have another look at how Trajan is rendered during meetings. He's breathing (obviously) and his armour is following those movements. That would seem very unlikely for a piece of metal
The exit button for the diplomacy screen should be redesigned to be a little larger and more in keeping with the style of that screen. Right now it is really small and looks out of place.
A few damage number UI requests:
Ability to Toggle combat damage numbers to play at the start of unit animations, instead of end.
Attempts to solve auto-cycle moving the camera before you can read the results of combat.
Show healing numbers at the start of the AI turn
Attempts to solve auto-cycle moving the camera away from the unit when the damage number feedback displays.
Also places feedback under the camera at the end of player turns where areas of interest are often already focused on.
Not sure if already said, cannot find it anywhere.
In the trade route selection panel, each city should clearly display the civilization it belongs. Just the color is not clear enough to understand.
Separate names with a comma.