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

Discussion in 'Civ - Ideas & Suggestions' started by Camikaze, Oct 17, 2010.

  1. Tana

    Tana Chieftain

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    Hear, hear

    Other things that I'd like to suggest (although I'm sure some of these have already been mentioned):
    1) Add a civic that enables using gold to open borders with a city state, in ~medival age
    2) Gray out "fortify until healed" for missionaries that are not eligible for healing
    3) Have a separate unit layer for religious units. It's annoying when AI decides to park a missionary next to my city for three turns to convert, while my worker is unable to upgrade the tile under it
    4) Civilopedia is not technical enough. Has been a problem in previous game, and still is. Medics heal, by how much? Cavalry ignores zone of control?
    5) Make fortify and fortify until healed not use movement points
    6) Hill features need to be more apparent visually
    7) AI settles a city near a city I'm sieging. "Why are your units near my borders?"
    8) Enable sorting by yields in city reports.
    9) Decrease wasted space in great people screen, trade screen, unit production queue
    10) Add combat log and events log. Even better: enable filtering of the event log by cultural news (wonders, great people), breaking news(wars, cities conquered), technology (era advanced, built x building), religion (city converted) etc. I understand this is available in the diplomacy recent items window, but I'd have to scan every AI separately. I often do something else after I press end turn, so I'd rather focus on just the most crucial log entries. When somebody builds the first temple it's a good news item, but the 17th is not that interesting anymore.
    11) Too many popups on the right hand side in later eras. Maybe add a "do not remind me anymore" -option
    12) AI constantly brings up peace negotiations. If I refuse once, most likely I'll refuse 1 turn later.
    13) Add something between pikeman and AT crew
    14) Previous trade route option
    15) Trade route selection: filter by domestic routes, (specific) civilizations and city states.
    16) Naval units should be more effective against embarked land units
    17) District repair costs seem very expensive
    18) Fix diplomacy. AI hates everyone.
    19) Fix combat AI
     
    bolbas likes this.
  2. ViterboKnight

    ViterboKnight Chieftain

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    I mainly agree on 3, 4, 5, 6, 7, 16.

     
  3. bolbas

    bolbas Chieftain

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    Hi all.
    I agree on 3, 4, 5, 6, 7, 8, 9, 10, 16, 18, 19 on Tana's previous thread (+1 from me).

    and my list to add:
    01) It would be very convenient to me to see real max housing on City Panel and City Panel Overview. I mean if it is 10.5 I want to see 10.5 and not 10. In that case I know that I need to improve only 1 tile to make it 11 in this city.
    02) When I swap or buy tiles on City Panel I would like to see automatically reassign citizens and all other values. The same thing I would like to see when I open City Panel after I made a tile improvement. Without it I need to press the main citizen button after every action to see the real values of housing, amenities, food, production, science, faith, citizens and so on.
    3) And by the way this main citizen button is almost fully covered with City banner what makes it hard to click. And I think that this button can be removed from the UI if all values will recalculate automatically on opening City Panel or clicking swap or buy tile button.
    4) It would also be good for me to see all City panels on one screen as it's made on chaorace's CQUI mod. I mean manage citizens, production, city details and all 3 purchages panels.
    5) Units and districts reports on Report screen as it's made on GMiller7138's Unit Report Screen and RomanBuzz's RomanBuzz Reports.
    6) Small icons of districts on City banner would also be good. Or if information about districts could be found on Report screen as it mentioned above it's not so necessary for me.
    7) I would like to see really more transparent colors on tile showing turns until border growth on manage citizens screen to see its yields. Or even the best way for me is to color only borders of a tile as it is in civ 5.
    8) I would also like to see a border growth bar and remaining turns on the City banner. And it's also good for me to see border growth from City Panel without necessity to enter manage citizens screen. The best way here for me is to show it on 1 screen as it mentioned on par. 4.
    9) Fix problems with closing popups on the right side causing active unit to move.
    10) AI combat, districting and policy improvements.
    11) Decrease wasted space in great people screen, trade panel, production panel, lenses key panel, espionage panel, city details panel, civilopedia to remove or minimize anoying waste of time on scrolling.
    12) Add "Back" button to civilopedia to see what you were observing last as it is in civ 5.
    13) Add popups on City Breakdown panel and links to civilopedia from there.
    14) Fix lenses panel doesn't close on clicking active lense.
    15) Add more lenses as it's made on astog's More Lenses but without necessity of scrolling ofcourse.
    16) Fix hotkey "7" to tourism lens
    17) Make point on search bar when clicking on civilopedia or entering it by a hotkey and remember last viewed position when closing it.
    18) Make fortify until healed wake when they see enemies. For me it's better to press the button again than loose a unit.
    19) Make the possibility for player to choose to range attack or skip turn on city range attack and don't advice to end turn if a player can still make such an option. Or better show popups on the right side that cities can range attack enemies, as it is in civ 5.
    20) Show popups on the right side every time when enemies are close to your borders on the other side of the map. Now it shown only for barbarians and not civilizations that are in war with you. Make it like it's in civ 5.
    21) Fix units with 3 or 4 movement points on roads show movement borders to display properly.
    22) Fix units with 4 movement points on roads show one direction when player uses "Move To" button and after clicking the destination they choose another direction sometimes.
    23) Increase starting bonuses for City States on every difficulties to make them more competetive against AI.
    24) Fix units attack an enemy if they were sent to a fog of war by pressing a tile where the enemy was. I think they should stop moving when they see the enemy in that case.
    25) Fix the information what project city just completed display correct.
    26) Fix Auto Cycle Units system to work properly as it is in civ 5. Now it sometimes switches camera to a nerby unit for a short period of time and then goes to another unit on the other side of the map.
    27) Fix popups of terrain types showing up when the mouse is on the City panel, City banner, Unit panel and other side panels.
    28) Make an option for any city to choose the same trade route that is already exists in one of the cities.
    29) Show Pillaged and "Stolen" districts in cities on the Embed Spy panel to help players faster decide where to send a spy.
    30) Fix policies each other to stay on their own place. Now they change their positions as they want to.
    31) Fix the city range attack button to work after 1 click and to be easier to click.
    32) Report screen shows wrong values of production from amenities when it's negative and doesn't show production from Industrial Zone.
    33) I would like to see Missile Cruiser and Destroyer models to be the same size as Battleship or at least larger than embarked land units.
    34) Fix barbarians leave their camps with no reason what allows player to take it easily.
    35) Fix AI doesn't take goody huts and doesn't take barbarians civilians even if they are close to them.
    36) Highlight an active unit a bit more clearly. It's a bit harder to find highlighted unit surrounded by other units and at deserts.
    37) Highlight events that popups on the right side when clicking on them and centering camera on them as it is on civ 5.
    38) Fix the impossibility to swap 2 units positions when one of them has 0.5 movement points even if he needs 0.5 points to move to the destination tile.
    39) Fix the impossibility to swap 2 units positions when they are 2+ tiles away from each other even if they both have enough movement points.
    40) Fix the impossibility to swap 2 units positions twice to return them to their initial positions.
    41) When Observation Baloon comes close to a bombarght strenght unit that unit can attack +1 range but it doesn't update on it's unit panel until next turn or making an escort.
    42) Improve trade panel as it's made on astog's Better Trade Screen.
    43) Make resources and citizens icons a bit smaller to make yelds more visible.
    44) Make the camera center the city after clicking the city icon on City panel as it's done with units.
    45) Make Great General and Great Admiral to use their special abilities when they catched up by enemie armies. Units could be created near the great person's owner borders or give experience to a random owner's unit in that case.
    46) Make the last Great Scientist's Abdus Salam bonuses weaker, for example only for 3 technologies.
    47) When a unit moves and a player tries to choose a promotion at this time the promotion panel closes after unit's animation ends.
    48) When a player tries to open tech or civics tree while he has made changes in policies but didn't apply changes a dialogue to close the policies panel popups. It popups also when a player closes religion and great people panels.
    49) I would like to see the information about production bonuses when I build units with active policies boosting them on city, production and report panels.
    50) If all city panels stay separate as it is now and won't be on one screen then fix Esc to close Purchase Tile and Manage Citizens screens without popup the main menu is needed.
    51) Fix the promotion button is hidden when a unit is fortified until healed.
    52) When a unit is fully healed his icon still shows that he remains fortified and there is no Skip Turn button on his panel. Fix it correctly to awake units when they are healed.
    53) Fix production and population growth values don't update on city banner when they are changed.

    +1 from me. As an example it is in CQUI mod.

    +1 from me

    +1 from me
     
    Last edited: Jan 11, 2017
  4. Wahsayah

    Wahsayah A Commie Comrade.

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    Can we talk about a Mod that removes religion from the game since Firaxis didn't make any sacrilegious policies or actions that could be undertaken? I am personally not interested in playing as the Pope of the Soviet Union sending out Missionaries to spread Christianity by the time I reach the study of Class Struggle. I loved Civilization 3 where at best, religious buildings just provided culture, they didn't become a gameplay mechanic.
     
  5. ViterboKnight

    ViterboKnight Chieftain

    Joined:
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    +1 to 9, 12, 17, 25, 31,


    +1..,. +10... +100!!! I've been asking this for ages!!!
     
  6. stinkubus

    stinkubus Chieftain

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    I was thinking the other night that instead of having each pop give a flat .7 science and .3 culture that you could get one "point" for each pop and have a slider that lets you select how much of that point to devote to each. This would allow one to cease science or culture in the event they don't wish to advance eras.
     
  7. bolbas

    bolbas Chieftain

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    continue of my list:
    54) It would be more convenient to see missionary's religion on it's unit panel.
    55) It would be good to see any information when unit is built with barracks, stables, armory and military academy on units panel.
    56) Fix cities change next border growth tiles. I mean when it remains 5 turns to border growth a city highlights one tile and when it remains 1 turn it highlights another tile.
    57) Fix AI doesn't use city's range attack every time it's available.
    58) Fix information popup doesn't appear when hovering mouse on a current project on the top of production panel.
    59) Change the repair button position to all other improvements buttons on a builder panel.
    60) Fix there is no gold loss when a spy is siphoning more gold than a player has.
    61) Make it possible to move a spy to another city by clicking on the city's plot as we can move traders.
    62) Fix there is no information about Great works, Artifacts and Relics on a Make Deal screen.
    63) Fix districts can't be built on floodplains.
    64) Fix Cancel Mission button doesn't work for spies.
     
    Last edited: Jan 17, 2017
  8. BlackEmperor

    BlackEmperor Chieftain

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    Just a small thing I noticed: the Colossal Head improvement you get from La Venta should be buffed. It provides +2 Faith, while Armagh's Monastery improvement provides +2 Faith and heals adjacent religious units.
     
  9. Ditpoct

    Ditpoct Chieftain

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    Bring CANADA into the game. Toronto as a City-State? C'mon....the True North Strong and Free deserve a place in this historical game.
     
  10. 2012Jarrett

    2012Jarrett Chieftain

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    I've always been a huge fan of the whole "complete everything in this tree for a hand at your desired victory" thing. So I was thinking that the game could have four special wonders that unlock roughly when the middle game ends and late game begins. So once you enter the atomic era on either science or civics or if both are in the modern era these wonders could all unlock. Possibly they could even act as wonder-districts and allow you to put certain buildings in them!

    Mecca Clock Tower (Religious)- Civs with trade route to this City have pressure exerted on every single city in that Civ.

    Las Vegas Strip (Cultural)- Provides 150% the amount of culture generated by any city with a world wonder as tourism. Provides random value of Gold per turn ranging from +2 to -1.

    Atomium (Scientific)- +5 Science from iron resources, +3 from copper, gold, silver, or aluminum. Enables metal resources on the map to be extracted by workers for a kick on spaceship part production.

    Kim Il-sung Square (Domination)- Enables the production of weaker "Proto Nuke" one-use air units once you reach the atomic era or another Civ completes Manhattan Project, whichever comes first.
     
  11. darkace77450

    darkace77450 Chieftain

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    As someone who hates the visual representation of the Zoo, I'd like to see it replaced by a fair grounds or circus complete with a Ferris wheel.
     
  12. 2012Jarrett

    2012Jarrett Chieftain

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    Another good one!

    OOPARTS, or out of place artifacts and tech that was "ahead of its time" would make a great addition to the game. On the tech tree, after related tech you'd see a "dead end" branch. This would act as a sort of wonder on the tech tree that only one Civ is allowed to have. For instance, after Optics could be the option to go for the Antikithera Mechanism (Classical Greek analog computer that's 1000 years older than any other analog computer) and while it might cost lots of science and put you behind on that tree, get done and you can enter deep water in the Classical era! Or after iron working, research Damascus Steel (ancient carbon fiber) and it could improve your swordsmen. Or maybe the Object of Aiud in the late Renaissance era could reveal aluminum on the map?
     
  13. andreafin

    andreafin Chieftain

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    well so far in my first game - i just been declared war on by china. apparently still annoyed that in the modern era, with me not building any, i got more wonders. a trivial reason for war but thats not my issue.

    im allied to gilgamesh and the sycthians (however its spelled) and nothing from them about denouncing china even. not even offers of units. not that i need the help i have the biggest military. but it would be nice to have more diplomacy - such as allies or friends immediately denouncing a warmonger like china or russia. also the ability to warn off a state even an ally from warring against a city state when i am suzerain. and i cant even gift units to aid my client city state!

    i also want more than the ability to look at each civ in the modern era and see only my relationship. if two civs go to war it should show up that they are at war with the other when i look in their diplomacy thing. or add a tab 'conflicts' where i can see who is at war with whom. it may be hard to do it in the ancient era but when we have embassies and telegraph and spies it wouldnt be hard to find out russia is at war with germany AND with egypt. and what city states are at war.

    spies again there are not enough, and you cant make them at the right times. i also cant see how im leading science victory when im still using redcoats (albeit with artillery and battleships and ironclads) and russia is defending its cities with machine guns. its like im behind in techs somehow yet leading? plus it takes so long to make units that often by the time you near having a usable quantity (ie more than one or two) they are obsolete. i would prefer an option to stretch time in the modern era onwards so you have time to make those huge armies of modern era weapons and ships and fight a few wars before going to the atomic era with carriers and jetplanes. the compromise with choosing other things to build should be less of one later on - as civs get higher population and more advanced they surely can do more than one thing at a time in a city or how did anyone win world war 1?

    oh and im sick and tired of the damned 'needs more housing/amenites' warnings. if i cant build those things without making the city unable to feed itself then it should not warn me it should compensate so that it DOESNT expand and need more housing - because there isnt room for any, and same thing with amenities. instead they should demand a railway connection to the nearest city with amenities which only requires transport link to be built.

    those are my first impressions so far, playing an epic game on settler difficulty.
     
    Last edited: Feb 11, 2017
  14. andreafin

    andreafin Chieftain

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    russia has a builder just wandering around with nothing to do. i would love to be able to go to diplomatic screen and offer to hire/buy the builder. maybe in the modern era on, because nations often employ contractors from foreign countries (france employing a british architect to design a bridge, or china building infrastructure in africa). depending on the power of each nation , it could earn gratitude or gratitude AND influence.
     
  15. Talis_eldar

    Talis_eldar Chieftain

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    here is an idea about any fighter unit:
    -Whenever some warrior unit (any) leveled up to highest xp, upon its death there can be a small chance of creating a hero legend relic. It is like religious relics created after some apostle death's.
    -This relic either can create tourism either can be consumed by some other warrior unit for xp or some other bonuses.
     
  16. luigilime

    luigilime Chieftain

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    It would be awesome to have seasons in the game,not only for aesthetic purposes but also some interesting mechanics
     
  17. andreafin

    andreafin Chieftain

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    given the constant annoying spam in the corner about cities needing more housing and the fact that if you build it, it will have to be on something else, normally farmland, and given that this often winds up with the city not making enough food for itself (thats what i find in my current game) i think it is time for settlers to do something more than 'found a city'. you should have two options - found city, and settle.

    when you pick settle you start a village, which is wholly farm centric. it has an old style but limited build type. so think of how civ 5 does cities, occupies ONLY 1 tile - except the most you can build is a town wall - which changes the village graphic to a town graphic and the village (it doesnt have a name) renames to 'market town'. caravans would be able to set a route to the market town and this would transfer extra food to the city. once the road is built to the market town/village, the extra food would become available constantly unless the areas of fields around the village or the village itself is pillaged.

    as the population of the village grows it will have a greater expanse of 'controlled' territory it can build on, representing how a small village will farm a large area compared to its population. the population cant work tiles more than 2 away from the village/town, so cities can expand their territory further out. should a city be founded near enough then it could turn the village/town into a suburb - basically you place a neighbourhood over it (the town cuts the cost and turns needed to build neighborhoods). optionally this will stop any farm tiles too far from the city being worked by that town (it doesnt exist any more). another option could be, that by sending another settler you can found a city on the town site, which basically gives you a city with some things prebuilt - farms mainly although some village/town improvements would carry over such as the town walls become ancient or medieval walls.

    suggested limited improvements for town:
    granary
    blacksmithy (unique to village/towns)
    market
    walls

    thats all i can think of offhand. i dont think small villages would have barracks or some other basic city improvements, and could only raise a militia anyways which would appear only if no unit was assigned to defend the town, and barbarians or enemy units move to take the town. it would be much weaker than a regular unit, and totally defenseless if moved outside the town walls (its basically civilians closing the gates and manning the walls.
     
    luigilime likes this.
  18. mauporte

    mauporte Chieftain

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    I think cliffs should also appear inland, snapped to the sides of hills.
     
  19. TimChuma

    TimChuma Chieftain

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  20. Comrade Sickle

    Comrade Sickle Chieftain

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    Well I actually like the civilizations so far, however it would be great if there are some smaller ones from Eastern Europe in there as well.
    For Example:
    Romania, led by Vlad III (Vlad the Impaler, Romanian version: Vlad Țepeș) Ruler of Wallachia
    Unique Ability: +25% Influence with city-states and +10% Damage in Enemy Territory (Don't really know an ability just yet)
    Unique Improvement: Bran Castle
    Unique Unit: Falxmen (Can't think of anything else at the moment)
    Anyway I would really love to see Romania being added in the game. I think Vlad the Impaler is known more in the USA and the other European countries, since he was a strict, but fair, ruler who did impale people. Also Dracula was inspired by him, so that is how most people know about him.
     

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