1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

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

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

  1. agonistes

    agonistes wants his subs under ice!

    Joined:
    May 30, 2007
    Messages:
    2,102
    Gender:
    Male
    Location:
    Vermont
    Continental Diplo Modifiers by Era

    - give a relation modifier based on whether or not civs share a continent

    + possibly by civic instead if era if that makes more sense; the idea is that early on, war is more likely between civs that share a continent, but then during a colonial phase civs get a relation boost with home continent civs while then getting a negative modifier vs. civs on other continents.

    + during a later era these two modifiers begin to fade away (-1 per era?), but goverment modifiers increase to represent the rise of fascism and the cold war
     
  2. zaloglu2211

    zaloglu2211 Chieftain

    Joined:
    Oct 20, 2015
    Messages:
    27
    Gender:
    Male
    Location:
    Istanbul, Turkey
    I think the game developers have to add pacts like NATO and Warsaw Pact to the game. Also, United Nations in Civ5 were very useful. Warmonger had a sense and embargo economically destroyed a country.
     
  3. Jepp

    Jepp Chieftain

    Joined:
    Aug 20, 2017
    Messages:
    5
    (01) Longer play time between eras, if you like the caveman play, you have an entire game to play discovering tools, how to fish, develop communication, only if you want to experience that era of play. As a option, or not an option for full length play.
    (02) How about making the game, "The game," no numerical release dates, no Civ 1 2 3 4 5 6 7, but Civ. Always worked on, always updated, always expanded, with its own launcher, and standalone game as the game of all games CIV! Much like WoW or ESO. Updated mechanics, graphics, AI, Civs, Tweaks, Patches, It hasn't been done yet, I think Civ should be the game to do it.
    (03) Obtaining geological maps from Apple, Google, and use actual 3D topographic geological flora from the maps to make realistic gameplay on actual maps. In scale also, feel like I'm in kindergarten playing with crayons that are 1-foot wide.
    (04) Being rewarded for how I play, build, and my decisions I take, be in effect how I progress in tech, culture, or religion, or ability to build unknown but found wonders tucked into the game.
    (05) Have the game have a cultural flow, as human nature really is, and not so much a calculator game. Passively see Einstein live and work and develop in your city, for a period of time, effecting science and Dinging physics a bit, or to say boost.
    (06) Most players who are Civ players love to build, and like simulator games, I want to place a railroad from here to here, or decide to make the tunnel through that mountain, and depending on what edifices, how many civilians I route to work on that project how fast does it develop. Airports near major city's create better income, increased growth, civilian growth ect.
    (07) Units in game have not numerical data on how well they perform, but as how they would perform in reality given by the actual historic data, no hp, no defense points, no attack points, similar to the TV show on History Channel where they put the fight between the two and see how they would win based upon weapons and ability's, but more detailed for the game, with heroics, and lore, both good and bad about the unit.
    (08) Scenarios as a option throughout any gameplay, as optional, that would be like disasters, not only natural, but diplomacy changing events, like the hippy revolution. Not huge game changing events but could be small, and large like volcano eruptions.
    (09) Varied styles of barbarians both friendly and hostile, with each of their own units, unique, rewarding, game changing, and formidable.
    (10) Each turn shouldn't give a lot of stress on your machine, but rather allow you to have turn points each turn that allows multiple moves each turn, so its not so much, {Enter} click {Enter} early gameplay, and any interactive moves included in your turn moves towards an opponent or ally, the interactive other, not in his turn be able to respond during your move, the same amount of move points, or at half cost their own turns.
    (11) Expansions that include American Indians, that have an entirely different city ethics, economy, units, ecological presence, and entirely different building, city's, tech trees. Also expansions such as the African Tribes, that are a large number of city states, with the AI and bonuses of a normal computer player, all fighting for tribal matters, about resources and land. Expand though conquer early and get the attention of several other tribes from the area around you.
    (12) Different ways you can tech that can change the entire game, just like going with tesla electricity rather than Edison's. Being able to build Tesla towers across the expanse of your city and connecting to smaller others, not suffering from an upkeep of power lines, and soon through more expensive means have free power.
    (13) Progression of wild technology's that change the entire tech tree of what is normal today as what "Is" our technology. Such as Germany winning WWI and WWII with all of their wild ideas, then change how the trains would develop. American Indians who dominate the world have the tech tree changed and Solar energy being developed in much different ways, say through a liquid of botanicals.
    (14) Special people or Great people not be limited to a grandee of skill based upon historical figures, but a specialist in an area that was trained by your science district, with a train time of how much production you have in said science district to how much accumulative science you devoted entirely, would be able to passively boost any ground based production tiles in a relative 1 tile area around them until they have been used to uncover a underground "special" reserve or wonder, that you have indication, of its location, cannot build upon, but are eager to find out what.
    (15) Tourism not limited to beachside resorts but also in later game be included to around wonders player made and/or found wonders and areas of national parks.

    -Closed-
     
    Last edited: Aug 24, 2017
    stinkubus likes this.
  4. FairFenix

    FairFenix Chieftain

    Joined:
    Mar 9, 2009
    Messages:
    21
    Gender:
    Male
    I have one suggestion regarding fighting with AI. The idea is, to allow at some point, when war between you and AI starts, change the game type to multiplayer (for example, hotseat) to let another human play for that AI. Then back to SP.
     
  5. Ciarson

    Ciarson Chieftain

    Joined:
    Jan 26, 2016
    Messages:
    38
    recently i am playing with some strict rules to find out how much can be done with some kind of limitation.

    here are the rules i could test to some extent and satisfy me.

    - district cost more if not adjacent to a city center or another district that is. (just tested it as a "district must be close to each other" but as we can have the encampment as first district, especially with following rule, i toned down that rule)

    - a size 1 city will start with 0 district capacityand every 3 population you gain 1 district capacity. (my view is that district are city expansions and therefore city should have quite somesize before thinking about expanding. that would also tone down a little the ICS since you would need to develop your cities before being able to build a district. not stoping germany though.)
    - you cannot build unit (land or sea) without an encampment or a dock. (you still can buy them from start)
    - industrial zone (and it's buildings)give building charges. one building charge allow you to build 1 building at a given time. (you still can buy them from start)
    - trade route range would be downed to 8 tiles. naval trade route would recieve + 8 for the dock and each of it's building. trade starting from a city with commercial hub would be able to use trading post as relay station (Commercial hub and each of it's building give one more relay capacity)
    - trade route can only be initiated in cities with trading post. the capital start with a trading post and building a commercial hub grant you a trading post as well.

    NB: with those rules the only things you could build in early games would be settlers, workers, traders, district , district project and wonders. it would be quite

    rules i could not test:
    - commercial hub work like a hub and will generate city-sponsored trader (1 for the commercial hub and each of it's building) that are free, locked to the city and trade automatically with most profitable nearby cities. Merchant republic would give +1 city sponsored trader to any city (even one without commercial hub) and carthage would give +1 city sponsored trader to cities with encampment. (that could solve the problem of excess traders when you change government of lose suzerainty)

    - relay cities give out some bonus to passing by trade route (like +1 culture if relay city got a wonder or a theater square)

    - university, temple and broadcasting tower would get a bonus range of 6 like the industrial zone and entertainment buildings already have.


    NB: it would be great if relay cities could be chosen. that way you could have cards like caravansary and triangular trade be mutualy exclusive but not making the other obsolete. caravansary would give +1 gold per stop (so a trade route that got 2 relay cities in addition to the destination and origin would generate 4 gold and not just 2, giving with the relay bonus an incentive to build long trade route ). triangular trade would give +2 gold +1 faith per stop if it got at least 2 relay and the origin is also the destination. (making minimal gain be 6 gold 3 faith and maximal gain 10 gold 5 faith from the card itself )
     
    Last edited: Sep 21, 2017
  6. Winged Hussar

    Winged Hussar Chieftain

    Joined:
    Feb 18, 2002
    Messages:
    109
    Gender:
    Male
    Location:
    Chicago, IL
    Forests/jungle on resource tiles like in previous civ versions, and for crying out loud, get rid of the stupid "no river" restriction on certain resources.

    ...and let's make gold great again and add it as a resource, eh?
     
    Jkchart likes this.
  7. Uberfrog

    Uberfrog Warlord

    Joined:
    Jun 26, 2007
    Messages:
    2,068
    Gender:
    Male
    Location:
    England
    I'm really not sure why they haven't done this yet, given it exists in-game as a luxury resource in both the Australia and Nubia scenarios.
     
    Jkchart and Aussie_Lurker like this.
  8. Amrunril

    Amrunril Chieftain

    Joined:
    Feb 7, 2015
    Messages:
    980
    I think the reasoning is that using the same name for two different things (in this case a resource and a yield type) creates unnecessary confusion, but having it in scenarios definitely is odd.
     
  9. stinkubus

    stinkubus Chieftain

    Joined:
    Aug 21, 2016
    Messages:
    994
    Don't have either the Aussie or Nubia DLC. Is the tile yield different for gold and silver? If not, then they are functionally the same?
     
  10. SLGray

    SLGray Chieftain

    Joined:
    May 18, 2015
    Messages:
    676
    Gender:
    Male
    Location:
    United Sates
    How about the idea of royal families? Since one ruler can not live forever, how about having a family rule a civilization? I mean have marriages, births, deaths, wars of successions, etc.

    This is one of the ideas that should have been added already, like unstacked cities.
     
  11. Victoria

    Victoria Regina Supporter

    Joined:
    Apr 11, 2011
    Messages:
    6,622
    I guess it's sort of built in, not just for Monarchies.... but from roman bloodlines to North Korean bloodlines there has been a natural family progression. These progressions tend not to last forever though. The English royal family being a good example.
     
  12. SLGray

    SLGray Chieftain

    Joined:
    May 18, 2015
    Messages:
    676
    Gender:
    Male
    Location:
    United Sates
    I understand that, but when one line finishes a new one starts.
     
  13. Timothy001

    Timothy001 Chieftain

    Joined:
    Jul 6, 2011
    Messages:
    298
    Gender:
    Male
    Location:
    Sudbury, Ontario
    For religious units. After you have requested them to stop converting cities, after 5 turns, you can go back, and inform them they are no longer allowed in your territory, if they refused, or they accepted and broke the promise. The next turn, they can be squished by military units, You take a diplomatic hit from the Civ, but no other penalty. As well, the CP can do the same to you.
     
  14. Ditpoct

    Ditpoct Chieftain

    Joined:
    Jan 25, 2017
    Messages:
    3
    Gender:
    Male
    I would like to see them bring back random events (marriage between civs increases attitude, dumb political figure makes gaff, decreases attitude, etc).

    Wildlife attacks...not just barbarians (Lions and tigers and bears)

    I also enjoyed "decorating" my throne room as I advanced and my people were happy with my rule.
     
  15. jozef57

    jozef57 Chieftain

    Joined:
    Jun 18, 2009
    Messages:
    143
    Location:
    netherlands/deventer
    i would love more map types as we had before in civ. the whole game stands or falls with enough variety in maps i love strange maps and we need absolutely bigger maps. huge not big enough i even on huge map delete most ai player not more than 6 or 7 empires just to create some space
     
  16. jozef57

    jozef57 Chieftain

    Joined:
    Jun 18, 2009
    Messages:
    143
    Location:
    netherlands/deventer
    i do miss reconosance planes as we had in 4 i still think about my zepelings with many promotions it helped me much, anyway more promotion more specialising would be super also more differant unit types, als it wou;ld be good next to the spy systen to have some covert way to blow up mines and other important tile improvements
     
  17. jozef57

    jozef57 Chieftain

    Joined:
    Jun 18, 2009
    Messages:
    143
    Location:
    netherlands/deventer
    and more, the seas are so empty may be we should be able to build say cruise ships for getting tourism. sea acheology is not a bad idear like in civBE. not only fish and such in coast but also in the oceans them selves bring the sea alive this has, with exception of civ BE, always been a weak point in civ maps
     
  18. jozef57

    jozef57 Chieftain

    Joined:
    Jun 18, 2009
    Messages:
    143
    Location:
    netherlands/deventer
    i am quit excited positively about the big fall update comming specially the use of the ocean and seas more, still i think more can be done with say cruise ship for tourist even coatal recreation shipping, and the game is realy screaming for a sort of thing like suez canal panama canal imporvements or wonder, in the old days we could build chanels with forts in a row and i used this a lot, i helped me win many time, i hope something like will be added soon
     
  19. Infantry#14

    Infantry#14 Chieftain

    Joined:
    Dec 26, 2006
    Messages:
    1,580
    At each new era (classical, medieval, renaissance, etc), you get an adviser added to your court. The adviser can be military, political, economic, social, philosophical, religious and many other categories. The adviser stays for the rest of the game. The later the era, the bigger the bonus, but you get it at a later time. It's similar to the GP, but it applies empire wide.

    The max number of advisers is three initially. At later era, you can sack your adviser to get a new adviser. Once you sack that adviser, other civ can employ that adviser in their courts.
     
  20. Ciarson

    Ciarson Chieftain

    Joined:
    Jan 26, 2016
    Messages:
    38
    the"advisor" mechanic you offer sound a lot like great peoples.

    in fact why not make the great peoples the "advisors".

    a medieval scientist would then offer his advisor bonus during the medieval age and you could claim his "legacy" bonus only when you get into the renaissance as he would then have lost his "advisor" bonus.

    Advisor bonus could need the great people to stand on the great people specific district. (great scientist needing to stay in a campus for the bonus to be in effect.)

    That restriction would allow mechanic like killing the great people (attacking the district where he stand give the chance to kill him) or stealing him (by using a spy)

    Making defending the great people as important as gaining said great people, especially since those "advisor" bonus could change the flow of the game. (like having a great general or great admiral, but in some other way than just boosting the strengh of the military unit).
     
    Jkchart likes this.

Share This Page