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

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.
 
how about having a family rule a civilization?
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.
 
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.
I understand that, but when one line finishes a new one starts.
 
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.
 
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.
 
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
 
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
 
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
 
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
 
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.
 
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).
 
I hope the governors (at least some of them) take on the names of historical personages. If the Mongols are in, I expect to see their governors with Chinese and Arabic names, for example (as Genghis and his descendants frequently had administrators and advisors who were not Mongolian).
 
I would really love an option (or mod - does this exist?) that stops the generic city graphics from loading in when you hit the modern eras. All of the cities look so much cooler for the first 2/3rds of the game.
 
I'd really like to be able to name the areas on the map - rivers, plains, deserts etc and have them show up like they do on real maps. Also to be able to rename the continent you're on. Maybe have a system where the owner of an area dictates the name of those areas - i.e. If you own the north of the continent you're on you name the area, if the Aztecs own the south-east their names are prevalent and if the Egyptians claim the South-west everything is in Egyptian.
 
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I would like a minimap that makes continents clearer to see while we are at it (the strategic view of continents uses colors which are too pale to see clearly, and you have to scroll around a lot to get the bigger picture at present).
 
So I had an idea for the civ games mainly 6 since it is the newest title in the series and I've found more ways to actually work it into the game, it's more of a pet peeve I really started to realize in civ games.

Why are the cities in civ games always compacted into one hex/square yet have city limits of 6 hexs/squares, I understand this for when you barely found a city because it starts out like a village as it should and it'd be weird to automatically found a 3-4 hex city, but when the city grows why does it stay so compact? What I suggest is that when your population grows so should your city center or "city limits" to make cities seem more realistic. (I mean if you look at Houston from the air for example it's not all in one spot the city sprawls and stretches out)

what I propose is sort of like a suburbs thing like how civ 6 has to expand housing but as a choice you can decide for your city once it reaches a certain population, you get to choose a tile next to the city center to become an extension of your village/town depending on your era, and maybe it could trigger some sort of culture bomb effect for surrounding tiles not controlled by another civ. This would help with a lot of problems I have in civ 6 with housing, and I would also like it if you could choose to add onto or specialize these extensions like adding a mall in the modern era, or a park in earlier eras, for amenities (because if you're like me there are never enough luxury resources near my cities to satisfy my citizens) or you could choose to add an apartment complex or an inn in order to maximize the city extension for housing instead. Now I wouldn't want this to be a perminent thing that happens indefinitely in every city but just like 3 or 4 times in cities to make them look less compact and smudged, plus I just feel like it'd add more aesthetic value to the game as a whole.

Tell me what y'all think about this idea it's just been something that's been bouncing around my head for a few days now, and I figured I should share it with some civ fans such as myself to see what y'all thought :queen:thank you for the feedback in advance.
 
Global warming - bring it back plz

national park rework, can`t make them on jungle or ocean atm. national park should be a nature preserve in order to protect jungle, can be build on ocean tile like the recent park in Mexico (e.g. great barrier reef national park), unimproved recources like whales, fish, dear, horses, fur, ivory,... should improve the appeal in order to build de preserves (wild life parks)
 
Sorry if something like this was already suggested - I haven't read this thread at all, but i wanted to post this here since i had also posted it in a response in another thread:

I would love for either the Devs or a Mod to come along that did a quick calculation displaying a sum on each of the applicable Policy Cards to show you what the current numeric impact would be.

Example:
Rationalism: +100% Science from Campus district buildings (+4 Science per turn)
Natural Philosophy: +100% Campus district Adjacency bonuses (+8 Science per turn)

You would of course use that to help guide your decision, but you would still want to factor in your current and future plans to make a final decision.
 
(Civilization 6)
1- Heroes Units
They are national units, limited to only one per each hero name, with name list for each civilization, such Theseus in a list for Greece only, those heroes are unlocked with technology, stronger than units unlocked with same technology but can never upgrade and can never be replaced. Each list has two names, for balance sake, meaning that late game civilizations most likely gets heroes at late eras rather than earlier eras, and while they will be less able to fight towards relics on early stages on game, they will have stronger heroes due to be based on such advanced era units.
2- Relics
They are similar to great works and artifacts but they can be stored at temples and gathered by heroes and religious units, they do not only provide major religious boost but also bring minor cultural and minor military boosts, and they are important for religious victories early on.
3- Mythological Units
They are new barbarian units, to hold some of your relics, and to attack your civilization, both by land and by sea, at early stages of game, so getting stronger heroes and military early on is really important to survive the barbarians.
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Thats it. Hope someone reads this and brings this for an expansion in future.
 
Updated after some search...
1- Heroes are fine, but i don't know if 2 heroes per civilization is enough. And they should be able to fight for other artifacts too.
2- They're already in game, so null suggestion.
3- Barbarian heroes, who should also has unique heroes available for them, called monsters.
 
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