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

Personally i like to see more Future Era units & buildings, you know, proper Sci-Fi style units or at least an Civ VI version of The Future Worlds Mod or The Superpowers Mod.
Totally agree with this.
 
Government policy slots and cards should look less like children's crayons and more like policies--a paper look with the sounds of signatures on the page would be better. (I do approve of the graphical update to Great People--it's quite nice and in some respects easier to see at a glance which Great People types are in which slot. A graphical update for governments would help suit the more stylish Great People art.)
 
Government policy slots and cards should look less like children's crayons and more like policies--a paper look with the sounds of signatures on the page would be better. (I do approve of the graphical update to Great People--it's quite nice and in some respects easier to see at a glance which Great People types are in which slot. A graphical update for governments would help suit the more stylish Great People art.)
I agree with this.
 
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.

I have been asking for this, especially now that Rationalism and similar things are a lot harder to evaluate mentally as they no longer just double your district building output. I came here to ask for this, but I'm happy someone else beat me to it. This would be a huge QOL change for me.
 
In Civ 6, for the late game Jets, they should be able to jump from airport to airport. It's just stupid that my land units can do that but my most advanced air units can't.

This should be a patch. There's probably a mod out there that fixes this though.
 
I have a better artifacts system; Let's say you're in the classical era playing as Rome, your Legion kills a German swordsman, a body and a sword and armor would appear on the tile the swordsman died on, and after an era passes, that tile would have an artifact

It would give artifacts real meaning. and after every war, tiles would be littered with bodies
 
I feel that projects are boring and under-used. What if at the completion of a project, you received a small random bonus related to the district the project was from and current era along with the GP points. +1 gold from plantations, -5% cost of frigates, etc.
 
I wish the True Start Location (TSL) earth maps allowed more than 8 players...Would be a great online feature.
I just wish the real Earth map was bigger and looked like it was drawn by someone with more than a vague notion of what the Earth's landmasses look like. :rolleyes: Don't care about TSL myself, but I'm sure that would benefit its TSL counterpart as well.

I have a better artifacts system; Let's say you're in the classical era playing as Rome, your Legion kills a German swordsman, a body and a sword and armor would appear on the tile the swordsman died on, and after an era passes, that tile would have an artifact

It would give artifacts real meaning. and after every war, tiles would be littered with bodies
Perhaps not quite so specifically, but that's more or less how it works now.
 
I just wish the real Earth map was bigger and looked like it was drawn by someone with more than a vague notion of what the Earth's landmasses look like. :rolleyes: Don't care about TSL myself, but I'm sure that would benefit its TSL counterpart as well.

You probably dont play online, bigger maps than that are pointless since game will never end. Its a pretty balanced map for standard size, we just need more players on it at once.
 
You probably dont play online, bigger maps than that are pointless since game will never end. Its a pretty balanced map for standard size, we just need more players on it at once.
No, I don't play online. I play single player on either Marathon or Epic, depending on my mood at the moment. ;)
 
additions id like to see:
First and foremost: things that give great reward but imply a disadvantage later on.
like pollution: build factories now to get production, but reduces attractiveness and creates pollution (upgraded factories could be a thing, where you have to decide to let your old ones be, or replace them with ecofriendly ones(which doent yield possibly more, or just slightly, but get rid of pollution/reduced attractiveness)
and slavery. capture slaves and join them to your cities, they might give gold or other yield bonuses for the time being, as well as a slight happyness/or loyalty modifier. and could even made stronger by policies, but once you abolish them, or someone else discovers a certain policy/tech they become increasingly unruly, and force you to integrate them over time to become normal citizens.
if abolished willingly: turns of decreased happyness/loayalty/etc equals number of slave pop
if forced: turns of civil unrest x2 or even x3 depending on your current policies
this would result in a early choice of: getting early yield bonuses but later on dealing with revolts and increased times of shithappens
or to refuse slavery early on resulting in loss of early yield bonuses but later on you wouldnt need to deal with unhappyness etc.
this could also play along the dark/golden age functions. dark ages might lead to slaveryuprisings etc. same for factories: during golden ages your pop dont care about pollution but during golden ages they see the dark side of the tech and become increasingly unhappy until you replace the factories, or plant forests etc.

second: razing cities - why instantaneously?? dafuq lets make it a policy to increase razingspeed, and one to reduce pop-loss due to capture.

third: let independent cities form new civs, as soon as 2 or 3 cities within 9 tiles of each other get independence they form a new civ, or citystate if its only one, but for a prolonged period of time

fourth: tech spread after entering a new era via trade routes and adjacency. for every 2 traderoutes to- and cities within 7 tiles distance to the advancing civ, you get a random eureka to one of the older techs the advancing civ already got. this gives civs surrounded by enemies a small advantage compared to ones who are all on their on, safe and sound at the edge of the continent.



addition:
pollution, as stated above:
it should transform the map, like it did in some civs before. grassland slowly turns to plaines and plaines to desert. tundras could become plaines or marshes. rivers and lakes might dry up. a slight chance of nuclear reactors exploding(this maybe only in case of bankruptcy and the resulting maintenance deficit, pretty unlikely, but should be a option :) )

also: overfarming/mining-> every mine/farm without a adjacent unimproved tile or forest/pasture will produce a bit of pollution

pollution mechanic: each of these crowded farms/mines produce 1 point, each factory 10. at a treshhold of 1000 its 100% that somewhere a tile switches from grass to plain or forest to deforestation etc. the tile that switches has a more likely chance of being next or directly at a pollution producing area.

the option to toggle production/science speed or cap the tech tree, to allow for example ancient - classic tech only game. or generally reduce scienceoutput/increase sciencecost/sciencebuildingcost or increase production speed - maybe lets set gamespeed individual -> production set to onlinespeed while science is at marathon lvl...
 
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Nice ideas elsamoure

Your "first give an advantage and a disadvantage later" makes me think about my migrating civ idea : you have choice to overwork tiles, and they deplete quickly, and then conquer / migrate to another land. Rinse and repeat. Although, I think there should be mechanics to not lose too much power when migrating / conquering, otherwise nobody would do it.

You can choose also to rationalize your production, a little like sawmills now vs chopping forests. The idea is to have literally scourge civs, unstoppable unless other civs unite against them.
 
Campgrounds: built in woods next to a lake, gives gold and tourism like seaside resorts
I do like where this is going, however campgrounds don't seem like something significant to actually build, and it wouldn't bring in close to the amount of gold from seaside resorts. I would think it would give some bonus based on conservation, as opposed to riches. Another thing is that it's kind of a Western concept too, going camping, which may not fit well with all of the civs ~ can you imagine China building a bunch of campgrounds? Just seems odd to me.
I would like to see something like this though.
 
hi!
In Civilization 1 : do you know about a max limit on the number of cities?
While I had only 106 cities, everything gone right, but when I to Leipzig, and I'd have 107 cities the game crushes when I press F1, F4 or F5 always after listing the 42th city (Lisbon).
I use DosBox 0.74, on 64-bit Win10
Could it have some external error, what could be tricked?
I attached my save games: before (CIVIL1) and after(CIVIL0) taking Leipzig
 

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Aqueducts:
- Make them give +1 food to adjacent farms.
- Allow multiple Aqueducts to be placed in one city. Essentially let's you settle 2 or 3 tiles out from a Mountain / River / Oasis, and if you really want that fresh water you can build multiple Aqueducts to get it. Would be very specific and production intensive but at least it would give Aqueducts more utility.

No Districts in Floodplains:
- This restriction should be removed. If we can build Districts in Desert, Tundra, and Arctic/Snow biome's without restriction why not Floodplains? The former terrains have all been considered desolate or semi-desolate throughout human history, until we developed better technologies to make it more comfortable/possible to live there, whilst Floodplains have been the lifeblood of many ancient Civilizations.
- This would require a slight change to Egypt's ability, maybe just give Egypt +1 Culture / +1 Faith / or +2 Gold for every Floodplain tile (one of those benefits, not all).

Fresh Water:
- Can we please make these tiles provide fresh water? It's very frustrating that they don't. This would also be a small buff to Aqueducts (gives another buildable location).

Roman Legion:
- Allow Legion to build roads.
 
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Ancient / Medieval / Renaissance Wall Redundancy:
- Once Steel is researched Walls should provide tourism equal to their original upkeep costs.
- Ancient Walls: +1 Tourism
- Medieval Walls: +2 Tourism
- Renaissance Walls: +3 Tourism​
...This has actually been true for quite a while now (except it's Conservation that makes walls give tourism).
 
...This has actually been true for quite a while now (except it's Conservation that makes walls give tourism).

-checks the wiki- Huh, so it does. Did not know that. I'll remove that suggestion then. Did they also remove upkeep costs? I don't see that listed on the wiki anymore.
 
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