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

Theater Squares get a standard adjacency bonus next to the Holy site and Entertainment complex (Along with the water park). The rational for it is that Religion and Entertainment are both huge influences for a civilization's culture, and right now Theater Squares has only Wonders as its adjacency source.

An alternative to this could be to use appeal as an adjacency source specifically for the Theater Square similar to Australia's ability.
 
Theater Squares get a standard adjacency bonus next to the Holy site and Entertainment complex (Along with the water park). The rational for it is that Religion and Entertainment are both huge influences for a civilization's culture, and right now Theater Squares has only Wonders as its adjacency source.

An alternative to this could be to use appeal as an adjacency source specifically for the Theater Square similar to Australia's ability.

Maybe Theatre Squares should get a sort of floating bonus for the number of different terrain types they're adjacent to? Imagine how much better Wordsworth would have been if he'd been able to see daffodils, mangroves, the Lamb of Tartary and baobab all from one spot.
 
Great Engineers should go back to having a focus on generating production for wonders. Instead of only a couple of engineers who do this, let's have engineers for different categories of wonders, such as by terrain or adjacency to a district.
 
Government plaza should have a project ("Foreign Policy", "Affairs of State", "Diplomatic Relations", etc.) which generates bonus influence points and political favor every turn and when completed generates 2 envoys.
 
Knock Heroic Ages down to two dedications instead of three (you can let Georgia have three).

Maybe add some nice Heroic Age wildcard policies.
 
Government plaza should have a project ("Foreign Policy", "Affairs of State", "Diplomatic Relations", etc.) which generates bonus influence points and political favor every turn and when completed generates 2 envoys.

I think this Project should unlock with Diplomatic Service and provide envoys depending on Government Tier, rather than a set amount. T1 = 1 envoy, T2 = 2, etc.
 
Problem: Not enough ways to get adjacency bonuses for theater districts, and map features don't tend to lend themselves thematically as they do other districts.

Solution: Theater districts should gain an incremental bonus for city center adjacency based on the city's age. So, a city founded in the classical era would grant a +2 adjacency bonus in the renaissnce era (two era difference), and when the Industrial era comes, the bonus increases to +3. This is in keeping with the snowballing fashion in which systems built around tourism experience a strong incremental effect.
 
If a civ declares war on you, all promises you made to them (stop spying, stop settling, and most importantly moving troops from their border) should cease immediately. I don't like seeing a "pledge broken" popup saying that I broke my promise to move troops from a civ's border when they declared war on me in the middle of that pledge.
 
Once Industrial Zones and Entertainment Complexes have buildings that can affect additional City Centers at a distance, they should have auras to indicate their coverage, like Great Generals do.

As a separate bonus, let IZs and ECs give their bonuses to CCs that are connected to them by railroad (CCs only get the greatest bonus out of multiple sources).
 
Why do air fighters go dim while they're deployed or stationed? Wish they would only go dim when they've used their air attack, which would be more in line with other units and also make it easier to figure out which air fighters are left to do air attacks with.
 
Would be nice if they made it easier to show whether or not a Great General aura or Great Admiral aura applies to your units. When a GG or GA is selected, either make qualified units glow a little bit, or put a small colored hex under qualified units, similar to the targeting hexes which highlight tiles that great people can apply their charges on.
 
I really miss the old city report view, with one line per city showing its yields, which could easily be sorted by clicking the appropriate column to find which cities have the highest production, food surplus or revenue and so forth.
 
I really miss the old city report view, with one line per city showing its yields, which could easily be sorted by clicking the appropriate column to find which cities have the highest production, food surplus or revenue and so forth.

Yeah, Christ knows how that wasn't included at release.
 
Civ 6 is almost a great game but it just needs a couple major changes. In its current state it seems as though building a wide empire causes you to spiral out of control with micromanagement, and trying to keep track of build orders/district placement every turn for several cities is just not fun. This means that trying to play any empire that compliments a wide play-style becomes tedious and unplayable, and you could focus on tall empire play to try and enjoy the game but the reality is wide empires are far more powerful in Civ 6, which in itself is a problem. So essentially anyone who gains access to large amounts of land can snowball and dominate any game, anyone who has less land will just be at a major disadvantage. Because of districts, more cities equals more of any resource, so every game always becomes a matter of spamming cities, cities don't feel specialised like in Civ 5 because of the lack of multipliers. Instead multipliers tend to act empire wide so the incentive is to spam the same district in every city to take advantage of policy cards which is just terrible game design (the policy cards system in itself being pretty bad, its just more micromanagement). I was only gonna say that city automation needs to be added to make wide empires more playable, but now I've thought about it, the other main problem is that small empires are not viable. I find it really disappointing because Civ 6 really does have the potential to be great, it feels like its real close, but I have doubts that these problems will ever be addressed. There is a lot of good in Civ 6 which makes it all the more difficult to go back, but as it stands I have to say that Civ 5 is still the better game as Civ 6 remains unplayable.
 
Get rid of automatic shared visibility for emergency members. It single-handedly destroys the exploration side of the mid / late game. All members should get to see the target city territory and nothing else.

I would also limit the vis you gain when suzing City States to the area visible from that CS' own territory, plus that uncovered by its own units FROM THE POINT YOU BECAME SUZERAIN.
 
I would like to see costume changes on the world leaders with each different age. I know it sounds a little "fluff" But to see Amanitore go from a gold lame toga robe to a gold lame 70s outfit for the modern age would be neat. I would also love to see something in place that simply makes the future civic and future tech just reset on its on without me having to click. It was always strange to me that the leaders stayed alive that long...a costume change would tie it together a tad.
 
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