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

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

  1. CoconutTank

    CoconutTank Warlord Supporter

    Joined:
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    Macro Land
    Actually that mentions a thing that bothers me a bit; once one hits the Future era, one is no longer able to change out of the age that one ends up with. The session usually shouldn't last much longer by that point, but for me it's annoying to be stuck in a dark age, mostly due to the subdued colors and aesthetics, and also due to the reduced loyalty of one's cities. A way to change ages during the Future era would be great, or else making the Future era always have a neutral age would also be fine I think.
     
  2. Foxiron

    Foxiron Chieftain

    Joined:
    Nov 1, 2019
    Messages:
    14
    Would love to see Henry V in civ vi

    LUA: The Hundred Years War
    After declaring a Formal War, all units gain -1 movement to pillage and +7 combat strength versus cities
    LUU: Longbowman
    Has +7 combat strength versus all cavalry units.
    LA: The Warrior King
    Likes civs who use formal wars and will only use formal wars. Dislikes those who use surprise wars
     
  3. CoconutTank

    CoconutTank Warlord Supporter

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    Would like to see a wonder that's tied to flight and/or air units. Maybe something like this?

     
    Knightfall likes this.
  4. CoconutTank

    CoconutTank Warlord Supporter

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    Since I'm still feeling the itch for bad ideas, and been recently inspired by some threads, here's another one on the table. Been thinking about a domination-exclusive wonder, which would probably be funny given how folks feel in the wonder ranking per victory type thread. The local wonder thread also has a lot of nice pictures, and well there's apparently a landmark which is more a testament to the conqueror than to the residents, which is an intriguing (if unsavory) context.

    It probably won't ever be built, but what about a wonder that can only be built in a city that you didn't settle? Janissaries are able to track this logic, so there's some precedence for this condition in civ 6. Given that it's a domination focused wonder, it should probably help with domination somewhat.

    (Also this isn't really a domination exclusive wonder since there are other ways to get another civ's cities, but conquering is probably the most likely way this wonder will get built.)
     
  5. CoconutTank

    CoconutTank Warlord Supporter

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    Not a wonder this time, but thinking about more ideas is kind of fun. Aerodromes don't have a district project, so how about something like this:

     
    Knightfall likes this.
  6. purringcat

    purringcat Chieftain

    Joined:
    Oct 13, 2012
    Messages:
    21
    Someone wrote a wonderful mod that blocked all the Civ City States from being loaded into the game. It's easily modified to allow the City States you want into the game while still blocking all the rest. Would it be possible to do this same method with the Game Wonders?
    I end up with the same Wonders in every game and they're not the one I want.
     
    Knightfall likes this.
  7. CoconutTank

    CoconutTank Warlord Supporter

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    Minor thing but I wish units being in an Fort grants a small amount of automatic healing per turn and high ground. This is mostly to help Siege units with sieging cities before balloons are available.
     
    MisterBoomBoom and AmazonQueen like this.
  8. wobuffet

    wobuffet Barbarian

    Joined:
    Jun 27, 2011
    Messages:
    1,219
    Suggestion:
    Edit Wind Plant so that Mountain tiles give bonuses to neighboring tiles, like the Inca's terrace farms.

    For example, instead of the current beta's "+2 :c5production::c5science::c5gold: to each non-Mountain land tile" (link),
    the Wind Plant could give +1:c5production::c5science::c5gold: to each non-Mountain land tile, and a bonus +1:c5production::c5science::c5gold: per neighboring Mountain land tile.

    Justification:
     
  9. HearMeRoar17

    HearMeRoar17 Chieftain

    Joined:
    Jan 3, 2020
    Messages:
    1
    I'd love the option to have military bases in the territory of an allied civilisation. Initial thoughts for how it could work.

    You request to build a military base through the current diplomatic trade screen. The other Civ might ask for gold, resources etc. Maybe you need a military alliance first of all? Maybe there is a certain base cost that has to be paid to the Civ for the maintenance of the base.

    Once the deal is agreed, you would then have the option to 'build' the base as a project in your capital.

    Once completed, you could choose to build troops in your capital or in your military base. You can also 'store' a certain amount of troops in the base (that would appear as a district in the Civ territory) and give you a potential advantage in a conflict in other parts of the world as you could have troops prepared and ready to launch an offensive mission from.

    You'd need a failsafe mechanism to stop it being abused such as if you go to war with your former ally then your troops are immediately returned home (almost as a pre-curser to the war the troops are dispelled from the region).

    Not sure how it would work in terms of who chooses where the district is placed. Does it need to be near a boarder? Do you need open boarders with the nation. How much should it cost to run? But I think it could add an interesting dynamic to the idea of military alliances and strategic warfare.

    I'd also like more features to impose economic sanctions on a country without having to wait for world congress. Something that is a bigger statement than simply denouncing but isn't as serious as declaring war. But maybe that's for another comment to pick up.
     
  10. Tuvok694

    Tuvok694 Warlord

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    Nov 11, 2002
    Messages:
    242
    I would like to be able to decide not only which AI civs ARE in the game but also which civs SHOULD NOT appear.
    I would especially like to exclude Korea when scientific victory is enabled.
     
  11. Jarms48

    Jarms48 Prince

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    Jan 16, 2016
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    My idea for bushfires:
    - Level 1 Fire: Prevents the tile from being usable. Can be put out by builders, legion and military engineers.
    - Level 2 Fire: Tile unusable. Automatically pillages any improvement on the tile. Small chance of fire spreading to neighbouring tile(s). Can also be put out by builders, legion and military engineers.
    - Level 3 Fire: Tile unusable. Every turn there is a chance the improvement, feature, and resource will be removed. Only animals/flammable resources can be removed, things like copper, aluminium, etc will remain. High chance of spreading to neighbouring tile. Cannot be extinguished.
    - Level 4 Fire: Extinguishes itself. Tile will gain +1 food from ash fertility.

    General bushfire ideas:
    - Each level of bushfire will have a set amount of turns before moving to the next level. Level 4 will happen immediately once level 3 runs out. The turn limit of each stage will be affected by game speed and climate level.
    - The chance of fire spreading will increase depending on climate level.
    - Fires will only ever start in forest/jungle tiles. The chance of fires appearing will increase as climate level increases.
    - Fires can spread to neighbouring tiles even if they are not forest/jungle but they must either have an improvement or district built within them. These fires will not increase above level 2, they will pillage improvements, buildings and districts but will not destroy them. These fires will automatically go out once the level 2 turn limit has elapsed. This is due to game balance.
    - Depending on game balance level 3 fires could be extinguished but they would require some form of (at least) Information era technology.
    - Level 3 removal will start with either the improvement or forest, then forest or improvement, with the resource always being the last feature to be removed. The chance for this removal would also increase depending on climate level.
     

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