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

Corps, Armies, Fleets and Armadas should have bigger stars. I never even noticed them in my first games.

It would be nice if they had extra graphical models in them as well, but I understand that might add extra load on the system.

Spoiler :

ETA: The stars are located just above the unit icon.
 
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Okay, short list, lots of words...
  • Era Dedications

If you’re not in a Golden/Heroic Age for the Final Era you get the standard Era score boosting options to... well I’m not sure because they won’t help you out of a Dark Age or into a Golden/Heroic Age. Why do they provide Era score if it is meaningless? I feel like this a fairly large oversight and should definitely be fixed.

My suggestion, make them similar to a Golden/Heroic dedication in the sense they provide something other than Era score. Possibly even coming out of a Dark Age if you earn enough Era points, or hit some bench mark, but something that matters. (Annoying to even have to waste time choosing a dedication if you finished in a Normal or Dark Age.)

Dedication Ideas

Special Dark Age only Dedication during Final Era) Hope for a Brighter Future: You will move into a Normal Age once you earn 25% of your current Era points. Completing Future Tech/Civ provides +1 Era point. (If you ended with 100 total Era points, earn 25 to move into a Normal Age.)

To Arms! (If not playing GS): Your units earn 50% more experience if attacking a more advanced unit, or if they’re outnumbered. (A unit from an era ahead of your unit’s era, or a Corps attacking an Army, single unit attacking Corps or Army.)

Wish You Were Here: Archaeologists (and Rock Bands) gain +2 Movement.

Bodyguard of Lies: Spies Counterspy as if 1 level more advanced.

Sky and Stars: Unlock a random Eureka each time you build an Aerodrome District. Great People provide a 5% Culture boost when recruited. (If you’re making 100 Culture per turn, you’d get 5 Culture when you recruit a Great Person.)

Automaton Warfare: Earn +X gold each time you kill a non-Barbarian unit with a Giant Death Robot.

  • Unit Experience

So, when a unit maxes out its promotion tree why does it still earn experience? (And why do I get notified my Spy has a promotion when it can’t receive any further promotions.) Two suggestions, either recognize they can’t promote/earn experience and speed up the game by removing it at that point or make something happen.

The something that could happen:

Spy: Give the player two options each time they complete a successful operation and would normally get a promotion. Those two options being; one random promotion they can select and replace a previous promotion with; retire Spy and release Book. The retirement option essentially removes the Spy allowing the player to create a new one if they want and the Book release would provide a little Culture & Gold boost, say 5% for 5 turns to make the retirement option a little more enticing. (Lots of people enjoy good spy stories, especially when they’re true.)

Units: Each time they earn enough experience to receive another promotion give the player two options again; unit receives +1 strength when attacking, or unit receives +1 strength when defending. Make theses stackable, so over a long game you could end up with an elite unit that has an additional +5 or more strength when attacking, or you could make them more well rounded and go back and forth with your option. Just something to make the experience earned useful.

Or as I said before, just make units stop earning experience after their final promotion and stop telling me Abukhar is available for promotion when he successfully completes a mission, but doesn’t actually have promotions.

  • Study Material

Why can I only look at the Tech/Civ Tree in a game, why are they not a Main Menu option? Same with the Civilopedia? Unless I’m blind and just don’t know where to look. (And can we have access to Civilopedia and Tech/Civ Tree info from DLC’s we haven’t bought, just make it clear we don’t have that. Feel like that would be a good way to sell the DLC. Plus I haven’t bought GS on my mobile phone, but have it on my computer and occasionally want to look stuff up, but can’t.)
 
I have one proposition to diplomacy screen. After some warmorgenig AIs will go to you to ask for demands. Every few turns you need to go through two screens: one with refuse/accept demand and second one with goodbye. Accepting or denying should close diplomacy screen. And there should be third option "do not ask me again for it".
 
Would like a "Ultimate CIV" release with the choice to combine version rules / version mappings... etc.
e.g. to combine CIV1 rules, CIV6 map and the choice to pick my group of all previous leaders...
 
I think you should make a manual for ModBuddy explaining the essentials of modding in Civ VI, or pay someone to make an unofficial one.

I've spent two days trying to get a single texture into the game, something that involves half a dozen code files and hundreds of lines of code.

It's complete insanity. This may be the least modder-friendly video game ever created, and it's put me off the game.
 
Gripe/Complaint and Idea; have had a few Free Cities join my Civilization that I didn’t want... I refused them, but only after they joined my Civ, and because that City was adjacent to a tile that had belonged to my nearest City that tile became part of the Free City. When I refused it the Free City became free with a tile that should have been mine.

Idea: Ask me if I want to allow the City to join me prior to it joining me. Just seems to make sense, and would avoid these rare instances where I end up losing a tile. (Happened to be a luxury resource fairly valuable to me in that game.)

Another Idea: Would like the option to raze/absolve a Free City that wants to join me. Absolving I see as your nearest city acquiring any tiles on its border, if any, and gaining half the population, minimum 1, of the Free City. Like yes we want you to join us, but we don’t want to support another City Center, at least not in that location, so your people can move to our nearest City.
 
I think you should make a manual for ModBuddy explaining the essentials of modding in Civ VI, or pay someone to make an unofficial one.

I've spent two days trying to get a single texture into the game, something that involves half a dozen code files and hundreds of lines of code.

It's complete insanity. This may be the least modder-friendly video game ever created, and it's put me off the game.
It looks like the process was streamlined at some point, and I was able to load my new mod icons with just MODINFO, XML and DDS files, and I didn't need the additional ARTDEF, DEP, TEX, XLP, BLP and SQL files.
 
This is an idea for accessing resources outside your city. Has historical validity and should be an option. Just because Niter or Aluminum pops up in the desert a couple tiles away from my two nearest cities, and they can’t expand that far shouldn’t mean I’m incapable of accessing that resource.

The way I see it I should be able to use a Builder charge to improve a tile regardless of whether or not it is in my City, (maybe it takes 2 charges if it is outside my borders.) In addition it requires me placing 1 population at that tile, and having a dedicated trade route back to a City, that City receiving the resource.

The Trade Route and 1 Population must come from the same City, and the City receives the resource, but nothing else from the tile; (no production, food, gold, etc.) just say all that gets used up supporting the people working the tile.

Grievances may be caused if you work a tile on another Civ’s border. If within their City Center’s reach they could also take it over kicking your trader and population back to their original City. It should be able to be pillaged or attacked, possibly causing you to lose the population there or the trader, or both, encouraging players to keep a military unit there for defense. Military Engineers should be able to build forts on the tile, fortifying the position. (As well as being able to build forts/fortify most tiles, not just empty tiles, but that’s a separate idea/suggestion.)

Summary: ability to use builder, trader, and population to set up an outpost pulling in a resource outside city limits.
 
Improvements for a few Units

Mechanized Infantry, Tanks, Anti-Tank, and Helicopter units should all have ranged attacks.

Mechanized Infantry uses Machine Guns on a vehicle so it should have the same two ranged attack as a MG unit. I’d suggest a weaker ranged attack than a MG specific unit, but claiming they are only a melee unit has always baffled me. Non-Mechanized Infantry should also have at least a 1 range attack option, perhaps as far back as the Musketman. Archers can reach 2 tiles, but a 20th century Infantryman with a rifle is melee only?

Helicopters should have a 2 range attack, and possibly have a further upgrade to Attack Helicopter receiving a 3 range attack. Being melee makes no sense once transitioning to helicopters. Also, crossing rivers, and woods should not count as 2 movement once becoming a helicopter. Hills can still count as 2 movement (maybe only 1.5,) but crossing over woods or a river has zero effect on a helicopter.

Tanks should also have a 2 range attack, and 3 range attack once upgrading to Modern Armor. Again, being melee once transitioning to a Tank just doesn’t make sense.

Anti-Tank and Modern AT units should have a 1 range attack. They are still a pretty risky short range option in real life, but they should receive the same anti-cav boost against Mechanized Infantry and Rocket Artillery as they are both vehicles and would be absolutely destroyed by anti-armor munitions.

That said they should all still be capable of taking a City with a ‘melee’ attack.

I know this would change the Arms Race, and late game war styles, but... that’s what all these things have done in real life. As a historical game I think these changes should be acknowledged and implemented. Perhaps not exactly as I’ve suggested, but these late game units do need to be reworked, at least going forward in CivVII if not in CivVI.
 
Improvements for a few Units

Mechanized Infantry, Tanks, Anti-Tank, and Helicopter units should all have ranged attacks.

Mechanized Infantry uses Machine Guns on a vehicle so it should have the same two ranged attack as a MG unit. I’d suggest a weaker ranged attack than a MG specific unit, but claiming they are only a melee unit has always baffled me. Non-Mechanized Infantry should also have at least a 1 range attack option, perhaps as far back as the Musketman. Archers can reach 2 tiles, but a 20th century Infantryman with a rifle is melee only?

Helicopters should have a 2 range attack, and possibly have a further upgrade to Attack Helicopter receiving a 3 range attack. Being melee makes no sense once transitioning to helicopters. Also, crossing rivers, and woods should not count as 2 movement once becoming a helicopter. Hills can still count as 2 movement (maybe only 1.5,) but crossing over woods or a river has zero effect on a helicopter.

Tanks should also have a 2 range attack, and 3 range attack once upgrading to Modern Armor. Again, being melee once transitioning to a Tank just doesn’t make sense.

Anti-Tank and Modern AT units should have a 1 range attack. They are still a pretty risky short range option in real life, but they should receive the same anti-cav boost against Mechanized Infantry and Rocket Artillery as they are both vehicles and would be absolutely destroyed by anti-armor munitions.

That said they should all still be capable of taking a City with a ‘melee’ attack.

I know this would change the Arms Race, and late game war styles, but... that’s what all these things have done in real life. As a historical game I think these changes should be acknowledged and implemented. Perhaps not exactly as I’ve suggested, but these late game units do need to be reworked, at least going forward in CivVII if not in CivVI.

This is a very well-argued proposal. The only argument against it that I can think of is that giving all of these units ranged attacks might unbalance late-game combat and make ranged camping practically mandatory as a strategy.
 
Renaissance and later-era naval units could be allowed to "explore" sea ice tiles that are adjacent to land, which would remove them from the map. A unit could explore one tile per turn. This would prevent sea ice tiles from blocking circumnavigation of the globe.

It would simulate the search for the Northwest and Northeast Passages.
 
City Growth

I think at a certain point, I’d suggest population 15, that a city should have a continual growth rate. Large cities don’t stop increasing in population just because they don’t have enough housing or food. This growth rate can be boosted by food and available housing and slowed down a little, but it should never be capable of becoming stagnate after you hit that large city mark. (Large cities nowadays just keep growing, crime and homelessness rises as the city attempts to adjust.)

This would also add challenges late game, not enough food or housing (or having a population greater than you have tiles to work kinda representing unemployment) increasing the likelihood of Barbarian units appearing in a city; at a certain point you could start losing loyalty; etc. (If disease was ever introduced as a disaster it could be more likely in these cities.)

With the Barb Units I’ve made suggestions before on making them more dynamic and not just popping up an unbelievable Barbarian Modern Armor unit, but things like Bank Robbers, Terrorists, etc. that are dealt with a bit differently.
 
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Hello everyone. I wrote to the developers of civilization 6 for a long time, no one really answered.
sentence:
1. The United Nations should do as in civilization 5 with all the consequences as an embargo, also, on a par with the United Nations, the International Monetary Fund (the headquarters should be the Gemini Tower building) should be added with the choice of the currency of the country that was the first to establish the IMF and whose currency will apply to all civilizations that received help from the IMF or the country of the founder of the world currency, also add to the UN the World Trade Organization and UNESCO branches. the goal of these organizations is to balance prices and financial assistance, as well as establish their own currency and its distribution as another branch of religion. The goal of UNESCO historical events can increase value by recognizing it as a masterpiece (an example of +2 culture after recognizing the book of a great writer as an international masterpiece, plus +3 culture or civilization where it is located, as well as wonders of the world and nature, are also under a separate resolution in the UNESCO branch) (The World Exhibition is held by resolution at UNESCO).
2. The union of two countries located close to each other at the second level should be reformatted to a wider union as the European Union or the Arab Union or the African Union (with the indispensable condition that other civilizations can join the union only in the neighborhood of the continent, this type of union must to have a comprehensive aspect, defensive, economic, cultural and scientific), as well as add here the NATO Alliance and the Shanghai Cooperation Organization.
3. To return the building in the form of a great engineer as civilization 5 on the map to establish a plant if it is the Rockefeller oil tycoon, then the improvement is only for the oil rig, and if it is jeans, then in the form of the factory in the industrial zone with the expansion of one diplomat or trader every twenty moves to lobby for progress in other civilizations.
4. Develop civilian airplanes and their air transportation + extra money, tourism, hotels and travel agencies, as well as launch as titanic and inruise liners to promote the tour.
5. Develop a strategic resource of gas, as well as main pipes for transporting gas through pipes.
6. To develop two types of forms of government federal and republic, with a two or multi-party system of deputy factions. When creating any of the aforementioned European Union, that form of government is united except for the management of another civilization. It is also necessary to restore the status of vassals both in city states and in civilizations, for subsequent annexation (the form of government of the REPUBLIC) or satellite (form of government of the Federation).
 
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Allow a player to keep a unique district if they conquer a city, perhaps without its abilities, but allow it to remain.

It’s not fun to conquer a city and lose a district just because it was unique, and less fun to have your city conquered, retake it, and have to rebuild a district you’d already built. Makes no sense... I understand the reasoning, but the time should have been taken to code it so the district stays and only lose its abilities.
 
A suggestion for agenda mecanics.
If u go against a.i agenda, you are limited on diplo screen, a.i. won't accept your envoys less favourable trades.

Habout a scenario when enemy (A.I. or player) goes against your leader's agenda, game shows him/her as a brute/revolting/shady/terrorist looking (basically changing the leader image up to a unrecognizable point) and twist the message they bring.
Example: play Tomyris and meet persia (who made some surprise wars recently and wants you to join his war), game shows persia as sneaky ugly man with a dagger behind his back saying something like "we have just started slaughtering their women and children, u could do the same."
Your responce: "never" / "burn in hell!"
 
Suggestion for city states.
Every city state wants to become a great power.
They can't train settlers, but if they capture a settler or a city, coud become a fully functional civ. To the point where they might declare a war against u if u leave an unescorted settler in thir units reach.
 
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