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

Bug fixes needed:

1) Siege units like catapults and bombards receiving a bonus from a great general that is no longer around (or which became obsolete).

2) Siege units attacking after moving on the same turn. The description clearly says "cannot move and attack on the same turn" (unless they got the expert crew promotion). However, I find that I can always get away with this if the unit has more than 2 movement points or if it moves on a road.

3) The movement indicator is misleading. When a unit is highlighted, the movement indicator shows the possible destinations this unit can reach on THIS TURN. It's very common that when u click on that destination the unit can't actually reach it on the same turn! This is more the case when it involves embarking/disembarking and also when there's a zone of control effect (e.g. city center, encampment, unit).

4) Switching the places of 2 units on rough terrain does not consider the presence of a road on that terrain. Many times you find that you cannot switch the units' positions, when in fact it is possible because there's a road.

5) Pantheon exploit. Infinite settlers/builders/yields? Game-breaking. We can choose not to use it in singleplayer, but not so much in multiplayer.

6) Government exploit. We can trick the game nd enable ourselves to change policies or governments for free, on ANY turn...or every turn if we want. Not cool.

7) Dido's ability "naval units heal in 1 turn in a city with the unique district (Cothon)"...simply doesn't work.


This is not an exhaustive list. We should have a page or a way to efficiently communicate bugs to the devs to make Civilization a consistent game nd a more enjoyable experience.
 
CaPtivE

1) Agreed
3) Agreed .. this is really frustrating !
6) Oh really ... how ?

My additions ( because this trivial-looking topic is really needed for future versions )

Upgraded Archers range cannot reach targets more than one tile away
Scouts in danger are moved away but moves back to the enemy after 'Automate Explore' is enabled.
Scouts in Automate-Explore mode always find themselves stuck in some remote blind-alley spot in the North or South tundra region ....man oh man...
Enemy ships enter city and can still shoot on land .... oh please...
Culture-bomb tiles after completion of a district promise, never happens ( or it does, but its never consistent )
When attacked, and gold is available, options to purchase a strong unit for defence is NEVER available.

More later perhaps.
Thx for bringing this up ..... useful.
 
Bug fixes needed:

1) Siege units like catapults and bombards receiving a bonus from a great general that is no longer around (or which became obsolete).

2) Siege units attacking after moving on the same turn. The description clearly says "cannot move and attack on the same turn" (unless they got the expert crew promotion). However, I find that I can always get away with this if the unit has more than 2 movement points or if it moves on a road.

3) The movement indicator is misleading. When a unit is highlighted, the movement indicator shows the possible destinations this unit can reach on THIS TURN. It's very common that when u click on that destination the unit can't actually reach it on the same turn! This is more the case when it involves embarking/disembarking and also when there's a zone of control effect (e.g. city center, encampment, unit).

4) Switching the places of 2 units on rough terrain does not consider the presence of a road on that terrain. Many times you find that you cannot switch the units' positions, when in fact it is possible because there's a road.

5) Pantheon exploit. Infinite settlers/builders/yields? Game-breaking. We can choose not to use it in singleplayer, but not so much in multiplayer.

6) Government exploit. We can trick the game nd enable ourselves to change policies or governments for free, on ANY turn...or every turn if we want. Not cool.

7) Dido's ability "naval units heal in 1 turn in a city with the unique district (Cothon)"...simply doesn't work.


This is not an exhaustive list. We should have a page or a way to efficiently communicate bugs to the devs to make Civilization a consistent game nd a more enjoyable experience.

Woah, don't suggest that they remove free infinite settlers. Sometimes it's fun.
 
CaPtivE

6) Oh really ... how ?

Simply select a civic that you already researched, then force the turn using shift+enter. It's so significant it is literally cheating. I did it in a game or two but felt cheap so I don't use it anymore.
Let's hope this is getting fixed with the new updates
 
CaPtivE,
Thanks for sharing.
but you are right about not using it anymore if it doesn't sit well with you eventually ....

Feel the same about some mods out there that can give you that 'advantage' but I wouldnt feel good later if I do win.
Once I installed a mod ( not a cheating one ) but deleted it because it screwed up the UI ... but the remnant effects left me with being able to do trade with my other civs and they would agree with any amount of gold I suggested !
Could have won any game I liked I guess on any level perhaps .... but it didnt feel right. It went away after I 'upgraded' to GS.
 
CaPtivE,
Thanks for sharing.
but you are right about not using it anymore if it doesn't sit well with you eventually ....

Feel the same about some mods out there that can give you that 'advantage' but I wouldnt feel good later if I do win.
Once I installed a mod ( not a cheating one ) but deleted it because it screwed up the UI ... but the remnant effects left me with being able to do trade with my other civs and they would agree with any amount of gold I suggested !
Could have won any game I liked I guess on any level perhaps .... but it didnt feel right. It went away after I 'upgraded' to GS.

In yesterday's update they explicitly mention that they have fixed this exploit along with a couple of others. I'm glad and I hope they continue down this road until the game is completely free of bugs and exploits.

Cheers!
 
Lots of interesting ideas here. One of the things I've always wanted is the ability to make The Short List of civs I want to play. Having 20+ civs is all well and good. Once in a blue moon, I'll get the urge to play X, Y or Z. But I typically want: (a) a random map; and (b) one of maybe 5-8 civs in the game. I want a way to get a random map and a random draw of one of those 5-8 civs. If I just set the game to Random Civ, the first 25 maps will be civs I have no interest in playing..... and usually fantastic starts, at that.
 
My suggestion would be to burn that crap called CIV 6 and pour the ashes into the deepest part of the Pacific Ocean. After that try to continue CIV franchise where CIV IV ended with some actual CIV lovers in the developers team. Any other horsehocky you try to do is destined to be just another bullfeathers stupid strategy game for people who love to play Angry Birds.
 
Lots of interesting ideas here. One of the things I've always wanted is the ability to make The Short List of civs I want to play. Having 20+ civs is all well and good. Once in a blue moon, I'll get the urge to play X, Y or Z. But I typically want: (a) a random map; and (b) one of maybe 5-8 civs in the game. I want a way to get a random map and a random draw of one of those 5-8 civs. If I just set the game to Random Civ, the first 25 maps will be civs I have no interest in playing..... and usually fantastic starts, at that.

Just use random.org?
 
City Razing
  • Have a choice for changing city razing from an instant raze too losing 1-2 population per turn until 0 where it’s deleted. For instance a 10 pop city would take 5 turns to fully raze. This could be implemented on a drop down menu in the map creation screen much like sea level or world age.
Post Game Map Replay
  • End of game map replay showing everyone’s borders per turn (like civ V). This could be done by the game taking a screenshot of the full screen mini-map every turn but with all vision revealed?
World Congress Adjustments
  • Grant the ability for people to choose what resolutions are proposed at the world congress (besides diplomatic victory points and international competitions leave them as is). Maybe give the two choices to the two Civs that spent the most diplomatic favor in the previous congress.

  • Offer the ability to impose trade sanctions on individual Civs for particular reasons, say having over 50% of global emissions or large amounts of grievances against you like you would an aid request outside the main sessions of world congress.
Unique Improvements When Invading
  • Keep the unique improvements and districts of other Civs when you take over another Civ’s city and vice versa.
Movement Through Canals
  • Allow people with open borders to move naval units through your canals/cities (currently cannot move boats through other peoples canals/cities even with open borders).
Gifting Units
  • Grant the ability to gift units to friendly Civs and city states.
City Graphics
  • Increase the amount of Urban sprawl (purely graphical) such as number of houses around the city center and districts when the population of a city increases and add more generic house models to districts connected to the city center by a chain of other districts. This would make the districts in a city feel more connected and enhance the feeling of creating a sprawling mega-city.
Government and Policy Adjustments
  • Add a panel/Ui element in the policy or government screen that shows you the raw yield output that your current policies are providing. This wouldn’t give you any extra information you already wouldn’t have, it would just provide a nice way to see the physical output of your government. For example if you plug in the policy that gives 100% campus adjacency bonus and you have 2 campuses with +4 adjacency bonuses in your Civ then it would show in this new government screen as +8 science (+4*2). Another example would be if you had urban planing active and you have 4 cities the new UI element would show +4 production).

  • Also please provide a way to search policies by yield/use type this would make managing policies late game when you have multiple pages of each type of policy so much easier.
Strategic Resources and a Market
  • Add the ability to trade strategic resources per turn and if the resource gets pillaged or lost then it gets taken out of the the stockpile of the Civ trading it or continually puts them in a deficit (e.g their resource counter would show -20 iron) until the trade deal is up and they have accumulated enough to get out of deficit. Also you cannot trade more resources per turn than you are currently making (e.g. if you have two iron mines you could only trade someone 4 iron a turn), treat it like gold per turn.

  • This is probably the hardest suggestion to implement in the list, it would be really great if a market was present in the game where you could place a resource or item up for sale and then other Civs could go to this market screen and buy what you have up from there. Example I have 20 oil I want to sell for 10 gold per piece of oil I could put this on the screen and then other Civs could look at this screen and buy up to 20 units of oil straight from it without having to make a deal with me. This would make buying, selling and overall trading a more smooth experience especially in games with lots of Civs.

  • Add wonders that provide strategic resource generation for each strategic resource much like what the Jebel Barkal is for iron as a way for at least one civ to get a resource they wouldn't normally have by investing production into it (think recycling centers from civ V but as a wonder instead).
A City Working a 5 Tile Radius Instead of 3
  • It would be cool if you could add a wonder that enables a city to work up to 5 tiles away from a city so it would be possible to create one mega city.
Oil and Nuclear Power Plants
  • I think the oil and nuclear power plants could use a buff as at the moment the coal power plant feels a tad overpowered (but don’t change the coal power plant it is fun) by comparison. I feel like the science provided by the nuclear power plants could be doubled and effect all cities not getting a benefit from a nuclear power plant (currently will not give effect if another city has any power plants effect), and a similar thing could be implemented with the oil power plants great engineer points.
Diplomacy Options
  • Please add an option for you to pay the AI or another player to declare war on another Civ without actually being at war with them yourself.
Cultural Influence
  • Give civ’s with a cultural influence (e.g. influential) a combat bonus over Civs that it is influential against. For example if a Civ was fighting the culturally dominant Civ they would get -5 combat strength for attacking units of the dominant culture.

  • Give Civs with a cultural influence a loyalty bonus against Civs they are influential over.

Puppet Cities
  • Allow for you to puppet cities you take over or puppet control of your cities in the late game, maybe make them produce 10% less of each yield , unable to control what they place/build and have less loyalty than fully controlled cities but have a governor fully offset this loyalty penalty?

More Late Game Units
  • More late game units to go along side the GDR like more futuristic melee and ranged units (idk if you guys want to do xcoms again but something like that)

Formation of New Civs Part Way Through a Game
  • This is also another of the more extreme suggestions but if there are enough free cities next to each other let them spawn as their own random Civ, and give them a tech, civic and infrastructure bonus of a Civ with the corresponding advanced era start (e.g if the game is in the classical era give make it like the game was started in the classical era for them giving them all techs and such up to the classical era).
Power Lines/Renewable Upgrades
  • Power lines tile improvement that acts like roads/railroads where it goes “on top” of a tile and when cities are connected with them they can share the power generation of each of the cities
 
Hello @FXS_MisterKevin, @dshirk and the rest of Firaxis,

As a small Quality of Life change, can you all please look into making the Search field defaulted to having the focus when you first open the Civilopedia? I have lost track of the # of times I have opened it, saw the Search feature and started typing what I want to look up, forgetting that all those keystrokes are firing off as hot-keys in the background actually doing something in-game. All because the Search field isn't actually clicked yet.

I realize you all are currently using an input text field style where the "Search" label is actually inside the field, and currently giving it focus removes the field - so it's a bit more complex of a request then it sounds like. But it would be REALLY nice (at a minimum) not to have all those key strokes go to the game itself while the Civilopedia is open.

PS Thanks for the bread-crumbs!
 
The ability to put filters on certain randomized elements, such as civs, city states and natural wonders. The civ filter would be further divided into a player specific random civ list and an AI specific random civ list. These filters could be an advanced option if need be.

Sometimes when I pick random civ, I end up having to restart a lot in case I get a civ that I really am not interested in playing as. And sometimes I'm not really interested in seeing certain city states and natural wonders as well.
 
Buff Stonehenge.
Delays spreading a religion. Seems to only make sense if there's fierce competition over available religions.
 
Not sure if I'm joking or not, but today can be a good time for the devs to announce a new "natural" disaster - Explosion - which can occur in and around an Industrial Hub.


I hope this comment is not too offensive though...
 
I want to be able to adjust the default settings for setting up a new single player game. I'd like to just go Single Player > Create Game > Start for the most part, but I have to remember to adjust the difficulty and flick on Secret Societies each time. I think it'd be nice if there was some way to not have to do that. The default settings adjustments could extend to other things such as number of active participants and disaster level and so forth.
 
This is a moderator approved thread for the posting of any ideas and suggestions that are not worth their own thread (as the name would suggest). If you have a relatively small idea, or a collection of relatively small ideas, it would be beneficial for the sake of forum organisation to post it here. They'll probably get more attention here than they otherwise would, and the forum will be much more easy to browse.

"I would like this new button", "It would be cool if this particular unit did slightly more damage" and "Why not include this wonder in the game?" might be good examples of ideas that would perhaps be best posted here.

So, what are some cool ideas or suggestions you have for the next instalment of Civ, whether it be an expansion pack or a new game?

I've only won my second Civ 6 (Vanilla) game so I don't have a ton of experience with all aspects of the game. It was a King Cultural victory with Barbarossa. It was definitely a lot of fun except for two things. One specific to Cultural Victories and one to the game in general: 1. It's maddening, frustrating, and just plain stupid that the AI will not trade art, relics or artifacts even for OTHER art, relics and artifacts. Yet they'll ask you literally every other turn to trade them two works for 30 turns of 9 gold or some such nonsense. It really takes away from an other wise pretty exciting race to get more tourism. 2. The AI seems overall childishly petulant about constant denunciations. For such an otherwise sophisticated game, this aspect needs to be fixed fast. 95% of the denunciations are utterly meaningless. It's just not a reasonable game mechanic at all.
 
I haven't played a ton of Civ6, but this is something I always wanted in C3C, and I doubt it has changed.

I want something like "Wealth - 10 Turns" in the production qeue queu que list. Once my empire is pretty well established, I can supply everything a new city needs from my older cities, and sometimes, I just want to let a city grow. But I want something small-ish to set it for (like 10 turns of wealth) instead of: (a) something that takes 85 turns to build; or (b) Eterna-wealth, which runs the risk of my forgetting about it so that the new city builds nothing but wealth for 390 years.
 
Some more additions that I thought would be good:

Production Queue
  • Add the ability to queue buildings in the same district before completing the prior building. For example if building/repairing a workshop you should be able to queue the factory and power plant into the production queue before the workshop is completed, this could be done by not letting the later buildings be put before the earlier ones in the queue (if the workshop is in position 4 a factory could only be put in positions 5-8 in the queue). This would also help with repairing districts+buildings as well as having to click repair on each building one at a time is a bit monotonous in the late game.
Future Era Techs
  • Add some minor passive empire wide buffs to the future era technologies alongside the GDR upgrades to make those techs more fun and worthwhile to get even if you don’t have a GDR. Maybe advanced AI could give all cities +15 air defence, or +5 combat strength on units or give all specialists +3 yields. Or advanced power cells could provide +5 of the respective yield to powered buildings.
Trade Deals and Alliances
  • Add the ability to renew or extend trade deals, alliances, trade routes, etc... before they expire or provide a screen where you can go to quickly restart these if they are still valid options without having to set everything up from the start again. Maybe just a checkbox next to them to say continue?
Spy Missions
  • A new spy mission that lets you free captured spies
More Military Controls
  • Have a military tactics/commands lens and system. Say I select a ranged unit and want it to attack a certain tile for X numbers of turns if an enemy enters it, I could set it up in the screen. Or if had a military and wanted to move it all at once and select where I wanted it to be in 30 turns. This would remove some of the monotony from have massive military and clicking through orders every turn plus it would add another layer to the strategy of warfare. If you could also choose to see future turns in the lens and a ghost/outline of where the units would be on that turn was added it would be helpful (e.g it’s turn 20, you go to this lens and select turn 30 preview it would show you where all your units are predicted to be on that turn via them appearing as a transparent outline of the unit).
Airports and Tourism
  • Buff airports to provide some tourism, either a flat amount such as +8 or a percentage of the cities tourism (e.g. increase the cities tourism by +10% vs other Civ's with airports). You could also increase the value of trade routes to cities with airports or allow traders to “airlift” between friendly airports.

P.S. Does anyone know if the Dev's read these threads? I hope they do even if they don't use all the suggestions/ideas because they do ask for feedback in their updates I'm just not sure the best place to give it.
 
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