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

Do you get anything for capturing an enemy's holy city? In civ IV you get the gold bonuses if they founded the holy site with their great prophet or whatever it was called. What about this game?

edit: I'm referring to civ VI.
 
Late Game Religion

Allowing for a late game religion to be started, or a failed one to re-emerge. My suggestion is allowing three different ways to achieve this new age prophet:

• Archaeologist finds a Relic you can activate. (One on the map)
• A Diplomatic vote
• A Great Person (not a Prophet)

Once one is achieved the others cease to exist. If the Relic is found or the Great Person is earned the vote won’t happen. If the vote happens before either of those the Relic location just becomes a regular artifact when dug up and the Great Person disappears or has some other effect.

In the end this is one last chance for a Civilization to compete religiously. Only a Civilization that doesn’t have a religion, or has no cities that follow its religion can use this, or participate in this vote.

If a Civ with a religion digs up the archaeological site that held the Relic; they just get the normal archaeological find, and then that path to a new religion is gone.

If a Civ with a religion earns the Great person they get a different boost, or perhaps can choose another belief/bonus.

The vote would act like an Emergency and only those Civs without a religion, or religions with no cities following their religion would participate. (I don’t have a suggestion for when this vote would be activated. An era... half the Civs follow one religion... some other trigger... I’ll leave this one for the Devs.)

I would propose this newfound religion’s Holy City can’t be converted by other religions. Any other City in that Civilization can be normally, but considering this Holy City emerged under the world’s religions it’s safe to say they aren’t going to buy into them. (Gives this late religion a fighting chance.)

Lastly I would propose the missionaries and apostles should start at 25% conversion power, gaining 25% each era after the era founded. So if founded early enough the missionaries and apostles could end up with higher than normal converting power; however, this would also be this religions only bonus/belief along with the Holy City not being able to be converted. (If a failed religion re-emerges using this the previous belief bonuses are no longer active.)

Historically accurate and, in my humble opinion, it would be a good late game change up. Thanks for reading.

Edit: Late Game Religious Policies

Favored gods
Religious units owned by your Civilization receive +2 movement inside your borders; religious units not owned by you receive -2 movement inside your borders.

Religious Suppression
Religious spread in your cities is reduced by 50%. [Edit 2] You produce 50% less Faith per turn. [Think that would make sense, and balances out the policy a little.]

“Freedom” of Religion
You may condemn units of any religion within your borders. Grievances will be accounted for based on 50% of the condemned unit’s spread strength.

The Lord’s Work
Your religious units can only be seen by other religious units or an adjacent unit of any class.
 
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Edit: Speaking of Public Transport, maybe it could also grant bonus production for Neighborhoods. I don't know if the production should be scaled somehow, but it should represent the idea of public transportation making it easier for workers to get to and from places of work.

The new Public Transport policy just released does give bonus food/production/gold based on quality of neighborhood now.
 
The ability put items in the queue even if you can’t build them immediately. For example, you start building a Commercial Hub then place the Market and a Trader in the queue even though you can’t build them yet. Or late game you place a new district in a city, say a Campus, and then put the Library, University and Research Lab in the queue instead of having to build the Campus and then wait for it to finish to start the Library and then repeat for each additional building.

Great People for the Entertainment Complex and Water Park. In addition to proving more amenities they could give additional bonuses for happy and ecstatic cities. Additionally, something like Great Theologians for Holy Sites after you recruit a Great Prophet and provide bonuses for Holy Sites.

Commercial Hubs need something more, especially late game. Markets are good because they give a Trade Route, which can potentially give you more money than a Bank and Stock Exchange combined which in turn can make them feel underwhelming. Additional adjacency bonus would also be nice, perhaps something like +2 for each river instead of just +2 for being next to a river.

Stamfford Raffles should work regardless of whether or not you a Suzerain of a city-state because absorbing a city-state that you are taking advantage of feels unfun.

The special policy cards unlocked with your first Tier 3 government should carry over to your Tier 4 government. Whenever I go for a science victory I never switch away from Communism because losing Collectivization means my cities start to starve and it’s just not fun.

War of Ideology should also apply to Tier 4 governments because Corporate Libertarianism strikes as just ideological as Fascism

Selling Diplomatic Favor to other leaders to reduce grievances.

Late game wonders that support a domination victory. Something similar to Statue of Zeus that gives you units or perhaps some nukes. More late game wonders in general, maybe even for the future era.

Policy cards that interact with Military Engineers or cards that work for Builders also work for Military Engineers.

Military Tactics should be in the bottom part of the tech tree, maybe in front of Military Engineering.

Older Unique Units needs to be updated to fit better into Gathering Storm. For example, the Mamluk should upgrade into a Cuirassier instead of a Tank. The Varu needs to upgrade sooner as well. The Wing Hussar should just outright replace the Knight and so on and so on. Older Unique Units are just inferior to newer ones since they don’t work as well with the GS units.

Unique Units should keep their unique abilities through at least one upgrade, if not all of them.

Given the recent changes to policies like Rationalism, 15+ population cities should be able to work their fourth ring of titles.

A photo mode for console versions of the game.

More alternative leaders for current civs. It feels like one of the most under used aspects of the game.

Refinement of current stuff in the game. Railroads are a great example of this. The extra money and movement are nice but don’t feel essential. Forts are useless. Religion could be expanded upon. Grievances are nice put could use more fine tuning. For example, personality traits that make the AI more or less likely to care about Grievances or care less about Grievances against you if they are unfriendly to that leader. New stuff is nice but the upgrades Harbors’ received, as well as the recent changes to Inspirations and Eurekas, changed the game in goods ways by making them better and made you want to use them more and there are plenty of features that could use some similar attention and changes.

Late game resource outposts so you can get resources like oil and aluminum without having settle new cities in inhospitable locations. They would have defenses and could be conquered and whatnot like regular cities but couldn't have districts and you would still need builders to improve the tiles to get the resources.
 
Totally agree!

Stamfford Raffles should work regardless of whether or not you a Suzerain of a city-state because absorbing a city-state that you are taking advantage of feels unfun.
This one was a huge disappointment for me yesterday. I wanted to take over a city from another nation. But the CS of which I am suzerain... I chose them for their bonuses, I don't want to loose that!
 
I’d like to be able to adjust the Civilization colors mid-game. I play Hot Seat at home with the family a lot and often get to a point where another Civilization has very similar colors and it would be nice to change them. I know you can change this before starting a game, but when randomizing you don’t know what Civ’s or colors will be.

I think the game tries to adjust for this, but it doesn’t always get it right. Currently playing with Spain and Mongolia in the game. Spain a red and yellow, Mongolia a maroon and orange, and it takes a second to discern the difference especially when in a convoluted war with one another.

Maybe not for online games, but single player and hot seat/local network games it would be nice, especially when all players are in agreement and annoyed by the similarity.

Thanks for listening.
 
Some city-states I thought might be cool. Haven't got bonuses yet.

Reykjavik - Cultural
Havana - Trade
Sarajevo - Militaristic
Lhasa - Religious
Abu Dhabi - Industrial
Vienna - Scientific
Reykjavik: +1 Science, Food, and Production on Volcanic Soil, increasing to +2 if in Tundra or Snow Tiles.
Abu Dhabi: Oil Rigs provide +2 Production and +2 extra Oil per turn.
 
Lhasa - Religious
Religious units can move through mountain tiles as if there were mountain tunnels present.

Vienna - Scientific
I'd personally make Vienna Cultural for being the home of Classical music, unless you mean to base it off of being the home of Sigmund Freud.
Your Great works of writing and music provide +1 Diplo favor per turn.

Or something even more interesting and crazy:
Any Great Musician you obtain may go to a Theater Square in another civilization's border and perform a "Great Musician Concert" using a charge. This provides a one time boost to your Tourism and some Diplo favor. (Similar to how a Rock band Concert works now)
 
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Just reminded, I wish they'd add back Tengrism as a religion in Civ 6.

Not only is it a missing religion going from Civ 5 to Civ 6, but I enjoy using the scorpion to represent the religion of Brotherhood of NOD, and would like a bird raptor to represent the religion of GDI :p
 
Just reminded, I wish they'd add back Tengrism as a religion in Civ 6.

Not only is it a missing religion going from Civ 5 to Civ 6, but I enjoy using the scorpion to represent the religion of Brotherhood of NOD, and would like a bird raptor to represent the religion of GDI :p
That and Jainism are the ones that should at least be added.
 
One point of era score in relation to Secret Societies. For example, recruiting unique units, building unique buildings and getting all four promotions. Maybe something similar for unique City-State units and tile improvements.

Era Score for splendid adjacency bonuses applied to unique districts since you get the Era Score in relation to unique units, the use of a strategic resource and first ocean unit being the notable ones.

The ability to renew friendships/alliances and renegotiate trade deals/open borders when they end without having to redo the whole process from square one. It is endlessly aggravating moving units through other civ’s territory and having an alliance or open borders end and then have to send them back through the territory you were already moving through in addition to them thinking I am going to declare war on them and then break a promise because I still have to move troops through their territory. Or the only way I have to find out that a trade deal for luxury resources expired is that all of my cities are now unhappy. Having to constantly recheck to see if I still have open borders late game going for a culture victory is equally exacerbating. The ability to renegotiate trade deals and alliances right when they ended would make the game so much more pleasant.

The ability for a permanent alliance after you have gotten a level three alliance.

The ability to ask an AI to move troops away from your borders and to get a casus belli for a War of Retribution if they don’t.

The ability to immediately break an alliance if an AI breaks a promise or declares war on a city-state you are suzerain of and no penalty for any related wars.

Alliance blocks between three or more civs. For example, if I am allied with two other civs and they are both allied with each other than we could form an alliance block. Alliance blocks would be able to share resources and maybe get some boosts. Say I am going for a science victory and I have low faith and culture output and my two allies are each strong in one of those I get a boost or some kind of per turn yield in culture and faith from them and they get a boost in science from me.

Research Agreements from the base game are far better than what is available via a research alliance in the expansions and should be brought back in some way, even if it is limited to being in a research alliance. Especially since they are still useful when going for a science victory, unlike the alliance.

A nonaggression pact, unlocked with Civil Service, that prevents you and another civ from declaring war on each other, even if you would normally do so because of an alliance.

The ability to make “horizontal” national parks in addition to “vertical” national parks. Also, the ability to choose the tiles that make up a national park if there are more than four valid tiles in a close area.

The ability to become permanent suzerain of city-state if you have been suzerain for something like to two whole eras. Also, a casus belli against a civ or city-state in such a relation to become the new suzerain of a city-state in that type of relationship. More interactions with city-states generally would be welcome as well.

The unique melee units from Military Tactics need to be better integrated into the melee unit class, either replacing the Swordsman or changed to being a Swordsman upgrade that then upgrades to a Musketman. They could also be moved to another tech as unlocking a unique melee unit from a tech that is boosted by the Spearman is just kind of weird.

To choose which tech boost or great work to steal on their respective missions when using a spy.

Spec Ops should be invisible unless next to an enemy unit, Encampment or City Center to make them useful. I know it is the final promotion but getting to that final promotion is incredible hard to do. Also, maybe additional sight range for recon units upgraded to Corps and Armies.

The Inspiration for Humanism needs to change because the only way to reliably trigger it is to be going for a Theater Square heavy culture victory. All of the other inspirations and eurekas are, aside from the religion focused ones, achievable when going for any victory type. Maybe changed to recruiting a Great Artist OR Great Engineer given the fact it unlocks the Invention policy card. I would like to see some "Or" options for eurekas and inspirations generally to add some more variety to the game so you are not repeating the same patterns game after game.

Infantry should require niter, not oil, given they are almost immediately and severely outclassed by tanks as well as the fact that oil is also used by artillery and they are all unlocked near each other. They also don't require it in real life and it has always seemed strange to me they do in the game. Mechanized Infantry should still require oil though.

The Inspiration for Suffrage needs to change as building Sewers has nothing to do with the play style preferred by the government unlocked, unlike the inspirations for Class Struggle and Totalitarianism. It should be something like have three alliances or something similar. Alternately, move Sewers to earlier in the tech tree and have that be Inspiration for Sanitation (which gets some a new building or something, maybe that encourages extra population growth) and have building Neighborhoods be Inspiration for Suffrage, which makes far more sense from a game play perspective (decent extra housing for the extra food) and a theoretical one (more citizens mean more calls for inclusion and say in governance). Along with this if Sewers are not going to come earlier in the tech tree then they need a buff as they are really weak for a late game building.

Better differentiation between alert sounds. The alert sound for your spy has completed a mission and an enemy spy has successfully completed a mission against you are the same as well as the sounds for someone has declared war on you and someone has declared against someone else who is not you. It is very annoying/nerve racking, especially if you are not constantly looking at the screen when playing the game.

Late game spy satellites, a Spaceport project, that removes frog of war from parts, or all, of the map. Unlocked sometime after Rocketry.

A late game, maybe with unlocked with Chemistry, Builder or Military Engineer ability to turn hills into flatland or vice versa. Alternatively, unlocking Chemistry removes hill/flatland requirements from districts and wonders that have them.

A late game “autopilot” for cities that converts production into Science, Gold, Culture, and Faith instead of having to queue up district projects.

The Eurekas for Square Rigging and Naval Tradition should be changed. Naval Tradition should be to recruit a Great Admiral which makes sense for the Policy Cards unlocked since you really only need one coastal city or harbor to build a Quadrireme. Square Rigging’s Eureka does not fit with similar Eurekas which have an entire era between unlocking the unit needed and the tech with the corresponding Eureka. Changing the Square Rigging Eureka to killing a unit with a Quadrireme fits the established pattern perfectly. Also, the tech is called Square Rigging and I'm not sure what that has to do with Musketmen.

Purely an aesthetic change but the Eurekas and Inspirations descriptions should be changed to fit with unique units, districts and buildings. So, Electricity’s Eureka is changed from saying Privateer to Barbary Corsair or Sea Dog for the Ottomans and England respectively.

Map generation should bias towards making it impossible to circumnavigate the world without unlocking Cartography first. Way to often on Standard map sizes I can circumnavigate the world by just unlocking Sailing and Shipbuilding and it feels weird to do so. Also, continents maps should not generate a Pangaea type land mass, which has happened more than once to me.

Zen Meditation should be changed to one amenity for every two districts, including the city center if it already doesn't.

It is way too easy to generate culture outside of the Theater Square while science is almost impossible to get outside of the Campus. This is compounded if you have a religion because good Holy Site spots compete with good Campus spots. The available methods to generate extra Science are way to random (the Zoo and Aquarium) and Military Research policy card has too many limitations and is limited in scale. There should be a midgame science equivalent to the Monument so you can get more science. Also, maybe Encampments and Industrial zones can provide major adjacency bonuses to Campuses as well.

Dido’s Move Capital project needs to be cheaper but as a tradeoff maybe limited to once an era. Also, maybe entering a Golden Age allows any civ to move their capital at the the start of the era as long as they are not a war and haven't had their original capital conquered already.

A map search function for consoles versions of the game. Especially needed given the newest game mode that has been released.

Decommission Power Plant project should be unlocked with Environmentalism instead of the Climate Accords competition.

Along with the regular difficulty settings there should be a version where the AI bonuses are halved or more but scale up, eventually ending up surpassing the current bonuses, with each new age in the game that way it is possible to get early wonders while making the late game more difficult.

Game and Map seeds should not be saved when you save a game configuration.

Some more military units. A melee unit for the Medieval and Industrial Eras that are part of the upgrade path for the unique units from those eras. A new Medieval unit should also be in a new tech instead of Military Tactics, which is boosted by unlocking Feudalism since it has the corresponding production discount policy card and Stirrups would be boosted by training to two Horsemen. Heavy Cavalry for the Classical Era and get rid of the Heavy Chariot. Siege units for the Medieval Era. Maybe a Classical Era naval raider unit. A ranged cavalry class because having the Saka Horse Archer and Keshig upgrade into Field Cannons makes less useful compared to other units.

The boost for Castles needs to change because at this point it is functionally adopt Monarchy, not a tier 2 government.

The Inca’s Terrace Farms should count towards the Feudalism inspiration or replace regular farms as the inspiration.

Chandragupta should get a grievance discount similar to the one Cyrus gets.

Autocracy and Monarchy legacy bonuses are kind of weak and could use some improvement or just changed outright.

Shipyards should give +1 production to all water tiles.

Liberation Wars should apply to city-states that were captured if you were suzerain or had a certain number of envoys at when it was captured.

An alert function for Inquisitors.

Joint peace options for ending a war for when you go to war because someone declared war on one of your allies.

Some type of improvement, even if it in an unique improvement, that can be put on marshes.

More alternative Leaders for existing civs. It seems like it is the most underused feature of the entire game and Kublai was a wonderful edition to the game and works well with both of his civs, unlike Eleanore. Personally, I would like to see a new leader for Japan that mirrors Hojo’s district discount ability for the districts he doesn’t cover. I would like see more Leaders with unique governors, tile improvements, buildings and a leader with an unique district.

Policy cards like Inspiration and Strategos should be updated to mirror the recent changes to the late game policy game cards that replace them along the lines of some like +2 Great Scientist points plus +1 per Library for Inspiration.

Do something about the late game AI settler spam that involves them settling a one tile island, settling where they have no chance of maintaining loyalty or just endlessly wander the map with the settler. It seems the AI thinks “need new city” but doesn’t factor in whether or not there is actually any good places to settle.

A way to see which cities DO NOT have trades routes going from them that doesn't involve getting out pen and paper and doing a process of elimination, which becomes especially frustrating in the late. Same for which other civs you don’t have a trade route to.

Some kind of buff to the Diplomatic Quarter, like giving governor titles for finishing buildings.

Change the Inspiration for Theocracy to something like having three Holy Sites so it can be gotten by civs that didn't get a religion. This would help with unlocking the government as well as getting the boost for city-state quests. The Inspiration for Monarchy would have to change as well but I don't know what to but something preferably that would play to a domination victory. Maybe change the civic tree around as well so that you don't need to unlock Monarchy to to Theocracy.
 
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Could you explain?

Basically mirroring the ability military units have to sleep but reactivate if a hostile unit appears in range. Inquisitors would sleep then reactivate when a unit from another religion comes into range.
 
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