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

I like the chess-like potential of 1UPT and don't quite like micro-battles like that of Humankind because the amount of micromanagement is just too much when one just wants relaxing game, but I'd like to see someone try to treat Unit Classes like stats and class talents (unlocked as Promotions), and assembling Army is about in what areas is that particular Regiment supposed to shine. You could stack the same class to multiply the stat and the talents (for example, 4 Heavy Cavalries would mean +4 Movement by stat and +4 Movement If starting in Open Terrain, provided that +1 Movement If starting in Open Terrain was chosen as Promotion), or try to focus on various things at once with versatility, though not shining in any of the many focused areas. Examples: Recon Class = +1 Sight per Recon Unit in Squad, Cavalry Class = +1 Movement per Cavalry Unit in Squad, Frontline Class = +10 CS per Frontline Unit in Squad, Anti-Cavalry/Defense Class = +10 DS per Defense Unit in Squad, etc. Units that are supposed to act independently would be 1UPT (such as proper Scounts and Rangers to study the terrain before Army moves), Support Units would be like "Items" carried by Army, Passive & Active Benefits like Promotions/Talents that wouldn't require exp but just being produced (such as +15 CS against City Center from Siege Tower [PASSIVE] or a 3-Range 200% CS Damage Ranged Attack that could only target City Center performable once every few Turns from Catapult [ACTIVE]).
 
I'm in the mood for some crazy suggestions toppling the holy pillars of 4X genre.

Let's imagine civ game with no "science" yield. I am serious: no blue icon yield governing the speed of research. It is a very abstract, hard to grasp concept, and honestly? It has never been very interesting or interactive aspect of any 4x game. In every game you just grab as much of it as possible (it's always powerful) and just pump "science" (whatever that means) passively, boringly, mechanically.

"So how would you research stuff"
Oh, there are many ways to depict this process in more interesting, historical, emgaging ways. They could even differ from age to age, or depending on the type of tech. For example
- You allocate money, production and citizen specialists budget to specific research topics to fill progress bars.
- In the case of some special (esp theoretical) discoveries and philosophies you instead tie the system to the great people, so you need great thinkers to be the first in some areas of thought (otherwise you'll get this tech later from other civs)
- You establish educational institutions, most notably universities, and give them budget and play with their own little minigames to actually have some interactive fun with the progress.
- In case of civics and more "cultural" technologies, tie the progress to the culture and government system. Reach democracy through gradual reforms of your government type (or revolution), not passive yield stacking.
- Or yet another approach: make technologies not so hard to discover (they quickly spread across borders) but make the real challenge in their mass scale adoption.
- Make some tech progress rely on international projects in the modern era.

There are so much more interesting things to do with progress rather than the flat science yield increase.
 
I'd add that Civ 6 Babylon is also inetresting to me - basically fulfill some quest, actively gaining the particular knowledge. To tame it (as you could technically discover some Renaissance Stuff in Ancient Era) you could still have Science Yield, but it represents how much progress you get from active actions - so each Eureka grants you X points towards discovering the tech based on Science.
 
I know this is a weird idea, but hear me out...

Every Civ games have polar ice caps that are inaccessible and block you from circumnavigating the world vertically.

I thought of a potential use for them. Since Antarctica in real life has research stations and nations claiming territory on it, what if we emulate that in game?

Maybe you get a special scientist unit that can build research station improvements on polar tiles, and the Civ that owns the improvement gets a science bonus every turn. Maybe upon building one, you automatically claim some of the nearby tiles, as well?
 
A few ideas...

I would like to see Marine National Parks.

Also, bring back atolls. One of the few cool things from civilization 5. I suppose reefs are somewhat similar but why not both?

I really liked Peat in Civ II. Add some variety to marsh tiles. With peat, you could get a production bonus when harvesting.
 
A few ideas...

I would like to see Marine National Parks.

Also, bring back atolls. One of the few cool things from civilization 5. I suppose reefs are somewhat similar but why not both?
Pretty sure in my first ever game of Civ 6 I had the Great Barrier Reef in my territory and I was disappointed when I found out I couldn't make it as part of a National Park. :sad:
 
I know this is a weird idea, but hear me out...

Every Civ games have polar ice caps that are inaccessible and block you from circumnavigating the world vertically.

I thought of a potential use for them. Since Antarctica in real life has research stations and nations claiming territory on it, what if we emulate that in game?

Maybe you get a special scientist unit that can build research station improvements on polar tiles, and the Civ that owns the improvement gets a science bonus every turn. Maybe upon building one, you automatically claim some of the nearby tiles, as well?

It is possible to make sphere, not cylinder cart. Fullerene type is a perfect hex approximation.
 
Just a couple fun little flavor ideas.

Conservation grants +1 Culture to all tiles adjacent to a Natural Wonder.

The Enlightenment gives your Civilization +10% Science but -10% Faith.

Mercenaries decreases the cost of purchasing units with Gold by -10%.

Civil Engineering allows Builders to build Roads at the expense of a build charge.

Nuclear Program gives +50% Production toward Nuclear Power Plants, boosts the Nuclear Fission tech, and increases the accumulation rate of Uranium in cities with a Campus or Industrial Zone by +1.

Nationalism gives +3 Loyalty to all your cities.
 
A sound-based idea: Similar to how there's a sound que for declaring war, I think there should be a unique sound que for every instance that can drag you into a leader's diplomacy screen (i.e. first meet, agenda approval, promise request, etc.). That way, with experience, you can instantly distinguish what the purpose of the meeting is before you've even read the leader's dialogue and know what to expect.
 
I remember in cIV that the AI got annoyed when you bought up tiles (now hexes) around their cities. I wish they would bring that back.

I would like a new city state that allowed you to build a floating market hex improvement. It could only be built on shallow water tiles or lakes and would get a gold bonus if next to a commercial hub. Perhaps the city state could be Bangkok which has a pretty cool floating market.
 
I remember in cIV that the AI got annoyed when you bought up tiles (now hexes) around their cities.
They did in Civ5, too.

I would like a new city state that allowed you to build a floating market hex improvement. It could only be built on shallow water tiles or lakes and would get a gold bonus if next to a commercial hub. Perhaps the city state could be Bangkok which has a pretty cool floating market.
Or we could just have Siam back. :p
 
I remember in cIV that the AI got annoyed when you bought up tiles (now hexes) around their cities. I wish they would bring that back.
In Civ IV you couldn't buy tiles? The geographical expansion was only through culture? But yes, a border where cultures were clashing could mean a diplo penalty.
 
They did in Civ5, too.


Or we could just have Siam back. :p

Oh? Didn't play much of Civilization 5.

Sure, Siam would be great but I don't think it'll be coming to Civ VI now. Basically, I would like a water improvement accessable from a City State.
 
In Civ IV you couldn't buy tiles? The geographical expansion was only through culture? But yes, a border where cultures were clashing could mean a diplo penalty.

I enjoyed the border wars in cIV. :D

Yes, it really cheesed off neighbouring Civs.

There isn't much border tension in cIV VI. :undecide:
 
Sure, Siam would be great but I don't think it'll be coming to Civ VI now. Basically, I would like a water improvement accessable from a City State.
I don't think anything is coming to Civ6 at this point. We'll be lucky just to get another patch. I was speaking mostly in the context of Civ7.
 
I don't think anything is coming to Civ6 at this point. We'll be lucky just to get another patch. I was speaking mostly in the context of Civ7.

Siam is already in Civ VI, at least as Sukritact's excellent Modded Siam, complete "Floating Market" and alternate leaders.
He also has a Modded Burma and a reworked Khmer with Barays, as they should have had from the beginning. With the regular game's Indonesia and Vietnam, you can do a pretty fair Southeast Asia-themed game . . .
 
Siam is already in Civ VI, at least as Sukritact's excellent Modded Siam, complete "Floating Market" and alternate leaders.
He also has a Modded Burma and a reworked Khmer with Barays, as they should have had from the beginning. With the regular game's Indonesia and Vietnam, you can do a pretty fair Southeast Asia-themed game . . .
I avoid mod-added civs, personally, as I don't feel they mesh well with the game (the same can be said for most of the NFP "mods" :shifty: ), though I do use Pokiel's Norway overhaul, Sukritact's Khmer, Egypt, and Sumer overhauls, and, of course, as I've plugged a number of times, Port Limes' Babylon overhaul. ETA: I did use Sukritact's Gaul before NFP; TBH I liked his design better.
 
Siam is already in Civ VI, at least as Sukritact's excellent Modded Siam, complete "Floating Market" and alternate leaders.
He also has a Modded Burma and a reworked Khmer with Barays, as they should have had from the beginning. With the regular game's Indonesia and Vietnam, you can do a pretty fair Southeast Asia-themed game . . .

Cool! I will have to check that out. :)
 
Oh? Didn't play much of Civilization 5.

Sure, Siam would be great but I don't think it'll be coming to Civ VI now. Basically, I would like a water improvement accessable from a City State.
Dubai city-state with a Palm Island improvement would look great. :D
 
Palm island? Yeah! It'd look fantastic. More eye candy is good for desert climes :)

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Would like this marvelous feat of ancient irrigation to somehow be implimented.

I did get desert bananas once from Maui but it would be fun to make the desert bloom a little more. :D

Despite the harsh climate, the Turpan soil is fertile and vineyards flourish throughout the area. More than a dozen different types of grapes are grown here, and the water the grapes need to grow is brought to their vines by an ancient irrigation system called the karez, or ‘well’, in the Uyghur language.

https://www.bbc.com/travel/article/20170307-an-ancient-oasis-in-chinas-remote-desert
 
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