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

I like the idea of "Voting Points" as well. I think you should get an additional permanent +1 Voting Point for each Quest you do for a CS, and maybe expand the variety of Quests.
 
The option to build an Iron curtain. To prevent other player from bugging you to open borders every other turn.
 
Why not allow me to move the worker unit onto a sea resource and convert it to fishing boats?

Moderator Action: Merged thread. Smaller ideas can go into this thread.
 
Moderator Action: Merged Krikkitone's thread. Please remember that if you have multiple suggestions for the one post, you should place them in this thread. You're welcome to create separate threads with more specific focuses. :)
 
Great Artist culture bomb is terrible (when compared to other great people power).

Great Artists should be able to be used to force another civilization to a state of peace for 10 turns if you're at war, or to prevent them from declaring war for (20?30?) turns if you are not currently at war.

This would synergize with culture being peaceful, and thematically it would represent a populations unwillingness to go to wage war against a place of great cultural influence over them (if you love movies you don't want to bomb Hollywood).
 
Actually, I find that to be little bit useless to be honest, Great Artist are supposed to help out with your CULTURE, and your CULTURE only.

Merchants = Money (Diplomatic Victory)
Scientist = Sceience (Space Race)
Generals = Military (Domination)
and Artist = Culture (Utopia Project) they shouldn't have anything to do with peace at all, since, it doesn't really help in anyway with any of the victories :/

Instead, they could help out with cost of next policy (giving a 25% boost or something like that)

and I gotta admit Culture Bomb is very useful for getting acess to resources right by your border but can't purchase the tile (especially if you play with fewer cities).
 
It's really annoying when for example

you are attacking a city with many units, and after do the action with one unit the game cycle to the unit in the other part of the map. It would be really cool if the game would move you to the closest unit first. Just like the BFS algorithm.

In graph theory, breadth-first search (BFS) is a graph search algorithm that begins at the root node and explores all the neighboring nodes. Then for each of those nearest nodes, it explores their unexplored neighbor nodes, and so on, until it finds the goal.


Btw I wanna say that sometimes the game doesnt show your enemy attacks. You can only see the pop-up message in the top middle area of the screen.


Do you guyz find it usefull?

Moderator Action: Merged. :)
 
Maybe this is already possible but I don't think so . . .

For random game settings there should be a way to have it random out of a chosen subset.

So the player would check of a group of leaders, map types, map sizes etc. and from the selection the random choice would be made.
 
Maybe this is already possible but I don't think so . . .

For random game settings there should be a way to have it random out of a chosen subset.

So the player would check of a group of leaders, map types, map sizes etc. and from the selection the random choice would be made.
Agreed. I would actually use the Random features if this were implemented.


edit: Just thought of a possible buff for Great Artists' Culture Bomb ability. It should flip all tiles within 1 like it does already, but for every tile that is not flipped (i.e., was already yours), the Culture Bomb generates, say, 5% of the Culture needed for your next Social Policy. Culture bombing would then have use even if you have no tiles nearby that you want.

Landmarks should probably create more Culture per turn, too.
 
Dunno if someone has suggested this one? Only a small gripe (and perhaps it's just me..!)

When at peacetime, I find that the land can become a little cluttered with inactive units.
This has the effect of making it a little more difficult to check land for improvements (only a little) and perhaps detracts from the visual beauty of the landscape....:rolleyes:

In addition to the single garrisoned unit, a city could have unlimited (or a large limit of) units "stationed".
The stationed units won't increase the strength of thec city and ranged units can't attack from the city etc.. (they add no value).
The city owner would need to specify what unit is garrisoning the city during their turn (if they want to change it).

Presumably people won't like this as it means an approaching army could be surprised by a sudden appearance of an army.
So, why not apply some (or all) of the following to a unit on the first turn when it first "un-stations" from the city:

1) Can only move 1 hex.
2) Cannot attack an enemy unit.
3) Are at reduced strength for x amount of turns.
4) Cannot enter a hex which puts them adjacent to an enemy unit.

Also, could limit the amount of units that can be unstationed in any turn?
(of course, some of the above could naturally limit this anyway).

Liked/dislike/don't care...?!
 
It's really annoying when for example

you are attacking a city with many units, and after do the action with one unit the game cycle to the unit in the other part of the map. It would be really cool if the game would move you to the closest unit first. Just like the BFS algorithm.
Yes, the auto units-cycle is very annoying. It's like watching a movie and getting constant interruptions by commercial breaks.
It was exactly the same in Civ III, the game cheerfully hopping all over the map from unit to unit, while you were trying to concentrate on doing things in a specific area. It is frustrating.

Another option to solve it would be to start this auto-cycling only when the player gives the order, to allow him to do the things he has in mind first - in peace.
Btw I wanna say that sometimes the game doesnt show your enemy attacks. You can only see the pop-up message in the top middle area of the screen.


Do you guyz find it usefull?
Several attacks play simultaneously, so you miss a lot. Options in the settings would be better. 'Quick battle' is the only option available now, for if you don't want the battle animations. I think there should be an option 'show enemy moves' at least, so that you see it when danger is approaching. If it isn't in the fog, you should be able bring it up, because you're supposed to see it. Personally I would even like to see a 'show friendly moves'. Right now some in the interturn some new civ greets me, and I haven't got a clue where they popped up; north, south, west, east? You like to get an idea of where they came from, don't you?
Civ III had all these settings, and more. In Civ III you could also turn all movement animations off, again seperately for friends and enemies.
Civ 5 did get rid of a lot of excellent features that previous games had, and some features are being missed.
 
Yes, the auto units-cycle is very annoying. It's like watching a movie and getting constant interruptions by commercial breaks.
It was exactly the same in Civ III, the game cheerfully hopping all over the map from unit to unit, while you were trying to concentrate on doing things in a specific area. It is frustrating.

Another option to solve it would be to start this auto-cycling only when the player gives the order, to allow him to do the things he has in mind first - in peace.

Or it could remember the sequence you moved your units last turn and repete that.

Several attacks play simultaneously, so you miss a lot. Options in the settings would be better. 'Quick battle' is the only option available now, for if you don't want the battle animations. I think there should be an option 'show enemy moves' at least, so that you see it when danger is approaching. If it isn't in the fog, you should be able bring it up, because you're supposed to see it. Personally I would even like to see a 'show friendly moves'. Right now some in the interturn some new civ greets me, and I haven't got a clue where they popped up; north, south, west, east? You like to get an idea of where they came from, don't you?
Civ III had all these settings, and more. In Civ III you could also turn all movement animations off, again seperately for friends and enemies.
Civ 5 did get rid of a lot of excellent features that previous games had, and some features are being missed.

Especially if you could change this during play. In the beginnig of a game I would very much like to keep track, but in the end this could take up too much time.
 
Question: has anyone every thought about adding the ability to link different maps like in Civ2 Test of time? I mean realistically we wont have the capability to visit Alpha Centauri before we start putting roots on Mars, the Moon, or even the oceans itself. Why doesnt Firaxis create a new expansion for the Near -Future Era, and use a "linked-map" ability to fight over multiple maps and develop differently? I think it would bring more people into the game due to "possibilities" and new tactics. IE you could lose on mars but still win.. Just a thought
 
A couple of annoying things that I hope to be solved.

When opening diplomacy from foreign advisor, the diplomacy starts but is behind the current screen. I must close the current screen to see it.
When contacting several leaders, it gets quite annoying.

I'd like to be able to open diplomacy from the score panel, by clicking on the leader name directly from the main screen (as in civ4).
 
I would like it if City States had a tiny chance to settle their 'disputes'. A 1% chance would be enough.
Now their disputes go on forever, with the human player often not interested in eliminating a City State. It's a deadlock situation, a bit boring.
 
I would like it if City States had a tiny chance to settle their 'disputes'. A 1% chance would be enough.
Now their disputes go on forever, with the human player often not interested in eliminating a City State. It's a deadlock situation, a bit boring.

It's an awful quest. I've resorted to disabling it altogether with a quick-and-dirty XML change.

To be fair, I think a lot of the quests are pretty meaningless. For example, if convenient, I'll build a road to a CS when asked and then destroy them afterward to avoid paying maintenance.

The whole influence system is silly, really: there's no sense of historical continuity at all.
 
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