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

I'd like to be able to lock the technology screen at a certain era, i.e. the medieval one, so I could keep on playing in it only. Maybe even slow the time once you are locked in an era?
 
I'd like to be able to lock the technology screen at a certain era, i.e. the medieval one, so I could keep on playing in it only. Maybe even slow the time once you are locked in an era?

This would be cool.

I miss having the built in music directory selection. I would like one for peacetime and one for wartime so it changes automatically to adapt to what's going on.

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there should really be some kind of limit to how many air units a city can house, for instance one air unit per 3 citizens in the city or something, cause attacking with 20 aircraft units at a time is kinda, too much.

naval/embarked movement has to be more realistic, why not implement a system like in age of empires, where land units literally embark other naval units to cross water, like in the real world, rather just spontaneously embarking with naval icons out of nowhere. Perhaps when they embark actual naval units, have the naval units can act like cities, i.e. raise their strength and defense while garrisoned by land units, and also have a ranged unit aboard be able to attack within its range, just like in cities, and just like aircraft on carriers...
 
Do any of the Civ games (I've only played 1 and 2, without any expansions) allow you to transform ocean spaces (or shallow water spaces as I believe they have in some later civs) to land? If the Dutch did it in real life, than why not allow it on civ? With a necessary scientific discovery, of course! Although to make it similar to what the Dutch did (take advantage of existing islands, add dykes, then pump out water, etc) and and to not allow just changing any old ocean square to land would require some complex programming. Anyway, it's a thought, and one that I thought was appropriate to this thread.
 
Civ II had the terraform ability for workers once you teched explosives. I haven't seen it since except for modded Civ IV
 
Yeah, but that didn't apply to ocean spaces. It was the land transformation feature on CivII that actually got me thinking about the possibility of a scientific advance called something like "land reclaimation" that would allow you to change ocean squares to land (without using cheat mode :) ). I didn't know they had scaled that back on future versions of Civ.
 
it has come to bother me that the luxeryresource and the currency are both named as "gold"
a quick solution to this would be if the currency was renamed to Coin.

( i know it is not much, and that is why i used this thread for it )
 
The one change I would like to see would be to turn horses into a bonus resource instead of a strategic resource. Horses spread pretty quickly through trade and simply getting loose from their handlers. This would require a nerf to mounted units but it would fit historically as mounted units didn't really dominate the battlefield until after the invention of the stirrup.
 
1. When you capture a enemy city its "cityartstyle" should not changed to what "cityartstyle" you have, but instead it should remain to what its original owner "cityartstyle" is.
ex. im playing as Rome, my cityartstyle is "Greeko-Roman", i captured an enemy city founded by Japan (ex. Tokyo) which cityartstyle is "Asian", in the current game if i annexed or puppet that city its cityartstyle will changed from "Asian" to my cityartstyle "Greeko-Roman" which shouldn't happen in the real life.

2. After you captured and enemy city which is very far from your capital you could be allowed to choose from 4 option "Raze City", "Annex City", "Puppet City", and the last "Declare Independence" which means that this city will be a City State (unless been recaptured by the original city owner) and will give you a full influence+all resources from that city and when the UN comes, their vote will be automatically yours even though you are not their current ally. and what kind of citysate they would be?? that would depend on their location on the map and resources they have;
Militaristic: if the city have a nearby strategic resources
Maritime: if the city have been founded on an Islands or Coastal tiles
Mercantile: If the City has no Nearby Resources (Strategic and Luxury)
Cultural:If the City is near natural wonders
Religious:If the City is near any Holy City

hope you will like this suggestion, thank you and more powers!
-Knightmare13

EDIT: do they really get Ideas from this suggestion thread?? just asking; no hard feelings :D
 
I would like to see the capacity to sell military equipment to other Civs. And to extend it further, allow them/ yourself to pay another player to build a unit for you.

So you can buy this ironclad for 200 gold. You want me to build a battleship for you- fine, give me 1000 gold.
 
Somehow, seeing good ol' Monty as an international arms dealer seem vastly amusing (do you want your Jags with extra dripping blood Izzy?).
 
Somehow, seeing good ol' Monty as an international arms dealer seem vastly amusing (do you want your Jags with extra dripping blood Izzy?).

Well, it would open some interesting scenarios. Buying a long bowman from England for the extra range etc. Maybe it would have to be confined to units your Civ could build to minimise impact on UU's.

However, arms dealing has always happened- the UK were supplying dreadnoughts to whoever could pay for them before the Great War.
 
Allow for reforestration (As seen in [civ2]/[civ3])
Hide nationality of privateer (As seen in [civ3])
Use of nukes triggers global war (As seen in [civ3])
Climate change from pollution (As seen in [civ2]/[civ3])
Diplomacy relationships chart (As seen in [civ3])
Create airbases (As seen in [civ2]/[civ3])
Create colonies (As seen in [civ3])
Zone-of-control for machine guns (As seen in [civ3])

Change "Just war +20% Combat Strength near enemy cities that follow this religion"
to
"Holy war +20% Combat Strength near enemy cities that do not follow this religion"
 
I have a proposal: in order to represent the phenomenon of suburban sprawl within the game, I'd love to see the radius of workable tiles increase from 3 to 4 when a civilization either:
(a) reaches the Industrial Era, or
(b) discovers Combustion

When humanity reached this era, our population growth patterns - along with energy & resource use patterns - took a dramatic turn upward (represented by a hockey stick on most graphs). Our cities (and the areas around them) began growing dramatically, as more and more humans began living in an urban or suburban setting. I'd be interested in seeing this represented more in the game, and land usage is probably the first step.
 
a dramatic turn upward

That's what i called a "WOW effect" (quite ridiculously I must admit) as in Civ2.

For me, this was a major reason why i appreciated so much this game. (I don't like it for leaders or gameplay, I'm far above of that ! :lol: )

Basically in Civ2 you could, at the modern or industrial era, improving twice your farms. This was resulting in a huge jump of population and every aspect.

There's a "double farm" in Civ5, first near rivers and then everywhere, but i suspect the way population grows is treated differently, making needs for food way too much bigger and bigger, so that there's no visible population jump anymore. Actually, in Civ5 population, double farms included, grows proportionnaly with turns, while in Civ2, there was a jump.

Jumps are good. Extreme jumps are better. For me, Civ is just about fascination. I don't care about the penny-pitching disputes and revendications of hardcore players.
 
Wow, indeed! :)

I'm being intentionally restrained when I suggest something as small as opening-up a fourth ring to development. It still doesn't quite match-up to what we've seen.

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Doubling food supply isn't quite adequate, haha.. We basically need a more dramatic way to reflect this amazing rate of change. But implementing it in a game with Civ's mechanics would be a bit of a challenge.
 
Two things guys.

1. The "population" of a city is an abstraction. Unless the world has a maximum population of only a couple hundred, that one citizen represents a large number of people. That number could be made variable, representing a larger number of virtual citizens as the world ages. So a 10 pop city could be said to have a population of 1,000 in the ancient era and a population of 500,000 in the modern era.

2. The dramatic increases in population growth and scientific development over the past few centuries are already represented in the game with the world aging slower as the game goes on. You'll hit "Next Turn" fewer times getting from 4000 BC to 2000 BC than you will getting from 1900 to 2000.
 
So a 10 pop city could be said to have a population of 1,000 in the ancient era and a population of 500,000 in the modern era.

I don't think so. Whereas it's true that a city of 10 city workers represents more than just 10 people, a city of 10 represents the same in the ancient age and in the modern age.

Anyway, cities are abstractions themselves in Civ.

2. The dramatic increases in population growth and scientific development over the past few centuries are already represented in the game with the world aging slower as the game goes on. You'll hit "Next Turn" fewer times getting from 4000 BC to 2000 BC than you will getting from 1900 to 2000.

Civ2 was the same, but you had a true feeling of demographic explosion. So no.
 
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