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

Unit patrol.
Click unit patrol button, drag unit to destination. Unit will march to the destination and return. Repeat until stopped. Alerts when enemy unit is spotted. Alerts when goody hut is spotted.
Useful for monitoring remote borders and fog busting.
 
I was thinking about solution for carpet of units problem (or traffic jam where AI has so much units it can't even move them) and possible solution could be unit upkeep price.

If carefully balanced you would have to find a middle of having an army and not going into bankruptcy. This is also good because if the front line is 10 hexes wide what good is it to have 100 units behind it - they absolutely don't mean anything because they can't get involved into front lines to make a difference. I think one unit per tile would really shine this way because every unit would matter a lot. There wouldn't be part of the game where you can spam units and fill the map with them and still have money. A lot of strategic elements would matter - for example - if you move all of your army to the north you risk problems down south etc...

I know that AI would never be able to outplay human with same amount of army or using mind games but you could balance that by giving different kind of bonuses to the AI and whatnot - i am primarily talking about the solution of filling the map with so much units that there is no place to actually move them. Then we wouldn't watch how AI has to keep it's units all over across open borders neighbors land, neutral land and city states land.

Let's say for example that game allows you to have this kinda of ridiculous traffic jam of units - but make it so that the price is so high that you have to satisfy very clear criteria in order to pull that of - being filthy rich or starve your nation to death but have a strong army because of using all the funds on military.

Redesigning the army upkeep and balancing the number of units with other things taken into account could possibly be a great new way of improving civilization vi game.

Maybe it doesn't make sense what i'm suggesting, but somehow i fell that civ vi would be much more beautiful game without the mid-late game traffic jams - it just looks so bizarre and nonsensical.
 
Couple of things I forgot in my earlier post:

1. Need to be able to cycle through cities (prev/next city buttons as per previous version of Civ).

2. Need to be able to see adjacency bonuses of districts that have been built. For example, I was deciding between the harbour and commercial policy bonus but had no idea which would provide more gold.

3. Bring back the city screen - when I click on a city, I want to see as much info as possible and not have to click several other buttons to display that info.
 
Here are some of my own personal annoyances that I would like to see addressed:
- Have an option to disable unit cycling.
- Add a "don't show this again" checkbox or button to tutorial dialogues.
- Highlight which tile(s) will be annexed next by a city's culture, and display how many turns till next tile annexation.
- Add a production queue for cities. (though the way that districts work might make this more difficult than it would seem)
- Add a "Restart Game" / "Regenerate Map" button.
- Save previous game settings when going to "create new game" and "play now".
- Allow units from different civs to co-exist on the same tile (at least allow civilian units to exist on same tile as another civ's military units).
- Add a buffer period before barbs start showing up (or at least before they start spawning scouts).
- Insta-heal (and Scythia's auto heal) should probably be nerfed to 33 or 25 HP.
- Allow human players to request that the A.I. move troops away from your territory.
- Make A.I.s less confrontational in the early game.
- Make sure the A.I.s' left hand knows what its right hand is doing: don't send me a delegation and trade route and then declare surprise war on me.
- Streamline the way that A.I. threats (and other diplo messages) are presented.

I did a full, more detailed write-up of these ideas, in case anybody wants to read them:
http://www.megabearsfan.net/post/2016/11/10/Civ-VI-nags-and-nitpicks.aspx

As for more long-term suggestions (like for DLC, expansions, etc), I also have a few ideas:
- Add antiquity sites in the oceas (such as ship-wrecks or underwater cities).
- Divide "coastal" tiles into two types of tiles: "coasts" (adjacent to land) and "shallows" (not adjacent to land).
- Add some features and resources in the ocean that add some production to coastal cities. Things like shoals, reefs, atolls,
- Give all melee naval units the Coastal Raid ability, and allow all naval units to heal when adjacent to land, so that early naval units are more useful.
- Add buildings that you can build on mountains (such as an Observatory, Ski Resort, or wonders like Machu Pichu).
- Allow the Water Mill to be built in districts other than the city center (perhaps make it part of the Aqueduct district?).
- Add a non-aggression pact diplomatic agreement.
- Have multiple Eurekas / Inspirations for each tech, and randomize which one is selected for each tech every game. Maybe even make them hidden to the player until you trigger them. That way, they feel like surprises and rewards instead of being tedious checklists.
- Not sure if this is in the game already, but if not, I would like to see a natural artifacts such as dinosaur fossils that can be displayed in your museums, and add a "Museum of Natural History" theme.
- Add some kind of shared, cooperative victory.
 
Here are some of my own personal annoyances that I would like to see addressed:
- Have an option to disable unit cycling.
- Add a "don't show this again" checkbox or button to tutorial dialogues.
- Highlight which tile(s) will be annexed next by a city's culture, and display how many turns till next tile annexation.
- Add a production queue for cities. (though the way that districts work might make this more difficult than it would seem)
- Add a "Restart Game" / "Regenerate Map" button.
- Save previous game settings when going to "create new game" and "play now".
- Allow human players to request that the A.I. move troops away from your territory.
- Make A.I.s less confrontational in the early game.
- Make sure the A.I.s' left hand knows what its right hand is doing: don't send me a delegation and trade route and then declare surprise war on me.
- Streamline the way that A.I. threats (and other diplo messages) are presented.

I did a full, more detailed write-up of these ideas, in case anybody wants to read them:
http://www.megabearsfan.net/post/2016/11/10/Civ-VI-nags-and-nitpicks.aspx

As for more long-term suggestions (like for DLC, expansions, etc), I also have a few ideas:
- Add antiquity sites in the oceans- (such as ship-wrecks or underwater cities).
- Divide "coastal" tiles into two types of tiles: "coasts" (adjacent to land) and "shallows" (not adjacent to land).
- Add some features and resources in the ocean that add some production to coastal cities. Things like shoals, reefs, atolls,
- Give all melee naval units the Coastal Raid ability, and allow all naval units to heal when adjacent to land, so that early naval units are more useful.
- Add buildings that you can build on mountains (such as an Observatory, Ski Resort, or wonders like Machu Pichu).
- Allow the Water Mill to be built in districts other than the city center (perhaps make it part of the Aqueduct district?).
- Add a non-aggression pact diplomatic agreement.
- Have multiple Eurekas / Inspirations for each tech, and randomize which one is selected for each tech every game. Maybe even make them hidden to the player until you trigger them. That way, they feel like surprises and rewards instead of being tedious checklists.
- Add some kind of shared, cooperative victory.

I agree with pretty much all these. I'd also love to have:
- Bring back the "Alert" order for units.
- Military Engineers need to either have more charges, or be able to build unlimited roads, but have limited fort/missile silos/airstrip uses.
- The ability to quickly cycle through cities (the old next/previous city button).
- A return of the World Congress, using envoys as the new "delegates", which forces player to choose between city-state relations, or more voting power.
- I think they should change the housing bonus from settling next to water to:
- 3 fresh water
- 2 coast
- 1 anywhere else​
- Making coastal cities more reliable, such as:
- change God of the Sea to +1 faith
- change fishing boats to +1 production, +1 gold, +1 food, +0.5 housing
- change lighthouses to +1 food on all sea resources
- buff offshore platforms to +3 production, +0.5 housing​
 
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- Highlight which tile(s) will be annexed next by a city's culture, and display how many turns till next tile annexation.
- Add a "Restart Game" / "Regenerate Map" button.
- Save previous game settings when going to "create new game" and "play now".
- Allow human players to request that the A.I. move troops away from your territory.
These are a MUST!

- Add a buffer period before barbs start showing up (or at least before they start spawning scouts).
I like the way barbarians work now, it helps to avoid AI expand as fast as it used to do in previous games (specially due to non-escorted settlers). But it could have some adjustments. Sometimes several barbarian camps appear very close to your capital, making it hard to deal with them in the very beginning of the game. Also, horsemen barbarians are very tough when they appear in the first 30 turns. There should be a trigger which allows barbarians to use horse, like "half of civilizations have discovered that technology".

- Add antiquity sites in the oceas (such as ship-wrecks or underwater cities).
There is shipwrecks in the game, it's given by a civic (don't remember its name).

- Add buildings that you can build on mountains (such as an Observatory, Ski Resort, or wonders like Machu Pichu).
Agreed, it would give more attractiveness to have mountain tiles in city area.

- Divide "coastal" tiles into two types of tiles: "coasts" (adjacent to land) and "shallows" (not adjacent to land).
- Give all melee naval units the Coastal Raid ability, and allow all naval units to heal when adjacent to land, so that early naval units are more useful.
Very interesting ideas.

- Add a non-aggression pact diplomatic agreement.
There is a lot of things to be improved in diplomacy. AI stays unfriendly for almost no reason, no matter what you do to improve relations. AI denounces just for sport, AI agenda needs urgent fixes.
Causus belli needs several improvements too. We should be able to protect an allied city-state when an AI start attacking it. Even with "protectorate" I couldn't have this causus belli when an AI attacks and invade two city states I was suzerain of. We should be able to start a war if AI keeps breaking promises (like holy war when AI keeps converting our cities)
Warmonger aspect is definitively a mess. When an AI calls you warmonger it is virtually impossible to make AI think you're a good guy again. AI called me warmonger even when I was attacked and I just destroyed all invading forces.

I agree with pretty much all these. I'd also love to have:
- Bring back the "Alert" order for units.
- Military Engineers need to either have more charges, or be able to build unlimited roads, but have limited fort/missile silos/airstrip uses.
- The ability to quickly cycle through cities (the old next/previous city button).
- A return of the World Congress, using envoys as the new "delegates", which forces player to choose between city-state relations, or more voting power.
- I think they should change the housing bonus from settling next to water to:
- 3 fresh water
- 2 coast
- 1 anywhere else​
- Making coastal cities more reliable, such as:
- change God of the Sea to +1 faith
- change fishing boats to +1 production, +1 gold, +1 food, +0.5 housing
- change lighthouses to +1 food on all sea resources
- buff offshore platforms to +3 production, +0.5 housing​
Agreed with all of them, specially about Military Engineers. Why a Trader can build unlimited roads and a Military Engineer can't do the same?
 
- Make Specialists give Bonus-Production towards their native District Project
 
All unique improvements should GIVE a base .5 adjacency for theatre squares (Increased for certain improvements like Chateaus due to how late they come on the tree), and certain improvements can give adjacency to other districts like Missions and Ziggurats for campus or Stepwells, Collasal Heads, Kurgans, Sphinxes, and Missions for Holy Sites etc.
 
(as an option) Civs collape/switch-over at the time when they did in real life (AIs don't know it will happen).

Sumeria collapses early on, Rome collapses in the 5th century, etc.
Also, on an Earth map, English colonies in North America become American in the 18th century.
That's more like civ4 revolution mod and RFC (the latter was eventually included in BtS).
It can be a mod but I can't see them make such a changd in the regular game.
 
Another issue to add to the to do list. I don't know if already said, I cannot find it anywhere.
The notification icons to the right are difficult to hover, to click, and to read the tooltip.
I have to move the mouse on and away several times, in order to be able to read the tooltip.
And if I try to right-click one icon to close it, most of the time I accidentally move the currently selected unit.

Very annoying!
 
In civ VI, other than unit stacking, time to kill and the Casus Beli system, war hasn't changed much, i would like to propose a few ideas that could and should be released in future DLC just as the world congress.

*Mobilisation and De-Mobilisation
-Costs 2 gold and 1 turn to de-mobilise, unit maintenance disappears.
-costs 1 gold to Mobilise and 2 turns unit maintenance re appears.
- icon is faded during de-mobilisation and enemy units cannot occupy the same tile but can pass over.
-attacking de-mobilised troops gains huge war monger penalties and cause war weariness.
-cannot move when demobilised, mobilised troops can pass over de-mobilised troops.
-De-mobilised troops gain significant combat penalties.
-great generals can re-mobilize any adjacent troops 3 times and de-mobilisation only takes 1 turn.
-can move after de mobilisation.
-Cannot de-mobilise outside border.

I really do believe that mobilisation is a good idea, it could also be a feature of a the peace treaty, for an option that both sides will auto de-mobilise after a few turns for free unless denounced.
 
This will probably end up being a bit longer than intended, but I want the Military policies to be changed up a little. I think the Military policies that give a production bonus to specific unit types should also give a strength bonus (or ranged strength bonus) to said types, so that there's a reason to actually leave those policies in place beyond a brief window of rapidly producing those units. Also I think the categories of affected units should change as well. For instance Agoge and its subsequent policies should affect melee and anti-cav, and a new series should affect ranged and siege.

So, the full list would be something like this:

Agoge
<Available at Craftmanship>
+50% production toward Ancient and Classical era melee and anti-cavalry units, and +2 Combat Strength for all melee and anti-cavalry units.

Maneuver
<Available at Military Tradition>
+50% production toward Ancient and Classical era light cavalry and heavy cavalry units, and +2 Combat Strength for all light cavalry and heavy cavalry units.

Volley
<Available at Defensive Tactics>
+50% production toward Ancient and Classical era ranged and siege units, and +1 Ranged Combat Strength for all ranged and siege units.

Maritime Industries
<Available at Foreign Trade>
+50% production toward Ancient and Classical era naval units, and +3 Combat Strength for all naval units.

Feudal Contract
<Available at Feudalism>
+50% production toward Medieval and Renaissance era melee and anti-cavalry units, and +4 Combat Strength for all melee and anti-cavalry units.
Obsoletes Agoge.

Chivalry
<Available at Divine Right>
+50% production toward Medieval, Renaissance and Industrial era light cavalry and heavy cavalry units, and +4 Combat Strength for all light cavalry and heavy cavalry units.
Obsoletes Maneuver.

Dead Eye
<Available at Mercenaries>
+50% production toward Medieval and Renaissance era ranged and siege units, and +2 Ranged Combat Strength for all ranged and siege units.
Obsoletes Volley.

Press Gangs
<Available at Colonialism>
+50% production toward Renaissance and Industrial era naval units, and +6 Combat Strength for all naval units.
Obsoletes Maritime Industries.
(There are no Medieval era naval units.)

Grand Armee
<Available at Nationalism>
+50% production toward Industrial and Modern era melee and anti-cavalry units, and +6 Combat Strength for all melee and anti-cavalry units.
Obsoletes Feudal Contract.

Lightning Warfare
<Available at Totalitarianism>
+50% production toward Modern, Atomic and Information era light cavalry and heavy cavalry units, and +6 Combat Strength for all light cavalry and heavy cavalry units.
Obsoletes Chivalry.

Artillery Battery
<Available at Scorched Earth>
+50% production toward Industrial and Modern era ranged and siege units, and +3 Ranged Combat Strength for all ranged and siege units.
Obsoletes Dead Eye.

International Waters
<Available at Cold War>
+50% production toward Modern, Atomic and Information era naval units (excluding Carriers), and +9 Combat Strength for all naval units (excluding Carriers).
Obsoletes Press Gangs.

Their Finest Hour
<Available at Suffrage>
+50% production towards Modern and Atomic era air units, and +4 Combat Strength for all air units.

Patriotic War
<Available at Class Struggle>
+50% production towards Modern, Atomic, and Information era support units, and the combat bonus from all escorts increases by +6 Combat Strength.

Military First
<Available at Rapid Deployment>
+50% production toward Atomic and Information era melee and anti-cavalry units, and +8 Combat Strength for all melee and anti-cavalry units.
Obsoletes Grand Armee.

Containment Tactics
<Available at Rapid Deployment>
+50% production toward Atomic and Information era ranged and siege units, and +4 Ranged Combat Strength for all ranged and siege units.
Obsoletes Artillery Battery.

Strategic Air Force
<Available at Globalization>
+50% production towards Information era air units and Carriers, and +8 Combat Strength for all air units and Carriers.
Obsoletes Their Finest Hour.
 
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1) being able to re-purpose districts would make the game more immersive - it's just weird that an area the romans used as an encampment must remain that way forever.
2) It seems trivial to be able to grow a city beyond it's capacity for amenities - an island may not have space for an entertainment district. Trying to make an Island State like Japan, which was incredibly powerful economically yet quite stable politically is impossible - I wonder if that's why there's no Earth map included?
 
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