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

If it hasn't been brought up yet, I really want a notification button for "Units have queued moves". When clicked, it causes all your units that have multi-turn move orders queued to perform their movement. You could do this at the start of your turn so that your other unit movements don't interrupt the move orders you've already given. I've noticed that a lot of space-empire games (like the new Master of Orion and Endless Space) have this functionality.

Also, I wouldn't mind seeing the Protection and Liberation casus beli be available earlier in order to help counter civs (like Germany) that specifically go after my suzerain city states.
 
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Had a random idea that an LUA where conquering a civ lets you absorb some of its envoys instead of them disappearing.
 
Regarding : Random seeds for Map, Resources

It would be great if it would be possible to retrieve the Random Seeds from a savegame without using a hex editor.

I currently play on a given Earth Map (Giant Earth), played for 100 turns (marathon) and then restarted the map (new set up of game) due to changing something in a mod (tech speed, etc). Since then I have problems getting a good start with a balance of food, production and luxury resources near start, so it would be great to be able to retrieve the Random seeds from my old save game and to set up an identical new game (map, resources).
 
Broadcast center should provide culture in an AoE like Factories and Zoos

Alternate building for the Research lab which is the public school- provides less science but provides science in an AoE, so designed for clumped up city regions.

A leader with a warmonger agenda which changes the first time it conquers a capital to the leader it conquered
 
Being able to lose a war without being completely conquered. "Admit Defeat" option which drastically sets back your civilization but cannot be canceled like a peace treaty. Unlocks after 30 turns or so of war.
 
This has surely been suggested numerous times prior, but the ability to choose onto which tile your city's borders will expand next.
 
Option to play a game using a saved set of game settings. Or by default the game should be prepped using the previously used game mode settings. I dislike having to go into advanced setup every time to change the difficulty, game speed, map type, etc...
 
Maybe this is already possible. When I am choosing between 100% adjacent bonus or 100% bonus from district buildings, whether science or culture..., I do not know which would be best for me. I would like to see the actual numbers shown for each,( as I put the card into the policy slot the numbers change, and I can mix and match to get the best results). Right now, I can only see the new numbers after I confirm the policy assignments, then it's too late. I do not want to have to go back and check to see how many libraries I built vs adjacent bonus, etc. The computer AI players are certainly doing the math and choosing the best policies.
 
I'd like to see two leaders in the game. Korea with Gwanggaeto the Great of Goguryeo as their leader and Ivan IV the Terrible as a secondary leader for Russia. Reasons:

Gwanggaeto: Goguryeo was a militaristic kingdom who controlled the most territory that a Korean polity has ever held. His personality would be expansive and militaristic, possibly secretive/cunning, which I think would be an interesting take on Korea, which is often portrayed as an isolated yet scientifically advanced civilization. My main argument rests on him being a totally new, unique choice as the leader for Korea.

Ivan IV: As with Gwanggaeto, he has never been in an official Civilization game and would possibly make a very colorful addition. And while I know that this is totally subjective and may be different for others, Ivan IV comes off as a very central character when I think about Russia and its history. Besides, if Russia's UD is the Lavra, including Ivan IV as a secondary leader for Russia would theme nicely.

Just my two cents.

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Other leaders I would love to see in the game are Nezahualcoyotl for the Aztecs, Jan Sobieski for Poland, and Henry VIII for England.
 
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Continental Diplo Modifiers by Era

- give a relation modifier based on whether or not civs share a continent

+ possibly by civic instead if era if that makes more sense; the idea is that early on, war is more likely between civs that share a continent, but then during a colonial phase civs get a relation boost with home continent civs while then getting a negative modifier vs. civs on other continents.

+ during a later era these two modifiers begin to fade away (-1 per era?), but goverment modifiers increase to represent the rise of fascism and the cold war
 
I think the game developers have to add pacts like NATO and Warsaw Pact to the game. Also, United Nations in Civ5 were very useful. Warmonger had a sense and embargo economically destroyed a country.
 
(01) Longer play time between eras, if you like the caveman play, you have an entire game to play discovering tools, how to fish, develop communication, only if you want to experience that era of play. As a option, or not an option for full length play.
(02) How about making the game, "The game," no numerical release dates, no Civ 1 2 3 4 5 6 7, but Civ. Always worked on, always updated, always expanded, with its own launcher, and standalone game as the game of all games CIV! Much like WoW or ESO. Updated mechanics, graphics, AI, Civs, Tweaks, Patches, It hasn't been done yet, I think Civ should be the game to do it.
(03) Obtaining geological maps from Apple, Google, and use actual 3D topographic geological flora from the maps to make realistic gameplay on actual maps. In scale also, feel like I'm in kindergarten playing with crayons that are 1-foot wide.
(04) Being rewarded for how I play, build, and my decisions I take, be in effect how I progress in tech, culture, or religion, or ability to build unknown but found wonders tucked into the game.
(05) Have the game have a cultural flow, as human nature really is, and not so much a calculator game. Passively see Einstein live and work and develop in your city, for a period of time, effecting science and Dinging physics a bit, or to say boost.
(06) Most players who are Civ players love to build, and like simulator games, I want to place a railroad from here to here, or decide to make the tunnel through that mountain, and depending on what edifices, how many civilians I route to work on that project how fast does it develop. Airports near major city's create better income, increased growth, civilian growth ect.
(07) Units in game have not numerical data on how well they perform, but as how they would perform in reality given by the actual historic data, no hp, no defense points, no attack points, similar to the TV show on History Channel where they put the fight between the two and see how they would win based upon weapons and ability's, but more detailed for the game, with heroics, and lore, both good and bad about the unit.
(08) Scenarios as a option throughout any gameplay, as optional, that would be like disasters, not only natural, but diplomacy changing events, like the hippy revolution. Not huge game changing events but could be small, and large like volcano eruptions.
(09) Varied styles of barbarians both friendly and hostile, with each of their own units, unique, rewarding, game changing, and formidable.
(10) Each turn shouldn't give a lot of stress on your machine, but rather allow you to have turn points each turn that allows multiple moves each turn, so its not so much, {Enter} click {Enter} early gameplay, and any interactive moves included in your turn moves towards an opponent or ally, the interactive other, not in his turn be able to respond during your move, the same amount of move points, or at half cost their own turns.
(11) Expansions that include American Indians, that have an entirely different city ethics, economy, units, ecological presence, and entirely different building, city's, tech trees. Also expansions such as the African Tribes, that are a large number of city states, with the AI and bonuses of a normal computer player, all fighting for tribal matters, about resources and land. Expand though conquer early and get the attention of several other tribes from the area around you.
(12) Different ways you can tech that can change the entire game, just like going with tesla electricity rather than Edison's. Being able to build Tesla towers across the expanse of your city and connecting to smaller others, not suffering from an upkeep of power lines, and soon through more expensive means have free power.
(13) Progression of wild technology's that change the entire tech tree of what is normal today as what "Is" our technology. Such as Germany winning WWI and WWII with all of their wild ideas, then change how the trains would develop. American Indians who dominate the world have the tech tree changed and Solar energy being developed in much different ways, say through a liquid of botanicals.
(14) Special people or Great people not be limited to a grandee of skill based upon historical figures, but a specialist in an area that was trained by your science district, with a train time of how much production you have in said science district to how much accumulative science you devoted entirely, would be able to passively boost any ground based production tiles in a relative 1 tile area around them until they have been used to uncover a underground "special" reserve or wonder, that you have indication, of its location, cannot build upon, but are eager to find out what.
(15) Tourism not limited to beachside resorts but also in later game be included to around wonders player made and/or found wonders and areas of national parks.

-Closed-
 
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I have one suggestion regarding fighting with AI. The idea is, to allow at some point, when war between you and AI starts, change the game type to multiplayer (for example, hotseat) to let another human play for that AI. Then back to SP.
 
recently i am playing with some strict rules to find out how much can be done with some kind of limitation.

here are the rules i could test to some extent and satisfy me.

- district cost more if not adjacent to a city center or another district that is. (just tested it as a "district must be close to each other" but as we can have the encampment as first district, especially with following rule, i toned down that rule)

- a size 1 city will start with 0 district capacityand every 3 population you gain 1 district capacity. (my view is that district are city expansions and therefore city should have quite somesize before thinking about expanding. that would also tone down a little the ICS since you would need to develop your cities before being able to build a district. not stoping germany though.)
- you cannot build unit (land or sea) without an encampment or a dock. (you still can buy them from start)
- industrial zone (and it's buildings)give building charges. one building charge allow you to build 1 building at a given time. (you still can buy them from start)
- trade route range would be downed to 8 tiles. naval trade route would recieve + 8 for the dock and each of it's building. trade starting from a city with commercial hub would be able to use trading post as relay station (Commercial hub and each of it's building give one more relay capacity)
- trade route can only be initiated in cities with trading post. the capital start with a trading post and building a commercial hub grant you a trading post as well.

NB: with those rules the only things you could build in early games would be settlers, workers, traders, district , district project and wonders. it would be quite

rules i could not test:
- commercial hub work like a hub and will generate city-sponsored trader (1 for the commercial hub and each of it's building) that are free, locked to the city and trade automatically with most profitable nearby cities. Merchant republic would give +1 city sponsored trader to any city (even one without commercial hub) and carthage would give +1 city sponsored trader to cities with encampment. (that could solve the problem of excess traders when you change government of lose suzerainty)

- relay cities give out some bonus to passing by trade route (like +1 culture if relay city got a wonder or a theater square)

- university, temple and broadcasting tower would get a bonus range of 6 like the industrial zone and entertainment buildings already have.


NB: it would be great if relay cities could be chosen. that way you could have cards like caravansary and triangular trade be mutualy exclusive but not making the other obsolete. caravansary would give +1 gold per stop (so a trade route that got 2 relay cities in addition to the destination and origin would generate 4 gold and not just 2, giving with the relay bonus an incentive to build long trade route ). triangular trade would give +2 gold +1 faith per stop if it got at least 2 relay and the origin is also the destination. (making minimal gain be 6 gold 3 faith and maximal gain 10 gold 5 faith from the card itself )
 
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Forests/jungle on resource tiles like in previous civ versions, and for crying out loud, get rid of the stupid "no river" restriction on certain resources.

...and let's make gold great again and add it as a resource, eh?
 
I'm really not sure why they haven't done this yet, given it exists in-game as a luxury resource in both the Australia and Nubia scenarios.

I think the reasoning is that using the same name for two different things (in this case a resource and a yield type) creates unnecessary confusion, but having it in scenarios definitely is odd.
 
Don't have either the Aussie or Nubia DLC. Is the tile yield different for gold and silver? If not, then they are functionally the same?
 
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