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

OK, like anyone cares, here's my wishlist for any third expansion: Colombia (because they've gone full 'tard with colonial civs and Spanish America needs love), Maya, Tibet, Vietnam, Babylon, Morocco, Ethiopia, Portugal.
 
This deals primarily with naval units, allowing classes of units to be built.

Once a ship obtains the two promotions required to be named, it becomes a template for other ships to be built like it.. me thinks the harbor district might need an extra upgrade for this as well (adding maybe a 'drydock' upgrade to it or something).

So say you build a carrier, and after it's promoted twice you have a carrier with the two extra fighter slots added, and you name it "Nimitz", you could then build Nimitz class carriers in the city that has the drydock upgrade.
Production costs would be adjusted to take into account the embedded promotions (and the unit can be named as soon as it's built).

The unit would now state that it's a Nimitz class carrier: (lets call it) Enterprise.

This would allow for specialized ship classes to be built, instead of waiting for a ship to be promoted into a given role.


Here's hoping one of the devs sees this, and that I'm not just screaming into the abyss..
..on the other hand, who am I kidding? I love screaming into the abyss.:D
 
I'd like to see a falconry unit. Possibly a scout promotion? Goody hut Survivor? An ability cast by a goody hut to Scouts (like spear of fionn)? Just add a little fun to the game without it being game breaking.

When fortified, can send out falcons to harass nearby (revealed) enemy military units up to 2 (3?) tiles away. minimum bombard damage - nuisance damage. Falcons will not clear any fog since they can't tell their masters what they saw.

Description blah blah blah trained to attack specific colors or devices (bronze shields) worn by enemy soldiers

This might be OP but some variations:
? A chance to unfortify enemy and prevent healing that round - they were chasing off vicious falcons!
? Useful to finish off unfortified enemy not in a city or district with a sliver of health left (double damage to units with less than 20% health).


I might put Falconry in Scout's Camouflage or Sentry promotion (which diminishes the role play factor of the SpecOps upgrade) I usually pick the remaining forest/hills after I get Ambush. Having a 'spear of fionn' ability for Scouts so Camo and Senty can stay.

If this were to be a separate unit, the Falconeer could be modeled to operate like an aircraft carrier which moves like a scout on land and water, and has similar scout promotions. Plus 'chance to evade damage by moving to adj tile' since they have lower combat value than a scout.
The Falcons would work like aircraft, and have promotions like -- increased chance to avoid damage from defending units / increased chance to unfortify enemy / increase chance to prevent enemy healing that turn.
Unlike a Warrior being unable to give retaliatory damage to a jet bomber, any military unit can deal back some damage to an attacking Falcon.
Useless against anything in cities or districts or wonder etc... falcons can't target anything out of the clutter of buildings.
 
I would play around with Citizens base yields. Currently a citizen produces 0.3 Culture and 0.5 Science. What I would do:

- Also give Citizens a 0.5 Production base yield. Which would buff every city, primarily tall cities, and would help combat the production scaling of late game building and unit costs.
- Give Citizens a 0.3 Faith base yield when they’re a follower of your religion. Which would provide a little extra Faith for Faith purchases and promote players to further spread/maintain their religion in their own cities.

I would also give Specialist Slots GPP. For example:
- Working in a Campus would generate +2 Science and generate +1 Great Scientist Point.

Religion could use a little buff in helping towards a Culture victory.
- +25% Religious Tourism if you have the same Religion. There’s currently a -50% Religious tourism modifier if you have a different Religion, but no buffs if you put effort into converting someone.
 
A civ with a special ability in which it receives a villager from tribal village, which has 1 "build action" which can be used to choose your reward (gold, culture, inspiration/eureka). To compensate for things that have very low probabilities (such as relic), when choosing something that should have low probability, there's a chance you get nothing/get a normal tribal village reward like any other civ.
 
Just once I'd like to see the Gateway Arch as a wonder. Most people don't realize it also has a museum underneath it with a bunch of artifacts from westward expansion, and it's one of the most iconic pieces of American architecture. It could grant a free Archaeologist and have some slots for artifacts, and maybe a tourism boost on top of that? Possibly do something with the "expansion" theme, like it makes all your borders grow faster, though that might not be all that useful at that point in the game. Maybe you're immune from culture bombs?
 
Unit Resource Costs / Upkeep:

Melee:
- Warrior: Nothing.
- Swordsman: Iron to build. Iron to maintain.
- Musketman: Nitre to build. Nitre to maintain.
- Infantry: Nothing. Infantry should be the “Warrior” of the Modern Era, they should never go obsolete.
- Mechanised Infantry: Aluminium to build. Oil to maintain.

Light Cavalry:
- Horseman: Horses to build. Horses to maintain.
- Courser: Horses to build. Horses to maintain.
- Cavalry: Nitre to build. Horses to maintain.
- Helicopter: Aluminium to build. Oil to maintain.

Heavy Cavalry:
- Heavy Chariot: Nothing.
- Knights: Iron to build. Horses to maintain.
- Cuirassier: Nitre to build. Horses to maintain.
- Tank: Iron to build. Oil to maintain.
- Modern Armour: Aluminium to build. Oil to maintain.

Melee Ships:
- Galley: Nothing.
- Caravel: Nothing.
- Ironclad: Iron to build. Coal to maintain.
- Destroyer: Iron to build. Coal to maintain. (Representing pre-WW1 and WW1 coal fire Destroyers)
- (Add) Modern Destroyer: Iron to build. Oil to maintain.

Siege:
- Catapult: Nothing.
- (Add) Trebuchet: Nothing.
- Bombard: Nitre to build. Nitre to maintain.
- Artillery: Nothing. Artillery should be the “Catapult” of the Modern era, they should never go obsolete.
- Rocket Artillery: Aluminium to build. Oil to maintain.

Range Ships:
- Quadrireme: Nothing.
- Frigate: Nitre to build. Nitre to maintain.
- (Add) Dreadnought: Iron to build. Coal to maintain.
- Battleship: Iron to build. Oil to maintain.
- Missile Cruiser: Iron to build. Oil to maintain.

Raider Ships:
- Privateer: Nitre to build. Nitre to maintain.
- Submarine: Iron to build. Oil to maintain.
- Nuclear Submarine: Uranium to build. Uranium to maintain.

Aircraft Carriers:
- Aircraft Carrier: Iron to build. Oil to maintain.
- Modern Carrier: Uranium to build. Uranium to maintain.

Fighters:
- Biplane: Nothing to build. Oil to maintain.
- Fighter: Aluminium to build. Oil to maintain.
- Jet Fighter: Aluminium to build. Oil to maintain.

Bombers:
- Bomber: Aluminium to build. Oil to maintain.
- Jet Bomber: Aluminium to build. Oil to maintain.

GDR:
- GDR: Uranium to build. Uranium to maintain.

All other units should cost no resources to build or maintain to give players options if they’re in positions with no resources.
 
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I would really like the 'joint war' option in the trade screen to change into the 'DECLARE WAR on'/'MAKE PEACE with' options from civ5. I couldn't find whether or not this is already mentioned or implemented with a dlc, but this option is way better in my opinion. Now you can't ask an AI to join you in a fight against another player/AI if you are already at war. It is also not possible to ask 2 other AI's to join you in a fight with an enemy.
 
Give Albania (Led by Skanderbeg, arguable the saviour of Europe) a civ on civilisation!

Skanderbeg who defended Albania from the ottomans and was succeful in many battles where they were outnumbered 3 to 1. The only problem that caused Albania to lose in the end was Skanderbeg’s death. Skanderbeg was a great leader who lead the first unified Albania and a brilliant general who fought of the likes of Venice and THE Ottomans.
 
I apologize if this was already offered before, and for possible mistakes in terminology (I haven’t used the English version of the game for a long time)
Workers could create bonus and luxury resources on the respective cells, using all their charges (similar to the apostles when establishing beliefs or inquisitions). With the exception of fossil resources such as stone, marble, etc.
Military engineers could turn mountains into hills, hills into a flat land (and vice versa), coastal flat land into a coast (and vice versa).
I suspect that some of the proposed opportunities cannot be fully realized without restarting the game, but this is not so critical.
 
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