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

I would also like to see something added towards the end rounds on the era score ( like an option not to take a buff..or the option for weaker buffs with some type of era score added) By the end of the game if you've been roflstomping the era score you have no choice but to go into a dark age it seems..Once you've had a few golden ages in a row there doesn't seem to be any other accomplishments to keep you from slipping into a dark age at the end. I know for myself most of my science victories are while I'm in a dark age.Like perhaps a +1 era score added to a golden age buff in the information era that's awarded for population growth. ( that seems to be the only thing that would be fair and spur the player to settle or take over others cities or invest in offshore housing..Ive noticed that a lot of times the cities tend to lose population at the end.)
 
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Actually that mentions a thing that bothers me a bit; once one hits the Future era, one is no longer able to change out of the age that one ends up with. The session usually shouldn't last much longer by that point, but for me it's annoying to be stuck in a dark age, mostly due to the subdued colors and aesthetics, and also due to the reduced loyalty of one's cities. A way to change ages during the Future era would be great, or else making the Future era always have a neutral age would also be fine I think.
 
Would love to see Henry V in civ vi

LUA: The Hundred Years War
After declaring a Formal War, all units gain -1 movement to pillage and +7 combat strength versus cities
LUU: Longbowman
Has +7 combat strength versus all cavalry units.
LA: The Warrior King
Likes civs who use formal wars and will only use formal wars. Dislikes those who use surprise wars
 
Would like to see a wonder that's tied to flight and/or air units. Maybe something like this?

Name: RAF Montrose
Req: Advanced Flight
Prod Cost: 1850

Counts as an Aerodrome, but does not take any district slots. Can only be built on flat land, and only if the city does not already have an Aerodrome.

Grants +4 aluminum per turn.
All air fighter units you create get the Aerial Ace ability, which allows +1 action per turn.
RAF Montrose is granted all Aerodrome buildings when built and is filled with air fighter units.
 
Since I'm still feeling the itch for bad ideas, and been recently inspired by some threads, here's another one on the table. Been thinking about a domination-exclusive wonder, which would probably be funny given how folks feel in the wonder ranking per victory type thread. The local wonder thread also has a lot of nice pictures, and well there's apparently a landmark which is more a testament to the conqueror than to the residents, which is an intriguing (if unsavory) context.

It probably won't ever be built, but what about a wonder that can only be built in a city that you didn't settle? Janissaries are able to track this logic, so there's some precedence for this condition in civ 6. Given that it's a domination focused wonder, it should probably help with domination somewhat.

Name: I have no good ideas for names, though this is clearly inspired by something
Req: Nationalism
Prod Cost: 1000

Can only be built in a city that you did not found. Must be built next to the city center, and over an existing improvement.

+3 science and +3 culture per turn.
+2 gold and +2 production per turn for cities with a garrisoned unit.
When fighting non-barbarian units, your units get +4 combat strength when attacking and -2 combat strength when defending.
(Also this isn't really a domination exclusive wonder since there are other ways to get another civ's cities, but conquering is probably the most likely way this wonder will get built.)
 
Not a wonder this time, but thinking about more ideas is kind of fun. Aerodromes don't have a district project, so how about something like this:

Aerial Reconnaissance
While ongoing, enemy spy level reduced by 1 in this city.
When completed, +1 level of diplomatic visibility with all other civilizations for 1 turn.
 
Someone wrote a wonderful mod that blocked all the Civ City States from being loaded into the game. It's easily modified to allow the City States you want into the game while still blocking all the rest. Would it be possible to do this same method with the Game Wonders?
I end up with the same Wonders in every game and they're not the one I want.
 
Suggestion:
Edit Wind Plant so that Mountain tiles give bonuses to neighboring tiles, like the Inca's terrace farms.

For example, instead of the current beta's "+2 :c5production::c5science::c5gold: to each non-Mountain land tile" (link),
the Wind Plant could give +1:c5production::c5science::c5gold: to each non-Mountain land tile, and a bonus +1:c5production::c5science::c5gold: per neighboring Mountain land tile.

Justification:
Mountain passes are ideal locations for wind farms under these conditions. Mountain passes channel wind blocked by mountains through a tunnel like pass towards areas of lower pressure and flatter land. (Wikipedia, citing www.weather.gov)
 
I'd love the option to have military bases in the territory of an allied civilisation. Initial thoughts for how it could work.

You request to build a military base through the current diplomatic trade screen. The other Civ might ask for gold, resources etc. Maybe you need a military alliance first of all? Maybe there is a certain base cost that has to be paid to the Civ for the maintenance of the base.

Once the deal is agreed, you would then have the option to 'build' the base as a project in your capital.

Once completed, you could choose to build troops in your capital or in your military base. You can also 'store' a certain amount of troops in the base (that would appear as a district in the Civ territory) and give you a potential advantage in a conflict in other parts of the world as you could have troops prepared and ready to launch an offensive mission from.

You'd need a failsafe mechanism to stop it being abused such as if you go to war with your former ally then your troops are immediately returned home (almost as a pre-curser to the war the troops are dispelled from the region).

Not sure how it would work in terms of who chooses where the district is placed. Does it need to be near a boarder? Do you need open boarders with the nation. How much should it cost to run? But I think it could add an interesting dynamic to the idea of military alliances and strategic warfare.

I'd also like more features to impose economic sanctions on a country without having to wait for world congress. Something that is a bigger statement than simply denouncing but isn't as serious as declaring war. But maybe that's for another comment to pick up.
 
I would like to be able to decide not only which AI civs ARE in the game but also which civs SHOULD NOT appear.
I would especially like to exclude Korea when scientific victory is enabled.
 
My idea for bushfires:
- Level 1 Fire: Prevents the tile from being usable. Can be put out by builders, legion and military engineers.
- Level 2 Fire: Tile unusable. Automatically pillages any improvement on the tile. Small chance of fire spreading to neighbouring tile(s). Can also be put out by builders, legion and military engineers.
- Level 3 Fire: Tile unusable. Every turn there is a chance the improvement, feature, and resource will be removed. Only animals/flammable resources can be removed, things like copper, aluminium, etc will remain. High chance of spreading to neighbouring tile. Cannot be extinguished.
- Level 4 Fire: Extinguishes itself. Tile will gain +1 food from ash fertility.

General bushfire ideas:
- Each level of bushfire will have a set amount of turns before moving to the next level. Level 4 will happen immediately once level 3 runs out. The turn limit of each stage will be affected by game speed and climate level.
- The chance of fire spreading will increase depending on climate level.
- Fires will only ever start in forest/jungle tiles. The chance of fires appearing will increase as climate level increases.
- Fires can spread to neighbouring tiles even if they are not forest/jungle but they must either have an improvement or district built within them. These fires will not increase above level 2, they will pillage improvements, buildings and districts but will not destroy them. These fires will automatically go out once the level 2 turn limit has elapsed. This is due to game balance.
- Depending on game balance level 3 fires could be extinguished but they would require some form of (at least) Information era technology.
- Level 3 removal will start with either the improvement or forest, then forest or improvement, with the resource always being the last feature to be removed. The chance for this removal would also increase depending on climate level.
 
Extra inbetween difficulty levels

The jump between difficulty levels is usually pretty steep in 4x games, including the Civilization series. In all 4x games I play, I end up making custom difficulty levels between two existing ones to try and find the sweet spot.

Since this is not hard to do, and would be useful to the player, why not incorporate it into the game?

Potentially, there could be a tick box to display these extra levels.

So it would be something like:

Prince
- Prince Plus
King
- King Plus
Emperor
- Emperor Plus

etc
 
* I would be nice to have faith boost on natural disasters (before researching some particular technology), since people usually believed that volcano/earthquake/floods etc was the wrath of god(s).
* Barbarians and goodie hut could have a tribal name.
* It would be fun if long lived barbarian encampment (not cleared for a long time) could become super powerful "civ like being" (like the huns, Sea people... or any other culture of our worl that blasted and brought destruction) for a short time. I believe civ2 had barbarians as a civ unable to access diplomatic screen.
* some flavour could be added if archeologist could excavate dinosaur fossils.
* It would be nice if map could change throughout the gameplay: On Earth Sahara wasn't a desert some milion years ago; Amazon was flowing to the Pacific ocean, Greenland wasn't that icy, islands appeared and sank due to volcanos and earthquakes...
* "Lost wonders" would give more satisfaction too. I mean if you (or the barbarian) burn a city that had a world wonder, the wonder should remain, dacay, overgrow with wildlife.. and could be rediscovered and incorporated to a newly settled city territory.
* I am rather disappointed with the civ 6 victory movie (any victory). I remember civ3 allowed to see like a mini map: expansion and development of civs,great generals and wonders. I sat, relaxed and watched how things evolved on the map. Top cities was cool.
It would be nice if victory movie include some real life pictures of the wonders you "have".

I guess most of these things can't be added to civ6. But, could be a suggestion for the future :)
 
An option to set nuclear plants to automatically re-commission after x turns. Once it reach the amount of turns set, it automatically queue a re-commission after the item currently in production in that city and show a notification to the player that a re-commission was queued in that city. Either that or a simple notification warning the player that a nuclear plant is X turns old. It could also be an icon in the city banner.
 
How about a great person that can convert barb camps into CS's? In addition, add the chance that an undestroyed barb camp that survives for 'x' long becomes its own CS rather than just continue to pump out higher-level barb units. Barbarian knight and musketmen!? Better to just go into advanced independence route with them I think.


I have also thought Barbarians should eventually become City-States, especially when finding a camp on an island by itself with 5+ units wandering around. (Also agree Barbarian units should be unique; I’d say starting around the Medieval Era.)

However, I think Barbarian started City-States should be unique to regular City-States, retaining their Barbarian style. Not being peaceful like other City-States. Their units still pillaging traders; pillaging improvements; attacking units that 1. attack them, 2. are within X tiles of their borders; condemning religious units; holding rock bands hostage; etc. These actions, when successful, could be how these Barbarian City-States develop.

Envoys would never lead to suzerainty per say, but each level could decrease the hostilities they take against you:
1) No longer pillage your improvements
3) Won’t attack units unless on or in their border (Barbarian City-States can’t close/control their borders like normal City-States)
6) Won’t pillage your traders, and you can send trade routes to the City-State (high gold yield, maybe an Amenity for the city your trader originated from due to black market goods)

If you are the would-be Suzerain you can levy their units to attack a Civ within X tiles. No control over them, just hired guns, may or may not get your money’s worth.

Would-be Suzerainship can’t be seen unless a Civ has a Spy their.

Declaring war on one of these City-States would be similar to a Barbarian scout making it back to its camp; they’d start to produce more units and put up a legitimate fight, just like all well established Barbarian cultures did.

Could easily come up with a half-dozen well known Barbarian City-States, each with its own unique perks, maybe only some provide an Amenity from trading with. Nassau (port city of course) stronger (pirate) ship units that have a chance of commandeering your ship like a Sea-Dog, so on and so forth. Wouldn’t need a lot of variety, but a little would be awesome. Maybe make it dependent on the era it becomes a City-State and only have one per era so you don’t end up with 5 in one era because of a slow exploration game.

Final note: would need a way to make it so you can’t just sit units around a Barbarian camp and purposely let it survive until it becomes a City-State.
 
I believe it would make sense if Aztec builder could spend charges to repair damaged district ,As well as spend charges for buildings in districts.
Since they can build a new district using 5 charges, but some pillaged districts take 20-40 turns to fix, very frustrating.
 
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