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

I am currently struggling to find any love for Civ VII and am experiencing deep early adopter buyer regret. This is from a civ player with nearly 10,000 hrs of combined game play with previous editions.
After 40 ish hours, I still haven't found the stamina to finish a game, mostly due to the age transition leader/country change thing. It ruins continuity, makes no sense most of the time and normally happens when i'm just getting into the game. Exit Exit.

Could someone please come up with a mod that changes the leader to an anonymous personna for human players, that can cherry pick from a list of attributes that can persist or be enhanced at age transitions, with same for cultural attributes. At least that way i might feel like it's a continuation of the game i was playing rather than a new start.
 
Has someone mentioned Argentina?

Here's my contribution:

Argentina

"From the vast pampas to its vibrant cities, Argentina has been a symbol of agricultural wealth, culture, and migration. Since its independence, it has sought to balance economic development, national identity, and its role in global geopolitics."


Unique Ability: Granero del Mundo

  • Increased Food in Farms and Plantations.

Attributes

  • Cultural
  • Expansionist

Civics

Imigración en Masa​

  • Tier 1: Unlocks the Arrabal (Unique Quarter) and the Conventillo (Unique Building). Also unlocks the tradition "Tierra de Oportunidades."
    • "Tierra de Oportunidades": -50% Happiness and Food requirements per Specialist (Specialists require fewer resources).
  • Tier 2: Each Celebration grants a free Immigrant in every City.

Peronismo

  • Tier 1: Unlocks the tradition "Justicia Social."
    • "Justicia Social": Increases Happiness in all Cities.
  • Tier 2: Unlocks the Bar de Arrabal (Unique Building) and activates the tradition "El Pueblo Quiere."
    • "El Pueblo Quiere": Each Celebration grants +10% Production and +10% Gold for 10 turns in all Cities.

Expansión y Modernización

  • Tier 1: Increases Production in Infrastructure and Urban Development. Unlocks the tradition "Ingeniería Nacional."
    • "Ingeniería Nacional": Faster construction of Railroads and Ports.
  • Tier 2: Adds Food per excess Happiness in Cities.
    • Unlocks the Obelisco de Buenos Aires (Wonder).

Unique Quarter: Arrabal

  • Effect: Increased Production in this City for every Resource assigned to it.

Unique Buildings

  • Conventillo
    • Production Base.
    • Increased Gold per adjacent District.
  • Bar de Arrabal
    • Happiness Base.
    • Culture adjacency with Happiness buildings.

Unique Units

  • Gaucho (Unique Cavalry Unit)
    • Ignores movement penalties in rough terrain.
    • Receives a Combat Bonus on Plains.
  • Montoneros (Unique Infantry Unit)
    • Light Infantry with Combat Bonuses in Urban Terrain.
    • Ignores Zone of Control. does not replace other Cavalry Units

Wonder: Obelisco de Buenos Aires

  • Effect:
    • Increases Culture and Diplomatic Influence.
    • Grants 400 Happines towards the next Celebration.

Starting Bias

  • Plains
  • Coast
 
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This is a moderator approved thread for the posting of any ideas and suggestions that are not worth their own thread (as the name would suggest). If you have a relatively small idea, or a collection of relatively small ideas, it would be beneficial for the sake of forum organisation to post it here. They'll probably get more attention here than they otherwise would, and the forum will be much more easy to browse.

"I would like this new button", "It would be cool if this particular unit did slightly more damage" and "Why not include this wonder in the game?" might be good examples of ideas that would perhaps be best posted here.

So, what are some cool ideas or suggestions you have for the next instalment of Civ, whether it be an expansion pack or a new game?
I’d like if they brought back the pins. I like to plan things out and it makes it easier for someone like me that finds it more difficult to visualize everything I want to do in my head instead of on the screen.
 
I’d like if they brought back the pins. I like to plan things out and it makes it easier for someone like me that finds it more difficult to visualize everything I want to do in my head instead of on the screen.
Agreed.

Welcome to CivFanatics! :)
 
This is a moderator approved thread for the posting of any ideas and suggestions that are not worth their own thread (as the name would suggest). If you have a relatively small idea, or a collection of relatively small ideas, it would be beneficial for the sake of forum organisation to post it here. They'll probably get more attention here than they otherwise would, and the forum will be much more easy to browse.

"I would like this new button", "It would be cool if this particular unit did slightly more damage" and "Why not include this wonder in the game?" might be good examples of ideas that would perhaps be best posted here.

So, what are some cool ideas or suggestions you have for the next instalment of Civ, whether it be an expansion pack or a new game?
Any chance a unit cycling screen could be added? It is very frustrating when I'm trying to find all of my units of a singular type. (Like when I want to upgrade my warriors or 2nd level infantry to third level)

Thanks for all you do.
 
I kinda hate that Meiji Japan, Prussia and Russia have two military units instead of a civilian and a military unit like all other civilizations. Specially since most of the units seem pretty anachronistic (the Meiji Zero, Prussian Stuka and Russian Katyusha are all World War II units, while the rest of their civs component parts - infrastructure, other unit, ability, civics, traditions- are much earlier).

My ideas:

- Meiji Japan: Kaigun Taishō (Navy Admiral), a unique Fleet Commander.
- Prussia: Feldmarschall (Field Marshall), a unique Army Commander.
- Russia: Pisatel (Writer): a unique Great Person, including the following:
  • Alexander Pushkin
  • Leo Tolstoy
  • Fyodor Dostoevsky
  • Nikolai Gogol
  • Ivan Turgenev
  • Anton Chekov
  • Fyodor Tyutchev
  • Nadezhda Durova
  • Sofya Kovalevskaya
  • Karolina Pavlova
 
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I kinda hate that Meiji Japan, Prussia and Russia have two military units instead of a civilian and a military unit like all other civilizations. Specially since most of the units seem pretty anachronistic (the Meiji Zero, Prussian Stuka and Russian Katyusha are all World War II units, while the rest of their civs component parts - infrastructure, other unit, ability, civics, traditions- are much earlier).

My ideas:

- Meiji Japan: Kaigun Taishō (Navy Admiral), a unique Fleet Commander.
- Prussia: Feldmarschall (Field Marshall), a unique Army Commander.
- Russia: Pisatel (Writer): a unique Great Person, including the following:
  • Alexander Pushkin
  • Leo Tolstoy
  • Fyodor Dostoevsky
  • Nikolai Gogol
  • Ivan Turgenev
  • Anton Chekov
  • Fyodor Tyutchev
  • Nadezhda Durova
  • Sofya Kovalevskaya
  • Karolina Pavlova

I totally agree. How about a Unique Quarter for Russia? Their Unique Improvement is meh
 
This is a minor change but for all my Mayan players, show me some love.

Jaguar traps currently cannot be removed unless activated, which blocks the hex for the rest of the game. This is incredibly frustrating when forced to hastily defend or if you’re proactive or strategic; placing traps in mountains or on the coast may block a prime market or monument later.

The obvious answer would be the ability to remove them by a jaguar, but perhaps having a two or three trap inventory/capacity and the ability to pick them up could work. The traps would need to be unbound to the specific jaguar that placed it so as to ensure any jaguar could pick up any (insert number) of traps.

This also would eliminate the trap cooldown, which if my guess is correct is only in place to prevent trap spamming. Players can already get around this just by building more jaguars… a problem the inventory switch wouldn’t fix but could put some cap to it.

Also, the trap cooldown is really difficult to keep track of outside of having to actively cycle every jaguar every turn. Which at this point in the thread it sound like I’m whining 😂

Anyways, thank you (not sarcasm) for the nerf, it was very much necessary and hope you give more love to the Mayans in the future!
 
I talked about the problem a war can end with a total destruction of a civilization there should be option the civilization surrenders and is annexed, option 2 becomes a puppet state 3 is annexed without war, , a revolution breaks out and is annexed
 
my proposals:
- positive effect of happiness. as the negative value reduces yields, the positive should also increase them.
- peaceful conquest of cities or even just the tiles of rival nations, as in civ 6. happier and more cultured cities could erode the borders to the point of incorporating the neighboring cities of other nations.
- introduction of a bonus if you manage to store a certain set of resources in the same city. for example: rice, wheat and corn would give a bonus in food, in addition to that already produced by the resource itself.
 
I am making my way through all of the various leaders. I've probably completed games for about half of them, so I'm not a prolific player. I also have run through more than one victory with the same leader because I like to let the game go random all the way for me.

Played my first game as Confucius recently, and I decided to go out of my way to get a Scientific victory. (Found it much more fun to go any of the other three based on the way I play.)

I feel like the Scientific Victory has about one too many requirements compared to the other ones. Is this victory path sort of a last resort if you can't pull off one of the other ones, and that's why you have to grind it out with so many research and project milestones? With just a slight detour, I probably could have completed Economic and Culture just while I was passing time getting to the Science victory.

If they are all supposed to be about the same kind of effort and time to complete, at least for me, Science is harder to grind out.
 
I am making my way through all of the various leaders. I've probably completed games for about half of them, so I'm not a prolific player. I also have run through more than one victory with the same leader because I like to let the game go random all the way for me.

Played my first game as Confucius recently, and I decided to go out of my way to get a Scientific victory. (Found it much more fun to go any of the other three based on the way I play.)

I feel like the Scientific Victory has about one too many requirements compared to the other ones. Is this victory path sort of a last resort if you can't pull off one of the other ones, and that's why you have to grind it out with so many research and project milestones? With just a slight detour, I probably could have completed Economic and Culture just while I was passing time getting to the Science victory.

If they are all supposed to be about the same kind of effort and time to complete, at least for me, Science is harder to grind out.
I don't think the Science Victory is particularly hard, but it is interminable.

First you research Flight.
Then you do the Cross The Ocean project
Then you research Advanced Flight, or whatever they call it.
Then you do the Break the Sound Barrier project
The you research Rocketry
Then you do the Launch Satellite project
Finally you do the Throw a Hummie into Space Project

By which time you have railroaded he entire world, amassed wealth beyond your wildest dreams, scooped up enough Relics to open a dozen British Museums, researched nuclear weapons but carefully avoided thermonuclear, because that gets you a Military Victory whether you want it or not.
And have had to also carefully avoid getting Economic or Cultural Victories while you crawl through all the Science requirements.

Cut me a break, please.

I have managed to get a Science Victory exactly once, and then only by stifling the other victories, which I had achieved the requirements for 10 or more turns before Science Victory finally crawled into view.

Unless I am feeling particularly masochistic, I won't bother with Science Victory again . . .
 
I don't think the Science Victory is particularly hard, but it is interminable.
That's a better way to put what I'm feeling when I said it's harder to grind out. So yes, my Suggestion is "The Science Victory needs a tweaking".

There is just no shot that you could prioritize this path at the outset of the modern era and get there before you wouldn't have already achieved the others just by existing.

And prioritizing a specific strategy is a common thread for me for every version of Civ since getting Railroad & Robotics in Civ II brought a quick end to all those who opposed me. I think each victory condition should have equal appeal, all things being equal.
 
That's a better way to put what I'm feeling when I said it's harder to grind out. So yes, my Suggestion is "The Science Victory needs a tweaking".

There is just no shot that you could prioritize this path at the outset of the modern era and get there before you wouldn't have already achieved the others just by existing.

And prioritizing a specific strategy is a common thread for me for every version of Civ since getting Railroad & Robotics in Civ II brought a quick end to all those who opposed me. I think each victory condition should have equal appeal, all things being equal.

I think everyone should read the thread in strategy right now with Salamis and Manpanzee talking about their absurd wins with a science focus but not necessarily a science victory.
 
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