Civilization 6: Ideas

i would like even more time expansion in the more modern eras. i play on epic to try and balance this but i still find tech sometimes obsoletes a unit type before i even make one of them. going to months from years isnt enough once you get infantry and begin to get artillery and tanks of any kind. really at that point u need to go to weeks of the year OR increase the minimum time to develop the next kind of weapon. i want to use those landships before they become tanks. or tanks before modern armor. as it is, i mainly spend time trying to upgrade the important units because tech advances too quickly to use them in combat, late on. since i brought up the pace of development, shouldnt it be faster for weapons tech in wars between two opponents with similar tech levels? development of ships and weapons and tanks was accelerated by the world wars as each side strove to gain advantage or negate the others in order to win or just survive. i know this contradicts what i have said so if i had to pick i would prefer the time to go to weeks from months to give more turns to development and a chance to not just develop but build and use some landships, rather than just finish a few then pay out to upgrade them.
 
an end to the highly suspicious yet incredibly consistent 'happenstance' that another civ will get the great library or other wonder ALWAYS 1 turn before you do. it stretches coincidence to beyond breaking point it happens so much...guess what just happened to me. again?
 
i would like to be able to assign a ship to escort my naval trade route units. its annoying to have barbarian ships appear without warning and pillage one, and have to hunt down the pirates and then the place spawning them. also the game im playing now (going for culture win) i seem to be only civ actively hunting down and destroying barbs. it might be because i have the largest military in the world. maybe a world congress or UN mandate could be awarded in these situations or voted on; i wouldnt minded making enough destroyers to escort as many trade routes as possible, whether mine or other civs. tho if i were at war with one it might be a bit tempting to pillage as part of war declarations...

I would like to see a UN mandate for "Global War on Pirates" that could be enacted in the game.

I don't know how an escort would work. How would the naval unit continue to provide protection as the cargo ship goes through 3 civs that you don't have open borders agreements with you?
 
well in such a case the civ you dont have open borders assumes responsibility for protecting them until they reach open water again. at that point with any luck i can have a destroyer on the other side waiting, or it will pass through another civs territory or just reach destination. there could be a UN mandate i suppose which could empower a named civ to designate any destroyer they have as a un escort ship. you would lose control as it moved over the vessel to be escorted and it would pick up other cargo ships in a sort of convoy (they dont seem to be affected by stack rules now anyway) so ships of many nations could be escorted by your destroyer even if you are at war. if you need the destroyer you can select it and then do the icon to stop its current orders. to stop ppl using the un mandate to sneak attacking destroyers into enemy territory as soon as its ordered to stop being an escort it either auto steams into neutral or friendly territory (technically still under un flag you see) OR easier, put it into the nearest port of its nation. barbarian pirates arent stupid in real life. they rarely attack military vessels except by accident, so merely having the escort present should deter barb attack unless the barb somehow gets an aircraft carrier or missile cruiser with missiles on...
 
did i mention having a box in options menu to tick if you want other civs in settler difficulty to be able to declare war on you? i have tried chieftain difficulty and i just get left behind in the tech race, and i can never keep up with my neighbours in spamming settlers. so they tend to out expand me there too. settler i enjoy, chieftain i find distressing. i dont get much time to play civ and i dont want to have to spend it not having fun trying to learn how to make chieftain difficulty work.
 
well in such a case the civ you dont have open borders assumes responsibility for protecting them until they reach open water again. at that point with any luck i can have a destroyer on the other side waiting, or it will pass through another civs territory or just reach destination. there could be a UN mandate i suppose which could empower a named civ to designate any destroyer they have as a un escort ship. you would lose control as it moved over the vessel to be escorted and it would pick up other cargo ships in a sort of convoy (they dont seem to be affected by stack rules now anyway) so ships of many nations could be escorted by your destroyer even if you are at war. if you need the destroyer you can select it and then do the icon to stop its current orders. to stop ppl using the un mandate to sneak attacking destroyers into enemy territory as soon as its ordered to stop being an escort it either auto steams into neutral or friendly territory (technically still under un flag you see) OR easier, put it into the nearest port of its nation. barbarian pirates arent stupid in real life. they rarely attack military vessels except by accident, so merely having the escort present should deter barb attack unless the barb somehow gets an aircraft carrier or missile cruiser with missiles on...

Depending on the path the cargo ship takes, the destroyer (for example) may not be able to catch up to the cargo ship. I don't like the idea the idea of allow a unit into other player's territory for escort purposes.
 
yes its pretty realistic this way; your escort cant follow the cargo convoy into unfriendly water and if it still needs escort on the other side its possible the escort vessel there wont be there for some reason. the un version which would allow (possibly) it to enter that unfriendly territory to escort might be perfectly safe for the unfriendly nation since the destroyer is not under your control even if you force it to stop escorting while there...so you cant attack them. but there is nothing to prevent a terror attack on the destroyer by a privateer (if they were anonymous) from the unfriendly nation or even barbs or another nation attempting to start a war (multiplayer possibly since i dont think AI is smart enough even if privateers only showed their flag to their own ruler...). however attacking a un serving ship might or might not have diplomatic consequences in the next un session for proposing resolutions. its also possible the unfriendly state would refuse permission to enter even to a un controlled destroyer from a nation it has problems with. this brings up the role of (potentially) peacekeeping troops under un control. i think un control would only realistically be viable in multiplayer. unless there is some miraculous advance in AI programming in civ 6
 
ability to conquer a city and give it to a CS...if you do this enough maybe you could build up the CS into a real nation. so you get rid of attila the hun and gift all the cities to a mercantile CS and it becomes venice if venice isnt already in game or england or something...

also; ability to bribe barbarians to go bother someone in lieu of the no flag privateers we dont have now...
 
i would like to have more choices what to give to CS, in the way of settlers or even missionaries. spread my religion through a proxy :D
 
ok some more ideas on privateer uses if they show no flag so you dont know who they are sponsored by.
So the world congress has embargoed CS or a state and you are a free sort of society unwilling to openly break an embargo as a dictator would, but you can 'build' (give letters of marque or whatever the hire agreement was called) privateers. Instead of them going about the usual high seas legal piracy as usual, why not have the ability to substitute them for a trade route? when a cargo ship route to an embargoed nation or CS is available, have the embargoed cities be marked with a red text 'Warning; this route is embargoed and requires assigning a privateer smuggler.' which if you have one anywhere on the ocean you can go select using the same mechanic as selecting a gift unit for a CS. If you want to do land routes, you will need a civilian unit called a smuggler - perhaps a use for all those ancient scouts rather than deleting. the number of total trade routes shouldnt be affected. A spy stationed in either of the cities connected by a smuggler route could help protect it from discovery by spies from other countries, which if present in those cities have a chance to discover the operation, and if they do so a chance to discover who is breaking the embargo which has consequences diplomatically. land smuggling routes should avoid existing road and rail routes as much as possible, with a chance for discovery of the operation increasing with each time it is forced to use a road or rail link (such as mountains where road/railroads go through all the passes). i am not thinking of discovery by units in that case just a percentage chance calculation done each time the smuggling route goes along a road which is sort of the simulation of a random police stop check of vehicles or carts. maybe there should be a big chance of discovery if a unit from a 3rd country happens to be fortified at the pass and the smuggler unit has to go through it. or maybe if a unit deliberately decided to check the 'scout/smuggler' by moving onto it. this would result in pillage of the route but no chance to discover who was breaking the embargo since military units are not spies and dont have investigation training!. with privateers its easier; all nations except the one the privateer works for hate them. a smuggler privateer will be tolerated by the embargoed nation. i think the ships may be more likely to carry paperwork than a land smuggler so if a ship does intercept the smuggler, it pillages the route and has a chance to identify the nation owning the smuggler ship. smaller than the chance spies have tho.

oh and when not smuggling the privateers would be much like they were in civ iv. i am thinking about some idea where they turn into barbarian privateers sometimes. but this would mean sending them out with a specific civ target, which you have to set. thus when you sign some sort of friendship with that civ the privateer needs to be reassigned, or recalled and scrapped - and the crew may object to being unemployed and become pirates which would basically make them barbarian ships. that would be easier if there were barabrian CS, or maybe pirates could occasionally take over a weak CS and it becomes a pirate CS and not technically a barbarian at all but a CS privateer targetting trade routes, until the CS is liberated by force, or the government is changed by espionage, and the ships are 'seized' from the pirates (they remain CS ships but stop preying on cargo ships). a pirate run CS would show the skull and crossbones flag. i think that would be a fun thing :lol:
 
Maybe everybody should start out as city-states, including the player. Then, there's a certain point where you can decide if you want to develop into a civ, though there should probably also be a point where you don't really have a choice. For example, the game could ask you once you have your second city, but you don't have a choice anymore once you found your third. This would be kind of like capitulating in civ4, i guess, but also with elements of civ5's city-states.
 
Maybe to fill out the map a bit more, they could make it so that smaller cities where you can't produce things called villages or minor cities (depending on size) grow in good spots within your empire. They would produce a yield without being worked, and grow faster if on a lot of trade routes, or near a luxury etc. They would also provide a yield depending on what kind of village they were, like a monastic village could produce faith, or a mercantile minor city could produce gold. They could even make it so that occasionally defected barbarians or refugees from war-torn countries come asking to settle towns in your lands. You could also build important and basic buildings (harbours, granaries, courthouses) by using a worker to improve it, but it would not have many of the major buildings in normal cities, like universities or workshops.
 
I would also like culture as a concept, like in the idea that a ethnic moroccan city would hate being ruled by the British. There would be an happiness penalty depending on the two culture's attitudes to one another, like if the British were influential over morocco, they would be fine with it. Also expanding on my ideas of foreigners settling in your lands, they would be different culture and religion but over time would be assimilated into your culture. I'm already imagining a new Anerican UA: Land of Opportunity: Different culture gives no happiness penalty, villages grow at double rate
 
Maybe everybody should start out as city-states, including the player. Then, there's a certain point where you can decide if you want to develop into a civ, though there should probably also be a point where you don't really have a choice. For example, the game could ask you once you have your second city, but you don't have a choice anymore once you found your third. This would be kind of like capitulating in civ4, i guess, but also with elements of civ5's city-states.

I tried in this link http://forums.civfanatics.com/showthread.php?t=479211 to make the player choose his type of faction ingame with social policies choices. Basically focusing on the "Civilization" SP branch in this thread is the City-State choice.

Maybe to fill out the map a bit more, they could make it so that smaller cities where you can't produce things called villages or minor cities (depending on size) grow in good spots within your empire. They would produce a yield without being worked, and grow faster if on a lot of trade routes, or near a luxury etc. They would also provide a yield depending on what kind of village they were, like a monastic village could produce faith, or a mercantile minor city could produce gold. They could even make it so that occasionally defected barbarians or refugees from war-torn countries come asking to settle towns in your lands. You could also build important and basic buildings (harbours, granaries, courthouses) by using a worker to improve it, but it would not have many of the major buildings in normal cities, like universities or workshops.

Or the map could be fully populated from the start, with tribes you should convert, conquer, help or else.

I would also like culture as a concept, like in the idea that a ethnic moroccan city would hate being ruled by the British. There would be an happiness penalty depending on the two culture's attitudes to one another, like if the British were influential over morocco, they would be fine with it. Also expanding on my ideas of foreigners settling in your lands, they would be different culture and religion but over time would be assimilated into your culture. I'm already imagining a new Anerican UA: Land of Opportunity: Different culture gives no happiness penalty, villages grow at double rate

There could also be cultural assimilation VS rebellion rate, to detemine falling empires.
 
Civ 6 would be awesome if it had: spherical world + civ 4 micromanagement + hexagon tiles + absolute ton of new content

Don't really know if I'd like the class idea, but they definitely could vary the civs up more. Maybe just have 3 UBs or something. Make each civ do a certain thing that the others don't. Like the civs have traits just like the leaders do.


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Sieges seriously need to be revamped, for me it is almost impossible to take an important city before artillery. The city attacks alone kills cannons in one hit, it is ridiculous.
 
Smaller Cities which can't produce stuff or work tiles called villages or minor cities may grow in good spots within your empire. There could also be villages which already exist on the map in the same way as ancient ruins. You could even have barbarians or refugees ask you if they can settle villages in your lands. They would provide a bonus depending on what king of village they are: Monastic villages would provide faith and culture, trading villages would provide gold and might grow on areas with multiple trade routes, and fishing villages could provide additional food. They would provide a bigger bonus depending on their population, and only the villages in the best spots (with loads of food or on trade routes) would grow to large sizes. Instead of directly producing buildings, you could use a worker to build the basic buildings such as courthouses, granaries or harbours, which would amplify a village's bonus.
 
Also, they could add a new mechanic called manpower. Instead of being a limit calculated from the population of your empire, you could assign citizens as manpower in the same way you can assign unemployed citizens. To balance it, the first three units you build might not need manpower. You might need one manpower to build two units, and also you might need it to build workers. To balance this out, workers could be built immediately if you have manpower. They could also add militias that are drafted immediately and can move immediately and perform guerilla attacks, albeit incurring an unhappiness penalty and also being slightly weaker than proper units.
 
Coalitions, Alliances of more than 2 nations are absolutely necessary part of gameplay, game's missing out on a very important part of historically accurate aspect of world politics.
 
Siege weapons like catapults, cannons and artillery should have firing range of 3 instead of 2, they could be made to fire less frequently than archers or musketmen. This increased firing range would assure protection from city attacks(who's idea was that by the way?). A city should not be able to counter strike a besieging army unless having military units present, a city Militia- which should be a (weak) military unit conscripted in a city in case of an attack, or a city battery of some sort.
Furthermore I'd suggest dividing catapults into: Field(less powerful and expensive to produce) and Siege catapults, same with Cannons.
 
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