DoctorCruz
Chieftain
I would like them to bring back the random "stories" from Civ 4. Those were so much fun, and they could really give you a nice boost if you had the gold.
I read a post with a good idea, I think it was in this same threat: The ability to create custom units. We could research the weapons and armors in a separete tech tree and combinate than to create several types of new units. Moreover, we can choose the material used in weapons and props that soldiers will use (tattoos, capes, masks ...), and each of than will generate some kind of bonus (Steel swords will do greater damage than bronze ones, and props will give moral). The civs will have unique research (Greek Sarissa, English Longbow, Chinese Chu-ko-nu...) that combined in the right manner will give bonuses to unit (Axes+Fur coat+no armor+ Danish Worship of Odin(?)= berserker + Amphibious bonus, if was trained by Denmark), and the other civs will can steal this unique research, like Rome, that actually defeated Carthage only after discovering how to build quinqueremes (anyway, the Carthagian ones was much better).
A bit offtopic sorry, but this statement is just plain wrong; I've been living in a so call "3rd world" country for a year, namely Cameroun, and been visiting a lot of small towns and villages.Even in ancient era cities very rarely would the government build a marketplace. People would just set up shacks in a convenient area to sell their wares.
[...] A market is just a place where trade happens, no different from a slum in any 3rd world city of today.
To get a little more in depth about rebellions/revolutions, first I have to introduce the concept of regions, towns, and ethnicity. Basically, at the start of the game, there are only the major players and CS. Each of them has its own ethnicity, which you sort of see in civ 4, though this would be a little different. As the game develops though, ethnic groups, separate from the original ones, would develop in the shape of independent towns that are outside of anyone's control. If you build a city on independent towns, the cities come with some buildings already built and with some more population. But, the people remain of their original ethnic group. Long story short, regions are areas with the same ethnic groups. Rebellions come in two forms: rebellion and civil war. Rebellion= one city seceding and becoming a city state, civil war= an entire region secedes and becomes a new civ or minor civ (haven't figured out what I want to do with that.)
Thanks! It would be more than that too though. For example, let's just say that there are two civs and four CS in the game: America, Germany, Singapore, Florence, Quebec City, and Antananarivo. Even though there's only six main ethnic groups, there could be a region that develops into being Basque, another that's Australian, and a third that's Arab. You could settle in a region that's mostly Basque, treat them well, end up producing enough of your own culture to offset their influence, and end up totally absorbing them. On the other hand, you didn't deal with the Australians that well, they rebel, and form their own civ. It could be a new gameplay mechanic that would be interesting and realistic, considering how some countries were torn apart by ethnic divisions (like Austria and India) while others thrived off of it (like America and Argentina.)
@Carlos77, just picking on an individual point here.
It shouldn't be 'easier' to be friends with civs. As it is now, early game you tend to make DoFs quite easily, and you can keep a friend for most of the game, but in the long run they're not trying to be realistic; they're trying to win.
This sounds fantastic. Perhaps add some sort of nomadic thing as well, so that you can settle cities, and eventually nomadic tribes that are native to the area are swallowed up into the cities? Giving tiles population as well as cities is another thing I'm keen on, I just don't quite know how it should work.
To get a little more in depth about rebellions/revolutions, first I have to introduce the concept of regions, towns, and ethnicity. Basically, at the start of the game, there are only the major players and CS. Each of them has its own ethnicity, which you sort of see in civ 4, though this would be a little different. As the game develops though, ethnic groups, separate from the original ones, would develop in the shape of independent towns that are outside of anyone's control. If you build a city on independent towns, the cities come with some buildings already built and with some more population. But, the people remain of their original ethnic group. Long story short, regions are areas with the same ethnic groups. Rebellions come in two forms: rebellion and civil war. Rebellion= one city seceding and becoming a city state, civil war= an entire region secedes and becomes a new civ or minor civ (haven't figured out what I want to do with that.)
I totally back this. What could be more awesome would be civs picking their own culture (pretty much the same as Social Policies are now) and then that could spread throughout your cities, and they would be converted by stuff I haven't figured out yet. So, a city could (for example) be under Spanish rule, but culturally Dutch. I haven't gone into much detail, but this could be interesting to mess around with. I think that's pretty much what you're getting at, but regions each with their own cultures would be interesting.
Thanks! It would be more than that too though. For example, let's just say that there are two civs and four CS in the game: America, Germany, Singapore, Florence, Quebec City, and Antananarivo. Even though there's only six main ethnic groups, there could be a region that develops into being Basque, another that's Australian, and a third that's Arab. You could settle in a region that's mostly Basque, treat them well, end up producing enough of your own culture to offset their influence, and end up totally absorbing them. On the other hand, you didn't deal with the Australians that well, they rebel, and form their own civ. It could be a new gameplay mechanic that would be interesting and realistic, considering how some countries were torn apart by ethnic divisions (like Austria and India) while others thrived off of it (like America and Argentina.)
This sounds fantastic. Perhaps add some sort of nomadic thing as well, so that you can settle cities, and eventually nomadic tribes that are native to the area are swallowed up into the cities? Giving tiles population as well as cities is another thing I'm keen on, I just don't quite know how it should work.
That's a good idea. I think I know how it could work too. My plan for towns was that if you don't settle on them, just near them, they produce culture for their original ethnicity, so that even if the city you build is of your ethnicity, the original inhabitants of the region would have a strong influence. That culture would increase over time somehow (another thing I haven't quite figured out.) You could probably do the same thing with nomads though, just instead of having towns, you could have one special unit that would act as their main camp. They would be limited to a certain range of tiles, and their cultural influence would increase based on the number of units they had in your region.
Some ideas for "brand new" things for Civ 6 , to really make it stand apart from V.
-Actual different government types. No matter what the skin ,or other unique factors of a civ you choose , it is going to be a true dictatorship , just you , calling all the shots unopposed. What if.....as time went on , and , you chose whatever version of policies this game would have to make a freedom/democratic civ. At this point you need approval of an internal parliament of some sort. Nothing too restricting , or resistant. I am thinking something that might only be a hindrance in extremes. If your under attack by strong Civs ,and ,barbs are popping up all over , and , your master plan doesn't you having a big army or making any units , they may pass an emergency bill of some sort to force you to buy , or , que a unit in one of your cities. If your going really wide really early they might ban settlers for a few turns , or , even request more settlers to "spur growth" Of course there would be ways to bypass the will of internal parliament , bribes perhaps , maybe you could propose a granted veto power to yourself when things are going well to have in your back pocket for when things "appear" to not be going well and the peoples parliament is in panic.
Some more, perhaps nonsensical ideas.
Could add Medic units to heal armies in the field faster after battles.
Supply Wagons to supply food\resources to your armies in foreign land. Without them invasions of foreign land would be almost impossible. Later on they could be upgraded to supply trains, both would have to be escorted cause they'd be a favourite target for barbarians, fast moving enemy units and partisans.
Pirates-barbarian ships with units aboard bent on attacking and capturing coastal cities-like in civ2.
I think roads should double movement of units, rails quadruple movement and highways\freeways 8x all movement.
All barbarians should try and capture cities, build barracks in them and then mass produce the best offensive unit available. A few of the most dangerous barbarian tribes (like frankly, the Huns) could have their own very dangerous unique unit available for production as well.
Barbarians should still be able to build their own camps\settlements which you could conquer and turn into your own towns.
I was thinking that ethnic groups would totally replace barbarians, and as such would grow organically like they did. Instead of having units who are always hostile to you, they would be entities whose loyalties would be much harder to control than CS, and nomadic ethnic groups would be more prickly than their settled counterparts. The way I envisioned their growth would work is that like barbarians in civ 4, their towns would just sprout up more and more as the game when on, though never in already settled territory, and usually they would develop in regions with resources and food rich land more.
As for how to assimilate different ethnic groups, I thought an extension of the policy tree that would be more interactive would be good. It would be separate from most policies, though some ordinary policies would affect assimilation, but it would be very different because you would have to approach each group differently. Basically, it's a type of diplomacy that would continue to exist even after they've been conquered/absorbed into your empire.
As an example, let's say that you're France and you come across an area with a settled community of Nepalis. Their units are peaceful to you at first, but as you send scouts into their area tensions rise. You have a few options: pay a tribute that appeases them, do nothing and let them get pissed, supply them with weapons and ally with them, or attack their units and start a mini-war. Each choice has its pros and cons, but to make this shorter lets say that you ally with them. This leads to them becoming friendly with you, but they either become more independent and start consolidating to become a CS or you extend your influence into the region. If you build a city near them, if they're friendly to you the city is more likely to have your culture be more dominant and the ethnic group assimilates into you civ more easily. The last step is how to deal with this new group in your empire, and you can either grant them autonomy, resulting in a puppet-like city, work to build culture buildings and other tactics of assimilation, deprive them of rights and gain full control with little effort but risk rebellion, or lastly do nothing and see how things develop.
That's how I envisioned it. What do you think?