I usually played Civ5 mostly on Giant Earth Map (180x94) with all civs in a custom gamespeed (mix of epic and marathon) ...
WOW! How do you ever finish a game? I bet it's fun though.
Please provide a Giant Earth Map for Civ6 from start.
Please provide a Map Editor (preferably for ingame-usage).
Please support bigger maps like 360x180 or even bigger. (Europe is too small on most world maps to place all european civs.)
(If distances on the map become to big, the player might still mod movement speed of modern units, roads, rails, or use airlift.)
Please do not limit the number of players/civs by a small hardcoded number. It would be great to be able to place 100 different civs on a giant map, even if most of them are conquered by Medieval Age.
I second the fact that the maps are too small for all of the civs to fit, and too small for 1upt to work properly. If they are not going to have a larger scale tactical combat map in which to fight battles, then they need to make the map probably twice as big as it is now. And maybe to keep more cities popping up all over the place, maybe they need to implement a sustainability test for each city site in which if there isn't enough food (especially) and/or resources to sustain a city somewhere, then no one can build one there. That would keep every civ from spamming cities all over on a huge map.
Or conversely, if someone did build in a bad spot (not enough food, little or no water, no rich resources, next to a soon-to-explode volcano = one big unhappy, dying group of settlers), that city might decay over time to the point of vanishing and becoming a ruin - aka - an antiquity site. That would be interesting. It certainly has happened in real life. Look at Pompeii, Carthage, or Egypt. It would be nice to be able to discover an actual ancient city ruin that really existed using our archeologists, or for that matter, ancient battle sites. Oh, but that's a whole separate idea.
I would like to see the game with a lot more civs in it (100?? idk), but I fear all of the diplomacy with all those civs would bog the game down to a crawl. One solution that could help is that you can only have relations with those immediately around you. Historically, until European nations tried to expand their empires, I'm sure none of them really cared what happened in Asia. Only when they started seeking rich exotic goods such as silk and spices from there (luxury resources) did they try to influence events in the area to keep their supply steady.
So I would propose (in all games really), that until your trade routes are extended to reach civ B, then the only dialogue between you and them is a simple acknowledgement that you both exist. The more things you share in common such as: borders, trades, neighbors, common enemies, etc., the richer the dialogue would be. Basically, the farther away you are from Civ B, the less he is going to care about what you are doing, and the less he is going to (should) try to initiate any sort of dialogue/trade/demands with you or from you.
Also, to keep diplomacy from bogging a game down, it would be nice to group all other civs as one of the following: allies, friends, trading partners, neutral (no relations), boycotted/denounced civs, hostile, and enemies. That way, I can select who I want to talk to, and who I don't. If a civ that I don't wish to talk to wants to communicate with me, it can be through a pop-up message on the side. Actually, every civ that wants to communicate/trade with me should post a pop-up message on the side (where it lists the news) and, according to what group they're in, that pop-up message could be color-coded like this:
A) Allies (per every 20 turns) = one gold star (up to five - supersedes any designation below)
B) Good Friends-DoF (per every 20 turns) = one silver star (up to five - supersedes any designation below)
C) Active Trading Partner (per every 20 turns) = one gold dollar $ (up to five)
D) Potential Trading Partner = one "top-half black/bottom-half gold" dollar
E) Boycotted Civ = one black X
F) Denounced/Hostile Civ = two black X's
G) Enemy-DoW Civ = three red X's
H) Any Non-Hostile Civ with news/intrigue/rumors = one silver key (in addition to any other symbols above)
I think if such a system was implemented so that we could only choose those civs that we want to talk to and/or have something in common with, instead of making us click on every dialogue box that pops up, it would probably make the game run a lot smoother (faster). I hate having to close every dialogue box that opens up just because I now have a resource that everybody wants. Trading needs a major overhaul, IMO.
Please allow to switch from animated Leaders to simple Leader Screens. As far as I remember, Leader Animations were a big problem in Civ5 limiting the number of civs in a game. In Giant Earth Games the diplomacy with dozens of animated leaders was long. The option for a simple leader screen would also make it easier to add new leaders/civs.
I agree. There should be a generic leader animation for all of the lesser civs in the game, with their civ's name on a flag behind them so you know who you're talking to, but make about four generic leaders for each area of the world: Native Americans, Africans, Asians, and Europeans.
Please allow to choose a custom leader with custom traits at start.
That would be great!! Imagine if out of all the different leader traits, we got to choose three to give to our leader/civ. How much more interesting (read: exciting) would each civ be to play then if the basic traits could change from game to game?
Please allow to raze/remove/move conquered capitals and own cities.
It goes without saying that as leader of my civ, I should have free reign to do what I want. If I captured an enemy capital city that is just in the wrong spot (for me), I should be able to raze it and rebuild. Ditto for my own cities, I mistakenly placed one somewhere when I should have placed it just two hexes away - now I'm stuck with it. (Didn't know you couldn't raze your own cities until that happened. Be more careful the next time. DOH!)
I forgot about that one. Yes, lack of navigation on rivers is a major game failure to me. Trade originated by river, and it was the only way for a long time to effectively get goods from the hinterland to port cities to export overseas. And without river navigation, you can't have gunboats, and without gunboats, you can't have gunboat diplomacy - one of the reasons I chose Teddy Roosevelt as my online persona, and I presume one of the reasons Firaxis chose Teddy Roosevelt as the new American leader.
Historix69, I like your ideas and a lot of other ones, including Iapetus's. I guess it's too late to hope for any of them to get added to CIV6, but I certainly wish they would at least take a poll of what we would like to see in the next iteration. Sometimes, I like to dream about what CIV could be like in the future. And I wonder, how long is that going to take to become reality?