civilizationfanatic2000
Prince
- Joined
- Jan 13, 2022
- Messages
- 309
Hey! This is my first post on this forum, I just wanted to share what I want for Civ 7!
1. Climates and Soil Types. Currently, Civilization has no concept of climate other than terrain- which I think doesn't have enough nuance. There could be several climates- hopefully not as much as Koppen's, but more than what Civ has.
Hot Desert (Arabia)- dry, warm winters and hot summers. Needs direct water source (river or lake) for agriculture
Cold Desert (Central Asia)- dry, cold winters and hot summers.
Humid Subtropical (South China)- wet, cool winters and hot summers
Tropical (Brazil)- wet, warm winters and hot summers
Oceanic (British Isles)- wet, cool winters and warm summers.
Warm Continental (Crimea)- wet, cold winters and hot summers
Cold Continental (Mongolia)- dry, cold winters and warm summers
Subarctic (Finland)- dry, cold winters and warm summers
Tundra (Greenland)- dry, cold winters, and cool summers
These would coexist side by side with terrain types- forest, grassland, steppe (in Cold continental climates, since they are too dry for trees), mountains, hills
In addition, two soil types- sandy, and clay. Sandy is easier to work, and so for a while (until you invent the heavy plow in the Medieval Era) you can only use agriculture on that soil type, which means if you start on a clay soil tile you're stuck to herding animals.
The intention is to replicate real life history- players that start on cold climates with clay based soils will find their cities limited in size, thus leaving them in a primitive state. Players who spawn on hot places with sandy soil will find themselves forming civilizations very quickly. It means they can relive the Gauls sacking Rome, or Rome conquering the barbarians. Being a barbarian tribe means you can mobilize more of your population (build more military units), and much more easily migrate (to places like Egypt, Sumeria, or India, if one has horses)
2. Culture and Sliders
Culture is now a dynamic process- it lies on many spectrums, such as Individualistic to Communal, Militaristic to Pacifistic, etc. Depending on your environment and events, the culture would slide to one end. If you farm rice instead of wheat, and are often at war with other civilizations, your culture will drift towards Communal and Militaristic. You can manually move the slider, but the more you move it the higher the chance of rebels. If, in modern day America, you wanted to change the slider from medium Freedom to high Authority, expect a massive rebel uprising that would make the Civil War look like a playground squabble. This incentives gradual movings of the slider
3. Less strict ways to play
In normal civ, if all of your cities are taken by a rebel uprising, you lose the game. However, in my version, you can continue playing as long as the factions that rise up share some of your culture.
4. Better Wars
If you declare a war against another nation, the turn speed slows down to where individual seasons of each year become full turns. Units depend on Manpower and Production (both produced by citizens and Culture), and can be built instantly whether its war or not. 1UPT is removed, the maximum stack of units being 25. Turn speed goes back to normal when a war ends.
Units stacked this way form an Army. Armies cost Manpower, and running out of Manpower ensures you can't recruit more soldiers.
Battles take both Armies to a tactical map representing the surrounding area that varies based on the season. The tactical map will represent armies at a 1:10 ratio of men. Whether if it is turn based or real-time (ala Total War) relies on the player's choice
I am open to critique, because again, this is my first post. I've been playing civ for a while- civs i through vi
1. Climates and Soil Types. Currently, Civilization has no concept of climate other than terrain- which I think doesn't have enough nuance. There could be several climates- hopefully not as much as Koppen's, but more than what Civ has.
Hot Desert (Arabia)- dry, warm winters and hot summers. Needs direct water source (river or lake) for agriculture
Cold Desert (Central Asia)- dry, cold winters and hot summers.
Humid Subtropical (South China)- wet, cool winters and hot summers
Tropical (Brazil)- wet, warm winters and hot summers
Oceanic (British Isles)- wet, cool winters and warm summers.
Warm Continental (Crimea)- wet, cold winters and hot summers
Cold Continental (Mongolia)- dry, cold winters and warm summers
Subarctic (Finland)- dry, cold winters and warm summers
Tundra (Greenland)- dry, cold winters, and cool summers
These would coexist side by side with terrain types- forest, grassland, steppe (in Cold continental climates, since they are too dry for trees), mountains, hills
In addition, two soil types- sandy, and clay. Sandy is easier to work, and so for a while (until you invent the heavy plow in the Medieval Era) you can only use agriculture on that soil type, which means if you start on a clay soil tile you're stuck to herding animals.
The intention is to replicate real life history- players that start on cold climates with clay based soils will find their cities limited in size, thus leaving them in a primitive state. Players who spawn on hot places with sandy soil will find themselves forming civilizations very quickly. It means they can relive the Gauls sacking Rome, or Rome conquering the barbarians. Being a barbarian tribe means you can mobilize more of your population (build more military units), and much more easily migrate (to places like Egypt, Sumeria, or India, if one has horses)
2. Culture and Sliders
Culture is now a dynamic process- it lies on many spectrums, such as Individualistic to Communal, Militaristic to Pacifistic, etc. Depending on your environment and events, the culture would slide to one end. If you farm rice instead of wheat, and are often at war with other civilizations, your culture will drift towards Communal and Militaristic. You can manually move the slider, but the more you move it the higher the chance of rebels. If, in modern day America, you wanted to change the slider from medium Freedom to high Authority, expect a massive rebel uprising that would make the Civil War look like a playground squabble. This incentives gradual movings of the slider
3. Less strict ways to play
In normal civ, if all of your cities are taken by a rebel uprising, you lose the game. However, in my version, you can continue playing as long as the factions that rise up share some of your culture.
4. Better Wars
If you declare a war against another nation, the turn speed slows down to where individual seasons of each year become full turns. Units depend on Manpower and Production (both produced by citizens and Culture), and can be built instantly whether its war or not. 1UPT is removed, the maximum stack of units being 25. Turn speed goes back to normal when a war ends.
Units stacked this way form an Army. Armies cost Manpower, and running out of Manpower ensures you can't recruit more soldiers.
Battles take both Armies to a tactical map representing the surrounding area that varies based on the season. The tactical map will represent armies at a 1:10 ratio of men. Whether if it is turn based or real-time (ala Total War) relies on the player's choice
I am open to critique, because again, this is my first post. I've been playing civ for a while- civs i through vi