Mechanics Brainstorm

speaking of barbarians: be allowed to play them. You control them all, over the entire map. You try to conquer cities and start from there.
 
speaking of barbarians: be allowed to play them. You control them all, over the entire map. You try to conquer cities and start from there.

There was a cheat code in Age of Empires where you controlled all the wild animals. That was pretty neat. It would probably be too game breaking but maybe a modded civ could have a UA around something like that
 
Diplomacy has improved a ton over the past few years. One thing that'd I'd still like to see is a penalty for trading with a civ's enemy or a civ they're at war with. There was something similar to this in civIV and it lead to AIs grouping together in different diplomatic blocks that felt organic.

I'm probably in the minority on this, but I find the execution of ideologies a bit repetitive. They feel like a slightly different version of the policy trees. I'd prefer a civics system like the one from civIV. Things like mercantilism or state property were fun to play with and offered really meaningful tradeoffs.
 
I like that early game explore feeling a lot too. Maybe a setting that gives just an insane amount of barbarians. But they don't actually capture cities?

There was a mod like that a while ago, called Barbarians evolved. But it was impacting mostly the early game, while I feel it could be more interesting if it happened later on.
 
I use that mod. But even with raging barbarians and barbarian camp spawn distance = 2, all the barbs are more or less wiped out by the renaissance (or at least not a real factor).
 
Great works should get +1 tourism per era advance from their creation. So older great works generate more tourism as time goes on.
 
I was thinking of having more projects, but the difference is that the production into these projects are only internal within each civ (versus WC projects). The projects could be something thematic like "coronations", "national parades", "festivals" that produce a one-time lump of yields when it is completed. Essentially, it is like those city-specific yield-producing projects (e.g. converting hammers to culture/science), except that the yields are only rewards at completion rather than every turn when it is active.

And oh, speaking about those yield-producing projects for each city, i think maybe having like some notification that notifies the player every 5 consecutive turns or so when it is active in a city. Sometimes there are moments where i have nothing useful to produce on a few of my cities, so i had them work on converting hammers, until the next technology is researched. But then eventually a few turns later i will just forget about that fact. I find this to happen to me several times, especially the wider one gets (through conquering), and also with so many puppeted cities cluttering the non-puppeted cities so the visual icons might not always be immediately helpful when scanning over the screen.
 
Some way to 'get rid of' AI cities that forward settle that doesn't involve razing.

*Disbanding - citizens move into your nearest cities and buildings are salvaged for some money
*Deportation - after capture, enemy can recover citizens and keep salvaged money.

Basically it's annoying that an AI, even a friendly one, can just settle in-between 2 of my oldest cities and if I don't like it my only option is to become a warmonger.

I'm not sure what the solution is, other than making the AI realize that if the ratio of (new city distance to their capital) / (new city distance to my capital) is > 2 or something, then it is essentially an offensive move and they should expect war with me.


That kind of brings me to my old proposal of certain amounts of justified war/city capture:
https://forums.civfanatics.com/threads/smallish-warmonger-change-suggestion.665507/#post-15979918

I think the only real way to do that would be through a peaceful city-flipping mechanic. I've brought this up before in some of my previous posts, but the Loyalty mechanic in Civ6 is a good example of a mechanic that could prevent "forward settling" and heavily discourage the AI to found cities in any available nook.

More broadly, it could be expanded to a kind of "cultural warfare" game mechanic, perhaps by building upon the tourism mechanic. I kind of like the idea of having cultural civs being able to also be aggressive and assert their domination through non-militaristic means.
 
I think the only real way to do that would be through a peaceful city-flipping mechanic. I've brought this up before in some of my previous posts, but the Loyalty mechanic in Civ6 is a good example of a mechanic that could prevent "forward settling" and heavily discourage the AI to found cities in any available nook.

More broadly, it could be expanded to a kind of "cultural warfare" game mechanic, perhaps by building upon the tourism mechanic. I kind of like the idea of having cultural civs being able to also be aggressive and assert their domination through non-militaristic means.

I think the Iroquois would be ideal for this kind of effect (Great Law of Peace and all that).
 
I think the Iroquois would be ideal for this kind of effect (Great Law of Peace and all that).

There was a game of Civ6 where I played as (French, I thin) Eleanor of Aquitaine, and just used her unique mechanic to peacefully takeover entire civs. Sure, it was ridiculous and required a lot of tedious Great Work swapping, but it was a nice change of pace from being a typical warmonger. I'm not sure how I feel about it being locked to a particular civ (although some should lean into that), but it's more about making culture/tourism (and maybe religion) more generalized mechanics.
 
I think a peaceful transfer + disbanding is necessary since the AI is so cavalier about settling a city on tundra and snow with just a deer and a fish but breaking my city connection. I don't want to gain ownership of a city that would just be a burden.

Different idea: You can't declare war on a city state without declaring war on a Civ protecting it.
*That way protection means something.
*In exchange maybe rewards are boosted by 50%.
*But more importantly, it prevents people from capturing all the city states willy-nilly. Its really effortless to capture them, and even if you liberate them, they're so crippled by capture that they can never really defend themselves again.
 
This is just a dream but ill put it out there: how about a balanced mod of either colonization or alpha centauri?
 
- "We Desire Peace" diplomacy option that becomes available after 10 turns of war (Allows the other civ to "peace out" at any time, while greatly lowering your warmongering penalty)

- "or we will declare war" option when trading. For example: "Make peace with this City State or we will declare war"
 
@usadefcon1, that would be great. With the addition of taking things from behind the "Requires Embassy" wall. I shouldn't need an embassy to threaten someone to stop attacking my CS ally.

In fact, the current combination of "Establish embassy - Impossible!" and having things require an embassy is pretty frustrating. Changing one or both of those things seems like a good idea.
 
- Progressive AI advantages. Early game the AI has very few advantages over the player, but gets more and more every era.
 
  • Cities can be (either as an option or a requirement) founded as puppets and annexed later.
  • Founded cities could spawn as allied city states. Possibly as part of a civ's kit like Greece or Carthage.
  • City states can be peacefully puppeted or annexed via influence or quests.
  • Recapturing previously owned cities gives substantial GA and culture bonuses. Maybe as part of an event like "your people yearn to be reunited"

  • Late game, maybe in an imperialism policy, citadels can be placed in non-adjacent territory and on atolls to represent real life bases (e.g. Midway atoll, Guantanamo bay, Spratly islands)
 
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i really like what Stalker came up with for Germany in another thread, but the idea seemed to get dropped.
Gain an embassy and open borders with civs containing your diplomat.

That's really unique and helps in so many situations. I'd love to see this in VP in some format.
 
One thing I'd like to see is a way to see which specific city states you put an embassy in. Sometimes I forget where I placed them and don't want to necessarily conquer a city state with my embassies located there.
 
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