What do you most want to see?

Meowzer

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Nov 5, 2016
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I want them to get rid of the immersion-break from the current governor portraits. Each civ should have their own sets of dozens of governor portraits (reflecting the racial distribution of the civilization) for each type (several portraits for the economic governor, several for the religious, etc.) that would be randomly determined.

How about you?
 
Oh, I have a fairly long list, but my top 4 (as unlikely as these are) would be:

1. Make Bonus Resources more useful on a "whole of civilization" scale-not merely granting a bonus to a single tile. Stone & Copper, for example, would grant Civ-wide bonuses to production & gold, whilst food resources would grant civ-wide bonuses to food & housing. These resources should also be available for trade & influence trade routes. More bonus resources, in general, would also be great to see.

2. Give players greater powers to restrict the spread of foreign religious units into your territory......possibly at the risk of creating a grievance, but not sparking a full-blown war. Social Policies (current and/or new) should be available to either slow the movement speed of foreign religious units, reduce their conversion strength or cause them to take damage within your territory. On a related note, I'd like to see religion play a far greater role in pre-industrial diplomatic relations.

3. I feel we need a complete overhaul of existing Social Policies & Government Types, as well as the addition of a number of pre-Atomic era Social policies I currently consider to be missing from the game. I especially want to see Social Policies reflecting the negative aspects of human development.

4. I'd like to see a dynamic Eureka/Inspiration system, with each Tech/Civic having 2 or even 3 possible triggers in the database, that can be selected by the computer at the start of each game. Almost ensuring that no two Civics/Tech Trees will ever be the same. For example, Archery is currently triggered by killing a unit with a Slinger. However, an alternative trigger could be building a Camp. Political Philosophy is triggered by meeting 3 City-States. An alternative might be doing deals with 3 different Major Powers. 1 game might have both of the traditional triggers, a second game might have 1 alternate & 1 traditional trigger & a 3rd game might have both alternate triggers.
 
Better-designed religion.
 
Limited stacks, say max 6-8 units could form an army, kind of like the current Corps and Armies but larger, maybe even mixed melee and ranged units.

I think it would help AI to move their units.
 
A dynamic Eureka/Inspiration system, with each Tech/Civic having 2 or even 3 possible triggers in the database, that can be selected by the computer at the start of each game. Almost ensuring that no two Civics/Tech Trees will ever be the same. For example, Archery is currently triggered by killing a unit with a Slinger. An alternative trigger could be building a Camp. Political Philosophy is triggered by meeting 3 City-States. An alternative might be doing deals with 3 different Major Powers. 1 game might have both of the traditional triggers, a second game might have 1 alternate & 1 traditional trigger & a 3rd game might have both alternate triggers.
This is an excellent idea.
In general, less predictability would be a good thing. That could be the source of a lot of small changes.
 
City District, Settler and Building scaling cost. It sucks and I want it GONE. It takes much of the fun I normally would have out of the game for me (I always play wide on large maps. I love dotting the map with cities and seeing the AI do likewise), especially considering how weak IZs are at boosting production. It makes no sense that a city founded in 1900 AD has to spend 200+ years on building a harbor.


As for new features: Since we're getting Plagues, redesigned resources and enhanced diplomatic depth, I'll answer with enhanced happiness mechanics. The Amenity system is a bit bland and generic in how it works ingame and I would to see it reworked in a way that simulates how amenities work irl.

A hypothetic example: citizens that live in a city with a Campus become Educated over time. As their level of Education rises, they develop a need for cultural refinement, which can be satisfied by using an Amenity for Entertainment (provided by an Entertainment Complex) or by building an Amphitheatre in the city (which provide an Amenity SPECIFICALLY and ONLY for citizens with this particular need.). The first option wouldn't develop another need for the citizens. However, if a Theatre Square is built, your citizens become Refined; Refined citizens in turn develop needs for Education (build a Campus) and Prosperity (Build a Comm Hub). And so it goes on.

Entertainment Complexes/Water Parks, Holy Sites and Luxuries can be used satisfy unfulfilled needs of your citizens, depending on the type of need. Religions and/or pantheons too could be enhanced to do the same.

And finally, this would also allow for another mechanic I greatly desire in Civ. Every citizen in your empire has a distinct ethnicity based on the current population in that city AND loyalty pressure from nearby civs. Example: if an Assyrian city has a population of 5 Assyrians and 2 Hittites, there's a 2/7 chance the next citizen born is of Hittite ethnicity. This chance increases if the city loses loyalty.

Having too many Citizens of foreign ethnicity could for instance have negative effects your city depending on your relations with their mother country, reducing the city's loyalty, lowering amenities for the indigenous citizens, increasing foreign spy rolls. Unhappy foreign citizens are also more likely to become Domestic Tourists for their mother Civ, rather than yours. So you need to either work on integrating them into your society by increasing Loyalty generation in your city (creating a Law Enforcement District could help here; we don't have Police Stations and Courthouses yet) or "expell" the foreign citizens from your realm altogether (a friendly alternative to genocide). Integrating citizens of a different ethnicity in your cities generates diplomatic favour with their mother civ, giving you advantages in the World Congress, as well as a small discount (5%-10%) in cost for Techs and Civics their mother Civ has researched.

This same principle could also apply to religious citizens, who will demand you build Worship buildings specifically of their religion (would be nice if Shrines and Temples could also be assigned for specific religions if the need arose or if Holy Sites had areas of effect similar to an IZ or Water Park)

And FINALLY, I'll pick up on what Zaarin said about religion and name a specific religion thing: Great Prophets need to cost more points. Right now it's way too easy for an AI to get them because, you know, High Opportunity Cost + Low Actual Threshholds. For a human player there are only two ways to reliably get a Prophet: 1) Play as Arabia and 2) Play as Russia. By making Prophets more expensive however, you allow non-Arabia players to join the Prophet race, which indirectly buffs religious civs without Prophet generation bonuses such as Spain, India and Georgia.
 
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City District, Settler and Building scaling cost. It sucks and I want it GONE. It takes much of the fun I normally would have out of the game for me (I always play wide on large maps. I love dotting the map with cities and seeing the AI do likewise), especially considering how weak IZs are at boosting production. It makes no sense that a city founded in 1900 AD has to spend 200+ years on building a harbor.
I understand why they exist and I'm not sure I want them gone, but they could be scaled waaaaay back.
 
I do hope that pollution is more than just Climate Effects. I want to see over-industrialization & over-crowding really impact things like Health (as reflected by Housing) & Happiness (as reflected by Amenities). I'd also like to see some concepts from Civilization IV-like Food Diversity-become a factor in Health & Happiness too.

Another thing I'd like to see is a re-balancing of Tall vs Wide-by making Specialists (citizens assigned to district buildings) much more important, & by applying a "Number of Cities" & "Distance from Capital" multiplier to city maintenance costs....but then provide legal buildings (like Gaols, Police Stations & Courthouses) that can reduce those costs.

Oh, & I'd love to see a return of National Wonders.

I do like what Lord Lakely said regarding ethnicity. That is another feature that worked extremely well in Civilization IV, & needs to come back again. Similarly I'd like to see a return of the ability for strong culture to take already occupied border tiles (this is sort of represented with City Loyalty, but I think we also need a less drastic precursor).
 
TARIFFS of some kind could be cool. Perhaps trade routes to you give you a gold bonus and less gold to the other civ (they might respond by send less traders and/or blocking you from sending traders).

Isn't there a Dark Age policy that acts like this?
 
I don't think so. There's 'isolationism', but doesn't work like this at all.

That is the one I was thinking of, but you are right, the effect is different to what I thought it was.
 
I really want to see an air trade system that enables trade with a major civilization or a city-state that has an airport in the late modern game era. Maybe they would implement it with a special unit such as "cargo plane" but I want the ability trade over long distances in the late games.

With that being said, please feel free to include your idea and what do you think of this feature if it was implemented in future expansions.
 
Things I would like... I would like a lot of many small nitpicking things!

City-States: I would like to see 2 more type for Harbor and E.C., like Maritime C.S. and Mercantile C.S. (or Recreative, more accurate but less good). They add respectively Food and Amenities. Maybe change the bonus Envoy for a Tribal Village bonus that can be Eureka, Inspiration, Faith (Relics?), Gold (Trader?), EXP&Heal, Population, Scout (with first promotion?) and Builder from respectively Scientific, Cultural, Religious, Trade, Militaristic, Maritime, Mercantile and Industrial.

Tall vs Wide: Reduce Wide power by not giving free Amenity from the first 2 Population. Maybe add a bonus Amenity if the city is in range / same continent of the Capital. Maybe add a condition (like a Trading Post in the city?).

Great People: Too much to say about this.
  • Great Propet: Can be recruited more than once in a game, and act like a Great General for religious unit, and have a special retreat that give a small bonus (like Great General). Allow Guru to be an alternative for creating a religion (they are now religionless units, so purchasable from Temple).
  • Great Writer, Artist and Musician: We need to fight against unemployment by changing them. Writers can also give 1 random Inspiration by using 1 Charge, Artists can create a special tile that increases Culture and Appeal for all 3 Charges, and Musician can launch a concert tour to speed up Tourism victory. Maybe we need to fuse all their GPP together and allow the player to choose between 1 of the 3 type of GP instead?
  • Create a special Great People for E.C., that focus on the development of Tall cities (Amenities, Housing, Appeal, Food...).

Districts: Too much to say about this
  • Give E.C. great people points and have bonus amenity from adjacencies (like Fishing boats, Cattle ressources, and Camp ressources) instead of giving flat from nothing.
  • Give Encampment adjacencies bonus from strategic ressources and Military Engineer special tiles (fort, airstrip...).
  • Maybe give Theatre Square adjacencies from Plantations?
  • Change the way the last 2 buildings from IZ and EC work. I would like a some good amount of Production / Amenity for the city itself, and a small bonus for the cities in range (excluding itself). If that city is in range of an others same buildings from others cities, that city will enjoy the first one only.
  • Increase the bonus of Specialist in function of number of building in it. For example, a Theatre Square start with +3 Culture, and with all 3 buildings, each Specialists will give +6 Culture.

Well, I will stop from now. I am pretty sure I can niticking a lot about this game for a while. Basicly, I will enjoy something that help me to do less micromanagement like allowing builders to go improve whatever they want for example.
 
4. I'd like to see a dynamic Eureka/Inspiration system, with each Tech/Civic having 2 or even 3 possible triggers in the database, that can be selected by the computer at the start of each game. Almost ensuring that no two Civics/Tech Trees will ever be the same.
You might wanna try out Real Eurekas. And I am always on the lookout for new ideas for them.
 
Lots of UI and information improvements mainly. I really miss a useful city report screen where I can see what they're all building, and more.

In with tech trading and out with those silly tech boosts, or at least have them not account for 50% of the research. As it is, science is all about building buildings and units in the correct order.

Also more Portugal and Maya and less Canada, Brazil, Madagascar and so forth.
 
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