10 things from previous games that should come back

One of the things that should return is the Civ V Defeat Screen Statue!

Spoiler The Civ V Defeat Screen :
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... land units can not heal on terrain tiles with snow, swamp and rainforest. It is not relaxing to reside there.

Or in Tundra or Desert tiles UNLESS the Unit is specialized for those tiles, OR your civilization started in them. Inuit, Finnish, Seminole, Arab, Palmyrian, Kongolese, etc all had developed the techniques for making a home where outsiders couldn't survive. Likewise, Scouts and explorer-type units are used to or trained to survive without supply and support, should be better able to adapt to terrain/climate extremes than 'regular' military or civilian groups/units.
 
I like the idea of units not being able to heal on or near certain terrain, because this forces players to be more aware of terrain.

1 - First to navigate the globe gets +1 Naval movement.
I was surprised that this wasn't at least a tech boost when I first tried this in Civ VI.

2 - Early boats were able to get to the open seas.
I agree with others that this would lead to save-spamming. Instead, what if the early ships crossing an ocean tile had a high movement point cost and a large damage cost? Large as in more than half of the ship's life. Of course there's still a chance that a barbarian ship/archer will sink your ship on the other side of the ocean ;)

3 - Map trading -
4 - Tech trading -

Yes, I could see these as being a useful way to catch-up on a difficult game.

5 - Wonders that were grand -
I actually prefer a higher quantity of less-grand wonders because it makes me less frustrated when other Civs beat me to them :)

6 - Spies as units -
Yes! While we're at it, can we make missionaries and apostles non-units, since religious units mostly care about city-conversion anyway. I miss using spies to reveal all enemy troop positions.

7 - Unit gold from deleting -
Yes.

8 - CIVIL WAR! -
This might be fun as a SP scenario, but I'm not sure if I would want this in regular games. Especially MP games.

9 - The space race landing -
Yes! Then it would be a space race victory and not just the production victory that it currently feels like.

10 - The unit stats -
YES! In fact, didn't Civ IV also have an event log for the history of the game? Sometimes I would scroll through that and compare city settlement dates.

11: True huge maps.
I like the idea, but I suspect that anything larger than Huge leads to performance issues on most players' machines. Also, you would probably need to play at marathon speed just to explore/conquer the whole map.

12: The option of a map not only connecting East to West but also North to South.
Yes!

13: Transporter units (instead of embark).
Nah, that would bring us back to the stacks of doom from Civ IV.

14: Option to exclude city states from the game.
That's not in the advanced menu?

15. Option for vassal states.
I have no strong opinion on this.

I'd like to add a few of my own:

16. Barbarian cities - in Civ IV, barbarians founded cities which you could keep if you captured them.

17. The diplomatic relations graph from Civ IV - this graph showed contact, open borders, war, and defensive pacts as colored lines between civ leaders.

18. A "Generate Map" button in the World Builder - maybe I just didn't find this yet, but it sure would be nice for map script testing if I could re-run the map script with a single click and remain in the world builder.
 
1 - First to navigate the globe gets +1 Naval movement.
Doesn't a wonder give this now? It's not like Magellan expedition circumnavigating the globe somehow magically gave Spain's ships faster movement.

2 - Early boats were able to get to the open seas.
I kinda like this idea.

3 - Map trading
You can trade capital locations now depending on how far you and the other Civs' units are from your capitals. Not against map trading, but I probably wouldn't use it much.

4 - Tech trading
I guess the Civ's willingness to trade techs should vary based on Civ, leader, or Agendas.

5 - Wonders that were grand
I don't really care about OP wonders. The Pyramids have nothing to do with granaries.

6 - Spies as units
Scouts pretty much do the surveillance now.

7 - Unit gold from deleting
Not opposed to this returning.

8 - CIVIL WAR!
"Barbarians" popping up due to war weariness is something similar. I'm not sure every empire should split after their capital is taken.

9 - The space race landing
Alpha Centauri seems like an impossible goal for humanity.

10 - The unit stats
Not opposed to this returning.
 
1 - First to navigate the globe gets +1 Naval movement.
I think the first to Navigate should give the ship that accomplishes it a promotion, plus the ability to upgrade to the next level ( a galley could become a Caravel etc)

2 - Early boats were able to get to the open seas.
I'm of the opinion that a 50/50 of taking damage. Similar to the Outback Scenario

3 - Map trading
Could be exploited. Would prefer a spy mission to steal maps/troop positions, would be good for next 5 turns.

4 - Tech trading
Straight up tech trading is a bad idea. However trading the Eureka on a tech you have already discovered, for a Eureka on a tech they have discovered would work.

5 - Wonders that were grand
Some of the wonders in VI are great, while others are meh (I'm looking at you "Great" Library). A little tweak here and there will make them all good.

6 - Spies as units
Never again. Would rather see an expanded set of spy missions. Ability to steal maps/troop positions. Ability to reveal how they feel about the other civs (All the modifiers, plus there plans (ie backstab, formal war, joint war etc). Able to sabotage any district (not just industrial), Sabotage production/ research. Steal culture and science, late game, commit a terror attack, reduces Tourists to 0 for a set amount of turns.

7 - Unit gold from deleting
If they fix it.

8 - CIVIL WAR!
The mechanic worked great in IV. I would like to see it return as a chance, based on happiness in each city when the original capital is captured. any city at > -2 amenities, has a chance to revolt, with a better chance the lower the amenity (-2 = 30%, -3 = 35% etc).

9 - The space race landing
No interest.

10 - The unit stats
Better stats to end game.
 
Unless I'm being blind and have missed it, a brief list of cities with their outputs (esp. production) and a list of units.

Perhaps called up with a function key, for example.

In fact a few more key shortcuts would be nice!
 
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