Civ 7 Feature wishlist, whether reasonable or not!

Wish: queuing buildings in the same district.

If I built a harbour, let me queue all the buildings I've researched (lighthouse > shipyard > seaport).
 
Thats true but people like to complain. I hope Civ7 has colonies, vassals, navigable rivers, and a better world congress.

Navigable rivers have been a wish of mine since before Civ VI came out. I was so happy to see they included canals, but was rather disappointed with how they worked.
 
Wish: return of the Great Spies and adding any new types of great people (for example, Great Civil Servants / Great Philosophers / Great (theater and film) Actors or (wider) Entertainers).
 
realistic ocean currents and wind currents, so that realistic trade routes can be made for players to exploit

More of a spectrum of civilizations. I want to play rural illiterate civilizations with no proper cities and only villages, and work on the same mechanics that a urban literate civilization does. Barbarians, city states ,goodie huts- all of those should be under the spectrum of a civilization.
 
realistic ocean currents and wind currents, so that realistic trade routes can be made for players to exploit

More of a spectrum of civilizations. I want to play rural illiterate civilizations with no proper cities and only villages, and work on the same mechanics that a urban literate civilization does. Barbarians, city states ,goodie huts- all of those should be under the spectrum of a civilization.

Ok but then playing a rural civilization with no cities should also leave you super vulnerable to being colonized by an expansionist civ with a focus on technological progress.
 
Ok but then playing a rural civilization with no cities should also leave you super vulnerable to being colonized by an expansionist civ with a focus on technological progress.
Depends.
Close to the civ? Yes.
In a far away place that the civ doesn't want? Nah. A distance and climate difference like that from Rome to Germany was enough to make the Roman Empire throw its hands up and go 'nah we don't want this place it sucks'. The one time they conquered the place (before being humilated) they had nothing to tax.


> We get confused by perspective nowadays, we know that half a millenium later the germanic tribes would invade the Roman empire, nowadays Germany is a rich and powerful country, but we have to see things as they did. For them Germania was simply not worth it. To make a comparison it's like the recent US retreat from Afghanistan, simply not worth staying there, from a strategic and financial point of view. Roman-times Germania was like modern day Afghanistan, wasteland full of warring tribes that posed no real threat to Rome.


> They did not conquer Germania because the Roman economic model (olive trees, barley, wine, etc) did not fit the geography of Germania, that had deep forests, soil too humid, colder climate, etc.
The heavy plow was not invented till early middle ages, so fields in Germania were much less productive, and as such much less interesting for the Romans. Soldiers often got paid with conquered land portions. The Roman economy did not fit well to Germania, so interest of conquest was low. Romans did plunder raids though.

On a side note, this is what Civ should strive to emulate. Germany went from being Forest Afghanistan bullied by an empire to one of the largest economies in Europe. That is an epic story.
 
Depends.
Close to the civ? Yes.
In a far away place that the civ doesn't want? Nah. A distance and climate difference like that from Rome to Germany was enough to make the Roman Empire throw its hands up and go 'nah we don't want this place it sucks'.

I'm not talking about the Roman Empire. I'm talking about Spain, Portugal, France, England, etc. You know, the European countries that together ruled like three quarters of the world or something, specifically because those rural village-based civilizations were easy pickings.
 
I'm not talking about the Roman Empire. I'm talking about Spain, Portugal, France, England, etc. You know, the European countries that together ruled like three quarters of the world or something, specifically because those rural village-based civilizations were easy pickings.
That's a problem the player should have to think about.
 
It would be nice to hear you flesh out that idea in full, maybe on its own thread, as I'm confused what you mean exactly
 
I'm not talking about the Roman Empire. I'm talking about Spain, Portugal, France, England, etc. You know, the European countries that together ruled like three quarters of the world or something, specifically because those rural village-based civilizations were easy pickings.
Tenochtitlan had 400,000 people by the time of conquest. The biggest city in Iberia had 65,000 and the biggest city in Europe had 225,000.
 
I once had an idea along the lines of what civ2000 is proposing. It was roughly modeled on the one-city challenge. So, just having one city is sub-optimal in a lot of ways, and to that extent, it's a testament to the game designers that it's even a possibility to win that way; that's the extreme challenge to making both wide and tall viable. So anyway, I wondered, what if you built into the game design a similar either/or concerning sustainability. at least the possibility of surviving and thriving as a result of a sustainable civilization (as a lot of the American tribes were, comparatively with Western cultures). I was thinking maybe you had the option to research each tech in an environment-be-damned quick fashion or a sustainable slow fashion (some % more beakers). You'd probably have to have a smaller population also. You would be vulnerable to your gunpowdered neighbors, as you fell behind in the tech-tree, yes. So it would be in some crucial ways sub-optimal. But maybe there could be some incentives to them to just trade peacefully with you, rather than have them pulverize you. Maybe you can trade the sustainable version of the tech to them, and the environment-be-damned version comes with, say, health negatives or mental-health negatives such that they are eager to make those trades: they benefit from belatedly getting the sustainable version of the tech, so there's an incentive for them to keep you alive. When everyone else wrecks the world, you keep humming along, because the sustainable version of techs also lets you adapt better to the impacts of global warming. So for a while the tech-hares look like they're outpacing the sustainability-turtles, but in time the latter effectively pull ahead. Maybe a sustainability VC; i.e. actually making it to 2050.;)

Dunno.

I mean, I know it would be decried as "woke." But it might give an alternative way to play.:dunno:
 
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Keep the districts and visual models of buildings on the map. I liked the extra city-planning strategy it brought and it was easy to see where everything was and which cities had built what, especially with the colour-coded districts.

I think where Gathering Storm really shone was what it did for the world and the map, and I'd very much like it if these things were kept in Civ7. The natural disasters made the world feel alive and I loved all of the named geographical features and storms. And on that note, while you could say a lot of things about Humankind, I think Civ could learn from that game's map. Not from the one-city-per-region thing (please no), but particularly from its differences in elevation. The ability to e.g. found some majestic-looking cliffside cities could make for some very pretty empires in that game.
 
Keep the districts and visual models of buildings on the map. I liked the extra city-planning strategy it brought and it was easy to see where everything was and which cities had built what, especially with the colour-coded districts.

I think where Gathering Storm really shone was what it did for the world and the map, and I'd very much like it if these things were kept in Civ7. The natural disasters made the world feel alive and I loved all of the named geographical features and storms. And on that note, while you could say a lot of things about Humankind, I think Civ could learn from that game's map. Not from the one-city-per-region thing (please no), but particularly from its differences in elevation. The ability to e.g. found some majestic-looking cliffside cities could make for some very pretty empires in that game.
Totally agree!

I just don't want district adjacencies, because those force you to plan minutiae way too far in advance. But I do like to see them on the map.
 
Tenochtitlan had 400,000 people by the time of conquest. The biggest city in Iberia had 65,000 and the biggest city in Europe had 225,000.

You mean by the time the local enemies of the Aztecs took advantage of the arrival of foolish, glory-seeking Spaniards to tear down their hated enemy, upon which those Spaniards pretended it was all their doing? Nevermind that the actual conquest of the New World, as opposed to drawing lines on a map, lasted well into the 19th century (manifest destiny was part of that!), and in some parts of the Yucatan peninsula even into the early 20th century?

The conquest of Tenochtitlan was no more a full conquest of the New World than the 476 sacking of Rome was the end of the Roman Empire.
 
ok here's what I would like

1 numpad movement and unit hotkeys becaues some-days I want to just use the keyboard and not my mouse all the time.
2. give each civ leader a unique background for each era would be use to know how far behind or ahead you are in the game also it a cool thing.
3 have a build in way to claim a resource or luxury without building a city.
4 make a less confusing Cultural Victory
5 bring back the civ 4 old domination Victory
6 tell us which mod work with the game not" there a is mod that dose not work get of some mod to fix"
if you told which one wheres incompatible we could fix that.


 
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