Civ 7 Feature wishlist, whether reasonable or not!

i hope we get civ specific governors, maybe they could also be era specific and eventually retire and youd have to appoint ones from a newer era

maybe the governors could also manage the cities themselves allowing you to automate cities (maybe theyd need to get a certain level of experience though, so that you wouldnt be able to automate stuff from the start, only when you have more cities), and they could give you bonuses if the city type/focus is the same as the governor type (as in science/commercial/... city)
 
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Oops. My bad. You are certainly correct.
I still think connected National Parks should be more valuable than isolated ones.

I hope that the next iteration of National Parks is a much more flexible system. I've advocated for a setup where basically you could join any connected region of tiles into a national park. So you could have a national park that snakes through a mountain valley, or expands over a vast forest range, without micromanaging each "diamond" to fit in exactly.
 
No garbage mobile phone style graphics for 5 year olds!!!!!!!! I've not touched Civ 6 for this reason, and Civ 5 with VP is too good to abandon. I don't need super fancy graphics by any means, but make the leaders look like they are human and not some caricature you get on a boardwalk. Civ 5 had a style for sure, but the leaders weren't Funko Pop dolls. In other woods, depth and substance over glitz and vanity. Also, no Sweet Baby Inc. or any other social justice terrorism.

Also it has to be said for gaming these days - a developer tool kit to make mods, make the game easy to mod, and no microtransactions or I will remain on Civ 5 with VP for a long time. I don't think Civ has ever been a microtransaction game, but the gaming industry seems to love self-destruction these days so you have that.
 
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No garbage mobile phone style graphics for 5 year olds!!!!!!!! I've not touched Civ 6 for this reason, and Civ 5 with VP is too good to abandon. I don't need super fancy graphics by any means, but make the leaders look like they are human and not some caricature you get on a boardwalk. Civ 5 had a style for sure, but the leaders weren't Funko Pop dolls. In other woods, depth and substance over glitz and vanity. Also, no Sweet Baby Inc. or any other social justice terrorism.

Also it has to be said for gaming these days - a developer tool kit to make mods, make the game easy to mod, and no microtransactions or I will remain on Civ 5 with VP for a long time. I don't think Civ has ever been a microtransaction game, but the gaming industry seems to love self-destruction these days so you have that.

I said this to someone else as well: Feel free to pick the games you play on visuals over gameplay, but I'll prioritize the gameplay, myself.

Oh and by the way, Civ VI has such a toolkit.
 
Feel free to ride off with the princess on your white horse and shining armor. Thank you for your gatekeeping services.

Oh and by the way, that's why I said I still play Civ V. The older game with better graphics and that thing you call gameplay.
 
He is no more gatekeeping than you, though. ;)
Good god, people have no reading comprehension. The thread is called "feature wishlist, reasonable or not." Those are my wishlists. Then suddenly I love graphics over gameplay. I didn't go and pick apart his or your wishlists and decide whether or not it was reasonable or unreasonable enough to be in the reasonable or unreasonable thread.
 
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Feel free to ride off with the princess on your white horse and shining armor. Thank you for your gatekeeping services.

Oh and by the way, that's why I said I still play Civ V. The older game with better graphics and that thing you call gameplay.

You can play whatever you want. I don't care. Feel free to walk through the gate if you would like to.

Also, how do you know that gameplay for Civ V is better than for Civ VI when you just said you never played Civ VI?
 
What I would like to have is a new tile improvement system:
- Instead of using workers, the tiles would be gradually improved when worked (civil work).
- A part of the city production would be diverted toward improving the tiles (freely chosen between 0 and 100%). "Base improvements" would be things such as farms, mines, plantations, pastures, and would end up giving access to ressources on the tile when fully developped.
- New buildings/technologies/dogmas would give a bonus to the speed of improvement, so that later cities would improve faster than your early capital.
- Unique improvements would be constructed by workers, and would be in addition to the "base improvements" created automatically (think two layers of improment, a "base one" automatic, and a "manual one" you have to set up. You will need both to obtain the same boost level as in CIV6).
- Unique improvements would be things like city-states improvements (colossal heads, etc...), civilization special improvements (castels, outback stations, etc...), logistics (windmills, tunnels,...) or defence oriented (missiles silos, airstrips, forts,...).
- Another variant for unique improvements would be an interface that would allow you to select the correct improvement blueprint you want, that will be constructed using city's civil work.
- For routes, a civil engineer would be required, with auto contruction available (select origin and destination, will do it automatically or manually).
- Merchants will still produce roads, but they will take time to emerge (faster to use civil engineers). This will enable to produce roads outside you territory, but unless there a numerous merchants on the same route it will take time for the speed increasing effect to happen.

This system (if used in civ 7...) would make you a more realistic and organic development system. Rome was not built in a day, but the infrastructure around it even less... It would be more realistic to have the tiles improved because they are worked instead to the other way round... That could happen in a modern city, but in a ancient one it would be strange to have the terrain all set up before you used it...
 
Hmm, the "public works" method from CTP would be interesting to put back in.

part of your production goes into it, and you buy the tile improvements that way.
(and upgradable from small farms to hydroponic farms, small mines to massive things, road-railroad-maglev etc, as you progress up the tech tree.
So no more do the tile then forget about it forever.)
 
Since architecture was mentioned (I support the wonder-fitting-civ-architecture wish if viable):

I'm hoping for a lot of great variety in the architectural styles of the civs' cities. Civ6 did a good job on this and even had unique palace models for many of the civs - something I also hope 7 will have, ideally a unique model for every civ - but it could have done even better. Arabia, India and Scythia all used the same styles and palaces despite not having the same building traditions, and my wish for a Scandinavian style was left unfulfilled. (though I understand that with the amount of different cultures in the game, designing a city style for exactly two (2) European civs couldn't have been a priority) And while this was a huge improvement over 5, something I miss from that game was how the industrial and modern styles also looked very different from style to style. Once you hit those same eras in 6, everything starts looking the same, which I found a little disappointing. Regarding districts, if they return and some civs are given unique districts, I'd like it if the general buildings follow the same style as the unique district. Some of them did, like in the Malian Suguba and the Zulu Ikanda (I've rarely played as the Phoenicians but a quick search seems to point to the Cothon doing this as well), while others didn't, as in the Korean Seowon and the Vietnamese Thành. This has since been rectified by mods, but it struck me as a jarring inconsistency at the time.

Finally, if possible, I'd like it if conquered cities retained the styles of their original founder and were only supplemented by buildings in the style of the new owner as the city grows, not completely replaced. Maybe this is something that becomes unstable and messy if, say, five civs with different styles conquer the same city and let it grow for a bit before it's conquered again? I'm no game developer, so I can't say.
 
#1 priority thing I want is just a return to the realistic graphics of Civ5. If I can't stand to look at it for hours on end I'm not buying it, as was the case for Civ6.

As a modder - my biggest modding complaint with Civ5 is that there's so much you should be able to do, but just can't, for no particularly good reason. e.g. there's a database table to define "processes" - those are the "convert the city's production into gold/science/etc. for an unspecified amount of time" things - but you can't make one that converts hammers into faith. You can't make buildings give negative happiness, even though policies can; there's a table to define what types of "invisibility" units can have, but literally the only one that works, even if you explicitly define a new one, is the invisibility that submarines have. What's the point of giving us the option if the option doesn't even work? Or on the Lua scripting side - why isn't there an event hook for when combat happens? Why can I get but not set the amount of tourism accumulated by a player? Why can't I manually set the religious strength of a missionary? All these things exist in the C++ game core - but I can't use them because they never bothered to push them to the Lua environment.

That's what I'm crossing my fingers for from Civ7, as a modder - no more hardcoding. Give me the freedom to be creative with UA/UU/UB effects instead of having to plan everything around the confines that had no good reason to be put there in the first place.

As a player -

It was weird that Civ5 originally shipped without religion. I hope religion is a part of Civ7 from the vanilla release rather than having to wait for a DLC to add it.

I like the idea of beliefs, how unlike Civ4 where all religions do basically the same thing, in Civ5 different religions have different effects. I don't like beliefs being mutually exclusive though. It doesn't make sense why my people can't sing choral music in temples just because other people also sing choral music in temples. In you fall behind even slightly in the faith race to a pantheon or first great prophet, there's basically no good way to catch up, leaving you with only bad options for beliefs. I would like that to not be the case.

In Civ4 a single source of a strategic resource could supply an infinite number of units. I like how strategic resources are limited in Civ5, but the way Civ5 does it is sort of half-assed. Why do the leaders try to sue for peace by offering me all their horses and iron when it's the modern era and there is literally nothing I even could build with them if I wanted? Why is it even an option? And for that matter, why don't half the things in the modern era cost iron, what are the tanks and battleships made out of? Wood? Papier mache? And when I run out of oil, you would think that should make my oil-dependent units unable to move as far - but it doesn't, it apparently causes their guns to break down instead of their movement? I would like to see the way strategic resources are handled make more sense. And supply lines! How are my tanks deep in enemy territory even getting this oil anyway? How are my infantry, surrounded and deep in the jungle, not starving to death?

Spies are more interesting in CivBE in that there are more missions they can do than just stealing technology. I don't like how in CivBE every player has access to a national wonder that permanently lowers intrigue enough to make the high level missions literally impossible, but having more things to do than just stealing techs is interesting.

Health! Why did Civ5 get rid of health from Civ4? (CivBE kind of brought it back, but it's a reskin of happiness more than anything else) Bring back the health system! With doctor specialists/Great Biologists! And plagues if you screw up health badly enough!

And slavery! The whip was a big part of Civ4 and history in general and there was no real equivalent in Civ5.

CivBE's concept of wonders taking up tiles is interesting, and in CivBE it's limited to only the late-game victory wonders, but I really don't want it to become how all wonders work, as is my understanding for Civ6. I don't want to have to give up farmland for them, they would be in the city and not out in the countryside anyway, and the shortage of people with the knowledge and skill to make and covert 3D assets has been a constant challenge for the Civ5 modding community. I would like wonders to go back to just being high-powered buildings.
 
Civ 5 graphics have aged really poorly and look ugly to me. It stops me from playing the game entirely now. I don't think most Civ games have had "realistic" graphics anyway; Civ 4 is incredibly goofy looking all around. I expect Civ 7 to be stylized as well; the question is how and to what degree.
 
#1 priority thing I want is just a return to the realistic graphics of Civ5. If I can't stand to look at it for hours on end I'm not buying it, as was the case for Civ6.

As a modder - my biggest modding complaint with Civ5 is that there's so much you should be able to do, but just can't, for no particularly good reason. e.g. there's a database table to define "processes" - those are the "convert the city's production into gold/science/etc. for an unspecified amount of time" things - but you can't make one that converts hammers into faith. You can't make buildings give negative happiness, even though policies can; there's a table to define what types of "invisibility" units can have, but literally the only one that works, even if you explicitly define a new one, is the invisibility that submarines have. What's the point of giving us the option if the option doesn't even work? Or on the Lua scripting side - why isn't there an event hook for when combat happens? Why can I get but not set the amount of tourism accumulated by a player? Why can't I manually set the religious strength of a missionary? All these things exist in the C++ game core - but I can't use them because they never bothered to push them to the Lua environment.

That's what I'm crossing my fingers for from Civ7, as a modder - no more hardcoding. Give me the freedom to be creative with UA/UU/UB effects instead of having to plan everything around the confines that had no good reason to be put there in the first place.

As a player -

It was weird that Civ5 originally shipped without religion. I hope religion is a part of Civ7 from the vanilla release rather than having to wait for a DLC to add it.

I like the idea of beliefs, how unlike Civ4 where all religions do basically the same thing, in Civ5 different religions have different effects. I don't like beliefs being mutually exclusive though. It doesn't make sense why my people can't sing choral music in temples just because other people also sing choral music in temples. In you fall behind even slightly in the faith race to a pantheon or first great prophet, there's basically no good way to catch up, leaving you with only bad options for beliefs. I would like that to not be the case.

In Civ4 a single source of a strategic resource could supply an infinite number of units. I like how strategic resources are limited in Civ5, but the way Civ5 does it is sort of half-assed. Why do the leaders try to sue for peace by offering me all their horses and iron when it's the modern era and there is literally nothing I even could build with them if I wanted? Why is it even an option? And for that matter, why don't half the things in the modern era cost iron, what are the tanks and battleships made out of? Wood? Papier mache? And when I run out of oil, you would think that should make my oil-dependent units unable to move as far - but it doesn't, it apparently causes their guns to break down instead of their movement? I would like to see the way strategic resources are handled make more sense. And supply lines! How are my tanks deep in enemy territory even getting this oil anyway? How are my infantry, surrounded and deep in the jungle, not starving to death?

Spies are more interesting in CivBE in that there are more missions they can do than just stealing technology. I don't like how in CivBE every player has access to a national wonder that permanently lowers intrigue enough to make the high level missions literally impossible, but having more things to do than just stealing techs is interesting.

Health! Why did Civ5 get rid of health from Civ4? (CivBE kind of brought it back, but it's a reskin of happiness more than anything else) Bring back the health system! With doctor specialists/Great Biologists! And plagues if you screw up health badly enough!

And slavery! The whip was a big part of Civ4 and history in general and there was no real equivalent in Civ5.

CivBE's concept of wonders taking up tiles is interesting, and in CivBE it's limited to only the late-game victory wonders, but I really don't want it to become how all wonders work, as is my understanding for Civ6. I don't want to have to give up farmland for them, they would be in the city and not out in the countryside anyway, and the shortage of people with the knowledge and skill to make and covert 3D assets has been a constant challenge for the Civ5 modding community. I would like wonders to go back to just being high-powered buildings.

I have two comments about this. One for Religion: unique bonuses prevent players from all stacking the same overpowered bonuses (if there are any)
There'd be no variety, everyone would grab Production from Holy Sites for example (in Civ6)

Second is for Slavery. I won't make any comments but basically, this is highly contentious in the forums. Probably would be in the real game
 
#1 priority thing I want is just a return to the realistic graphics of Civ5.
Civ5 was not realistic looking in any way. It was just as "cartoony" as Civ6, only much darker and forebooding.
 
Civ5 was not realistic looking in any way. It was just as "cartoony" as Civ6, only much darker and forebooding.

I believe the target concept was the painted 17th/18th Century style maps of the world, giving the player the impression they were some sort of great leader during the age of Imperialism, thus the somewhat baroque UI as well.
 
The graphics on civ 5 don't seem realistic but many players call them that for some reason. I would call them that as well because I didn't know how to explain the graphics, really, tbh.
 
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