Civ 7 Feature wishlist, whether reasonable or not!

heh. heh. chuckle.....


A Stable game that doesn't crash late game.

heh. heh.

(it does say wishlist, "reasonable or not")

:lol:

Imma be honest.

I don't remember the last time I had Civ VI crash on me.
 
Honestly, I would totally play gigantic Civ worlds of 40 civilizations at once, as long as it would be a) Balanced somehow to fit this number of players and b) Technically functional and somehow with not too long turn loading times (maybe possible to achieve without 1UPT).
 
Imma be honest.

I don't remember the last time I had Civ VI crash on me.
Me neither. I hear the console editions crash often, but pc is virtually crashless.
 
ANother feature that would be nice? A function for sharing Mods for multiplayer games, directly from the loby... Since having the wrong Mods enabled (or lacking one) can cause crashs or regular re-synchronisation, it would be really nice to have the host set the Mods list for everyone...
 
ANother feature that would be nice? A function for sharing Mods for multiplayer games, directly from the loby... Since having the wrong Mods enabled (or lacking one) can cause crashs or regular re-synchronisation, it would be really nice to have the host set the Mods list for everyone...
That's already what happens in Civ 6. The host's mods are what is active for the MP game, and all people joining automatically download the host's mods.
 
I kind of wish that civ 7 has a nice soundtrack like civ 5 and civ 6. Civ 4 also had a nice soundtrack and the original civ 1 also had a nice soundtrack so most likely civ 7 will have a nice soundtrack also.
 
I kind of wish that civ 7 has a nice soundtrack like civ 5 and civ 6. Civ 4 also had a nice soundtrack and the original civ 1 also had a nice soundtrack so most likely civ 7 will have a nice soundtrack also.
I think that's something we can pretty much guarantee! If there is one thing I'm certain of it's that a decent portion of the sountrack will creep onto my playlists once it's on spotify
 
2 quick ideas
Diplomacy:
  1. Agreements do not expire. But get cancelled by choice, even have AI or human say they want to cancel, but would continue for a price.
  2. Ability to share maps.
    1. Yours or a civ you have met.
    2. Entire map, just cities, or just outline or a combo
  3. Ability to offer contact to civs you have met.
  4. Better trade options.
    1. Trade Strategic resources either lump sum, or a set number for a set number of turns
    2. Luxury resources stay basically the same, but can set a expiry date.
Espionage:
  1. Give more options
    1. Steal Maps
    2. Steal troop movement (shows all movement for a few turns)
    3. All the current options
    4. More options with each district.
      1. Holy Site
        1. Steal Faith
        2. Weaken Religion
        3. Sabotage Holy Site
      2. Campus
        1. Steal Science
        2. Steal Eureka
        3. Steal Tech
        4. Sabotage Campus
Etc. I will add to the list later
 
I think 1upt can work great if the maps were much larger and cities were farther apart.

True but that introduces another issue. If the maps are bigger and cities are farther apart, then it will take more turns for units to get anywhere, unless you give units more movement points. It can be slow and tedious if it takes too many turns for units just to get to another city or to the front line. And if you give units too many movements points to speed things up, then you have the issue of units moving too fast and being able to outflank other units too easily. So it is a careful balance between map size, movement points etc...
 
I'd like to see more impact and flexibility over time. Stuff like:
-Wonders can be destroyed due to age/war (and discover ruins of them later)
-Districts and/or cities can also be destroyed/abandoned. Districts should also be able to be re-purposed - how many cities have old industrial areas that have been turned into condo buildings?
-Resources can appear and disappear (just because a tile grew corn 5000 years ago doesn't mean it still is prime for that now)
-Roads should disintegrate over time
-Forests should re-grow and spread naturally in some areas
-Rivers can change course in some tiles
-Old quarries sometimes could turn into lakes/recreation zones.
-Old mines perhaps can leave a tile pillaged from providing yields, but allow the ability to convert them into museums
-it should be harder to remove some old/destroyed/pillaged infrastructure. Or perhaps you build around them. So like say I pop a Fort in for early defense, after a time perhaps it gets abandoned, and turns into ruins providing culture in the modern era. You can still build around it, perhaps, so it doesn't render the tile unusable entirely. But perhaps would give you a late game bonus.
 
1. No wonders occupying the entire hex. They should work like in Civ V.
2. Ability to customize game speed during game setup - multipliers for various things like research, culture, production etc.
3. leaders and units speaking their native languages. That was always great.
4. (optional) near future era.
5. a feature from Test of Time which I loved - when spaceship reaches its destination a new map is revealed - an alien planet with completely new tiles and an alien civilization! Ability to found colonies on the Moon and Mars and playing on their own maps would be great as well.
6. reworked climate change - increasingly harsh penalties, but fully reversible (give us hope instead of doom).
7. huge maps. I mean really huge with 30 civs being able to build 30 cities.
8. leaders' looks and diplomacy screen depending on era and government. If Rome is an empire then there's emperor sitting on the throne, if it's a republic - then there's senate floor with consul speaking etc. If it's medieval era - the diplo screen scenery is of medieval style (throne room inside the castle, medieval clothing), if modern era - modern (presidential house for example with people in modern clothes).
9. realistic graphics. Anything except cartoony I beg you.
10. underwater cities
11. instead of forced 1UPT - ability to set your own limit of units per tile (one, two, five, seven, twenty, unlimited etc).
12. assimilation from A New Dawn mod for Civ IV - conquered cities retain their old culture and you can build their unique buildings/units there.
13. full cultural variety - different culture groups having differently looking cities and units. Japanese spearmen shouldn't look exactly like French one.


Few things copied from Humankind:

1. Starting in neolithic era as wandering tribe and having to spend there some time before settling somewhere (can be optional).
2. Humankind style battles - they are simply awesome.
3. better implementation of districts. I believe districts are a great idea, but in Civ 6 they look ugly. They should look like in Humankind.
4. terrain levels
5. Humankind style national parks
 
In 2016, Civilization VI was released at a time when the world was generally more peaceful and religion had a big place. So in Civilization VI, the Holy Site can produce much more than Industrial Zone.
Now that many parts of the world are at war and the importance of industry is coming to the fore, I think Civilization VII will focus more on industry and war, just as Civilization VI focused on religion.
 
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I'd like to be able to set trade agreements for less than 20 turns. This way, I could set up all my trades to end on the same turn so I can remember to renew them.
Or, better yet, have some sort of reminder to renew a trade agreement when it ends!
 
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.
i cant agree with this more. nothing more frustrating than seeing the great barrier reef, ha long bay, etc spawn in a way where theyre juuuuust incapable of being put in a national park. at LEAST let the diamonds be in different orientations
 
I think my main wish for a future game is to to find a way to reduce the micromanagement during the later stages. The first few turns are a lot of fun as you set up your first 2-3 cities. Past that point it becomes a chore.

I'd like for Civ to be able to think at a more strategic level, making larger scale decisions rather than constantly building a new granary or whatever in 7 cities every turn. Obviously it would require a step away from how Civ games have always worked, so I doubt it would ever happen. It's a bug bear of mine though, and one reason why I don't finish games!
 
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