Civ 7 In 2026

I hope to see developed or fleshed out:

  • Either longer ages, or a medieval age, or both really.
  • Religion and government rework.
  • way more civs, and leaders.
  • Immersive age transition (no taking you of the game into menus for example)
  • Meaningful Independent powers and spheres of influence, also, ways to interact with or steal IP. (they could be a great reason to start wars)
  • More diferentiation mechanic and look wise between towns and cities, maybe even different access to building trees.
  • A better way to tell at a glance, which city tile has specialists and is "tall" and which isnt.
  • Siege mechanics and graphic clarily (like smaller walls, more strategic fortified districts, and less wall spam and guess which district is left to take a city.
  • warehouse buildings not ageless anymore. (like just why, it just flies in the face of the building cities in layers concept)
 
My Hopes for the new year:

Fix the pacing for the ages, since the building production nerf, I've found ages seem to be racing by too quickly, I'm hoping for a pace that lets you ease in and enjoy your time in each age.

Crisis overhaul, I wish there were defined routs to better mitigate or overcome a crisis, and on the flip side, a way to absolutely get destroyed by one, I'd like the crisis to come to an end before the end of the age, have you either picking up the pieces before the transition, or gloating over how well you handled it. I'd like actional traditions based on the outcome of the crisis, think Golden/Dark age bonuses from CivVI

Rebalance of influence. There are too many things to spend it on and not enough yield, opportunity decisions should be, which sanctions, which espionage to partake in, not weather I should engage at all. I'm only spending influence on IP and endeavors.
I'd rather a new yield, or a rebalancing to the benefits of spending it in other ways.
1. At the start of the game, prompt the players to select/use leader attributes the same way you prompt them when attributes are earned during the game.

2. When using the scout search function, don’t make fortifying the default option for the next turn. Or at least bring the “active unit” prompt back to the scout who just fortified.

3. Don’t make the player cancelling current unit auto-paths a prerequisite for changing the path. Just make the newly-selected path override the older one.
 
To add to the above i wonder if there's a way to make border expansion more interesting in the modern era - maybe those areas outside of borders you can 'claim' as can the AI, setting up disputed areas. Your claim could be recognised through buying off with influence points or as part of peace treaties after a war
 
1. At the start of the game, prompt the players to select/use leader attributes the same way you prompt them when attributes are earned during the game.

2. When using the scout search function, don’t make fortifying the default option for the next turn. Or at least bring the “active unit” prompt back to the scout who just fortified.

3. Don’t make the player cancelling current unit auto-paths a prerequisite for changing the path. Just make the newly-selected path override the older one.
In Anquity and Exploration, the Scout has two very similar functions that can be easily confused.
  • Lookout: means pause, set up a little watch tower, and keep an eye on things. It's essentially a "fortify", but without defensive bonus
  • Search: means use up your movement points, see further (including some goody huts), and end the turn
I am especially fond of taking a step (1 tile) then use Search to look further, rather than just moving 2 tiles. If I have the "Scouts extra move" card slotted in, I will take two steps then Search. It doesn't fortify me (or put it on alert status), so I can keep moving. I rarely use the "Lookout" function, since I usually have something better for the Scout to do.
 
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