I’ve been playing since the original Civ, and I’ve beaten all of the games on the highest difficulty. Numerous times. With that out of the way, let’s get to the Wishlist for Civ 7.
Improved Combat AI: At the top of the list for obvious reasons. Can’t count the number of times the AI has let severely weakened units of mine escape the battle front. Learn how to bring units en masse, and for god’s sake finish units off.
Increased Naval Importance: I for one would love for large navies to be more relevant, especially late in the game. The AI needs to learn how to bring a sea borne invasion force. Period. And transport ships should be one shot kills for any naval unit from its era. That would reinforce that all embarked units need an escort. As a tangent to naval relevance...
Reworked Trade System: the current trade system is OK, but doesn’t feel authentic. Blockades and sanctions should be worked into the trading system so that aggession is possible without using a sword.
Economic Victory Condition: long overdue.
Diplomacy: I’m generally happy with diplomacy, but the AI needs to not be so anxious hand over gobs of gold for any resource. I exploit that every game, and it feels kind of cheap. The AI should be more effective at gathering their own resources, and less willing to pay me so much for them.
Fix the Damn Game Clock: tired of launching to the moon in 1600 AD. Instead of speeding up the enemy on higher difficulties, thus throwing the pacing of the eras off, the player should be slowed down. Apply penalties to the player, not boosts to the computer.
Eurekas Suck: Call me a min-maxer, but to some extent obtaining eurekas can dominate many many decisions you make. The boost is just too big at 40% to ignore. I’m often looking ahead to see which eurekas I need to unlock, then planning accordingly. I don’t particularly enjoy that mini game. Tone down the eureka bonus so that it doesn’t dominate decision making on higher levels.
Governors: good idea, but poor implementation. Another mini game I don’t enjoy is governor juggling. It just doesn’t fit - in a game of global proportions I don’t want to shuffle around one human being. Perhaps instead of governors there are City Titles (or themes, or nicknames, whatever). Instead of juggling one person you can bestow titles upon specific cities which last forever and confer specific bonuses throughout the game. No juggling, and fits the whole Civilization thing better.
Bring back Tall: personally, I enjoyed the idea of corruption and mismanagement as your empire got wider from previous games. It felt authentic. Civs throughout history have learned the hard way that expanding too far too fast can be disastrous. It was jarring to find no such mechanic in Civ 6. Eliminating the corruption mechanic also made wide the only viable way too play. Boooo!!
Merchant Republic: please stop forcing me to use a form of “government” for the bulk of the game which is actually the opposite of a centralized government. Given Monarchy’s dominance as a form of govt throughout history it’s not a bad thing if that is inherently the most advantageous form of mid-tier govt for most players. Not all things must be equal.
Umm, I think that’s it. I will say I really enjoy districts and the new map interactivity. Well done there. Also love the new pillaging mechanics, though more tiles should yield gold when pillaged. Farms should heal, specialty districts should give their specific yield, every other improvement (mines, camps, pastures, plantains, etc...) should yield gold. Just more realistic that way.
Please feel free to add your wishlist, as long as it in no way conflicts with mine. Thanks!
Improved Combat AI: At the top of the list for obvious reasons. Can’t count the number of times the AI has let severely weakened units of mine escape the battle front. Learn how to bring units en masse, and for god’s sake finish units off.
Increased Naval Importance: I for one would love for large navies to be more relevant, especially late in the game. The AI needs to learn how to bring a sea borne invasion force. Period. And transport ships should be one shot kills for any naval unit from its era. That would reinforce that all embarked units need an escort. As a tangent to naval relevance...
Reworked Trade System: the current trade system is OK, but doesn’t feel authentic. Blockades and sanctions should be worked into the trading system so that aggession is possible without using a sword.
Economic Victory Condition: long overdue.
Diplomacy: I’m generally happy with diplomacy, but the AI needs to not be so anxious hand over gobs of gold for any resource. I exploit that every game, and it feels kind of cheap. The AI should be more effective at gathering their own resources, and less willing to pay me so much for them.
Fix the Damn Game Clock: tired of launching to the moon in 1600 AD. Instead of speeding up the enemy on higher difficulties, thus throwing the pacing of the eras off, the player should be slowed down. Apply penalties to the player, not boosts to the computer.
Eurekas Suck: Call me a min-maxer, but to some extent obtaining eurekas can dominate many many decisions you make. The boost is just too big at 40% to ignore. I’m often looking ahead to see which eurekas I need to unlock, then planning accordingly. I don’t particularly enjoy that mini game. Tone down the eureka bonus so that it doesn’t dominate decision making on higher levels.
Governors: good idea, but poor implementation. Another mini game I don’t enjoy is governor juggling. It just doesn’t fit - in a game of global proportions I don’t want to shuffle around one human being. Perhaps instead of governors there are City Titles (or themes, or nicknames, whatever). Instead of juggling one person you can bestow titles upon specific cities which last forever and confer specific bonuses throughout the game. No juggling, and fits the whole Civilization thing better.
Bring back Tall: personally, I enjoyed the idea of corruption and mismanagement as your empire got wider from previous games. It felt authentic. Civs throughout history have learned the hard way that expanding too far too fast can be disastrous. It was jarring to find no such mechanic in Civ 6. Eliminating the corruption mechanic also made wide the only viable way too play. Boooo!!
Merchant Republic: please stop forcing me to use a form of “government” for the bulk of the game which is actually the opposite of a centralized government. Given Monarchy’s dominance as a form of govt throughout history it’s not a bad thing if that is inherently the most advantageous form of mid-tier govt for most players. Not all things must be equal.
Umm, I think that’s it. I will say I really enjoy districts and the new map interactivity. Well done there. Also love the new pillaging mechanics, though more tiles should yield gold when pillaged. Farms should heal, specialty districts should give their specific yield, every other improvement (mines, camps, pastures, plantains, etc...) should yield gold. Just more realistic that way.
Please feel free to add your wishlist, as long as it in no way conflicts with mine. Thanks!
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