Civ Ideas & Suggestions Not-Worth-Their-Own-Thread

I don't want to take the game to fantasy direction, but what if we could get powerful legendary weapons from goody huts, or get as relics from archeological dig site. For example a sword which gives +5 str versus melee units. Technically it would be a suppport "unit", which could be attached to a unit.
 
I want policies to have unique icons, to make it easier to distinguish between them. Policies which are part of a series can have the same icon, to show that they're part of a series. Each social policy in Civ5 got their own icon, I'm hoping the same could be done for Civ6.
 
I want policies to have unique icons, to make it easier to distinguish between them. Policies which are part of a series can have the same icon, to show that they're part of a series. Each social policy in Civ5 got their own icon, I'm hoping the same could be done for Civ6.

Heck yes.
 
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I had some ideas for France and Spain. I based some of these suggested changes on the practicality of the game in conjunction with historical accuracy.

France (change ideas):

Garde Imperiale – 55 Str, 285 cost +10 str on home continent, +10 str great general points per kill. Replaces musketman. Upgrades to infantry. Comparing directly to the Conquistador and Musketman.

GI becomes available at gunpowder and replaces the Musketman. It’s combat str is reduced by 10 to equal the Conquistador and musketman in exchange for being available sooner in the tech tree and replacing an inferior vanilla unit.

Combat justification: Same as conquistador/musketman

Bonus justification: It has equivalent bonuses with the Conquestador except has a continent requirement instead of a religious support unit requirement.

The French can upgrade into their UU like other civilizations that can making it more competitive and accessible to build without having to invest extra science to side track off their tech path and then pay the cost of building from scratch.

Chateau – Unique tile improvement. +1 culture (+2 additional culture and tourism if next to a wonder), +1 gold and +1 tourism per adjacent luxury resource, +1 housing. Becomes available at Humanism. Must be built on flat land. Remove the river restriction and cannot be adjacent to other Chateaus.

Bonus justification: Rewards a French player for investing into a wonder or infrastructure. Removing the river requirement gives the French player more flexibility with their unique building/tile improvement similar to India’s stepwell and China’s great wall. The tourism and housing bonus fits into the historical description of the Chateau in the Civilopedia:

If one must ask, one cannot afford it. A château is a manor house or country home of landed gentry, usually without fortifications. In the Middle Ages, a château was largely self-sufficient, being supported by the lord's demesne (hereditary lands). In the 1600s, the wealthy and aristocratic French lords dotted the countryside with elegant, luxuriant, architecturally refined mansions such as the Château de Maisons. But many of these stately homes were burned during peasant revolts and populist revolutions. But a few remain as tourist attractions. Today, the term château is loosely used; for instance, it is common for any winery or inn, no matter how humble, to prefix its name with "Château."

Functionally it’s very similar to India’s stepwell in the sense that it provides additional housing except with bonus culture/tourism/gold instead of food/faith. It also gives France the option to play a tall cultural game making them excellent rivals to Kongo.


Spain (change ideas);

Mission: +1 faith (+1 additional faith if adjacent to a Holy Site), +1 science (+1 science if adjacent to a Campus). +1 culture (+1 additional culture if adjacent to a Theater Square), receives the same tile bonuses as a fort if placed adjacent to an encampment. Spain’s religious units can heal on a mission tile. Unlocked with theology.

This allows the mission to be a lot more flexible for the Spanish player customizing how they want to play their game. The mission’s effect is compounded with Spain’s civ ability of Treasure Fleet.


Treasure fleet:
Can combine fleets and armadas sooner.

If Spain internally trades to a city with at least one mission then that city grants and additional +1 food, +1 production, and +1 faith. (This effect is only counts for one mission and the effect does not stack with multiple missions.)

If Spain externally trades from a city with a maximum of one mission to a foreign city Spain receives a bonus +2 gold (and an additional +4 faith if the foreign city is converted to Spain’s religion).

This encourages the Spanish player to value their unique tile improvement a lot more and creates synergy with the entire Civ. Cleaver district placements in relation to the mission can really make this tile improvement shine.

Bonus justification: This allows Spain to be the religious/commercial Civ it was meant to be. The mission change concurs near perfectly with Civilopedia’s historic definition of the mission. The missions were often the core of Spanish culture fostering theological pursuits, scientific research, culture, and even functioned as defensive forts in times of need.

Civilopedia definition:

According to the Catholic Church, missions are religious communities devoted to teaching, tending, and helping the local populace, thus supporting Christ’s ideals. Of course, the Spanish, Portuguese and French missions were also devoted to converting the locals and then “civilizing” them through cultural assimilation. The Spanish missions serve as the traditional template, self-supporting enclaves with churches, dormitories, fields and pastures, gardens, barns, workrooms, hospitals and schools. In places these were even fortified, ready to defend themselves from opposition. Most of the missions in the Americas, Asia, and Africa were administered by religious orders such as the Franciscans, Jesuits, Dominicans, and Augustinians rather than the Church itself, but the effects were the same. Nonetheless, the missions often served as a nucleus around which European colonizing efforts could coalesce.

I have some other ideas for improvements to other civs. Let me know what you think.
 
For Catherine change the increased diplomatic visibility into a free diplomatic policy slot upon completing political philosophy similar to Frederick and Greece's extra policy slots.
 
One little thing: Please add an information screen after finishing a project in a city.
e.g. It would be interesting to know how much faith and Great prophet points a Holy site prayers project gives to you.
 
Put the "denounce" button to the far right of the screen. Remove it from regular buttons. I accidentally clicked it, and quite a few times almost clicked it. Make it a big red button and put it away from the regular buttons, that way it means something and you don't denounce someone every day, it won't be a far scroll if someone decides to denounce someone.
 
I'd love to see a canal district. It has no other benefit then allowing naval units to pass through. It must be built next to water, a city center, or another canal tile.
Canals as districts sound interesting if they are handled like neighbourhoods (don't count towards district limit) but I'm rather in favor of canals as normal tile improvements that can be built with military engineers because they are for the main part military infrastructure like forts, silos and airbases.
If they were implemented as districts they should also have a commercial bonus.
 
Civ6 does not let units to step onto rough terrain w/o having the required amount of movepoints. I think it's too much and annoying in the end. Civ5 approach seems to be more fun.

I suggest the combination of two: even if the unit has not enough MPs it still can step onto hills/forest, but the next turn it starts with 1 MP less than maximum.
 
The developers should have another look at how Trajan is rendered during meetings. He's breathing (obviously) and his armour is following those movements. That would seem very unlikely for a piece of metal :)
 
The exit button for the diplomacy screen should be redesigned to be a little larger and more in keeping with the style of that screen. Right now it is really small and looks out of place.
 
A few damage number UI requests:

  • Ability to Toggle combat damage numbers to play at the start of unit animations, instead of end.
    • Attempts to solve auto-cycle moving the camera before you can read the results of combat.
  • Show healing numbers at the start of the AI turn
  • Attempts to solve auto-cycle moving the camera away from the unit when the damage number feedback displays.
  • Also places feedback under the camera at the end of player turns where areas of interest are often already focused on.
 
Another issue to add to the to do list. I don't know if already said, I cannot find it anywhere.
The notification icons to the right are difficult to hover, to click, and to read the tooltip.
I have to move the mouse on and away several times, in order to be able to read the tooltip.
And if I try to right-click one icon to close it, most of the time I accidentally move the currently selected unit.

Very annoying!

Hear, hear

Other things that I'd like to suggest (although I'm sure some of these have already been mentioned):
1) Add a civic that enables using gold to open borders with a city state, in ~medival age
2) Gray out "fortify until healed" for missionaries that are not eligible for healing
3) Have a separate unit layer for religious units. It's annoying when AI decides to park a missionary next to my city for three turns to convert, while my worker is unable to upgrade the tile under it
4) Civilopedia is not technical enough. Has been a problem in previous game, and still is. Medics heal, by how much? Cavalry ignores zone of control?
5) Make fortify and fortify until healed not use movement points
6) Hill features need to be more apparent visually
7) AI settles a city near a city I'm sieging. "Why are your units near my borders?"
8) Enable sorting by yields in city reports.
9) Decrease wasted space in great people screen, trade screen, unit production queue
10) Add combat log and events log. Even better: enable filtering of the event log by cultural news (wonders, great people), breaking news(wars, cities conquered), technology (era advanced, built x building), religion (city converted) etc. I understand this is available in the diplomacy recent items window, but I'd have to scan every AI separately. I often do something else after I press end turn, so I'd rather focus on just the most crucial log entries. When somebody builds the first temple it's a good news item, but the 17th is not that interesting anymore.
11) Too many popups on the right hand side in later eras. Maybe add a "do not remind me anymore" -option
12) AI constantly brings up peace negotiations. If I refuse once, most likely I'll refuse 1 turn later.
13) Add something between pikeman and AT crew
14) Previous trade route option
15) Trade route selection: filter by domestic routes, (specific) civilizations and city states.
16) Naval units should be more effective against embarked land units
17) District repair costs seem very expensive
18) Fix diplomacy. AI hates everyone.
19) Fix combat AI
 
Hear, hear

Other things that I'd like to suggest (although I'm sure some of these have already been mentioned):
1) Add a civic that enables using gold to open borders with a city state, in ~medival age
2) Gray out "fortify until healed" for missionaries that are not eligible for healing
3) Have a separate unit layer for religious units. It's annoying when AI decides to park a missionary next to my city for three turns to convert, while my worker is unable to upgrade the tile under it
4) Civilopedia is not technical enough. Has been a problem in previous game, and still is. Medics heal, by how much? Cavalry ignores zone of control?
5) Make fortify and fortify until healed not use movement points
6) Hill features need to be more apparent visually
7) AI settles a city near a city I'm sieging. "Why are your units near my borders?"
8) Enable sorting by yields in city reports.
9) Decrease wasted space in great people screen, trade screen, unit production queue
10) Add combat log and events log. Even better: enable filtering of the event log by cultural news (wonders, great people), breaking news(wars, cities conquered), technology (era advanced, built x building), religion (city converted) etc. I understand this is available in the diplomacy recent items window, but I'd have to scan every AI separately. I often do something else after I press end turn, so I'd rather focus on just the most crucial log entries. When somebody builds the first temple it's a good news item, but the 17th is not that interesting anymore.
11) Too many popups on the right hand side in later eras. Maybe add a "do not remind me anymore" -option
12) AI constantly brings up peace negotiations. If I refuse once, most likely I'll refuse 1 turn later.
13) Add something between pikeman and AT crew
14) Previous trade route option
15) Trade route selection: filter by domestic routes, (specific) civilizations and city states.
16) Naval units should be more effective against embarked land units
17) District repair costs seem very expensive
18) Fix diplomacy. AI hates everyone.
19) Fix combat AI

I mainly agree on 3, 4, 5, 6, 7, 16.

3) Have a separate unit layer for religious units. It's annoying when AI decides to park a missionary next to my city for three turns to convert, while my worker is unable to upgrade the tile under it
4) Civilopedia is not technical enough. Has been a problem in previous game, and still is. Medics heal, by how much? Cavalry ignores zone of control?
5) Make fortify and fortify until healed not use movement points
6) Hill features need to be more apparent visually
7) AI settles a city near a city I'm sieging. "Why are your units near my borders?"
...
16) Naval units should be more effective against embarked land units
 
Hi all.
I agree on 3, 4, 5, 6, 7, 8, 9, 10, 16, 18, 19 on Tana's previous thread (+1 from me).

and my list to add:
01) It would be very convenient to me to see real max housing on City Panel and City Panel Overview. I mean if it is 10.5 I want to see 10.5 and not 10. In that case I know that I need to improve only 1 tile to make it 11 in this city.
02) When I swap or buy tiles on City Panel I would like to see automatically reassign citizens and all other values. The same thing I would like to see when I open City Panel after I made a tile improvement. Without it I need to press the main citizen button after every action to see the real values of housing, amenities, food, production, science, faith, citizens and so on.
3) And by the way this main citizen button is almost fully covered with City banner what makes it hard to click. And I think that this button can be removed from the UI if all values will recalculate automatically on opening City Panel or clicking swap or buy tile button.
4) It would also be good for me to see all City panels on one screen as it's made on chaorace's CQUI mod. I mean manage citizens, production, city details and all 3 purchages panels.
5) Units and districts reports on Report screen as it's made on GMiller7138's Unit Report Screen and RomanBuzz's RomanBuzz Reports.
6) Small icons of districts on City banner would also be good. Or if information about districts could be found on Report screen as it mentioned above it's not so necessary for me.
7) I would like to see really more transparent colors on tile showing turns until border growth on manage citizens screen to see its yields. Or even the best way for me is to color only borders of a tile as it is in civ 5.
8) I would also like to see a border growth bar and remaining turns on the City banner. And it's also good for me to see border growth from City Panel without necessity to enter manage citizens screen. The best way here for me is to show it on 1 screen as it mentioned on par. 4.
9) Fix problems with closing popups on the right side causing active unit to move.
10) AI combat, districting and policy improvements.
11) Decrease wasted space in great people screen, trade panel, production panel, lenses key panel, espionage panel, city details panel, civilopedia to remove or minimize anoying waste of time on scrolling.
12) Add "Back" button to civilopedia to see what you were observing last as it is in civ 5.
13) Add popups on City Breakdown panel and links to civilopedia from there.
14) Fix lenses panel doesn't close on clicking active lense.
15) Add more lenses as it's made on astog's More Lenses but without necessity of scrolling ofcourse.
16) Fix hotkey "7" to tourism lens
17) Make point on search bar when clicking on civilopedia or entering it by a hotkey and remember last viewed position when closing it.
18) Make fortify until healed wake when they see enemies. For me it's better to press the button again than loose a unit.
19) Make the possibility for player to choose to range attack or skip turn on city range attack and don't advice to end turn if a player can still make such an option. Or better show popups on the right side that cities can range attack enemies, as it is in civ 5.
20) Show popups on the right side every time when enemies are close to your borders on the other side of the map. Now it shown only for barbarians and not civilizations that are in war with you. Make it like it's in civ 5.
21) Fix units with 3 or 4 movement points on roads show movement borders to display properly.
22) Fix units with 4 movement points on roads show one direction when player uses "Move To" button and after clicking the destination they choose another direction sometimes.
23) Increase starting bonuses for City States on every difficulties to make them more competetive against AI.
24) Fix units attack an enemy if they were sent to a fog of war by pressing a tile where the enemy was. I think they should stop moving when they see the enemy in that case.
25) Fix the information what project city just completed display correct.
26) Fix Auto Cycle Units system to work properly as it is in civ 5. Now it sometimes switches camera to a nerby unit for a short period of time and then goes to another unit on the other side of the map.
27) Fix popups of terrain types showing up when the mouse is on the City panel, City banner, Unit panel and other side panels.
28) Make an option for any city to choose the same trade route that is already exists in one of the cities.
29) Show Pillaged and "Stolen" districts in cities on the Embed Spy panel to help players faster decide where to send a spy.
30) Fix policies each other to stay on their own place. Now they change their positions as they want to.
31) Fix the city range attack button to work after 1 click and to be easier to click.
32) Report screen shows wrong values of production from amenities when it's negative and doesn't show production from Industrial Zone.
33) I would like to see Missile Cruiser and Destroyer models to be the same size as Battleship or at least larger than embarked land units.
34) Fix barbarians leave their camps with no reason what allows player to take it easily.
35) Fix AI doesn't take goody huts and doesn't take barbarians civilians even if they are close to them.
36) Highlight an active unit a bit more clearly. It's a bit harder to find highlighted unit surrounded by other units and at deserts.
37) Highlight events that popups on the right side when clicking on them and centering camera on them as it is on civ 5.
38) Fix the impossibility to swap 2 units positions when one of them has 0.5 movement points even if he needs 0.5 points to move to the destination tile.
39) Fix the impossibility to swap 2 units positions when they are 2+ tiles away from each other even if they both have enough movement points.
40) Fix the impossibility to swap 2 units positions twice to return them to their initial positions.
41) When Observation Baloon comes close to a bombarght strenght unit that unit can attack +1 range but it doesn't update on it's unit panel until next turn or making an escort.
42) Improve trade panel as it's made on astog's Better Trade Screen.
43) Make resources and citizens icons a bit smaller to make yelds more visible.
44) Make the camera center the city after clicking the city icon on City panel as it's done with units.
45) Make Great General and Great Admiral to use their special abilities when they catched up by enemie armies. Units could be created near the great person's owner borders or give experience to a random owner's unit in that case.
46) Make the last Great Scientist's Abdus Salam bonuses weaker, for example only for 3 technologies.
47) When a unit moves and a player tries to choose a promotion at this time the promotion panel closes after unit's animation ends.
48) When a player tries to open tech or civics tree while he has made changes in policies but didn't apply changes a dialogue to close the policies panel popups. It popups also when a player closes religion and great people panels.
49) I would like to see the information about production bonuses when I build units with active policies boosting them on city, production and report panels.
50) If all city panels stay separate as it is now and won't be on one screen then fix Esc to close Purchase Tile and Manage Citizens screens without popup the main menu is needed.
51) Fix the promotion button is hidden when a unit is fortified until healed.
52) When a unit is fully healed his icon still shows that he remains fortified and there is no Skip Turn button on his panel. Fix it correctly to awake units when they are healed.
53) Fix production and population growth values don't update on city banner when they are changed.

7. Show path for units set to move to distant hexes.
+1 from me. As an example it is in CQUI mod.

The notification icons to the right are difficult to hover, to click, and to read the tooltip.
I have to move the mouse on and away several times, in order to be able to read the tooltip.
And if I try to right-click one icon to close it, most of the time I accidentally move the currently selected unit.
+1 from me

One little thing: Please add an information screen after finishing a project in a city.
e.g. It would be interesting to know how much faith and Great prophet points a Holy site prayers project gives to you.
+1 from me
 
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Can we talk about a Mod that removes religion from the game since Firaxis didn't make any sacrilegious policies or actions that could be undertaken? I am personally not interested in playing as the Pope of the Soviet Union sending out Missionaries to spread Christianity by the time I reach the study of Class Struggle. I loved Civilization 3 where at best, religious buildings just provided culture, they didn't become a gameplay mechanic.
 
Hi all.
I agree on 3, 4, 5, 6, 7, 8, 9, 10, 16, 18, 19 on Tana's previous thread (+1 from me).

and my list to add:
01) It would be very convenient to me to see real max housing on City Panel and City Panel Overview. I mean if it is 10.5 I want to see 10.5 and not 10. In that case I know that I need to improve only 1 tile to make it 11 in this city.
02) When I swap or buy tiles on City Panel I would like to see automatically reassign citizens and all other values. The same thing I would like to see when I open City Panel after I made a tile improvement. Without it I need to press the main citizen button after every action to see the real values of housing, amenities, food, production, science, faith, citizens and so on.
3) And by the way this main citizen button is almost fully covered with City banner what makes it hard to click. And I think that this button can be removed from the UI if all values will recalculate automatically on opening City Panel or clicking swap or buy tile button.
4) It would also be good for me to see all City panels on one screen as it's made on chaorace's CQUI mod. I mean manage citizens, production, city details and all 3 purchages panels.
5) Units and districts reports on Report screen as it's made on GMiller7138's Unit Report Screen and RomanBuzz's RomanBuzz Reports.
6) Small icons of districts on City banner would also be good. Or if information about districts could be found on Report screen as it mentioned above it's not so necessary for me.
7) I would like to see really more transparent colors on tile showing turns until border growth on manage citizens screen to see its yields. Or even the best way for me is to color only borders of a tile as it is in civ 5.
8) I would also like to see a border growth bar and remaining turns on the City banner. And it's also good for me to see border growth from City Panel without necessity to enter manage citizens screen. The best way here for me is to show it on 1 screen as it mentioned on par. 4.
9) Fix problems with closing popups on the right side causing active unit to move.
10) AI combat, districting and policy improvements.
11) Decrease wasted space in great people screen, trade panel, production panel, lenses key panel, espionage panel, city details panel, civilopedia to remove or minimize anoying waste of time on scrolling.
12) Add "Back" button to civilopedia to see what you were observing last as it is in civ 5.
13) Add popups on City Breakdown panel and links to civilopedia from there.
14) Fix lenses panel doesn't close on clicking active lense.
15) Add more lenses as it's made on astog's More Lenses but without necessity of scrolling ofcourse.
16) Fix hotkey "7" to tourism lens
17) Make point on search bar when clicking on civilopedia or entering it by a hotkey and remember last viewed position when closing it.
18) Make fortify until healed wake when they see enemies. For me it's better to press the button again than loose a unit.
19) Make the possibility for player to choose to range attack or skip turn on city range attack and don't advice to end turn if a player can still make such an option. Or better show popups on the right side that cities can range attack enemies, as it is in civ 5.
20) Show popups on the right side every time when enemies are close to your borders on the other side of the map. Now it shown only for barbarians and not civilizations that are in war with you. Make it like it's in civ 5.
21) Fix units with 3 or 4 movement points on roads show movement borders to display properly.
22) Fix units with 4 movement points on roads show one direction when player uses "Move To" button and after clicking the destination they choose another direction sometimes.
23) Increase starting bonuses for City States on every difficulties to make them more competetive against AI.
24) Fix units attack an enemy if they were sent to a fog of war by pressing a tile where the enemy was. I think they should stop moving when they see the enemy in that case.
25) Fix the information what project city just completed display correct.
26) Fix Auto Cycle Units system to work properly as it is in civ 5. Now it sometimes switches camera to a nerby unit for a short period of time and then goes to another unit on the other side of the map.
27) Fix popups of terrain types showing up when the mouse is on the City panel, City banner, Unit panel and other side panels.
28) Make an option for any city to choose the same trade route that is already exists in one of the cities.
29) Show Pillaged and "Stolen" districts in cities on the Embed Spy panel to help players faster decide where to send a spy.
30) Fix policies each other to stay on their own place. Now they change their positions as they want to.
31) Fix the city range attack button to work after 1 click and to be easier to click.
32) Report screen shows wrong values of production from amenities when it's negative and doesn't show production from Industrial Zone.
33) I would like to see Missile Cruiser and Destroyer models to be the same size as Battleship or at least larger than embarked land units.
34) Fix barbarians leave their camps with no reason what allows player to take it easily.
35) Fix AI doesn't take goody huts and doesn't take barbarians civilians even if they are close to them.
36) Highlight an active unit a bit more clearly. It's a bit harder to find highlighted unit surrounded by other units and at deserts.
37) Highlight events that popups on the right side when clicking on them and centering camera on them as it is on civ 5.
38) Fix the impossibility to swap 2 units positions when one of them has 0.5 movement points even if he needs 0.5 points to move to the destination tile.
39) Fix the impossibility to swap 2 units positions when they are 2+ tiles away from each other even if they both have enough movement points.
40) Fix the impossibility to swap 2 units positions twice to return them to their initial positions.
41) When Observation Baloon comes close to a bombarght strenght unit that unit can attack +1 range but it doesn't update on it's unit panel until next turn or making an escort.
42) Improve trade panel as it's made on astog's Better Trade Screen.
43) Make resources and citizens icons a bit smaller to make yelds more visible.
44) Make the camera center the city after clicking the city icon on City panel as it's done with units.
45) Make Great General and Great Admiral to use their special abilities when they catched up by enemie armies. Units could be created near the great person's owner borders or give experience to a random owner's unit in that case.
46) Make the last Great Scientist's Abdus Salam bonuses weaker, for example only for 3 technologies.
47) When a unit moves and a player tries to choose a promotion at this time the promotion panel closes after unit's animation ends.
48) When a player tries to open tech or civics tree while he has made changes in policies but didn't apply changes a dialogue to close the policies panel popups. It popups also when a player closes religion and great people panels.
49) I would like to see the information about production bonuses when I build units with active policies boosting them on city, production and report panels.
50) If all city panels stay separate as it is now and won't be on one screen then fix Esc to close Purchase Tile and Manage Citizens screens without popup the main menu is needed.
51) Fix the promotion button is hidden when a unit is fortified until healed.
52) When a unit is fully healed his icon still shows that he remains fortified and there is no Skip Turn button on his panel. Fix it correctly to awake units when they are healed.
53) Fix production and population growth values don't update on city banner when they are changed.

+1 to 9, 12, 17, 25, 31,


7. Show path for units set to move to distant hexes.
+1..,. +10... +100!!! I've been asking this for ages!!!
 
I was thinking the other night that instead of having each pop give a flat .7 science and .3 culture that you could get one "point" for each pop and have a slider that lets you select how much of that point to devote to each. This would allow one to cease science or culture in the event they don't wish to advance eras.
 
continue of my list:
54) It would be more convenient to see missionary's religion on it's unit panel.
55) It would be good to see any information when unit is built with barracks, stables, armory and military academy on units panel.
56) Fix cities change next border growth tiles. I mean when it remains 5 turns to border growth a city highlights one tile and when it remains 1 turn it highlights another tile.
57) Fix AI doesn't use city's range attack every time it's available.
58) Fix information popup doesn't appear when hovering mouse on a current project on the top of production panel.
59) Change the repair button position to all other improvements buttons on a builder panel.
60) Fix there is no gold loss when a spy is siphoning more gold than a player has.
61) Make it possible to move a spy to another city by clicking on the city's plot as we can move traders.
62) Fix there is no information about Great works, Artifacts and Relics on a Make Deal screen.
63) Fix Cancel Mission button doesn't work for spies.
 
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