- Joined
- Aug 12, 2010
- Messages
- 16,933
Since the Civ VI Anthology has been announced, I would like to post a list of things I would like to see in Civ VII. I’ve been saving these ideas up for a while.
*Trade Routes need a rethink. They’ve been the way they are, basically, for 1.5 iterations. It’s time for a change-up. I don’t have any suggestions, but surely it could be made less cumbersome and/or more interesting.
*Agendas. Whether AI or human, a player should get periodic freebies when they behave according to their agenda. For instance, Genghis Khan would get a permanent +1 combat strength for cavalry units for every 15 cavalry units acquired. Trajan would get a lump sum of Gold every time his empire accumulates another 35 land tiles. Values are negotiable, of course.
*Units. They feel so basic, especially how they work together. I’d like to see units be able to coordinate better. Particularly, I think ranged units could be weakened if they were given more abilities to support melee units. They could have a “Suppressive Fire” command that would make the target more vulnerable to a melee attack on the same turn. And if a ranged unit ends its turn with full movement, it should be able to fire upon (1) enemy unit that enters within range on that enemy unit’s turn. Additionally, melee units should have an “Ambush” ability, which decreases reciprocal damage when attacking an adjacent, unfortified unit in rough terrain, if the melee unit had full movement at the end of its previous turn. Scout class units should have an “Infiltrate” command to enter closed borders for a limited number of turns, with a cooldown. Abilities like these could be used to create Unique Units, like giving “Ambush” to a Scout class unit.
*Corps and Armies. I would like to combine not just units of the same type, but units of different classes, for different stats to the resulting unit. For instance, a Cav unit combined with a Melee unit would result in Mounted Infantry, a Melee class Corps that has +1 Movement and is immune to zone of control. Combine a Ranged unit and a Melee unit to create Grenadiers, a Ranged Corps with improved defensive strength.
*Military Engineers. These guys should get a promotion when they are created a la Apostles that gives them a special improvement they can create like bridgeheads, citadels (superforts with ranged attacks), mulberries (that allow land units to embark and disembark without using all their movement points). I would also like them to have the Sapper ability to destroy city and encampment defenses (over the course of a certain number of turns if not prevented by capture).
*Aircraft Carriers. I’m not a fan of these things just being mobile airfields. Forget putting air units on them. Use the Corps/Armies function (as improved by the above suggestion) to combine air units to a carrier, granting the carrier the ability to attack land or naval units (when combined with Fighter-Bombers(see below)) or protect an area from land-based air units and other carriers (when combined with Fighters). Functionally, their attacks would operate by the push of a button like regular ranged units.
*Air Units. Introduce a third type, Fighter-Bomber. Bombers should be used strictly to destroy infrastructure and would be weak to Fighters. Fighters should only sortie against other aircraft. Fighter-Bombers (possibly created by Corps/Army combining the two) would be specialized for attacking land and naval units and be weak to Fighters.
*Terrain. I love how Humankind has created multiple elevations on their maps, and I would like to see Civ do likewise.
*Districts. These were a very nice addition to the series in Civ VI. I would like to see more creativity in adjacency bonuses. For example, putting an Industrial Zone next to an Encampment would give a production boost specifically to land units and also a science boost for techs that unlock land units. Put it next to a Harbor for a production boost to naval units, science boost to naval unit techs, and increased Gold from Trade Routes in that city. Put it next to a City Center to increase Food as people flock to the city for employment. Next to an Aerodrome, you get the idea. Put a Theater Square next to a Commercial Hub to get Tourism from outgoing and incoming international Trade Routes in that city.
*Buildings. More alternatives, please. I would like more instances like the Art/Archaeology Museums, the Stables/Barracks, and the Coal/Oil/Nuclear Power Plants, where it provides interesting choices.
*Barbarian and Monopoly game modes. I love these. Make these standard base game features in Civ VII, and make Civ Abilities, Leader Abilities, Unique Improvements, Social Policies, and whatever that play off them. There is just so much potential here.
Build-your-own-Civ Feature: Modding is all well and good, but it is a skill that is out of reach for much of the playerbase. Everyone has an obscure little culture or fifty they’d like to see in the game. I want a Builder that allows the player to create their own custom civ using pre-made modular ability components. Throw in a dozen or so generic, static leaderheads and other art to choose from. The player can then write in their civ’s name, adjective, etc. They pick a design and color an emblem. They can also input a city list and pick an agenda. The best thing about this is there is a new role for modders. Besides still being able to make full civs for people to download, they can also create new ability components for the Civ Builder, new leaderheads, new emblem art, improvement models, building models, etc. ADDENDUM: If this proves popular, it would be great content for DLC. I know some other games I play sell DLC with character creator options and people do buy them.
*Trade Routes need a rethink. They’ve been the way they are, basically, for 1.5 iterations. It’s time for a change-up. I don’t have any suggestions, but surely it could be made less cumbersome and/or more interesting.
*Agendas. Whether AI or human, a player should get periodic freebies when they behave according to their agenda. For instance, Genghis Khan would get a permanent +1 combat strength for cavalry units for every 15 cavalry units acquired. Trajan would get a lump sum of Gold every time his empire accumulates another 35 land tiles. Values are negotiable, of course.
*Units. They feel so basic, especially how they work together. I’d like to see units be able to coordinate better. Particularly, I think ranged units could be weakened if they were given more abilities to support melee units. They could have a “Suppressive Fire” command that would make the target more vulnerable to a melee attack on the same turn. And if a ranged unit ends its turn with full movement, it should be able to fire upon (1) enemy unit that enters within range on that enemy unit’s turn. Additionally, melee units should have an “Ambush” ability, which decreases reciprocal damage when attacking an adjacent, unfortified unit in rough terrain, if the melee unit had full movement at the end of its previous turn. Scout class units should have an “Infiltrate” command to enter closed borders for a limited number of turns, with a cooldown. Abilities like these could be used to create Unique Units, like giving “Ambush” to a Scout class unit.
*Corps and Armies. I would like to combine not just units of the same type, but units of different classes, for different stats to the resulting unit. For instance, a Cav unit combined with a Melee unit would result in Mounted Infantry, a Melee class Corps that has +1 Movement and is immune to zone of control. Combine a Ranged unit and a Melee unit to create Grenadiers, a Ranged Corps with improved defensive strength.
*Military Engineers. These guys should get a promotion when they are created a la Apostles that gives them a special improvement they can create like bridgeheads, citadels (superforts with ranged attacks), mulberries (that allow land units to embark and disembark without using all their movement points). I would also like them to have the Sapper ability to destroy city and encampment defenses (over the course of a certain number of turns if not prevented by capture).
*Aircraft Carriers. I’m not a fan of these things just being mobile airfields. Forget putting air units on them. Use the Corps/Armies function (as improved by the above suggestion) to combine air units to a carrier, granting the carrier the ability to attack land or naval units (when combined with Fighter-Bombers(see below)) or protect an area from land-based air units and other carriers (when combined with Fighters). Functionally, their attacks would operate by the push of a button like regular ranged units.
*Air Units. Introduce a third type, Fighter-Bomber. Bombers should be used strictly to destroy infrastructure and would be weak to Fighters. Fighters should only sortie against other aircraft. Fighter-Bombers (possibly created by Corps/Army combining the two) would be specialized for attacking land and naval units and be weak to Fighters.
*Terrain. I love how Humankind has created multiple elevations on their maps, and I would like to see Civ do likewise.
*Districts. These were a very nice addition to the series in Civ VI. I would like to see more creativity in adjacency bonuses. For example, putting an Industrial Zone next to an Encampment would give a production boost specifically to land units and also a science boost for techs that unlock land units. Put it next to a Harbor for a production boost to naval units, science boost to naval unit techs, and increased Gold from Trade Routes in that city. Put it next to a City Center to increase Food as people flock to the city for employment. Next to an Aerodrome, you get the idea. Put a Theater Square next to a Commercial Hub to get Tourism from outgoing and incoming international Trade Routes in that city.
*Buildings. More alternatives, please. I would like more instances like the Art/Archaeology Museums, the Stables/Barracks, and the Coal/Oil/Nuclear Power Plants, where it provides interesting choices.
*Barbarian and Monopoly game modes. I love these. Make these standard base game features in Civ VII, and make Civ Abilities, Leader Abilities, Unique Improvements, Social Policies, and whatever that play off them. There is just so much potential here.
Build-your-own-Civ Feature: Modding is all well and good, but it is a skill that is out of reach for much of the playerbase. Everyone has an obscure little culture or fifty they’d like to see in the game. I want a Builder that allows the player to create their own custom civ using pre-made modular ability components. Throw in a dozen or so generic, static leaderheads and other art to choose from. The player can then write in their civ’s name, adjective, etc. They pick a design and color an emblem. They can also input a city list and pick an agenda. The best thing about this is there is a new role for modders. Besides still being able to make full civs for people to download, they can also create new ability components for the Civ Builder, new leaderheads, new emblem art, improvement models, building models, etc. ADDENDUM: If this proves popular, it would be great content for DLC. I know some other games I play sell DLC with character creator options and people do buy them.
Last edited: