- The ability to transform landscape, or at least to chop woods
- Highlighting of goody huts when a scout is selected (it's hard to spot them huts sometimes)
- No AI city gifting after war, unless I surrounded this specific city with troops
- Overlay for city borders and building highlights with icons/colors (to distinguish between science/economic/etc, and see which tiles belong to which settlement). Different coloring or icons for different rural tiles would be cherry on top.
- On city yield screen, if "minus deductions" is specified, I want to expand and see what those deductions are
- Toggle to enable automatic growth for cities and towns (tile to grow on is picked according to chosen priority yield like in civ vi, or maximum total yield of the tile)
- Overlay for military tactics (view impassable landscape aka cliffs, roads, tiles that end movement, and fortified districts that need to be captured)
- I don't care that the ai is suffering from war weariness, if I'm not alone in this camp, please remove this notification
- Map search. We have build queue at launch (which wasn't in Civ VI for long btw), but we lost map search.
- More flexibility to place rural/urban tiles (e.g. the ability to place a district near a wonder regardless of whether it's connected to other districts)
- Better balancing of victory conditions for different game speeds (e.g. modern economic is too slow on online game speed)
Curious to know what you feel is missing from Civ VII!
- Highlighting of goody huts when a scout is selected (it's hard to spot them huts sometimes)
- No AI city gifting after war, unless I surrounded this specific city with troops
- Overlay for city borders and building highlights with icons/colors (to distinguish between science/economic/etc, and see which tiles belong to which settlement). Different coloring or icons for different rural tiles would be cherry on top.
- On city yield screen, if "minus deductions" is specified, I want to expand and see what those deductions are
- Toggle to enable automatic growth for cities and towns (tile to grow on is picked according to chosen priority yield like in civ vi, or maximum total yield of the tile)
- Overlay for military tactics (view impassable landscape aka cliffs, roads, tiles that end movement, and fortified districts that need to be captured)
- I don't care that the ai is suffering from war weariness, if I'm not alone in this camp, please remove this notification
- Map search. We have build queue at launch (which wasn't in Civ VI for long btw), but we lost map search.
- More flexibility to place rural/urban tiles (e.g. the ability to place a district near a wonder regardless of whether it's connected to other districts)
- Better balancing of victory conditions for different game speeds (e.g. modern economic is too slow on online game speed)
Curious to know what you feel is missing from Civ VII!
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