Feature requests for Civ VII

kotpeter

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- 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!
 
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Let us harvest/sacrifice resources so we can build on hexes if we need the space more than the resource.
Let us build dams to prevent flood damage.
Give us a way to connect settlements to the trade network via land if a fishing quay gets cut off, and let us move treasure fleet resources over land to a nearby settlement's port.
Give us a five-turn countdown to the end of the age.
 
Disagree with this one. (Although Urban Land Tiles should automatically have a Road for no movement penalties for friendly units)
But why? Why is chopping forests a bad idea. We do it ALL the time irl. I think it's a great idea. The ability to trade a production or science.tile for a food tile is an ability I'd like to have. Or remove a pesky forest thats slowing my units. More options are always a good thing.
 
I've some UI requests:
Ideology icons on the leader banners during the modern age.
Religion icons on the leader banners during the exploration age.

Both are fairly prevalent for their entire respective age, and I'd like to see those at a glance. It's cumbersome to need to dive several menus to remind myself who's who or to check if someone has yet to adopt one.
 
Here's a simple one: I would like to SEE if a player is at war with somebody when he requests an alliance.
I find it so annoying that I have to change menus with several clicks to get this information and then get back to the alliance request.
Even if you form an alliance with someone who’s in a war, you get the option to decline supporting them, so it doesn’t bother me. If I really want to keep up with who’s at war with eachother I monitor the global relations mod as it gives me that info.
 
Even if you form an alliance with someone who’s in a war, you get the option to decline supporting them, so it doesn’t bother me. If I really want to keep up with who’s at war with eachother I monitor the global relations mod as it gives me that info.

That's a good mod. I used to hate alliances because of the relations hit for refusing to go to war, then I realized not taking the alliance is the same penalty, and can be applied more often. In my current game Hatshepsut wanted an alliance, I declined, so we were back to friendly. Two turns later due to something or other, she became helpful and asked alliance again. So I ended up with -60 to my relationship when I could have accepted the alliance and only taken the -30 to refuse the war.
 
That's a good mod. I used to hate alliances because of the relations hit for refusing to go to war, then I realized not taking the alliance is the same penalty, and can be applied more often. In my current game Hatshepsut wanted an alliance, I declined, so we were back to friendly. Two turns later due to something or other, she became helpful and asked alliance again. So I ended up with -60 to my relationship when I could have accepted the alliance and only taken the -30 to refuse the war.
I've accepted an alliance, declined a war a couple turns later, then had the same civ request another alliance a few turns after that. I'm not sure it's avoidable sometimes.
 
But why? Why is chopping forests a bad idea. We do it ALL the time irl. I think it's a great idea. The ability to trade a production or science.tile for a food tile is an ability I'd like to have. Or remove a pesky forest thats slowing my units. More options are always a good thing.
"Chopping" forests is a Fantasy mechanic - another bad idea from Civ VI that should have been left behind.

For most of history people did not chop down entire forests for some abstract benefit, chopping down old growth trees was hard work - and hauling the wood away to where you could use it was even harder work.

So, IRL people chopped down forests because they were going to immediately convert the land to a different use.

Some figures:
Overall, 29% of the land area on earth is either Ice/snow/glaciers (including high mountain areas) or 'barren land' - deserts, salt flats, beaches, sand dunes, exposed rocks (mountains again)
The remaining 71% or so is 'habitable land' - forests of all kinds, shrubs, grasslands.
5000 years ago that was divided into 55% Forest, 45% grasslands/shrubs
By around 1700 CE it was 52% Forest, 3% Farmland, 40% wild grasslands, shrubs, 6% grazing (pasturage)
By 1900 CE it was 47% Forest, 8% Farmland, 27% wild grasslands, shrubs, 16% grazing

In other words, Forests were largely converted into Farmland, wild grasslands into controlled grazing land and pasturage.

Which is what we do in the game every time we place a Rural Improvement on a tile.

But note that for most of the game's time over half of the habitable land area should be Forest - not 'vegetated', but Treed: either arboreal conifers, temperate deciduous, or tropical rainforest.
 
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