Features you would NOT like to see repeated in Civ 7

I preferred the old worker instead of builders with charges.
I get the feeling this point is quite divisive. Me, I'm Team Builder all the way.
 
World Congress starting in the Medieval Period. And not getting to know the identity of Civs you haven't met.
The dumb Luxury Policy which always temporarily bans a Luxury resource I own from providing amenities. The AI must hate me.
More interesting looking artifacts (are the famous artifacts copyrighted for some reason?)
 
Personally I don't like corps/armies and fleets/armadas. Just a personal preference.

Faith is a little overpowered too, IMO. You can spend it on so many things at such a cheaper rate than with gold that I think it's a little ridiculous. Heck, sometimes you can ONLY buy units with faith (rock bands, naturalists). I think it should at least be an option to neglect faith altogether if you don't want to go that route, but in civ 6 you almost have to invest in it or you're just handicapping yourself.
 
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I'll add maybe a slightly contentious point: One unit per tile (1UPT).

I see the appeal of 1UPT, but that appeal just rapidly breaks down when I end up with 20+ land units, 15 naval units, and 10-15 air units that ALL need to be moved/ordred ONE at a time, EVERY TURN.

If they don't bring back unit stacks, then they at the minimum need to streamline large scale unit movement.

I'm personally a bigger fan of making army stacks that can become bigger as the game progresses (better logistics), potentially with a separate tactical battle map.
 
The bland static backgrounds for leaders should be ditched for Civ7 if possible.

Also no 4 era based themes for Civs this time. It's a bid of a burden on the composers, and the eras tend to have similarities. Some medieval string instruments in every Medieval theme, for example. Bring back Civ5 Peace and War themes.
 
I get the feeling this point is quite divisive. Me, I'm Team Builder all the way.

Same here. Builder with charges means less clutter on the map and less micromanagement.
 
Chopping. I hate it sooooooooooooooooo much. It has got to be the most cancerous meta-gamey bull**** feature they've ever added to a civ game. I hate everything about it. I hate how unrealistic/immersion breaking it is, I hate how it encourages rapid expansion in the most nonsensical way, I hate how it majorly screws with the balance of the game, and I hate how it encourages you to make the map uglier.
 
The Agenda system is absolutely atrocious and is a part of the game's rather boring diplomacy. The World Congress is very one-dimensional. Envoys and diplomatic favor make diplomacy feel like an arcade game. The policy system is good but governments/ideology are a greatly underutilized mechanic. The governors, while unique, are rather cheesy and just don't fit, despite the game's cartoonish art style.
 
I hate how unrealistic/immersion breaking it is
I mean, civilization has effectively deforested a significant part of the world...
 
If they don't bring back unit stacks, then they at the minimum need to streamline large scale unit movement.

I have tried a mod which gives every unit in the game +1 movement. The game feels so much better and more dynamic.

Chopping. I hate it sooooooooooooooooo much. It has got to be the most cancerous meta-gamey bull**** feature they've ever added to a civ game. I hate everything about it. I hate how unrealistic/immersion breaking it is, I hate how it encourages rapid expansion in the most nonsensical way, I hate how it majorly screws with the balance of the game, and I hate how it encourages you to make the map uglier.

IIRC Chopping was fine in the past games, but beginning from VI chopping yield scales with techs and eras which pretty much breaks the whole system and resulted in wood-powered space rockets.

If the chop scaling would stop once reached certain era - that is, return to V and IV's chopping - it will be fine.
 
Agreed with a lot of these, with some caveats. The systems as they are not for great works/theming, chopping OP-ness, pillaging without penalty, agendas, etc... all need some hefty re-working.

But I think they are mostly cases which need some better fine-tuning, rather than scrapping. Like, for example, the great works system. If we had like 100 great artists to work with, so that everyone was recruiting multiple ones, and such that you got a big balance of all types from all eras, then the current system actually wouldn't be terrible. Like with archaeology - it's relatively random, so sure, it might take you 3 museums to find enough to fit a theme, but it's a fun little mini-game. And the fact that you can choose the civ often gives you some customization (although it's annoying that I can't go back to check my museums to be sure I don't have that pair already). But with artists, honestly I have probably themed museums once, and that was purely by accident.

Similar with agendas. I do enjoy a limited amount of personality - maybe building a large navy will be enough to appease Harald. But I agree that it gets a little too random, and it feels like too much of the game is set based on your first meeting. Too often I have a neighbour "just doesn't like me", they denounce me shortly thereafter, at which point we will feud for the next 2000 years. I definitely miss the system in civ 4 where you could see where you were, you did have times where you were "safe" from invasion, but you had to keep that up since falling behind for even a few turns could trigger the DoW checks from a neighbour. Both games are great in that there are times and moods that you know you are "safe", but both have some annoyances for sure. The current one though is probably worse, because I can declare friends, and then proceed to ruthlessly sack everything that they care about, and it's only at the end that they are shocked, shocked! that I have crossed them and may consider not renewing our friendship at that point.
 
I mean, civilization has effectively deforested a significant part of the world...
There are way better ways to implement the impacts of deforestation. What I hate is how chopping give production to anything, and huge amount of it, which also scales throughout the game for some unfathomable reason. Deforestation should be done to make room for farmland and infrastructure, not to magically build an army faster.
 
There are way better ways to implement the impacts of deforestation. What I hate is how chopping give production to anything, and huge amount of it, which also scales throughout the game for some unfathomable reason. Deforestation should be done to make room for farmland and infrastructure, not to magically build an army faster.

I do think it's nice to have some choices - do I take the lump sum payment now to rush something, or keep the yields for down the road?

Where it goes well is early in the game, since you have a choice between a chariot now or 150 turns of a forest. Where it fails is late in the game, where the choice it a tank now or like 20 turns of forest. A little scaling is fine, but it should be more like 20 production in the ancient era vs 50-80 production in the modern era, not 20 ancient era vs 200 modern era.

Which reminds me of another "feature" that I don't like - district scaling costs. Or, at least, in a similar way, where late game cost is 10X early game cost, but it's not like tiles are 10X better in the late game. A little scaling by era makes sense, but I hate how virtually every city you settle after the medieval era is basically nothing better than a resource accumulator just because it's so insanely expensive to get set up.
 
I'll start with one of my biggest pet peeves: Agendas. I get the idea that the designers wanted to give each AI more distinctive personality, but the current agendas just create AIs that act like they have short circuited.

I agree with Agendas as implemented being not great, but I'd like to actually see something like agendas meets ideology in 7. So something like 'Environmentalism' is something you (and the AI) choose, it has bonuses (and maluses?), you gain happiness from behaviors inline with your agenda, other civs can like you based on your behaviors and their agendas, it can be spread. Something like that.

I personally enjoy the Great Works system but oh my the whole UI needs a redesign. Not to say the unnecessary limits such as "cannot move an Artwork in 10 turns".

Yes please. That UI is a struggle and I agree the can't move artwork for 10 turns makes no sense.

I get the feeling this point is quite divisive. Me, I'm Team Builder all the way.

I'm team "get rid of workers/builders all together and just do improvements via the production queue".

If we are talking entire mechanics to get rid of: Governors. Hate 'em. Find them just annoying micromanagement. Wish they had been a 'game mode' so I could turn them off completely. Still annoyed by the bizarre "every civ has the same governor" thing.

If we're talking mechanics to keep 10% change 90%, well that's a long list: Religion, Trade/economics, Policy Cards (or maybe just dump them as well), Diplomacy/UN, the science victory (which has been pretty much the same since inception and I'd like to see overhauled imho).
 
I'm team "get rid of workers/builders all together and just do improvements via the production queue".
That works, too, though as a wondermonger who already has underdeveloped cities because of my obsessive wonder-building I feel like that's just going to make my land even more underdeveloped. :mischief:
 
What I'd like to see removed completely : Immortal leaders, 1UPT, City States, tunnels, canals, bridges

What I'd like to see completely changed : Diplomacy, Religion, Spy, Districts, Combat, Governors, Great People, Victory conditions, Culture/Tourism

And the jersey system must be removed if it can't be an option.
 
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