Features you would NOT like to see repeated in Civ 7

The Civ6 AI can’t do anything properly, to the point where Diety difficulty has to give it hilariously broken cheats.

By this standard the whole game is worthless
 
That is bad AI, not a bad mechanic

I have to agree. IMO builders are one of the best things introduced in Civ6 from the human player's standpoint. In Civ4 I spent a huge amount of time micromanaging workers and in Civ5 it was even worse because 1UPT meant they'd always be getting in each other's way. In Civ6 it's good to keep some charges in reserve but at least you don't have to deal with a massive labor force every single turn.
 
I have to agree. IMO builders are one of the best things introduced in Civ6 from the human player's standpoint. In Civ4 I spent a huge amount of time micromanaging workers and in Civ5 it was even worse because 1UPT meant they'd always be getting in each other's way. In Civ6 it's good to keep some charges in reserve but at least you don't have to deal with a massive labor force every single turn.

Honestly just get rid of them and make improvements purchaseable with production and/or gold and/or faith.

I mean we already do that with buildings

ANYTHING that cuts down on micromanagement is a blessing
 
Honestly just get rid of them and make improvements purchaseable with production and/or gold and/or faith.

I mean we already do that with buildings

ANYTHING that cuts down on micromanagement is a blessing
Certainly. You could also allow cities to produce "improvements" directly, these are then stored locally in the city (later available globally) and can be used to insta-improve any tile at no gold cost.
 
Honestly just get rid of them and make improvements purchaseable with production and/or gold and/or faith.

I mean we already do that with buildings

ANYTHING that cuts down on micromanagement is a blessing

Bro, if dealing with maybe 5 workers is too much micromanagement, I don't know what to tell you.
 
It’s not just the workers that make late game micro a slog, every little bit adds up

I generally agree with that, but I think the problem lies with districts specifically. If you have like 20+ cities, setting them up with the right district placement feels like a serious burden. I dunno, I don't think the workers are the crux of the late-game problem.
 
I generally agree with that, but I think the problem lies with districts specifically. If you have like 20+ cities, setting them up with the right district placement feels like a serious burden. I dunno, I don't think the workers are the crux of the late-game problem.

It all adds up. The district puzzle got old fast too
 
Bro, if dealing with maybe 5 workers is too much micromanagement, I don't know what to tell you.

Is not about dealing with 5 workers. Is about constantly having to build and move them to where they need to be, instead of uses having a cost.

The same thing happens with religion units. Is not about managing a couple of units. Is about a cicle of neverending build, move and repeat the same actions. Instead of a conversion costing faith, the units cost faith to build, turns to move, and disapear once you use them, so you have to repeat all over again while the enemy undoes your progress.

Grind, micromanagement, and repetition should not be a main mechanic of a strategy game. Decission making should be.

And let's not talk about repairs. Or switching governors and policies to increase bonusses. Or eurekas and era score to a lesser degree pretty much always dictating the actions you should do next, removing a lot, if not most, of the decission making, and making all games simmilar.

The major decission mechanics in the game are choosing one or another bonus effect, cityplanning to optimize bonus (which in the end is reduced to spam the proper districts in the most advantageous positions, but still is the only upgrade from previous versions) and war strategy (which has been severely overlooked or intentionally downgraded in relevance in this version).
 
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Is not about dealing with 5 workers. Is about constantly having to build and move them to where they need to be, instead of uses having a cost.

The same thing happens with religion units. Is not about managing a couple of units. Is about a cicle of neverending build, move and repeat the same actions. Instead of a conversion costing faith, the units cost faith to build, turns to move, and disapear once you use them, so you have to repeat all over again while the enemy undoes your progress.

Grind, micromanagement, and repetition should not be a main mechanic of a strategy game. Decission making should be.

And let's not talk about repairs. Or switching governors and policies to increase bonusses. Or eurekas and era score to a lesser degree pretty much always dictating the actions you should do next, removing a lot, if not most, of the decission making, and making all games simmilar.

The major decission mechanics in the game are choosing one or another bonus effect, cityplanning to optimize bonus (which in the end is reduced to spam the proper districts in the most advantageous positions, but still is the only upgrade from previous versions) and war strategy (which has been severely overlooked or intentionally downgraded in relevance in this version).

You’ve explained it perfectly.
 
Absolutely, positively do not want to see GWAMs only have the ability to make great works, and no other abilities. GWAMs having additional utility beyond great works was a fantastic idea in Civ 5, so it was really baffling that GWAMs lost those abilities in Civ 6. Being flooded with GWAMs that don't have any place to put their great works and can only twiddle their thumbs (or be deleted) is both annoying and depressing.

I don't like the way religious units work in Civ 6, and would really like for that to change in Civ 7, or for that model to not happen at all.

I'm not as annoyed by 1UPT as most folks are, and I find the Corps/Armies system to be a fair compromise that can be expanded upon. I absolutely don't want to be seeing stacks of doom ever again. It's true that moving large amounts of units at once is fairly annoying in Civ 6, but IME having Great Generals fixes that almost immediately, and one shouldn't need that many units after unlocking Corps/Armies anyway. Being able to group-select units and tell them to all move to some tile would be fine I think. Bigger bonuses to flanking a unit or putting a city under siege would work even better.

But speaking of movement, I want the movement system in Civ 5, and not the movement system in Civ 6. Civ 6's movement system is too penalizing, and too often leaves units with a useless movement point at the end of each turn.

I don't mind mild disasters that much, but one thing I really hate is that City Centers can become flooded. If that happens, that city is just doomed. It might be that a city one conquered ended up in the water, or a city just happened to get flooded before the Flood Barrier could go up for it. At which point, I'd like the option to just raze the city outright, or do a city project to refund a settler from the city. Or just not let a city enter a limbo state of being kind of dead.

I very much dislike how going over the era score for a golden age starts becoming a penalty. Rubber-banding mechanics are one thing, but this just seems like an oversight and doesn't feel natural at all.

I think consolidating Light Cavalry and Heavy Cavalry will be necessary, I'm not sure there was much to gain from the two being separate.

And as an often repeated thing I usually complain about, I want air units to actually take up space on the map again.

Edit: Bit of a tangent, but I'd like for Firaxis to retire the "culture bomb" term, and use something else like "annex territory" or "seize territory". The latter terms are pretty dry but at least they're mostly self explanatory and not likely to confuse folks outside of Civ 5/6.

When a "culture bomb" happens... does that mean...

... damage is inflicted to units within some area, based on the amount of culture generated?

... a civ's cultural standing is harmed, which... has... penalties?

... units go galaxy brain and enter a euphoric state?
 
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hmm not sure if someone mentioned it..

For me its Loyalty and city flipping...especially the part once city flips and belongs to no one and just stands useless...

Should be feature with revolt and even ability to rise into new civ. And revolt could happen not with just one unhappy city but mutiple surrounding city, so new civ that forms up has a decent chance to survive.
 
Having Wilhelmina call you up to scream at you for not sending her a trade route when she lives on the opposite side of the planet, and she hasn't even shared the location of her capital with you, is to be honest fairly discombobulating. Or having Harald scold you for the lack of navy in your landlocked empire makes him look like he's gone insane.
I agree that examples like the ones you give are irritating but it seems to me that agendas would be good if more intelligently implemented.
 
My hot take: get rid of trade routes, or at least the management of them.

Instead of telling each trader where to go, have a city form organic trade routes based on its needs. If it's unhappy, it will start trading with cities with extra luxuries. If its hungry, cities with extra food. Trader units are certainly not the worse case of micromanagement in the game, but it can get tiring in the later game. I also just like the idea of a somewhat self-managing economy that you influence through policies and infrastructure rather than an army of merchants that you dispatch towards one empire or another.
 
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My hot take: get rid of trade routes, or at least the management of them.

Instead of telling each trader where to go, have a city form organic trade routes based on its needs. If it's unhappy, it will start trading with cities with extra luxuries. If its hungry, cities with extra food. Trader units are certainly not the worse case of micromanagement in the game, but it can get tiring in the later game. I also just like the idea of a somewhat self-managing economy that you influence through policies and infrastructure rather than an army of merchants that you dispatch towards one empire or another.

I love the idea of less micromanagement. How would road building be handled?
 
I love the idea of less micromanagement. How would road building be handled?

I realize that this might be trading one kind of micromanagement for another, but I like the idea of going back to building roads with workers.

The reason is that in my mind roads and railways are things that facilitate trade, and not the other way around. If you build a road from one city to another, you increase capacity and the route becomes more valuable.

I dint want to go back to the days of road spam, ut I do like the idea of planned roads that affect more than just unit movements.
 
I love the idea of less micromanagement. How would road building be handled?
In a typical city builder game you would click the road builder tool, drag out a road, and a bit of money disappears from your wallet.

Bro, if dealing with maybe 5 workers is too much micromanagement, I don't know what to tell you.
"dealing with 5 workers":
-make the workers
-tell them to move to a place
-pan the camera and do something else
-once workers are in place, watch as the camera moves over the map
-spend a brief moment remembering what you were planning to do in that place
-build the thing
-worker disappears
-see another tile that needs improving
-click a nearby city, click the production panel, scroll down to the worker and click on it
-pan the camera elsewhere and do something else
-after a while, camera moved back to the city with the new worker
-spend some time remembering what the worker was supposed to do, then tell him to move there
-pan the camera to another place and do something else
-watch as the camera pans to yet another place with another worker
etc etc

in the same time you also micro manage all sorts of other things, units, traders, whatever, because civ 6 isn't a strategy game as much as it is a chore game
 
Sort of a rough thought but maybe remove workers completely as a unit?

Instead when you want to build something (road/improvement/wonder/etc) you click the tile you want to build on and select whatever you want to build from the options...and then it takes population from the nearest city for however many turns the building will take (to represent work crews having to come out to build the thing). And then when the thing is built the population automatically return to their city.
 
civ would become poison if they removed interesting choices (workers and improvements, trade routes) and added more uninteresting choices (geography-based yields, appeal).

and again, at some level, if you are playing civ you are playing a game that is micro intense. if you are complaining about moving around 5 workers, don't even bother micromanaging what tiles your citizens are working... (and certainly don't try playing a Paradox game, btw)

and by the way, i dont even micro tiles worked at a certain point, and the game automates that. im pretty sure you can just automate workers if you really dont want to deal with it.
 
The World Congress as implemented. It's been driving me nuts lately. It could be so much more than just voting on the same crappy proposals that have the same crappy outcomes.
 
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