Hopes/Focus Points of the Next Update?

more Civs! :mischief:

But ideally, something that fixes unit management between transitions. After the last update, that's definitely the biggest in-game issue I have.

Also just retaining units in general. Whenever i train my three token ballistae near the end of the era (just to unlock Mongolia yes, which i then never play lol <3) they just... vanish? Even when I have them packed inside my commander, i never seem to start the three catapults i'm entitled to. doesn't matter if catapults unlock at machinery. give me my rudimentary siege units, dammit!
 
Not having units moved around on era transition. Naval units being moved to the opposite side of the map, and land units being shuffled between commanders is a pain, especially when you have a large military.

In my last game it took 20 turns to move 2 fleet commanders with 8 ships back to where they were at prior to the transition. An alternate route may have saved me 5 turns but an AI wouldn't agree to open borders and i didn't want to declare war on them. In the mean time my settlements had no naval protection.

Another issue i had was with a city i received in a peace deal where the AI had built a fishing quay in a lake which caused one of my fleet commander to respawn there, luckily it didn't have any ships packed into it.

This ^^ Unlike others here, I don't find the era transitions to be "sudden." I find them very expected and think about whether to accelerate the end of the age or not. I understand that most of my units will be upgraded in the next era. I can even rationalize why a galley doesn't survive from Antiquity to Exploration. I can sort of rationalize why Antiquity siege units don't survive.

But I really, really don't understand why all of my surviving units are randomly reassigned to different commanders and why the commanders are randomly scattered on the map. It makes little sense, but more importantly, I can't see how it improves the FUN of the game.

My settlements carry over. The attitudes of my neighbors are strongly influenced by the attitude from the previous age.
Units that I need to protect my settlements and resources should be where I left them. It's not fun to spend turn 1 and turn 2 of the new age looking in every corner, hill, and valley of my empire to find out where my army (and navy) went.

I agree that teleportation and reassignment of units after age switch need to go...annoying and frustrating clickwork...and essentially the feeling of the game arbritarily messing up a players strategy and planning, telling me "I don't care where you the player place your units"

UI-wise, I still would like to get edge scrolling as an option.

For gameplay, a rework of religion.

Probably more DLC territory (unless maybe compensation for the missing post 1960 stuff): If they touch the 3rd age in some way, Dams and especially Canals should make a comeback. Really miss them, they are among the best additions Civ6 brought to the series.

It’s almost impressive the way they took one of the worst gameplay “features” of Civ6, teleporting your units to the worst locations possible, and made it a major gameplay feature for 7.
 
Re: teleporting, I think it is ok that your units are moved back to your territory. But it should be the closest free tile in your territory to where they have been, and not random cities.

It should always be closest free tile in your territory, not scatter and strand a victorious force
 
On the one hand, it makes sense that in the 'chaotic' transition after the Crisis peaks from the previous Age, strange things will happen to your military. During that Unseen/Unplayed period of X years units may disband, turn bandit, be defeated and destroyed, or morph into local police/security instead of 'real' military. Units like Siege, which require well trained specialists to build and use and considerable support to maintain could be lost entirely (As an example, virtually every Roman fort had some kind of ballistae/catapults mounted for their defense, but all of them disappeared in the chaotic 5th - 7th centuries and didn't reappear until some time after Charlemagne's "Holy Roman" Empire was established)

But, as numerous players have posted, there needs to be something besides total randomness to make a game even marginally enjoyable. As another example, I just transitioned from Exploration to Modern Age in a game last night, and every single one of my 7 Fleet Commanders and their ships ended up in minor ports on the far side of the continent from all of my off-shore settled islands, leaving them with no naval support at all - and this despite the fact that my two largest cities - both ports - were on that side of the continent with no fleets at all. To accomplish this the game had to stack 6 Fleets in 3 minor ports!)

So, some rules/gamer input would be appropriate for the game, even if probably less than completely historical.

Suggestions:

1. During or at the end ("The X Age is ending" signal) of the Crisis Period you can designate Royal Ports as 'home ports' for fleets. It should cost something in Influence and/or Gold for each of these, and the amount should escalate with each subsequent designation, so that it is effectively not possible to designate exactly where each of, say, 7 or more Fleets end up.

2, Army Commanders will, by priority, go to:
The new Capital City
Cities nearest to an AI Civ's borders
Settlements nearest to an AI Civ's borders
Other Cities
Other Settlements

3. The composition of Armies will always have at least 1/2 units of infantry or cavalry, 1/2 ranged as long as that is possible. Where it is not possible (you have a vast imbalance of ranged, cavalry or infantry to the others) then armies of all one kind of unit will as much as possible be deployed near the Capital.

4. For gamer control, at least partially, you can designate an Imperial or Royal Bodyguard Army of specific units under a specific commander that you can place precisely, and it will start the next Age within 3 tiles of that point.

I think some form of these kinds of Guidelines would alleviate most of the current problems with utterly random unit shuffling during the transition. I don't think complete control of your units during the supposedly-chaotic transition is justified or desirable (Human players will game that to death) but the current complete randomness is a major annoyance in the game.
 
I personally see no need for tile swapping. With 7's systems, that would be messy I suspect.
 
If the tile is improved, then yes, disable swapping.

But if the tile is unimproved, then why not?
 
I could see tile swapping added as part of a general revision of the Settlement/City radius mechanics, as in:

Settlement radius starts at 2 rather than 3 tiles but can extend along rivers or coasts by 1 more tile.
In Exploration the radius becomes the current 3 tiles plus 1 along a road or river
In Modern can extend to 4 tiles or any distance along a railroad.

- And within these constraints, tile swapping is allowed, but a tile improved in any way that is taken from a Settlement/City will lower the Happiness in that settlement.

Note also that with this 'extended radius' system there will be far more opportunities to swap tiles in Exploration or Modern than in Antiquity.
 
Would be nice to have an added 'place units' step after an age transition instead of a random placement.

Step 1: Select Civ
Step 2: Select Legacy Attributes
Step 3: Place units (Army and Fleet commanders first, then single units)
Start new age

Maybe add some Legacy Attributes that allows the player to bring over more units (including siege, naval units) from previous ages.
 
Would be nice to have an added 'place units' step after an age transition instead of a random placement.

Step 1: Select Civ
Step 2: Select Legacy Attributes
Step 3: Place units (Army and Fleet commanders first, then single units)
Start new age

Maybe add some Legacy Attributes that allows the player to bring over more units (including siege, naval units) from previous ages.

God Forbid the player have any agency here.

No, it’s far more historical for the bulk of the Royal Navy to spawn in some random Scottish lake
 
Actually, the Army commanders always stay in the city I have them stationed at, if it's mine. It's the fleet commanders that are weird... I personally think that how it works for army commanders is fine, if you station them in your territory they'll stay where they are. Same logic SHOULD apply to fleet commanders.

Of course if your army commanders are NOT in your territory, you really should expect them to be moved inside your territory !
 
I love a lot of the improvements they have made but I feel like they haven't actually done much with the UI in terms of giving us better information. I still loose my mind every time I open the city info screen and just see "Malus Deductions" as one lump thing with no breakdown of where the penalties are coming from. A game like this should never have any type of "Other" category. I want to know exactly what is causing every plus or minus. We also need a default unit list that can take us to the unit. I know there are good mods for this but it really should be in the game.

Aside from that, I'm ready for DLC. I hit level 50, completed nearly all of the challenges and took my favorite leaders to level 10. I'm ready to try some new Civs and leaders.
 
I’d love to see religion get a total rework, but that’s definitely beyond the scope of anything reasonable for an update. So, update-wise, having the ability to generate (single-player) maps that resemble natural geography—no vertical edges and no horizontal biomes—would be awesome.
 
I hope older era units retain as is during transition (including their last position) and should only be able to be upgraded to the new era level 1 equivalent when player upgrades them. Similar to older era buildings that loses their power but retains only base yield kind of thing.

Also wishing for some default civs of existing leaders be free dlc (give Simon Bolivar the civ he deserve - Colombia, Rizal - Philippines, Machiavelli - Italy).

It is also time for the monthly challenges to be back.
 
I'd imagine the units all teleporting back home after age transition was more a case of 'oops we gotta get this game out in february, this'll do' than of a deliberate design choice. Considering how they've expressed they want to smoothen era transitions and that units teleporting is smth I feel ppl have been pretty vocal abt disliking, I wouldn't be surprised if it's smth they improve down the line.

I love a lot of the improvements they have made but I feel like they haven't actually done much with the UI in terms of giving us better information. I still loose my mind every time I open the city info screen and just see "Malus Deductions" as one lump thing with no breakdown of where the penalties are coming from. A game like this should never have any type of "Other" category. I want to know exactly what is causing every plus or minus. We also need a default unit list that can take us to the unit. I know there are good mods for this but it really should be in the game.

Aside from that, I'm ready for DLC. I hit level 50, completed nearly all of the challenges and took my favorite leaders to level 10. I'm ready to try some new Civs and leaders.
Strongly agree, it's hard to make informed decisions sometimes without any useful statistics. While I'm not expecting the policy yield previews mod to be implemented as a feature in the game, as nice as that'd be, I would kill for some better information so I can gauge what policies n stuff might get me the best yields instead of blindly guessing. City-state bonuses and narrative event bonuses leave no recorded trace after you select them too.
 
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I'd imagine the units all teleporting back home after age transition was more a case of 'oops we gotta get this game out in february, this'll do' than of a deliberate design choice. Considering how they've expressed they want to smoothen era transitions and that units teleporting is smth I feel ppl have been pretty vocal abt disliking, I wouldn't be surprised if it's smth they improve down the line.


Strongly agree, it's hard to make informed decisions sometimes without any useful statistics. While I'm not expecting the policy yield previews mod to be implemented as a feature in the game, as nice as that'd be, I would kill for some better information so I can gauge what policies n stuff might get me the best yields instead of blindly guessing. City-state bonuses and narrative event bonuses leave no recorded trace after you select them too.

The unit teleportation stupidity dates back to Civ6
 
I hope older era units retain as is during transition (including their last position) and should only be able to be upgraded to the new era level 1 equivalent when player upgrades them. Similar to older era buildings that loses their power but retains only base yield kind of thing.

Also wishing for some default civs of existing leaders be free dlc (give Simon Bolivar the civ he deserve - Colombia, Rizal - Philippines, Machiavelli - Italy).

It is also time for the monthly challenges to be back.

Yeah, if you kept the units but they by default were weaker, that would at least give you some balance. Then at least if you bring 20 units forward, you're going to have to pay like 20*100 = 2000 gold to get them all up to the base unit of the new era. So even if you balance it by giving everyone their 6 free level 1 units, at least those free units would be able to stand up a little to the older units.
 
Yeah, if you kept the units but they by default were weaker, that would at least give you some balance. Then at least if you bring 20 units forward, you're going to have to pay like 20*100 = 2000 gold to get them all up to the base unit of the new era. So even if you balance it by giving everyone their 6 free level 1 units, at least those free units would be able to stand up a little to the older units.

By the time we are done we will have recreated Civ6

Civ6 with things like no builders would be pretty sweet tbh
 
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