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.
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.
I would only allow it if its' a tile belonging to another city while it's unimproved/unused.I personally see no need for tile swapping. With 7's systems, that would be messy I suspect.
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.
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.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 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.
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.