Little things you'd like to see in Civilization VII

And have a function where every increase in Population yields a group of workers to work the land, the mills, factories etc.
How that ? You mean a population growth generates several builders ? Or having several "citizen workers" for any population point ? The last would be confusing, after all the parity is kept for clarity, not realism as we know that a pop 30 city does represent a city of several million persons. And the first one would be overkilling, as a single pop point needs only one charge of a builder to work an improved tile.
Or you mean to really simulate the real number of people (impossible with millions persons per city), or a proportional representation of them ? Again, that might be misleading for clarity purposes, but I guess this could go along my "several cities in a single hexegon" idea, where each hexagon can be zoomed to the entire screen and we could see a lot of land variations into it, so there would be a lot of places to be worked also. Now there would be the problem if we keep units moving hex by hex so into another scale that could feel wierd, or we scrap the hexes for a grid free movement system...
 
How that ? You mean a population growth generates several builders ? Or having several "citizen workers" for any population point ? The last would be confusing, after all the parity is kept for clarity, not realism as we know that a pop 30 city does represent a city of several million persons. And the first one would be overkilling, as a single pop point needs only one charge of a builder to work an improved tile.
Or you mean to really simulate the real number of people (impossible with millions persons per city), or a proportional representation of them ? Again, that might be misleading for clarity purposes, but I guess this could go along my "several cities in a single hexegon" idea, where each hexagon can be zoomed to the entire screen and we could see a lot of land variations into it, so there would be a lot of places to be worked also. Now there would be the problem if we keep units moving hex by hex so into another scale that could feel wierd, or we scrap the hexes for a grid free movement system...
Each Civ City begins with a Population of 1. That 1 can represent say 50-100 actual people in the City. A portion, say 5-10, are converted to automated workers to work the land, mills etc. Maybe the player can have an option of what to do with a select portion of each city population. Similar to what we had in Civ II. We can send a portion to the Barracks for training, another to the other buildings we construct. Or have AI determine that.
 
You mean Colonization maybe ?

I don't think AI should do that alone, at least past the pop growth itself.
Back in Civ II, we had an option in the City screen, to relegate a portion of people to science, agriculture, etc. In Civ III, still my pick as the best of the series, we can automate the AI Governor to determine where best to place the citizens. I would like to see that return to the game.
 
This could go along with my idea of implementing a Black Market into the game. Illicit trade makes the World go around. The "Secret Societies" would be part of that trade. They could start as Pirates. Eventually they become Mafia Gangs and Cartels selling and trading "Special goods and services". I know some have wild opinions about dealing with Narcotics and other types of Special Enterprises. But what would the World be without it?.
Of course, not all secret societies, by definition - even ones with immense and vast political, economic, and social power and sway through underhanded, dubious, and Machiavellian means, are considered, "criminal," by most major nations' law codes (which are often subourned by said societies)... :scan:
 
The only option to do that in Civ II was specialists which could replace regular tIle working citizens. That option is probably a little too weak in Civ VI but is still there.
 
I was thinking a mischievous way of playing civilization for those who don't really play it, it would be interesting for them.
Edit: By mischievous I mean espionage, black market, cartels or mafias like what jsciv69 was talking about.

Re edit: but not too mischievous as to the point where it would get you in trouble. 😀
 
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Hey, how about this? At a certain level of promotion (like maybe, say, the fourth or fifth level of promotion), you not only get to choose some game-effect, but you can choose a graphic modification: different uniform color, flag-bearer with a special insignia on the flag, more silvery-colored lance, etc. So you could see on screen which were your elite units. Your navies could have a flagship, etc.

Maybe there are mods that already do something like this for the existing games; I don't play with mods. But it would be cool to be built into the basic game.
 
Hey, how about this? At a certain level of promotion (like maybe, say, the fourth or fifth level of promotion), you not only get to choose some game-effect, but you can choose a graphic modification: different uniform color, flag-bearer with a special insignia on the flag, more silvery-colored lance, etc. So you could see on screen which were your elite units. Your navies could have a flagship, etc.

Maybe there are mods that already do something like this for the existing games; I don't play with mods. But it would be cool to be built into the basic game.
I believe there is a mod which shows the number of promotions a unit has by displaying it beside the unit icon. Similarly, in Command and Conquer: Red Alert 3 there were three levels of promotions which were shown above the unit's health bar: single crest, double crest and star.
 
I believe there is a mod which shows the number of promotions a unit has by displaying it beside the unit icon. Similarly, in Command and Conquer: Red Alert 3 there were three levels of promotions which were shown above the unit's health bar: single crest, double crest and star.
The Lord of the Rings: the Battle for Middle-earth 2 has visble displays in the graphics when each available upgrade to a military unit is researched, and, in Age of Mythologgy, the Atlantean civ, who can turn any human military or worker unit to a Hero by spending resources and raising thier population support requirement (as opposed to set Hero units, like the other civ's) has a visible effect on the unit, as well.
 
Just for the sake of the little thing thread I'll try be brief. Just one word. Realistic.
It seems to me by reading this thread that many civfanatics would love a switch to
a more realistic and scientific approach, less streamlined mechanics. Here's my take.

No more simplified rules and dumbed down techs.
We all love one way or another some complex system of previous civs.
Fast Micromanagement, statistics, tech sharing, map sharing, road building and mantainance, are what kept older civs interesting
till the last turn. Units were simplified in their management. All units needs to be lightweight. Simple graphics. Stackable.
Easy reading of all stats. In Civ VI there was no way to determine which unit in a city if stacked, had just 3HP of energy left, and which
had the health full-bar. No way to right click on a unit or stack to check its stats, its interaction with the terrain, its movement point left.
No way to fortify a unit for the time being without it being awaken and causing massive time-delays for every unit that refuses to just stay put.
No way to simulate a castle or city defence with a whole army in it, that could cause starvation if proper siege.
No way to send your galley into the unknown ocean tiles, or on a submerged volcanoe, a reef, a sea monster den, and let her meet her faith but while sinking
the Argonauts met sunken Atlantis that got them back to life with a secret tech (Ancient clock Antikytera building?) , one of many, that should be hidden behind tech perks and completely casual RNG. The (overlayable) map of sea winds and currents for example, stackable as a perk tech with Map making ( and a LOT of Astrology perks techs...) would speed up sea travel, trade, reveal death spots... treasures locations...

Realistic (which implies artistic). Small units. Fast simple animations. Lots of options for everything. Easy reading stats.
Traders could have health and movement. A weak trader could die in a desert if run out of moves.
A trade route should be manually set for each trader type. Trade posts could allow to swap a camel for a lama, horse, galley.
Complexity must meet realism. But once set, all kind of units must stay in the background for a fast pace.
If the trader must die bc I didn't care look, let it be! Oversimplify everything to make it easy to grasp is a death sentence of boredom.
Let the religion thing go on the background without us noticing? Let us automate the monks...
Give us back workers with advanced options... (build road from point A to pint B)
Workable mines and quarries upgraded in some sort of districts that requires permanent workers...
Little things.
 
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Today is 22 June.
The anniversary of Napoleon's crossing the Neman River, beginning his invasion of Russia in 1812
The anniversary of Hitler's invasion of the Soviet Union in 1941, Operation Barbarossa
The anniversary of the Soviet Army's Operation Bagratian in 1944 that obliterated Army Group Center, wiped out over 20 German divisions and inflicted over 300,000 asualties.

Basically, a very bad day historically to be a French, German, or Soviet soldier in eastern Europe.

So what does this have to do with Civ, or Civ VII?

A potential addition: specific dates.

Great Events in history are associated with specific dates
So why not associate Great Events in the game with specific dates?

Fight a battle during a turn, have the game assign a semi-random date to it (semi-random because very few historical battles were fought in Winter, a few more in spring or fall, and the great majority in summer)

End a war by negotiation, have the Treaty of XX date.
End a war by complete conquest of another City State or Civ: "23 July - Victory in Slobbovia Day!"

Possibly wind up with a Civilization Calendar of your civilization full of commemorative dates of treaties and battles, holidays based on in-game historical events, even your Civ's Great People's birthdays.
 
For now..
1. Gunpowder Evolutions; Big guns come first, Handgunners follows close.
2. Anime style arts. 2 or 3d. Disney style doesn't appeal to me much.
CWZ EP09 Warrius Zero and crew meets Maetel.jpg

3. No more mismatched uniforms
Civ6 Redcoat Default.jpg

Redcoats shown here all wear Mid 18th Century uniforms. only three wears historically matched. one with Shako is sorely mismatched. I don't recall anyone in the world wearing mismatched uniforms with fallcollar coats of 18th Century and Visored shako of Early 19th Century.
 
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