Looks like Civ 6 is done: Kevin called April "final game update"

unfortunately the AI is very low on the priority list of companies.
If desired, developers could support the cooperation with the community in order to ponderably improve AI players even up to a symbiotic relationship ...

Right now for civ6 we see not even coexistence, since without AI DLL source files there is No existence for community improved AI players.


I would love to feed back "You are the best developers in gaming."



Civ6 is a beautiful game and it is a good game.

Civ4 is for me a great game, not only but also because Søren Johnson wanted able players to strengthen the game's AI and create significant modifications / total overhaul projects.



 
Basically redo 6 with it's features that it has but reworked to make it more coherent, perhaps trimming some of the fat plus an AI that actually works, and I think they're most of the way there. Add an economic Victory. 6 seemed to be an experiment of ideas to springboard 7 more than anything.

This would not qualify as Civ 7; it would be Civ 6 fixed. Civ 7 has to depart from Civ 6 with some radical new feature comparable to moving from squares to hexes or single-hex cities to districts. Improving the AI is not flashy enough, even if it is what we (the players who post on this site) would like.

My own feeling is that the game might move to somewhere between 5 and 6. Cities in Civ 6 are odd. What is actually in the city centre apart from the palace? The government functions are all in the government district; the theatres are in the theatre district, and so on. You don't build walls round a city but round this empty centre. Look at any real city that did have walls, and of course the modern city sprawls well outside those walls, but a lot of functions are actually still within where the walls were. So there is scope for distinguishing between intramural and extramural development. For instance, up to the modern era, districts are created within the hex the city was founded on, then neighbourhoods spread out beyond the original confines. You don't need a lot of land for a diplomatic quarter; you do for a suburb.

It requires a complete rethink as to how cities work in the game - but this is why it would be Civ 7 and not a modded Civ 6.
 
Like you mean it could be fun?
This would not qualify as Civ 7; it would be Civ 6 fixed. Civ 7 has to depart from Civ 6 with some radical new feature comparable to moving from squares to hexes or single-hex cities to districts. Improving the AI is not flashy enough, even if it is what we (the players who post on this site) would like.

My own feeling is that the game might move to somewhere between 5 and 6. Cities in Civ 6 are odd. What is actually in the city centre apart from the palace? The government functions are all in the government district; the theatres are in the theatre district, and so on. You don't build walls round a city but round this empty centre. Look at any real city that did have walls, and of course the modern city sprawls well outside those walls, but a lot of functions are actually still within where the walls were. So there is scope for distinguishing between intramural and extramural development. For instance, up to the modern era, districts are created within the hex the city was founded on, then neighbourhoods spread out beyond the original confines. You don't need a lot of land for a diplomatic quarter; you do for a suburb.

It requires a complete rethink as to how cities work in the game - but this is why it would be Civ 7 and not a modded Civ 6.

No, it does not. We had 5 games in the series with pretty much cities working the same. There is no reason not to keep the new city building system (the best feature of civ 6) in 7, with some updates for example on how builders and repair work.

Personally I would get rid of charges, and instead make improvements cost money. I would unify builders, engineers, archeologists and naturalists in the same unit, make repairs fully automated (not requiring moving builders, but instead costing money and time to repair, and having negative effects in the meanwhile), et voila.

I would redesign WC (resolutions acting as resolutions and affecting gameplay, and being able to propose them); completely change religion (removing religious units from the game, but instead make religion work with trade, diplomacy and ideology systems); abandon the card like policy interface; and throw away the philosophy of adding modifiers, to use game systems that change how the game work in more meaningful ways (not all bonus need to be abandoned, but the philosophy of everything being bonus).

I would also redesign diplomacy (integrating grievances, envoys, favor and current diplomatic penalties in one single system); make a working AI designing it from the beggining with the full scope of the game in mind; add meaningful spy missions; add world wars to diplomacy options; implement things such as blockades, or allow closing sea/air and civil borders as separate options. I would also rework or remove agendas, and governors (allowing for true city specialization that allows tall play); and I would bring back vassal systems.

I would also remove the eurekas (so there is not a best way to progress technology, but instead choice), and redesign ages completely replacing the "points" and making dark ages a negative thing.

I would also add a health system and make the map truly dynamic so global warming can expand the dessert or change the land tiles; redesign how disasters and flooding work; and of course add earthquakes and tsunamies.

Also I would change the visual style, since lets addmit it, a new game needs to feel and look new to sell. So I would redesign leaders, units and the map to a more realistic tone. Not because I dislike the look of Civ 6, but because 7 would need a new direction to go.

Dont you think that would make more than enough to justify a new game? Cause 6 games in, there is no need to reinvent the wheel in every game, in fact no game has done it in the past.
 
Last edited:
No, it does not. We had 5 games in the series with pretty much cities working the same. There is no reason not to keep the new city building system (the best feature of civ 6) in 7, with some updates for example on how builders and repair work.

Personally I would get rid of charges, and instead make improvements cost money. Unify Builders, engineers, archeologists and naturalists in the same unit, make repairs fully automated (not requiring moving builders, but instead costing money and time to repair, and having negative effects in the meanwhile) et voila.

I would redesign WC, completely change religion (removing religious units from the game, but instead work with trade, diplomacy and ideology systems), abandon the card like policy interface, and throw away the agenda and bonus philosophy of adding modifiers, to use game systems that change how the game work in more meaningful ways (not all bonus need to be abandoned, but the philosophy of everything being bonus).

I would also redesign diplomacy, make a working AI designing it from the beggining with the full scope of the game in mind, add meaningful spy missions, add world wars to diplomacy options, and implement things such as blockades, or allow close sea/air and civil borders as separate options.

I would also add a health system and make the map truly dynamic so global warming can expand the dessert or change the land tiles. And of course redesign how disasters and flooding work. And of course add earthquakes and tsunamies.

Also I would change the visual style, since lets addmit it, a new game needs to feel and look new to sell. So I would redesign leaders and units and the map to more realistic tone. Not because I dislike the look of Civ 6, but because 7 would need a new direction to go.

Dont you think that would make more than enough to justify a new game? Cause 6 games in, there is no need to reinvent the wheel in every game, in fact no game has done it in the past.
Exactly. There needs to be certain improvements, there need to be tweaks and I'd want new mechanics, but the core of the game can remain. The ideas behind 6 were generally good, but some need better implementation.

The only issue with religion that you out forth is the distinct lack of agency involved. As I read it, you just luck out on whether you get a good religion or a bad one, whether it is strong or weak etc. People already complain about the RNG nature of the game (I don't fully agree with them, but still).
 
My own feeling is that the game might move to somewhere between 5 and 6. Cities in Civ 6 are odd. What is actually in the city centre apart from the palace? The government functions are all in the government district; the theatres are in the theatre district, and so on. You don't build walls round a city but round this empty centre. Look at any real city that did have walls, and of course the modern city sprawls well outside those walls, but a lot of functions are actually still within where the walls were. So there is scope for distinguishing between intramural and extramural development. For instance, up to the modern era, districts are created within the hex the city was founded on, then neighbourhoods spread out beyond the original confines. You don't need a lot of land for a diplomatic quarter; you do for a suburb.
I agree with this unless Civ 7 can graphically integrate districts to the city better I'd rather most districts take up an available spot inside the city tile. I also believe that most wonders should occupy there own space in the city as well.

Add the distinction between aggressive (barbarians) and peaceful (goody hut) tribes that can convert into city-states upon interaction, fleshed out monopolies and corporations with an Economic victory, and add establishing a majority of your religion in your cities as one half of the criteria to reach a culture victory, the other would be tourism. I think that these would be radically different to Civ 6, as a positive. :)
 
If nothing else, the soundtrack will be remembered far longer than IV's or V's. And V's was still quite good, so that's not a frivolous comparison.
If I want Civ VI to continue for any reason, it's because I would love to hear more civs added to the Civ VI soundtrack. One of the things I worry about is how the soundtrack for Civ VII will stack up. If Geoff Knorr composes for it, I have no doubts it will have quality compositions, but the soundtrack design philosophy might be very different.
 
the soundtrack design philosophy might be very different.
While Civ6's soundtrack is magnificent, I hope Civ7 does adopt a different design philosophy. Rather than evolving tracks, I'd like to see more resources invested in ambient music so I don't have to hear the same eight songs for ten hours...
 
so I don't have to hear the same eight songs for ten hours...
One can turn down (only) the Music to zero and feed in sound from another source ... one of my favourite soundtracks (at least for ancient Civs):
"The official site for the game, Immortal Cities: Children of the Nile, offers up the complete soundtrack for free. The 65 MB download has 17 mp3 tracks, composed by Keith Zizza."

 
Last edited:
While Civ6's soundtrack is magnificent, I hope Civ7 does adopt a different design philosophy. Rather than evolving tracks, I'd like to see more resources invested in ambient music so I don't have to hear the same eight songs for ten hours...
Why not both?
 
One can turn down (only) the Music to zero and feed in sound from another source
I do that sometimes, but I do enjoy Knorr's soundtrack. I'd just like a little more variety.

Why not both?
Because the budget allocated to the soundtrack will never be adequate to provide a rich variety of regional ambient tracks (and due to streamers they're unlikely to return to using licensed music) as well as four full themes per civ. Plus 75% of the Industrial themes and 99% of the Atomic themes are just obnoxiously bombastic anyway; I'd rather just have one or two really well-balanced themes per civ plus a nice variety of ambient music. (Plus maybe we can dodge violas in every Medieval theme, regardless of how inappropriate, that way... :shifty: )
 
So I played some Civ Rev 2 at work today

GET RID OF BUILDERS.

The lack of tedious micromanagement was so nice

I swear to God, “busywork for the sake of busywork” is the stupidest thing I have ever heard.
 
I just don't understand all the whining about micro management hell !!!

I mean, Civ has never been, and has never meant to be, a simple and easy game to play, a Simulation where you just cruise by and automate all the job and complexities to the game itself !!!

The beauty and fun in the game is having to take active part in many complex things concerning managing your empire, insuring adequate defense and organizing devastating offence.

I DON'T want a game where all those decisions about where to plant a city, where to build a district or wonder, which tiles to enhance, where I want to send my units and all the rest is taken away from me.

Micro-management is a by product of the game. If you hate it SO much, are you even sure you should be playing this particular game ??? Maybe there are other type of games that cater better to your wishes ?

But please, stop yelling all the time in these forums that everybody hates micro-management. It's totally untrue. I love micro-management. I love taking 15 minutes on a single turn once in a while because I'm over thinking things.
And I'm quite convinced that I'm NOT the only one thinking this, or even by a wide margin that I'm in a marginal group of players.

BTW, I'm not aiming this piece on any one person in specific. It's just a basic "I'm fed-up of seeing so much hate on this subject in here by a relatively small group of very vocal people that just don't really represent what most people feel or think"

Sorry I snapped... or no so sorry
 
Last edited:
So I played some Civ Rev 2 at work today

GET RID OF BUILDERS.

The lack of tedious micromanagement was so nice

I swear to God, “busywork for the sake of busywork” is the stupidest thing I have ever heard.
Why don't we just have instant win button than?
 
I do think there is good and bad micromanagement. For example, keeping strategic decisions about what to improve or not, how to set up your empire, etc... are all good forms of micro. But at the same time, once you get to the middle ages or so in the game, it's really frustrating to have to find a builder, move him over, plant a farm, move him over, put another farm, then crap, he ran out of charges, so now I have to go find another builder. Then decide if it's worth it to wait 2 turns for Liang to establish, and then buy from there, or just buy from my local spot, etc...

Or, for example, have somewhat strict requirements on where you can build military engineers makes sense. I don't mind there being a cost to building railroads. But at the same time, having to move them tile by tile is just needless frustration. Although that would be 300% easier if I could just give a simple "railroad to..." command to them.

I think there's a good form of balance in there somewhere. I really wouldn't mind if, say, early on you were still limited by builders. But perhaps when you unlock Urbanization or so, then you would gain the ability to buy tile improvements with gold, and eliminate that late game micro. I might still take 15 minutes to run through and plan out farm triangles and campus spots and the like, but I can use that time to actually figure out the strategic aspects, and not the tedious bits.
 
Why don't we just have instant win button than?

how’s that slippery slope today?

I mean you propose changing a mechanic, in a way that has been done not only in other 4X games but other civ titles and suddenly everyone loses their minds

I mean why not have builders do everything and require an endless click fest to make libraries and commercial districts?

What’s so sacred about farms and mines that they can ONLY be done by a little dude with a hoe?

We already took the tedium out of road building and the world didn’t end right?
 
how’s that slippery slope today?

I mean you propose changing a mechanic, in a way that has been done not only in other 4X games but other civ titles and suddenly everyone loses their minds

I mean why not have builders do everything and require an endless click fest to make libraries and commercial districts?

What’s so sacred about farms and mines that they can ONLY be done by a little dude with a hoe?

We already took the tedium out of road building and the world didn’t end right?
Why not set everything automatic?
 
I wish there could be togglable options in the Setup menu to make certain Mechanisms even more deeper and interactive, like with The Barbarians Clan Mode. I would love to micro-manage my Cities Infrastructure/Economy, City Battles, Diplomacy with other Civs...etc, but I would also love to shut down some Mechanisms or make them simple/basic stuff like Barbarians/GoodyHuts and Choosing Pantheons (choose one once and forget about it, or (depends on Pantheon) keep in mind the Bonus that might help you longterm). Especially Relegion, I wish that one could be automated.

But certain things really need to be easier to accoplish in Civ VI, like:
Or, for example, have somewhat strict requirements on where you can build military engineers makes sense. I don't mind there being a cost to building railroads. But at the same time, having to move them tile by tile is just needless frustration. Although that would be 300% easier if I could just give a simple "railroad to..." command to them.

I think Builders are great to have build charges, but instead of using the charges to build improvements, I would rather have Cities being able to build Improvements like Districts, and Builders could rush their production (Improvements and Districts(Buildings)), aswell as the ability to build Roads. And keep the rest of their abilities like chopping, removing stuff, repairs, Planting Forests...etc
 
Back
Top Bottom