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

Splitting production trees will be a mess, and the map will be absolutely flooded with units because everyone will always be producing them.

Being forced to choose between infrastructure or units is a fundamental aspect of this series. It leads to interesting decision making. Otherwise you’re just always making infrastructure and always making units at the same time.
I don't see why it would be a mess. The Encampment and Harbor could look/work as they are now, the only thing to add is getting a Unit Production Panel upon selecting those Districts.
Why not include Improvements to the CC queue so the decision making will still be there? For Units, there have to be some kind if restrictions/limitations. So that the map won't be flooded with them.
 
AFAIK The "Lost at sea" status was after ending a second turn on deep water, thus losing a unit.
That seems rather odd. I agree that Units should over time lose Health when over Ocean Tiles for too long, but it really seems a bit limiting for exploration without Naval Units as well as not seeming really accurate to real life.
 
I don't see why it would be a mess. The Encampment and Harbor could look/work as they are now, the only thing to add is getting a Unit Production Panel upon selecting those Districts.
Why not include Improvements to the CC queue so the decision making will still be there? For Units, there have to be some kind if restrictions/limitations.

I don’t like the idea of getting rid of builders so I don’t want improvements in the production queue.

Why upend everything just for the sake of change? If you’re going to have restrictions or limitations on the production of units anyway in your version, why overcomplicate everything in the name of “realism?” Being forced to balance the opportunity costs of producing units vs infrastructure already is an organic way of limiting units.
 
That seems rather odd. I agree that Units should over time lose Health when over Ocean Tiles for too long, but it really seems a bit limiting for exploration without Naval Units as well as not seeming really accurate to real life.
Lost at sea was probably after one turn on deep water, but I remember that unit also lost some of it's HP. Perhaps @AriaLyric is right, I might have some blank spots on my memory in that matter.
Destroyed by consecutive turns spent in deep water.
From Wiki on generic naval unit.

Being forced to balance the opportunity costs of producing units vs infrastructure already is an organic way of limiting units.
I agree, this is a enough of a limitation really.
 
I'm firmly in favor of Builders staying, but I will never miss transport ships. Cities already have too many things to build to make constructing improvements from the city center desirable IMO; the only thing to make such a thing feasible would be to make it possible for cities to build more than one thing at once...and that sounds like even more micromanagement to me.
Yeah something in the city build list would not be my choice. Just buying them with gold has a chance to be really dull too. I could see some other mechanism being interesting though, like tying it to growth or culture or something like that.
 
Like units cost population perhaps? :mischief:
That's an Option. And the Unit Limit Mod does also a great Job in preventing Unit Spam.
I don’t like the idea of getting rid of builders so I don’t want improvements in the production queue.

Why upend everything just for the sake of change? If you’re going to have restrictions or limitations on the production of units anyway in your version, why overcomplicate everything in the name of “realism?” Being forced to balance the opportunity costs of producing units vs infrastructure already is an organic way of limiting units.
You pointed to an Issue that it might cause and that you don't like and I came with a possible solution to that. I don't want to make a decision between a Unit and an Infrastructure, but between an Infrastructure and another (Wonder or Building?) or a Unit and another one.
 
I don't want to make a decision between a Unit and an Infrastructure

Ah, then we can only agree to disagree. I think this difficult decision is one do the most fundamental concepts in the gameplay of the series.
 
The elements are there to reduce micromanagement. There's pins but they are not integrated with the build queue or builder orders. When you want to trade you have to open up lease screens until you find one who's got copies of a lux you don't have or the iron you need.

I don't miss the transport ships but I do wish ships could carry units.
 
Ah, then we can only agree to disagree. I think this difficult decision is one do the most fundamental concepts in the gameplay of the series.
Agreed.
Civ VI has a really good City management and it introduced Districts that weren't there in previous iterations, and Civ VII will have to introduce something(s) new, so why not that?
 
Personnally, I'm still pondering removing the units from the build queue completely.

Then improvements would fit in it.
 
Good riddance to transport ships.

Nothing wrong with builders but I think moving away from charges and more towards the Civ 5 way will be better and alleviate a lot of tedium.

Do you mean where workers take time to build things?
 
I could see a system where you'd assign a city population to a tile to build the mine or farm or whatever, then that guy automatically defaults to working that tile unless you move him somewhere else. You'd have to choose between working an improvementless tile, or losing all production from that citizen until one is finished.

Yeah, that's just a different form of micro, but there's also the option of set-and-forget. It's hard to say what would work in a vacuum (assuming there would be big changes elsewhere in the city format).
 
Did that change since the Lucy OpenDev? I remember that in that build you actually just got the "Lost at sea" status from ending a turn in an ocean tile, and if you ended a turn in an ocean tile with that status you lost the unit, while if you ended a turn in shallow water with that status you lost the status, with no penalty to health. Made for an ocean exploring strategy whereby you could just end a turn next to the edge of shallow and deep water, next turn go as far out to sea as you could, and then next turn go back where you came from and repeat that to explore like 7 or so tiles out from land, or 8 with the Great Lighthouse.
This, by the way, is a system I wish Civ would adopt, so long as it's accompanied by winds that make travel in some directions easier and others harder. As-is in Humankind, it feels a little cheesy.

It worked like that in Civ I IIRC, except there was some random chance each turn that your unit would be lost. But the current implementation is far more historically accurate. Sailors just weren't that enthusiastic about losing sight of the shore and not being able to find their way back, it was a dangerous enough job already.
 
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.


I WISH THEY WOULD HIRE YOU.
 
I get why the Devs removed it from Civ V/VII. balance and smouth Gameplay always play a role, but I don't like how I can freely embark my land Units and move them freely on Sea. I mean how can a Melee Unit instantly embark into a Boat that transports the Units? Gather Timber from the near Forests and instantly build a Ship, and often times being able to move after the embarkation? I like more realistic gameplay (not for everything), and that I don't.
but is it practical to have a transport?
 
Since Civ7 won't have all of Civ6's features at launch (because the devs aren't superhuman!) I'd only want to see it if it's a major departure from the series. Otherwise, frankly, I'll miss being able to play as all the civs I've come to love (and occasionally hate) thus far.

I tried to play Civ5 again recently - the only installment in the series I could never get into - and I have to say that after that experience I really don't want them to lose the district system. If anything seeing it expanded to as many city features as possible would suit my tastes. Not to mention that mods have shown how seriously amazing city sprawl could potentially look in a civ game.

Builders in civ6 seem like a half way step to getting rid of them altogether and honestly integrating tile improvements into the city district/building system would be pretty interesting.

As for the games that could dethrone civ if a new iteration takes some time, I couldn't get into the Endless series at all (I want every sci-fi 4X to be master of orion 2 and so far only Stellaris has come close). I am doubtful amplitude will convert me. I'm curious about Old World, that one might grab my eye. But honestly, I'm unlikely to switch my brand loyalty any time soon unless civ7 ends up more like civ5...
 
I hope they bring back carpets of units, at least on behalf of the AI. As is, militaries are relatively sparse and subsequently weak.
 
but is it practical to have a transport?
We got used to the Escort Systeme, and most of us (including AI) often escort Settlers with a Mili Unit. Transportation Ships Escort is similar to that, except the Ships would allow to hold more that just one Unit. It would also make Oversea Exploration much more enjoyable, since it won't be that easy to travel to new Lands and start Settlements there. So you have to prepare well if you want to explore a new Continent, make Settlements there or start conquering/raiding. But on the other hand, Embarked Units have less Movements on Sea (which is a good restriction when transport Ships were removed) but Tranportation Ships would be faster AND hold more than 1 Unit (depends on Tech). And that would make the transportation Ships more than practical (especially for Conquering/raiding (faster Movement of many Land Combat Units with one ship)).
 
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