Official announcement: Hot off the presses. Next Civ game in development!!!!!!!

Religion is definitely the game system I hope they change up the most. At the moment it is painfully micromanagement heavy.

In general I think the two things I'd like to see them try and tackle are

1. Less micromanagement - particularly dealing with elements that are more tedious, like religion or theming in Civ6 - or better UI options to reduce micromanagement.

2. A more impactful mid-late game, so that the game isn't just wrapped up in the first 100 turns and the player is just going through the motions. Which I guess means a need for more comeback mechanics.

Implement Humankind's Combat System.
Curious what you enjoyed about that? I hated the little combat mini-games. They're probably the #1 reason I stopped playing humankind.

If they borrow one thing from humankind I hope it's their civic system. That was very immersive and a lot of fun.
 
Religion is definitely the game system I hope they change up the most. At the moment it is painfully micromanagement heavy.

In general I think the two things I'd like to see them try and tackle are

1. Less micromanagement - particularly dealing with elements that are more tedious, like religion or theming in Civ6 - or better UI options to reduce micromanagement.

2. A more impactful mid-late game, so that the game isn't just wrapped up in the first 100 turns and the player is just going through the motions. Which I guess means a need for more comeback mechanics.


Curious what you enjoyed about that? I hated the little combat mini-games. They're probably the #1 reason I stopped playing humankind.

If they borrow one thing from humankind I hope it's their civic system. That was very immersive and a lot of fun.

Preach on the micromanagement! I think one of the biggest things should be rethinking builders. Charges were tedious and too much to constantly think about...and I never had the right amount of charges to do everything I wanted while builders were really expensive midgame for like 3 charges (If you don't have other methods of getting more etc.). Couple that with districts wasting chop production (Another thing I'd like to see scaled back...) when placed and man...it was painful. Nevermind that the choice of what to improve was clearly too much for the AI...honestly a LOT of my empire would just remain undeveloped...which made national parks less of a choice and more like a "why not" which was lame. But anyways...I too would like some like of automation process so that builders will make farms, mines, and pastures etc. on all your tiles to improve them WITHOUT losing a charge. Tbh the only tiles I should hyper focussed on improving are luxuries, strategics, and bonus resources (Which should totally get some focus on late game...bananas and cheese are 100% luxury food now while plantains and cows were just...bonues. Stuff like that would be interesting) that WOULD require a charge to make a separate improvement from the basic "mine" or "farm". That also improves balance since you might need another tech over mining to get at that salt...which'll make mining resources not always as OP as calendar ones etc..

And for the love of christ BRING.BACK.ROADS. That is another thing that basic builders should be building and that I would LOVE to micromanage lol. Trader roads were an experiment but they unfortunately failed in rigid execution and in a game that looks so nice...railroads and roads are just pitiful.
 
Preach on the micromanagement! I think one of the biggest things should be rethinking builders. Charges were tedious and too much to constantly think about...and I never had the right amount of charges to do everything I wanted while builders were really expensive midgame for like 3 charges (If you don't have other methods of getting more etc.). Couple that with districts wasting chop production (Another thing I'd like to see scaled back...) when placed and man...it was painful. Nevermind that the choice of what to improve was clearly too much for the AI...honestly a LOT of my empire would just remain undeveloped...which made national parks less of a choice and more like a "why not" which was lame. But anyways...I too would like some like of automation process so that builders will make farms, mines, and pastures etc. on all your tiles to improve them WITHOUT losing a charge. Tbh the only tiles I should hyper focussed on improving are luxuries, strategics, and bonus resources (Which should totally get some focus on late game...bananas and cheese are 100% luxury food now while plantains and cows were just...bonues. Stuff like that would be interesting) that WOULD require a charge to make a separate improvement from the basic "mine" or "farm". That also improves balance since you might need another tech over mining to get at that salt...which'll make mining resources not always as OP as calendar ones etc..

And for the love of christ BRING.BACK.ROADS. That is another thing that basic builders should be building and that I would LOVE to micromanage lol. Trader roads were an experiment but they unfortunately failed in rigid execution and in a game that looks so nice...railroads and roads are just pitiful.
I actually don't mind builder charges as much as other sources of micromanagement, once you hit feudalism then you usually have the ability to develop the bulk of your empire in one swoop which reduces the workload later on. But some automation for cleaning up after disasters would have been nice.

I do agree that builders are one area where civ7 could iterate and improve upon a lot though... I wouldn't even be mad if they removed them altogether and made tile improvements built from the city center.
 
I wouldn't mind a bit of simplicity. Domination or Spaceship victories only. That's how we did it in the Civ 1 days when we were 5 years old.

As a mainly cultural player (to me, the main goal of Civ is to make one's cities as beautiful as possible by plopping the prettiest wonders down everywhere and to collect only the most tasteful works of art...), I would be horrified.
 
I actually don't mind builder charges as much as other sources of micromanagement, once you hit feudalism then you usually have the ability to develop the bulk of your empire in one swoop which reduces the workload later on. But some automation for cleaning up after disasters would have been nice.

I do agree that builders are one area where civ7 could iterate and improve upon a lot though... I wouldn't even be mad if they removed them altogether and made tile improvements built from the city center.
Automating cleanup/repair as a default setting would be much appreciated. Though I could see losing builders to barbs that way.
 
*jots these ideas down except 4*

I would like to add:

- New colonization mechanics -- not sure if autonomous, colonial zones would be workable or fun, but it would be interesting to explore (similar to Victoria 3) "incorporated vs. unincorporated" cities.

- I would love to see the return of a vassal system. Whenever I do play a domination game, I really do not enjoy needing to completely remove a player from the game. Obviously, I understand the requirement to only take the capital city. However, being denounced continually for the balance of the game by an angry Kupe, for example, is one of my least favorite features.

- If the cultural victory will be continue to be tied to "tourism", I would like tourism to be flushed out a bit more. Currently, I find tourism levels to be confusingly communicated, and I think, at least visually, the whole concept could be more legible. On a side note, I've never understood why tourism is not tied to gold income, but that's a separate issue. Maybe it's best to ditch tourism in favor of a new concept, like "soft power" or just "influence".

Question for all you Humankind players:

What do you think of adding the neolithic age to Civ? It's my understanding (I've never played Humankind), that you start off as a little tribe of hunter gatherers? Cute!
 
What do you think of adding the neolithic age to Civ? It's my understanding (I've never played Humankind), that you start off as a little tribe of hunter gatherers? Cute!
It was a fun idea, as implemented though it was a "push your luck" mechanic which was very tough to balance. Kind of became a gimmick.

I don't think that means it is unworkable for civ 7, but as implemented in humankind I wouldn't rate it.
 
TBH I'd be happiest if the World Congress doesn't return at all. Civ5's World Congress was annoying and Civ6's was worse.
I'm not opposing the idea of global forum.
How one party meets everyone establishing the first conference was a neat execution in CIV V I would like to see again.
Now it's the question of scale (again). How much of an impact I (we) would like to see said Congress to have on the game. Can bribing be brought back? Can we establish influence spheres and create blocks? Would World War be possible? Can I buy Your Abrams to repel foreign intruder?
 
So, my short-list of things I'd love to see in Civ VII would be:

1) Merge Barbarians and City-States into a single, third-party entity (Independent Peoples, Minor Civilizations, whatever you want to call them).

2) Bring back Civilization IV's "State Religion" Mechanic, in terms of its effects on Diplomacy and your internal politics (Social Policies).

2a) Introduce new religion mechanics to better represent inter and intra religious conflict better (Holy Wars, Sects, Heresies, Inquisitions & Schisms).

3) Bring back the Arts, Culture & Ideology focus of Civilization V: Brave New World.

4) Implement Humankind's Combat System.

5) Implement an Event System something like that of Humankind or Old World-or a hybrid of the two.

6) Fully integrate the Monopolies & Corporations Mode from NFP into the game.

7) Bring back the mechanics from Civilization IV that made Tall Empires competitive with Wide Empires.
8) Bring back geographical feature labels. :)
 
Question for all you Humankind players:

What do you think of adding the neolithic age to Civ? It's my understanding (I've never played Humankind), that you start off as a little tribe of hunter gatherers? Cute!
It's bad. It's just tedious and superfluous. Doesn't add any depth. In a game in which the player has to 'select' a faction after loading into the map, I understand the role of it, but it would be nonsensical in Civ.
 
Question for all you Humankind players:

What do you think of adding the neolithic age to Civ? It's my understanding (I've never played Humankind), that you start off as a little tribe of hunter gatherers? Cute!

I on the other hand like it. It adds more flavor to the game and multiplying your units through hunting and exploration is fun. But it doesn't have a place in a game like civ.
 
It seems like the only thing we learned is that it will be made and that Ed Beach will be heading it.

Which immediately eliminated all my hope that Firaxis will deviate from the design principles of Civ5 and Civ6 and likewise any interest in Civ7.
 
Can I be a bit off-topic for a bit? One question that's been on my mind and it's what I've noticed among players of the franchise that are not Civfanatics.

When I was playing Civ4 in my teens no one around me was playing the franchise. When Civ5 came along there was this boom of players who have not played previous iterations of Civ. Then suddenly Civ became "mainstream" (around 2015-ish, which was when I saw your standard Civ5 picture of the Pyramids and Stonehenge in the same city with half the city accidentally submerged in water posted in front of my university's history department). Everyone was talking about it outside of our bubble. When Civ6 came along let's say a good chunk of those players were disappointed with Civ5, and more or less had no other comparison.

I personally don't get how the franchise suddenly got a lot of attention after Civ5. What made it so? Just note that this is all from my perspective; others in other countries might be different. And also the fact that I spent 300+ hours on Civ4 but only 6 on Civ5.
 
I'm not opposed to the idea of a vassal system but I think it should be a choice: if the player or AI defeats a civ they could choose whether to keep that civ around as a vassal or eliminate it entirely (because let's be honest, sometimes it can be fun annihilating an annoying civ).

One thing from V that I wish would come back: I loved how, when you entered a new era, you were presented with a pretty card displaying art related to the new era and a portentous quote. Made the transition to a new era feel more weighty than how VI did it IMO.

Speaking of which, wonder who they'll get as a narrator for the new one...
 
I will probably get tomatoes thrown at me for this, but the very first thing I’d like to see removed from the game is chopping… That this little cute side thing became a main tool for min/maxers is just beyond me…

Also, I like the religion game but as implemented in VI it’s really too much of a chore on large maps

Finally, if they keep diplo win in, make it more difficult… My opinion is that in VI you should have reached a threshold in city-states Suzerainty on top of the points to win it…
 
It seems like the only thing we learned is that it will be made and that Ed Beach will be heading it.

Which immediately eliminated all my hope that Firaxis will deviate from the design principles of Civ5 and Civ6 and likewise any interest in Civ7.
What design principles of Civ5 and Civ6 do you not like?
 
I will probably get tomatoes thrown at me for this, but the very first thing I’d like to see removed from the game is chopping… That this little cute side thing became a main tool for min/maxers is just beyond me…
Maybe not remove it completely, but at least tone it down a lot...

Finally, if they keep diplo win in, make it more difficult… My opinion is that in VI you should have reached a threshold in city-states Suzerainty on top of the points to win it…
Diplo victory should definitely be made more difficult. I turn it off because it is to easy.
 
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