JustMormegil
Chieftain
Would like to contribute some suggestions after playing a copule of games in civ6.
UI
1. Make Choose Tech/Choose Civic/Country Defeated/Promotion Available/Unit killed and other right screen side notification icons bigger, fix first click ignorance bug
2. Add ability to sort available trade routes by yields
3. Add map icons for found goody hits, wonders and barbarian encampements.
4. Add information to show which luxury resource is used for amenity boost in which city (also don't forget about bonus resources amenity boost if we have Buenos Aires if I'm correct)
5. Add luxure resource infomation on the Top panel, on popup show total amenities from curent luxury and list of cities which gain each of luxury.
6. Add unit experience boost promotion to represent that unit was trained with barracks/armory/... Make it in different color (red will be better associated with military buildings I suppose)
7. Add city information in chopping popup - its useful to know, in what city food/production will go.
8. Add hotkey to show/hide yields on map
9. Add icon to show that unit is under Square promotion bonus (standing on the same tile with support unit, +10 strengh when defending).
10. Don't end the turn by clicking 'Enter' if there is no more units available for movement.
11. When eureca screen popups, show there an infomation about eureca conditions
12. Change science/civic research progress bar if there wasn't eureca yet
13. Remove scroll bar from Great People screen - place them in 2 rows to see all types of great people sumiltaniously
Balance
1. Nerf greatly number of gold obtained from unit selling.
2. Boost unit speed on the road by 1 - now there is no difference at all when you are moving on a flat terain with or without road, which feels strange. Unit movement speed is too slow inside your borders now.
3. Restrict building harbors in small lakes
4. Restrict building districts in forests/jungles - I think its better to force players to not forget to chop them and get some food/production before building district.
5. Let campus give 1 science per trade route going to the city in addition to 1 food. Campus is one of the weakest building right now in terms of output/usefulness, this change can fix it.
Content
1. Add more buildings which increase yield from specific resource types, like it was in Civ 5. There is only Watermill which gives +1 food from rice and grain.
2. I've missed railroads
UI
1. Make Choose Tech/Choose Civic/Country Defeated/Promotion Available/Unit killed and other right screen side notification icons bigger, fix first click ignorance bug
2. Add ability to sort available trade routes by yields
3. Add map icons for found goody hits, wonders and barbarian encampements.
4. Add information to show which luxury resource is used for amenity boost in which city (also don't forget about bonus resources amenity boost if we have Buenos Aires if I'm correct)
5. Add luxure resource infomation on the Top panel, on popup show total amenities from curent luxury and list of cities which gain each of luxury.
6. Add unit experience boost promotion to represent that unit was trained with barracks/armory/... Make it in different color (red will be better associated with military buildings I suppose)
7. Add city information in chopping popup - its useful to know, in what city food/production will go.
8. Add hotkey to show/hide yields on map
9. Add icon to show that unit is under Square promotion bonus (standing on the same tile with support unit, +10 strengh when defending).
10. Don't end the turn by clicking 'Enter' if there is no more units available for movement.
11. When eureca screen popups, show there an infomation about eureca conditions
12. Change science/civic research progress bar if there wasn't eureca yet
13. Remove scroll bar from Great People screen - place them in 2 rows to see all types of great people sumiltaniously
Balance
1. Nerf greatly number of gold obtained from unit selling.
2. Boost unit speed on the road by 1 - now there is no difference at all when you are moving on a flat terain with or without road, which feels strange. Unit movement speed is too slow inside your borders now.
3. Restrict building harbors in small lakes
4. Restrict building districts in forests/jungles - I think its better to force players to not forget to chop them and get some food/production before building district.
5. Let campus give 1 science per trade route going to the city in addition to 1 food. Campus is one of the weakest building right now in terms of output/usefulness, this change can fix it.
Content
1. Add more buildings which increase yield from specific resource types, like it was in Civ 5. There is only Watermill which gives +1 food from rice and grain.
2. I've missed railroads
