suggestions for civ 7

I do like your ideas (and I agree on being able to choose your tribe's name--on which note, kind of baffling that the ability to rename your civ went away in Civ6).

No matter how much effort they spend on personalizing Leader animations and voices and specific Unit and Building graphics for Civs, the game should always give the Gamer a chance to do the Ultimate Personalization and name things for him/herself. This is especially true since, when you are playing, your own Leader graphic is never shown to you, so you can play as anyone you like.

I still fondly remember previous versions of the game, when I could play as Odius Asparagus the Roman, Asterix the Gaul, Ydvig the Jewish Viking - or Ivan the Tolerable of Russia, probably my favorite, especially when I put him in charge of the Holy Slobbovian Empire and named all the cities after obscure battlefields around Moscow.

In Civ VI as now configured, it is almost as bad that we can't rename the terrain features: my version of London never seems to be on the Thames, and I have yet to start Paris on the Seine - and I've already commented on renaming Mount Rainier to its original name: Tacoma or Tahoma. Any name anywhere in the game should be changeable or 'personalizable' to the gamer.
 
Here’s my wishlist for civ7:


1.Improved AI


2.Spherical maps
I think it’s time to abandon the cylindrical maps based on Mercator projections because there’s a distortion of the areas as you approximate the poles and the tundra and ice tiles end up being overrepresented in the map as compared to what they are in real life.


3.Bring back health and corruption
Health should be a factor conditioning city growth. Jungles, swamps and floodplains should reduce health hindering growth, while food diversity, aqueducts and sanitation should improve health, increasing city growth. Corruption should be a factor determining the expansion of your empire. Number of cities and distance from the capital increase corruption and you loose production and revenue from those cities. Courthouses and certain civics could reduce corruption.


4.Stack of doom instead instead of carpet of doom
The limit of 1 unit per tile forces you to disperse the units across several tiles. This makes the map a complete mess, which is visually displeasing. But worse than that, it becomes cumbersome to move even half a dozen units every time you want to attack an enemy with a reasonable sized army.


5.End the two-tile ranged attacks
Not only it’s unrealistic to have an archer firing arrows at two-tiles distance, but this also makes the ranged units overpowered compared to melee units. With such system, the melee units act as supporting units to ranged units, when it should be the other way around.


6.Military units should not move too far in early and middle game
It is not realistic to send a military unit halfway across the globe to discover distant lands and fight barbarians far away endlessly, while immediately receiving information about what’s going on thousands of miles from your empire. Soldiers get demoralized and eventually they want to return home. Plus, military units are more costly the more distant they are. There should be a penalty to military units if they moved too far away from your borders. They could need more wages, they could loose hit points, or there should be a probability of defection for every turn they spent outside the borders of your empire. Certain civics or unit promotions could render the unit more loyal and able to travel farther. Exploration should be made in a more consistent way using scouts, spies, embassies, exchanging maps with other civs, or after establishing trade routes. Same thing should apply to sea vessels. If you send a ship too far away you should wait for it to return to get information of the new lands discovered – he might even not return!


7.More action in the ancient and classical age please
In the early game, human players and AI spend a lot of time establishing and developing the empire, rushing through the tech tree. Sometimes you never get to use units from the ancient and classical age and much of the action takes place only in the middle game, when the medieval age is approaching. Maybe a penalty to the tech-tree rush should be in place so that you have more time to build armies and engage in war with the AI in the ancient and classical age.


8.End of the districts and adjacency bonuses
For me this was the worst decision ever in the franchise. It’s simply too overwhelming, requires too much micromanagement and forces you to make decisions early in the game that cannot be reverted. I would like to see more flexibility as the game develops.


9.More - much more! - eureka moments
In fact, the logic of eureka moments in CIV 6 is reversed, because eureka moments should be moments when someone makes a discovery or makes a technological or cultural breakthrough, rather than boosts that make you closer to discover something. But finally, the devs implemented a system where the technological and cultural breakthroughs depended not just on what you CHOOSE to discover and on what direction you want your scientists to work, but also on what’s happening in the game and within your empire – we could call it people’s science. It doesn’t make sense to “research” sailing when you don’t have access to the sea. On the other hand, if your citizens work sea tiles, it would be logic that each sea-tile contributes an amount of research to sailing. If your citizens work a tile with copper, it would be logic that each copper-tile contributes an amount of research to bronze working and so on.


10.Exposure and access to resources should precede technology and not the other way around
Under the current system, you must research horseback riding or iron working to discover a source of horses or iron. It would make more sense if it was the other way around. After all, if you end up NOT discovering any source of horses of iron, what was the point of researching the technology? The human being contemplates the horse, wonders how he can take advantage of it and learns how to tame and ride the horse. It should be kept in mind, however, that, e.g. iron working should take longer to develop than bronze working, because in real life iron is not find in its native state and is harder to work as compared to copper, which occurs in its native state and requires lower temperatures to work.


11.Ore sources should not be infinite
Each source of ore should have a variable amount that you could extract for a while and once it was depleted you should have to prospect for new sources. This would make the game more dynamic and unpredictable in terms of exploiting strategic resources.


12.Colonies and outposts
There should be the option to build a colony or outpost to exploit a resource far away from your empire without having to build a city (as in Civ3).


13.Option of playing without civ-specific or leader-specific traits
Civ-specific and leader-specific traits are fun but they make more sense in scenario games. For me it would be more interesting if you and the AI made your decisions based on your starting location and on how the game develops, and not on predefined traits, that condition your gameplay through the rest of the game. This way each game would be more unpredictable, unique, and fun to play.
 
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I think it’s time to abandon the cylindrical maps based on Mercator projections because there’s a distortion of the areas as you approximate the poles and the tundra and ice tiles end up being overrepresented in the map as compared to what they are in real life.
I'm not a math person, but it's my understanding that you can't make a sphere out of a hex map. There may be some workarounds, but there are technical reasons why this hasn't been done.

8.End of the districts and adjacency bonuses
For me this was the worst decision ever in the franchise. It’s simply too overwhelming, requires too much micromanagement and forces you to make decisions early in the game that cannot be reverted. I would like to see more flexibility as the game develops.
I think you're in the minority on this one. I'd be very surprised (and disappointed) if Civ7 didn't feature districts again.

9.More - much more! - eureka moments
In fact, the logic of eureka moments in CIV 6 is reversed, because eureka moments should be moments when someone makes a discovery or makes a technological or cultural breakthrough, rather than boosts that make you closer to discover something. But finally, the devs implemented a system where the technological and cultural breakthroughs depended not just on what you CHOOSE to discover and on what direction you want your scientists to work, but also on what’s happening in the game and within your empire – we could call it people’s science. It doesn’t make sense to “research” sailing when you don’t have access to the sea. On the other hand, if your citizens work sea tiles, it would be logic that each sea-tile contributes an amount of research to sailing. If your citizens work a tile with copper, it would be logic that each copper-tile contributes an amount of research to bronze working and so on.


10.Exposure and access to resources should precede technology and not the other way around
Under the current system, you must research horseback riding or iron working to discover a source of horses or iron. It would make more sense if it was the other way around. After all, if you end up NOT discovering any source of horses of iron, what was the point of researching the technology? The human being contemplates the horse, wonders how he can take advantage of it and learns how to tame and ride the horse. It should be kept in mind, however, that, e.g. iron working should take longer to develop than bronze working, because in real life iron is not find in its native state and is harder to work as compared to work, which occurs in its native state and requires lower temperatures to work.


11.Ore sources should not be infinite
Each source of ore should have a variable amount that you could extract for a while and once it was depleted you should have to prospect for new sources. This would make the game more dynamic and unpredictable in terms of exploiting strategic resources.


12.Colonies and outposts
There should be the option to build a colony or outpost to exploit a resource far away from your empire without having to build a city (as in Civ3).
I agree on these.

13.Option of playing without civ-specific or leader-specific traits
Civ-specific and leader-specific traits are fun but they make more sense in scenario games. For me it would be more interesting if you and the AI made your decisions based on your starting location and on how the game develops, and not on predefined traits, that condition your gameplay through the rest of the game. This way each game would be more unpredictable, unique, and fun to play.
I think it's the other way around: playing without civ traits might be an interesting scenario, but the main game should continue to be based on historic civs. I do think abilities that develop dynamically/adaptively might be interesting as something that happens apart from your historic abilities, though.
 
I'm not a math person, but it's my understanding that you can't make a sphere out of a hex map. There may be some workarounds, but there are technical reasons why this hasn't been done.

It could be done if a few of the tiles were pentagons instead of hexagons.
 
10.Exposure and access to resources should precede technology and not the other way around
Under the current system, you must research horseback riding or iron working to discover a source of horses or iron. It would make more sense if it was the other way around. After all, if you end up NOT discovering any source of horses of iron, what was the point of researching the technology? The human being contemplates the horse, wonders how he can take advantage of it and learns how to tame and ride the horse. It should be kept in mind, however, that, e.g. iron working should take longer to develop than bronze working, because in real life iron is not find in its native state and is harder to work as compared to copper, which occurs in its native state and requires lower temperatures to work.
Isn't this already the case. You discover horses with Animal Husbandry and iron with Bronze Working?
 
How will you put in governments? I liked governments and call to power choices! Technocracy. ecologism, they were more specific!
 

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Isn't this already the case. You discover horses with Animal Husbandry and iron with Bronze Working?

That’s correct. But I’d rather have horses and iron visible in the map from the start of the game without needing to research a specific technology. Depending on whether you had access to the resource or not, you should choose research in one or other direction.

Speaking of resources, this is the list of resources I would like to see in Civ VII:

Food resources:
Wheat
Rice
Corn
Soybean
Manioc (aka cassava)
Potatoes
Bananas
Citrus
Cattle
Sheep
Deer
Fish
Shellfish
Whales

Luxury Resources:

Olive oil
Wines
Salt
Sugar
Spices
Cocoa
Coffee
Tea
Tobacco
Incense
Linen
Cotton
Silk
Furs
Dyes
Gold
Silver
Gems
Pearls
Amber


Strategic resources:

Horses
Camel
Elephant (also luxury resource because of ivory)
Copper
Iron
Niter
Coal
Rubber
Oil
Aluminum
Uranium


Other resources:

Hemp
Palm oil
Peat
Clay
Stone


My choice of Food resources is not arbitrary. I chose items with a production of over 100 Megatons worldwide, i.e. items that really impact the economy. Each one is specific of a type of climate and soil.

I will elaborate further on each resource later, but for now I would like to propose a different system for food resources. First, I think that variety of food should have an impact on the health of your population. The more types of crops or animals you have access to, the healthier your population will be and the faster it will grow.

Second, I propose that, once you have access to a crop or an animal, you should be able to specialize tiles on that crop or animal, provided it is under the same climate and type of soil. For instance, potatoes were originally found only in South America but once Europeans had access to it, they started to cultivate it in the old world and enhance the efficiency of the land use by cultivating potatoes in soils or climates where wheat could not be cultivated. However, specializing a tile on a crop or animal could have some setbacks, because if a disease affected the crop or animal, the production of that tile could decrease for a couple of turns, causing starvation. This way, we could solve the issue of the “green plains – food, hills-production dichotomy” that’s being discussed in this topic:

https://forums.civfanatics.com/thre...uction-dichotomy-remain.674049/#post-16183802
 
That’s correct. But I’d rather have horses and iron visible in the map from the start of the game without needing to research a specific technology. Depending on whether you had access to the resource or not, you should choose research in one or other direction.

Speaking of resources, this is the list of resources I would like to see in Civ VII:

Food resources:
Wheat
Rice
Corn
Soybean
Manioc (aka cassava)
Potatoes
Bananas
Citrus
Cattle
Sheep
Deer
Fish
Shellfish
Whales

Luxury Resources:

Olive oil
Wines
Salt
Sugar
Spices
Cocoa
Coffee
Tea
Tobacco
Incense
Linen
Cotton
Silk
Furs
Dyes
Gold
Silver
Gems
Pearls
Amber


Strategic resources:

Horses
Camel
Elephant (also luxury resource because of ivory)
Copper
Iron
Niter
Coal
Rubber
Oil
Aluminum
Uranium


Other resources:

Hemp
Palm oil
Peat
Clay
Stone


My choice of Food resources is not arbitrary. I chose items with a production of over 100 Megatons worldwide, i.e. items that really impact the economy. Each one is specific of a type of climate and soil.

I will elaborate further on each resource later, but for now I would like to propose a different system for food resources. First, I think that variety of food should have an impact on the health of your population. The more types of crops or animals you have access to, the healthier your population will be and the faster it will grow.

Second, I propose that, once you have access to a crop or an animal, you should be able to specialize tiles on that crop or animal, provided it is under the same climate and type of soil. For instance, potatoes were originally found only in South America but once Europeans had access to it, they started to cultivate it in the old world and enhance the efficiency of the land use by cultivating potatoes in soils or climates where wheat could not be cultivated. However, specializing a tile on a crop or animal could have some setbacks, because if a disease affected the crop or animal, the production of that tile could decrease for a couple of turns, causing starvation. This way, we could solve the issue of the “green plains – food, hills-production dichotomy” that’s being discussed in this topic:

https://forums.civfanatics.com/thre...uction-dichotomy-remain.674049/#post-16183802

First, the old distinction between Luxury, Food and Strategic resources is artificial and too restrictive: I've argued for a long time that Resources should be defined by their use in-game, and that use will vary within the game based on the technology available to exploit the resource.
So, for example, even as basic a "food resource" as Wheat, or Maize or Rice or Potato, are also the basic resources for various Distilled Liquors which are both Luxury Goods and lucrative Trade Items.
Cotton is usually considered a Luxury Resource, but it is also a requirement to produce modern military explosives ("smokeless powder", RDX, etc) and so becomes a Strategic Resource as well in the late Industrial/early Modern Era.
Nitre is an artificial Strategic Resource (because it can be readily manufactured from waste materials in Nitraries) but the nitrates it represents are also a component for crop Fertilizers from the late 19th century on, and so an 'additive' or multiplier to Food Resources.

Second, be careful of using modern statistics to define Resources. There are several food plants that were historically very important that are no longer planted in mass world-wide quantities. Prime examples are Sorghum and Millet: the former the major food crop of many African states, the latter the first food crop of the civilizations of northern and central China. Other early 'regional' important Grains were Barley, Rye, and Oats, none of which are in the top tier of planted crops any more.

In fact, because there were so many 'regional variations' of grains that don't really have separate characteristics in in-game use, I suggest that we adopt the term Korn - the spelling is German, it was 'corn' in English, though, which will get confused with Maize. Korn simply meant Any Grain, and so can be used to cover Wheat, Millet, Rye, Barley, or Oats, all of which were planted widely and have since been modified to thrive in a variety of terrain/climate combinations - and can all be used to produce Distilled Liquors and so have a similar 'Luxury/Trade' component as well.
Another nomenclature change I'd suggest would be change 'Bananas' to Tropical Fruit, because there are numerous other fruits native to tropical environments that don't travel and pack and preserve as well as Bananas, and so aren't familiar to European or American audiences, but are important food sources in their 'home ranges'.

A prime distinction that does have to be made among animal resources is between those that can be domesticated and those that have never been. Specifically, the following can be hunted, but have never really been bred in captivity except in modern zoos and so are technically not the subjects of a tech like Animal Domestication or Animal Husbandry:
Elephant
Deer
Walrus (a Major source of Ivory even after regular Whaling was started)
Bison (not just a Big Cow: its leather is much stronger because of its thicker hide, and belts of bison leather to transmit power from stationary steam engines to machinery were a major Industrial Resource in the 19th century)
Whale - the distinction has to be made because Shellfish, Fish and Pearls have all been 'farmed' as far back as the Classical Era (in Rome and China, to name two places) while Whales have never been

Finally, we can debate whether to also include some other very important Domestic Animals:
Water Buffalo
Goat
Pig

I would argue that the Water Buffalo, along with the Yak, are 'regional variations of Cattle' used as basic food animals, secondary (dairy) food animals, and draft animals that don't have to be distinguished: a Cattle resource in a marsh is actually a Water Buffalo. LIkewise, Goats and Sheep are virtually indistinguishable, frequently bred and pastured together, both provide fiber as well as meat and milk (the first Sheep domesticated had no fleece, humans bred them to turn their undercoat into a 'woolly fleece' and it took about 4000 years to accomplish!). Pigs are just too universal and except for their cultural significance (you cannot 'herd' pigs very well, so if you keep pigs you must settle down and are no longer part of any pastoral culture: hence the prohibition against eating or using pigs among pastoral cultures like the Arabs and Hebrews, a prohibition that seems to be earlier than their respective modern religions, and so related to cultural assimilation rather than religious). We can simply assume that anybody settled in one place has both pigs and 'domestic fowl' (chickens, eventually) supplementing their basic Food Crops.
 
Pretty sure for cattle the uses pre-industrial and pre-refrigeration where 1) milk 2) labor (for males) 3) meat & leather. Beef is incredibly tough and needs longer periods of aging to be edible even the most tenderest parts. In certain climates you can do this naturally but otherwise you need refrigeration technology (whether ice house or electric) to actually age it rather than it turn rancid or rotten.
 
Pretty sure for cattle the uses pre-industrial and pre-refrigeration where 1) milk 2) labor (for males) 3) meat & leather. Beef is incredibly tough and needs longer periods of aging to be edible even the most tenderest parts. In certain climates you can do this naturally but otherwise you need refrigeration technology (whether ice house or electric) to actually age it rather than it turn rancid or rotten.

In fact, archeologists now put major emphasis on what they call the "secondary products" Revolution, when people discovered how to make cheese out of the diary they got from cattle, sheep and goats. Cheese, and smoked or otherwise preserved meat, could be stored until the end of winter, which before then had been an annual "starving time" in the tribes and settlements. Earliest (DNA) evidence of domesticated cattle is from about 8500 BCE, earliest cheese residue from containers from about 6500 BCE (in cultures with both domestic sheep/goats and cattle) and earliest direct evidence of a draft animal (oxen) pulling a plow (a simple "bow ard") from about 6000 BCE. When the skeletons of domestic cattle are from animals that lived for 5 years or more, they were draft and milk animals. When they were killed for meat, they rarely got older than two years and were almost all killed in late winter.
And incidentally, the earliest evidence of a 'Cattle Cult" or cattle as a religious symbol dates from about 5300 BCE and by the Bronze Age "horns of divinity" altars and Cattle-related Gods and Goddesses are found all over the Near East, Crete, Greece, and later among the Celts and Norse in Europe. Cattle were also a symbol of wealth or an actual counter of individual wealth in ancient Mesopotamia, and some of the first copper 'tokens' (metal proto-coins) were shaped like a stretched cowhide.
From all of which we have to assume that cattle had considerable importance in culture, economics and religion as well as being a food and production resource source.
 
More diversity in the map geography and conditions for civilization building: diverse biomes, soil fertility, climate zones.

Several types of crops (wheat, rice, maize), animals, plant resources that flourish in certain map conditions, and can be taken from one part of the map and planted somewhere else for economic benefits.

Height levels like Humankind in theory, although this game has very unclear interface regarding them and it is frustrating to deal with in practice, so I am not sure about this one.

Mineral resources that can deplete very slowly across many ages, but also you can seek and discover new ones with more advanced technologies.
 
More diversity in the map geography and conditions for civilization building: diverse biomes, soil fertility, climate zones.

Several types of crops (wheat, rice, maize), animals, plant resources that flourish in certain map conditions, and can be taken from one part of the map and planted somewhere else for economic benefits.

Height levels like Humankind in theory, although this game has very unclear interface regarding them and it is frustrating to deal with in practice, so I am not sure about this one.

Mineral resources that can deplete very slowly across many ages, but also you can seek and discover new ones with more advanced technologies.
above all the integration of colonial goods, coffee sugar, gold, cotton, tobacco and molasses processed products, the ideas of civ colonization but improved
 
Wider diplomatic options which are all more grounded this time
- all alliances provide full visibility and few more intimate deals, all alliances usually join defensive wars (except occasional betrayal, with its consequences), stronger alliances join offensive wars as well, AI players actually create them and use them to actually fight wars (not just passively declare but not actually do anything)
- multi - faction alliances like Entente, where all participants are allied to each other and attack against one is attack against all (seriously why is this not in those games? where are my world wars? even before world war era this should be a thing)
- some factors which make those alliances not eternally stable though, so the game is not locked - in, so alliances and relations weaken with time and contrary goals, making them prone to dissolving (especially ententes, which should be functional only for some specific goals for some time)
- ability to create vassal states of several types (regular vassal state, protectorate, tributary state, colony etc)
- force defeated enemy to change ideology, government, religion, civics etc; liberate certain cities and immediately give them to x civs (without the need to first capture them and do it yourself, which has multiple issues)
- an ability to say ally "pls attack this city in particular", AI accepts or doesn't based on some factors and what you offer in return, if it accepts then it actually sends armies to capture this thing
- mutually assured destruction: if one power gets nukes, everybody freaks out and some players try to get them as quickly as possible and the comparable amount
- mutually assured destruction from Humankind: nuke reaches its target one turn after declaration of war and sending it, so defender has time to send its own nukes and AI totally does it immediately, so if you use nukes be prepared for counterattack
- cold war: two powers hate each other, won't declare open war but they will fight using spies, mercenaries, proxy states, city states etc, AI actually does it, sometimes may end with regular wars
- world congress is unlocked only in the industrial era (Vienna Congress, Holy Alliance, Berlin treaties, world fair, olympics, ideologies, globalization and fast communication, all that only begins in 19th century), works in the sane and understandable, intuitive way of civ5, rogue states can leave it with terrible consequences, may collapse during world war and reappear later
- there are no warmongering penalties (as a moral outrage) at all until like 20th century, only rivals and neigbhors freak out about mass conquest, nobody else cares about people dying unless they like those people or its against their interests - a lot of madness and frustration cut out from the game at once
 
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Above all the possibility of being able to create vassal states or then free them from nothing: conquer a part of a state and then create a vassal
 
Possibility of a civil war and a revolution not provoked only by a change of government or at least: if I change government it is less difficult to put it out
 
Two Games:
Split Civ7 up into two games. First two come out would be a "Historical" civ game, going from Ancient times and ending before the Industrial Revolutions (Late 16th to early 17th century. Then a year later come out with the "Modern" civ game expansion.

Add non game ending victory conditions:
I like historical moments and ages but would like for them grant to be a reward of thier own rather than giving you some multiplier to yields.

Make decisions, management, and planing easier:
There was a reason these issues with the most popular mods. Integrate pins with the build queue, adjacency system, let me hide them. Manage all cities from one screen.

Random Maps seeded by Civs
Civ's can be assigned traits which will determine the content of the map. England can have seas, Egypt can have desert.
 
Starting Age: Since much of earth had been reached by about 12,000 years ago. It might make sense to have a starting point reflect that. So maybe a start at about 10,000 BCE if they want to keep the speedy pace of the ancient and classical eras. or 8,000 BCE and reduce the year increments and turn requirements during these eras. Cities grow faster and Civs are better prepared for the later Eras.

Unit upgrades: Civ III had the best upgrade system. Once one unit is upgraded, all like units are upgraded at the same time. And let's lower the cost of these upgrades. The aim is to avoid being stuck with Archers in the 20th Century

Realistic Look: I think most would like to change from the Robot-Chicken like graphics and animations. lets turn back to the realism as back with Civ V

Unique Units and Buildings: let every Civ have it's unique version of units and buildings each Era.

Amphibious Operations: Let's bring back this ever important element to the game. Allowing Units to load on transport ships. And later Transport aircraft.

Oktagon Tiles: Sum Hex and squares, keep city radius at 3 means cities will ends up with 6 more workable tiles, but more importantly, units can now follow a straight line (and all 8 cardinal directions) ! Very important Military tactics should be added to AI....(Trafalgar squares....)

Possibility of a civil war and a revolution not provoked only by a change of government or at least: if I change government it is less difficult to put it out


Relevant Spy: Possibility to kill the Leader and replace it with a puppet Leader that will impose the Spy master decisions. Possible Golpes and Revolutions can get back situation under control, but must pass through communism.. If player is the target of such Spy cover op, and your leader is killed, or elections rigged, must switch to autocracy to prevent a coup-d'etat, or similar actions. Player would not lose control over military, depending on type of government different outputs. An already advanced socialist gov might don't care a lot if the main leader is replaced... just immediate declaration of WAR... no meddling. This could PROVOKE WARS, spicing up boring peaceful gameplay....

Tribalism and city states management: Possibility to control more than one civilization, tribes, and city states, all with different leaders. Internal elections could form an alliance and later form an tribal nation (by later I mean after 4.000 BCE). Coordination and not communication between different parts of the player base coalition possible. One island nation could not know other tribes are at war and keep peace with other player cities, which are not yet a civilization (unified nation), different ethnicity after foundation for example. Leaders could born and stay the whole game, they could become gods at a certain point and not be removable, or by blood. Unless religion (Ra_Ptolemaich, etc_) special operation (basically genocide, gladiators games, stuff like that)... communication is only possible if there's roads and active trade, land or sea, or air... this could allow more complex gameplays (advanced vassalization, colonizations, etc.)
 
Two Games:
Split Civ7 up into two games. First two come out would be a "Historical" civ game, going from Ancient times and ending before the Industrial Revolutions (Late 16th to early 17th century. Then a year later come out with the "Modern" civ game expansion.
What would be the point?
Would we have to wait another year for America, and possibly civs like Russia and Germany etc., to get in the game?
 
What would be the point?
Would we have to wait another year for America, and possibly civs like Russia and Germany etc., to get in the game?

I would like to see the late game play have more differences than early game and this is my guess how that would happen. I like the adjacent system but it feels less 'real' to me the later in the game. Adjacency should give way to powered buildings in the late game but that doesn't really happen in Civ6.

You're right, waiting a year for those civs is not going to happen. I personally am fine with civs getting there unique abilities at different times and America at el. could be playable but get more abilities in the expansion.
 
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