They didn't stand the "Test of Time". Features from previous games that won't be in Civ7

My list of things that will not be missed by me, and they better not come back:

- Wizard warfare, AKA Civ 6 Religious Victory
- Rock Bands
- Era Scores

They’re all from Civ 6, mostly because I assume anything from earlier iterations is more likely to come back in a completely revised way - so I’m open to giving those a shot.
 
My list of things that will not be missed by me, and they better not come back:

- Wizard warfare, AKA Civ 6 Religious Victory
- Rock Bands
- Era Scores

They’re all from Civ 6, mostly because I assume anything from earlier iterations is more likely to come back in a completely revised way - so I’m open to giving those a shot.
I considered era score, but I feel like this falls more into the reworked category, given the way that legacy paths and Ages work. It's much better than the bucket filling system in VI but feels like an evolution of the same concept to me, capped off with Golden Ages as a reward for doing well.
 
My list of things that will not be missed by me, and they better not come back:

- Wizard warfare, AKA Civ 6 Religious Victory
- Rock Bands
- Era Scores

They’re all from Civ 6, mostly because I assume anything from earlier iterations is more likely to come back in a completely revised way - so I’m open to giving those a shot.
Better not return.
Let's see how FXis handles religions and religious competitions works out with no actual uses of forces of arms. Simple uses of Apostolic Army don't really do. IRL Apostles actually means 'Prophet's closest or original followers'. None of them shows up a century after the prophet died. let alone several centuries apart.
 
Didn't think I had seen it. Always felt a bit half-hearted in VI, I usually ignored it.
You kind of had to, since the ecological penalties for building powerplants was so severe. Putting a mechanic in the game that you're punished for using is somewhat counter-productive.
 
I like the theme that golden age paths let you keep something important (cities not towns, religious bonuses, etc.) and would love to see great works return and be treated in that way. I'd even like to see some way in which some works that are lost to time can be rediscovered by archeology or a similar mechanic in the modern age.
 
I think Governors became Leader abilities.

You didn't mention leader trading being removed. My number one ask for 7 so I'm happy about that.

I'm not sure if the difference between districts/quarters in 6 and 7 should make the list. I liked the 6 system but I don't think 7 being different will be a problem for me.
 
I'm so happy governors are gone. They were so annoying to deal with for so little value add to gameplay. And I hated their portraits and how they felt like they had zero connection to any possible civ you could play. On the one hand you had these beautifully detailed leader portraits and on the other hand you have these mobile game governors. Commanders are a much better idea in the same vein that give the player much more autonomy in what they want their military to look like -- you don't have to get the assault commander, then the logistics commander. Instead you can have two assault commanders or two logistics commanders or a mix of both in both. And ditching governors entirely for empire wide bonuses connected to the leader + town vs city mechanic feels much better in general.

Also, RIP haggling over goods and gold, I hope you don't rise from your grave in some future iteration because you will NOT be missed.
 
I'm very happy that Eurekas are gone. As OP says, it was an interesting idea - when I've read about them first, I really liked it.
But after playing with them, it's clear that they didn't work in practice. It just made it so that the right way to play was to always unlock every possible Eureka before "wasting" Science by hard researching stuff and it just made the game a lot less interesting.

I miss Social Policy (unlocking a new SP was the best sound effect in this entire game series) or Virtue trees a lot (I liked that Virtues had the Deep vs Wide bonus approaches to how you wanted to invest in them, cool idea). I hope Attributes can help alleviate that.

Another system that I liked and I hope to see again some day is the Personalty Traits system from CivBERT, though once again I think the Attributes system might feel a tiny little bit like it in parts.
 
High Council of Advisors
Building your Palace
We Love the Leader days (this might be back in as Celebrations, now)
Hit Musicals / Hit Movies from Civ 4 (fold these into great Works, probably)
Nukes (this is an assumption on my part, as we haven't seen any nuclear weapons, yet, I don't believe)
 
I won't miss religion as it was. It was always an afterthought, "oh one more thing I need to worry about building ", unless I was gunning for that specific victory.

I'll miss my little dude workers, but they were killed out back in VI, the new solution is so elegant and flexible, and yeah duh, of course I'm going to improve all the recourses, of course this is a farm, of course this is a mine. I like that we won't have to interrupt producing a unit or a building to make my 3-4 improvements constantly. Wouldn't mind a few worth while trade offs with the improvements however, should this be a farm or a trading post or a windmill or something.

Governors were cool at first until I found out that most of them made no sense or forced you into counter intutive things (DONT BUILD ANYTHING and you'll get some gold!) and I'd always just want Aquaculture and have to shuffle her around, Just give me a policy card that lets me build something specific all over.

Eurekas, won't miss at all, the intention was hey you'll get some shortcuts for stuff when you get it done, but in practice it forced you to play a specific optimal path down each tree; also "ohh wait I forgot to stop researching that thing that will finish in 5 turns automagically if I build 3 walls so now I've wasted science" GOODBYE

I still miss National Wonders, I think there could still be a place for them, maybe make them exclusive based on attributes, So Scientific civs can build a national university , economic get a stock exchange, expansionist get a national park.
Oh that's one thing I'll miss, national parks, but I won't miss trying to manufacture a city that only exists to be a national park because finding a natural spot after you forgot about them is impossible.
 
High Council of Advisors
Building your Palace
We Love the Leader days (this might be back in as Celebrations, now)
Hit Musicals / Hit Movies from Civ 4 (fold these into great Works, probably)
Nukes (this is an assumption on my part, as we haven't seen any nuclear weapons, yet, I don't believe)
Definitely miss the Palace, although there are still advisors
 
No governors ever again, please. The whole mechanic amounted to just tedious micromanagement and gamey shifting of the governors around. Social Policies were a much better iteration of this idea.

I think in Civ 7, policies and traditions obviate the need for governors.
This one should never return.
 
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