Things you *don't* want to see in Civ7 and its expansions

Unit stacking

People blaming the combat being bad on 1UPT haven't played a lot of strategy or tactics games I feel. Chess is 1 unit per tile, is chess "bad" now? Just make the combat good.

World Congress

Because saying it multiple times isn't enough, what a horribly random mechanic
 
I think Civ6 System of 1 unit per tile is good ... there is some combinations of that (corp and armies are basicly multiple-units-per-tile)

I dont know why people are interested in changing this, AI not being able to use it is another (AI problem).

Just no to zombies, wizards, magicians, sci-fi (I would rather not have Giant Robot, but its not hard-no if he exist as ONLY non-historical unit)
 
There's a few critiques: It's either too slow with the amount of clicks you need. Fighting a war thus takes up a lot more of your time in the real world than stacks used to. Then that favours the defensive player a bit more. And lastly the AI. Like every system, it favours the min-maxer over the casual player, but it also does it (due to the bad UI) more strongly.

The main thing really is user friendliness. So let me phrase it that way: I don't want war to take up 10x the amount of minutes as peace does. Wars should be faster in general. How they do it I don't care. But the current 1 unit per tile ain't it.
 
Defense buffs in CIV 6 were too much.

Walls and crossbowmen were enough to stop anything ... than military districs also having walls ... it was crazy (I was using mod to nerf walls almost to non-existing)

Balancing was problem in Civ6, not systems ... simply, defense in war was too powerfull.
 
Unit stacking

People blaming the combat being bad on 1UPT haven't played a lot of strategy or tactics games I feel. Chess is 1 unit per tile, is chess "bad" now? Just make the combat good.

World Congress

Because saying it multiple times isn't enough, what a horribly random mechanic

If I had the same fun playing Civ with 1upt that I had playing Battle Isles, Panzer General or Full Metal Planet to name a few, I'd be very happy.

To compare what's comparable, it works well in Old World too, because there is space between cities, more movement points for units, and the game usually ends just before moving all units around become a chore.

But they failed to provide that fun and a competent 1UPT AI for civ5 and civ6, I don't expect miracles on the AI side for civ7, and I also don't expect larger maps or huge changes like fixed cities location (Old World) or limited number of cities based on regions (Humankind)

So IMO a working 1UPT for civ7 sounds like an unreasonable wish, so kudos to them if they manage it, but I really, really, really hope 1UPT doesn't come back as in civ5 or civ6.
 
I hate AI in this game so i usually only play hotspot with every single Civ in game and fantasize my own world which is not how this game is usually played so maybe am not right person to suggest somethin but i would like more Civs and less animations.
Also i would like more unique buildings and units per Civ, i don't care for balance that much, maybe even make tier Civs, so some would be intentionally more unbalanced and harder to play with, this is not an e-sport game. For example, USA could have minuteman, unique ww2 unit, and unique modern unit. I don't like when every Civ has Shermans, and I am not someone who likes to bother with modes.
Maybe they should explore some way of claiming all know territory, without putting cities on it, like, civilizations always had borders stretching almost all of the known world, they didn't have unclaimed territory for such a long time like in Civ games. This should be an esthetic mechanic.
Also in terms of modern warfare, more drones with attacking capabilities, bigger zones for air patrol, minefields and no-man's-lands, return of anti tank guns, trenches, return of guided missiles, Toyota truck rebels :).
I loved Civ 5 cities, i don't like this urban district sprawl, it eats all nature in game, i love when there is more forests and fields. All of city should be in 1 tile imho, maybe second screen for development thing or whatever.
 
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I also love map with more nature elements, which non-exist in late game because of districts

But on other hand, i love district mechanics (just not visuals)

How to combine two, maybe to increase city distance, or to have some settlements lower than city which still claim map
 
- No Gandhi, I'd rather have Chandragupta or Asoka return. I get why Gandhi is so popular, but I feel the joke has run it course. I think Civ 6 was his ultimate form in a way.
- No Policy Cards, the micro of tha always bugged me, I either neglected 80% of the cards for handful strong ones, or forgot to change them because the UI was not clear. I actually like Policy Trees more.
- No Regions - I really hate that system in Humankind, and even Old World, I don't get it.
- No Globe - I think it's a gimmick. And people are so hungry it makes me hate it even more, I think it's more expensive for its value. It's an overpriced feature to have with hexagons
- Simple Districts - I think one of the main small issues with districts system in 6 was the fact that each district was nothing more than a tiered upgrade. The buildings were unimaginative, and the game lost a bit of its charm in how powerful buildings could be. You really just stacked bigger yield output on top of each other. Entertainment Complex was probably the only set of buildings with interesting bonuses since it wasn't just a regular Amenity.
- Restrictive Wonders - I don't mind rules for when a Wonder can be placed (Civ 4 actually had those), but how restrictive some of the wonders were required advanced planning that sometimes went down the unintuitive route (looking at you Apadana and Casa de Contracion and Great Zimbabwe), I did a mod and I don't think it made wonders weird if I removed the restrictions on adjacency based on District.
- Timed Agreements - I kinda think that the game would benefit if agreements had no expiry turn and instead would simpl be re-evaluated by the other player every turn or so to see if its' still worth it, like Civ 4 and 3 did. The fact that you have to renew your agreements every 30 or so turns is annoying, particularly in Multiplayer games.
- Neglected Human to Human interaction - speaking off, I really want more depth in terms of diplomatic actions, I think 6 did a wonderful job in that department but that I coudl still be improved. Plus, with AI, I want to be able to ask them to move THEIR troops away from my city.
 
I really, really don't want a return to Stacks of Doom. While I understand and appreciate folks' frustration with 1UPT, I think the series would be better off modifying that approach (allowing limited mixed-unit-stacking with risks of collateral/friendly-fire damage, for instance) and developing an AI that better understands that strategy, rather than return to Civ4-style combat, which felt very bland and tedious to me.
 
- No Regions - I really hate that system in Humankind, and even Old World, I don't get it.

That's because they're far too big.

Age of Wonders IV uses smaller regions, and there they actually make sense. For Civilization, I'd say they should be perhaps only ten hexes in size, maybe even smaller. Like, 7-12 or something.

That said, I think a regular hex system makes plenty of sense, too.

Moderator Action: *Snip* -lymond
 
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- No Gandhi, I'd rather have Chandragupta or Asoka return. I get why Gandhi is so popular, but I feel the joke has run it course. I think Civ 6 was his ultimate form in a way.
- No Policy Cards, the micro of tha always bugged me, I either neglected 80% of the cards for handful strong ones, or forgot to change them because the UI was not clear. I actually like Policy Trees more.
- No Regions - I really hate that system in Humankind, and even Old World, I don't get it.
- No Globe - I think it's a gimmick. And people are so hungry it makes me hate it even more, I think it's more expensive for its value. It's an overpriced feature to have with hexagons
- Simple Districts - I think one of the main small issues with districts system in 6 was the fact that each district was nothing more than a tiered upgrade. The buildings were unimaginative, and the game lost a bit of its charm in how powerful buildings could be. You really just stacked bigger yield output on top of each other. Entertainment Complex was probably the only set of buildings with interesting bonuses since it wasn't just a regular Amenity.
- Restrictive Wonders - I don't mind rules for when a Wonder can be placed (Civ 4 actually had those), but how restrictive some of the wonders were required advanced planning that sometimes went down the unintuitive route (looking at you Apadana and Casa de Contracion and Great Zimbabwe), I did a mod and I don't think it made wonders weird if I removed the restrictions on adjacency based on District.
- Timed Agreements - I kinda think that the game would benefit if agreements had no expiry turn and instead would simpl be re-evaluated by the other player every turn or so to see if its' still worth it, like Civ 4 and 3 did. The fact that you have to renew your agreements every 30 or so turns is annoying, particularly in Multiplayer games.
- Neglected Human to Human interaction - speaking off, I really want more depth in terms of diplomatic actions, I think 6 did a wonderful job in that department but that I coudl still be improved. Plus, with AI, I want to be able to ask them to move THEIR troops away from my city.
I agree with everything in your post EXCEPT the regions part. I really, really like regions/territories in Humankind and I think that was probably the best gameplay innovation that Amplitude has given to their different 4x games. It truly leads to a lot of interesting decisions, and it didn't actually feel too restrictive at all.
 
Oh, and what I absolutely don't want to see in Civ VII - some types of "races" between players, such as:

  • Race for great prophet - come on, let anyone found a religion before a certain era or technology is researched
  • Race for specific great people - it breaks immersion, and it feels lackluster when some great people just win you the game
  • Emergencies - it just shouldn't be a point-based race
I'm positive about the following races though:
  • Race for best settlements - sure thing expansion is one of 4 pillars of the genre :)
  • Race for key technologies/civics to gain momentum or combat advantage
  • Space race (but please make it less tedious than in GS)
 
A lot of my biggest annoyances with civ 6 are unit related, but I'm not sure how much they're related to 1upt because I didn't get into civ until revolution and 5. Civ 4 was a little before my time.

I do not want to see the civ 6 movement system return, where units constantly end up with fractions of a movement point remaining and no way to spend it, leading me to have to take an extra click to tell them to skip the rest of their turn. It's been a while since I've played 5 but I don't remember this happening often, if ever, and it happens basically every turn in 6.

I don't want multi-turn movement orders to be canceled because a city state builder spent one turn standing on the tile my unit will arrive at 10 turns from now.

I don't want the end turn button to be fake and send me back to units in the above scenarios to give more orders.
 
- Simple Districts - I think one of the main small issues with districts system in 6 was the fact that each district was nothing more than a tiered upgrade. The buildings were unimaginative, and the game lost a bit of its charm in how powerful buildings could be. You really just stacked bigger yield output on top of each other. Entertainment Complex was probably the only set of buildings with interesting bonuses since it wasn't just a regular Amenity.
Glad someone mentioned this.
In fact, the entire buildings mechanic suffered a setback compared to Civ5. In Civ6, buildings are quite boring and with static bonuses. There is no dynamism at all.
Why don't libraries grant culture and points to Great Writers?
Why don't universities grant culture?
Why don't markets provide food?
Why don't airports increase tourism in the city?
Why didn't they bring back some interesting buildings from Civ5 like gardens, hospital, police station, observatories, circuses and some others?
 
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