We can’t be sure, but development of Civ 6 might well be complete, so I’m just trying to gather my thoughts on the game as it stands and the future of the series, even if most have been mentioned many times before. It goes without saying that everyone has different priorities about what makes a Civilization game great; what follows comes from my perspective that Civ works best when there is maximum historical immersion within the constraints of a turn-based game and when most of the game decisions feel like those a real leader would make.
What worked well in my opinion
I think Civ 6 got most things right in general. Ed and the team have done a great job and the game feels polished and addictive. The music and artwork are first class and there are lots of little details such as naming of geographic features which make the world come alive.
The huge variety of abilities (civs, city states, wonders, natural wonders, etc.) is one of the best parts of Civ 6. It feels great to have a different mix every game, for example, today I just happen to be playing with Spanish missions and La Venta colossal heads, but next game will be completely different.
I also really like the new Great Person system – every person is slightly different, and you don't have complete control over which people you get – but to me that makes sense in a game about historical immersion.
Other things I like include the trade route system and road building, the combat system, eurekas/inspirations and having wonders on separate tiles.
Districts
The new district system generally works well and allows for planning. That said, I would probably prefer a slightly more sophisticated system for Civ 7. For example, the main district available in the ancient area could be the town (cannot be adjacent to a city centre) with suburbs (must be adjacent to a city centre) available later. Within each city centre and town you would then have limited slots for buildings which could interact with each other and with adjacent tiles and resources in interesting ways, depending what is on the map. This means that the optimal mix of districts and buildings in a city flows organically from its unique geography.
I think I would remove science and culture districts from the early game, partly because it seems immersion-breaking to have huge US-style campuses in the ancient era, but also because it would make it harder to gain a science lead early on, making the main decision in the early game which technologies to focus on, not overall science output. I think it is fine to have districts like harbours, encampments, etc., and to have specialist science and culture districts appearing in the late game.
Policy cards
I feel the policy card system was successfully implemented, although it’s perhaps a bit too gamey. More could be done to make government types feel unique - perhaps each government should have its own unique policies but fewer total cards to choose from?
Loyalty
The loyalty system is generally a great addition, although I would like to see internal factors that influence loyalty, instead of just external factors. We need better ways to discourage settling as many cities as possible as the optimal strategy and to make small empires more competitive. Loyalty seems one of the ways to do that. Large empires should be harder to hold together than small empires, but in the Civ 6 system it’s the other way around.
Next, we come to aspects of Civ 6 that didn't work as well in my opinion.
Variety/choices
As stated, variety of game experiences is a priority for me. I would like to avoid situations where you are presented with a long list of choices that are the same every game. This can be bewildering on a first game and for an experienced player the same choices are optimal every time. Instead, randomise the choices or give them different costs every game. The pantheon is one of the mechanics that stands out as not being a great game design.
Difficulty/challenge
The lack of challenge due to AI difficulty has to be mentioned. The AI can’t cope well with the increased complexity of the game.
Religion
The religion mechanics in Civ 5/6, where each Civ founds and then "owns" a religion, are not great in my opinion. It is far, far more interesting from an immersion point of view to have religions as independent entities that can be founded, spread, enhanced or influenced by anyone. We didn’t have owned religions in Civ 4 - why change it? You can still have unique abilities for each religion (this is a good innovation), but these can be influenced by any Civ. This could easily be implemented by giving great prophets the ability to either found a new religion or to enhance an existing one that has spread to your empire. This is perhaps the number one change I would like the designers to consider for Civ 7. The effect of religion on diplomacy could also make a comeback.
Governors and government plaza
The governor system works but to me it feels too much like a strategy boardgame, and this is coming from a big fan of strategy boardgames. Moving the generic cartoon governors around, each with a fixed ability tree every game, feels like a poor choice in terms of immersive game design. Earning governors as great people (perhaps from the palace or a government/admin district), although much more random, would have felt more thematic.
The government plaza also does not feel like a great design. Many of the buildings feel created especially for particular strategies rather than buildings that a real leader might build in this situation. Great for a boardgame but personally I see Civ as being more than this.
Diplomacy
Diplomacy is mainly OK, but the alliance system feels gamey. Also, once a leader's attitude towards you goes green there are no surprises and it is too easy to game the system.
Streamline currencies and systems
Too many currencies were introduced during Civ 6’s development and it feels a bit bloated. For diplomatic relations alone we have envoy points, alliance points, diplomatic favour, etc. It all works well but I can’t help but think that it could have been better thought through.
Game modes
The game modes were a good idea but for me they did not really get used past a single fun playthrough of each. I may well be wrong but the impression I got was that there were too many junior designers pushing for fantasy/sci-fi game modes and scenarios. I don’t object to this, but we need a lead designer who is dedicated to the core historical game with laser-like focus.
Next, what innovations would I like to see for Civ 7?
Resources
I would like to see more interesting use of biomes and resources, particularly the food and bonus resources, which are underutilised in Civ 6. Food resources could be plantable. For example, you should not be able to build a generic farm. To build a farm or plantation you need to find (or trade for) a wild source and plant it in a suitable biome. You might start in a warm, wet area that is ideal for rice production, but there are no wild sources of rice nearby, so you cannot build rice farms unless you can find a source. There should then be bonuses for having as many types of food as possible in your city (similar to the current housing bonus).
Internal politics/ personalities
The complete lack of internal politics in Civ stands out. A possible radical idea would be to have fewer total civilisations but each with a large cast of characters (with 2D portraits). For example, you might play Napoleon of France but every time one of your founded cities reaches population level 2 a new personality appears: Jeanne d'Arc, De Gaulle, Louis XIV, Richelieu, etc. Each has a different home city and conflicting set of agendas and preferences to balance. They can join your government, act as a general, spy or governor, or they have the potential to rebel against you. One might be obsessed with Buddhism; one might want specific infrastructure for his home city and one might want your job as leader. You could also engage with personalities in an opposing civ to encourage them to help your cause and if you conquer territory you have to deal with hostile foreign personalities who live within your empire. Leaders of other empires can also change, forcing you to keep alert to all possibilities.
Victory conditions
The way victory conditions are implemented means that you usually have to pick a victory type early and stick to it. This often leads to the second half of the game being a slog where you slowly work towards your chosen victory with few surprises and without interacting with game mechanics outside your victory type. For example, I've noticed that you can watch a playthrough on YouTube and if you miss an hour-long episode, barring declarations of war, you are unlikely to miss much in the general storyline of the player working towards their goal. I would like more surprises that can change a player's focus or direction throughout the game.
The tourism victory is particularly obscure – I am not even sure I understand it properly after playing the game for over 1000 hours. I wonder if there is a way to model culture by looking at the spread of cultural ideas in three categories. For example, there could be separate lenses to view the dominant culture for each of literature, visual arts and performance arts. It maybe wouldn’t work but I had visions of Greek sculpture, Egyptian architecture and Dutch painting battling each other for world dominance in visual arts in a similar way as religion is handled now.
What we probably need are more creative victory conditions that encourage focusing on more than one system, such as periodic scoring. For example, you would know civs will be ranked and awarded victory points sometime in the next 5-10 turns, but you are not told if it will be based on science, culture, number of cities, etc., so you have to choose which micro goals to focus on as well as the bigger picture of how to develop your civilisation.
Anyway, there are many ways to design a Civ game and everyone will have different ideas. What would be your priorities for Civ 7?
What worked well in my opinion
I think Civ 6 got most things right in general. Ed and the team have done a great job and the game feels polished and addictive. The music and artwork are first class and there are lots of little details such as naming of geographic features which make the world come alive.
The huge variety of abilities (civs, city states, wonders, natural wonders, etc.) is one of the best parts of Civ 6. It feels great to have a different mix every game, for example, today I just happen to be playing with Spanish missions and La Venta colossal heads, but next game will be completely different.
I also really like the new Great Person system – every person is slightly different, and you don't have complete control over which people you get – but to me that makes sense in a game about historical immersion.
Other things I like include the trade route system and road building, the combat system, eurekas/inspirations and having wonders on separate tiles.
Districts
The new district system generally works well and allows for planning. That said, I would probably prefer a slightly more sophisticated system for Civ 7. For example, the main district available in the ancient area could be the town (cannot be adjacent to a city centre) with suburbs (must be adjacent to a city centre) available later. Within each city centre and town you would then have limited slots for buildings which could interact with each other and with adjacent tiles and resources in interesting ways, depending what is on the map. This means that the optimal mix of districts and buildings in a city flows organically from its unique geography.
I think I would remove science and culture districts from the early game, partly because it seems immersion-breaking to have huge US-style campuses in the ancient era, but also because it would make it harder to gain a science lead early on, making the main decision in the early game which technologies to focus on, not overall science output. I think it is fine to have districts like harbours, encampments, etc., and to have specialist science and culture districts appearing in the late game.
Policy cards
I feel the policy card system was successfully implemented, although it’s perhaps a bit too gamey. More could be done to make government types feel unique - perhaps each government should have its own unique policies but fewer total cards to choose from?
Loyalty
The loyalty system is generally a great addition, although I would like to see internal factors that influence loyalty, instead of just external factors. We need better ways to discourage settling as many cities as possible as the optimal strategy and to make small empires more competitive. Loyalty seems one of the ways to do that. Large empires should be harder to hold together than small empires, but in the Civ 6 system it’s the other way around.
Next, we come to aspects of Civ 6 that didn't work as well in my opinion.
Variety/choices
As stated, variety of game experiences is a priority for me. I would like to avoid situations where you are presented with a long list of choices that are the same every game. This can be bewildering on a first game and for an experienced player the same choices are optimal every time. Instead, randomise the choices or give them different costs every game. The pantheon is one of the mechanics that stands out as not being a great game design.
Difficulty/challenge
The lack of challenge due to AI difficulty has to be mentioned. The AI can’t cope well with the increased complexity of the game.
Religion
The religion mechanics in Civ 5/6, where each Civ founds and then "owns" a religion, are not great in my opinion. It is far, far more interesting from an immersion point of view to have religions as independent entities that can be founded, spread, enhanced or influenced by anyone. We didn’t have owned religions in Civ 4 - why change it? You can still have unique abilities for each religion (this is a good innovation), but these can be influenced by any Civ. This could easily be implemented by giving great prophets the ability to either found a new religion or to enhance an existing one that has spread to your empire. This is perhaps the number one change I would like the designers to consider for Civ 7. The effect of religion on diplomacy could also make a comeback.
Governors and government plaza
The governor system works but to me it feels too much like a strategy boardgame, and this is coming from a big fan of strategy boardgames. Moving the generic cartoon governors around, each with a fixed ability tree every game, feels like a poor choice in terms of immersive game design. Earning governors as great people (perhaps from the palace or a government/admin district), although much more random, would have felt more thematic.
The government plaza also does not feel like a great design. Many of the buildings feel created especially for particular strategies rather than buildings that a real leader might build in this situation. Great for a boardgame but personally I see Civ as being more than this.
Diplomacy
Diplomacy is mainly OK, but the alliance system feels gamey. Also, once a leader's attitude towards you goes green there are no surprises and it is too easy to game the system.
Streamline currencies and systems
Too many currencies were introduced during Civ 6’s development and it feels a bit bloated. For diplomatic relations alone we have envoy points, alliance points, diplomatic favour, etc. It all works well but I can’t help but think that it could have been better thought through.
Game modes
The game modes were a good idea but for me they did not really get used past a single fun playthrough of each. I may well be wrong but the impression I got was that there were too many junior designers pushing for fantasy/sci-fi game modes and scenarios. I don’t object to this, but we need a lead designer who is dedicated to the core historical game with laser-like focus.
Next, what innovations would I like to see for Civ 7?
Resources
I would like to see more interesting use of biomes and resources, particularly the food and bonus resources, which are underutilised in Civ 6. Food resources could be plantable. For example, you should not be able to build a generic farm. To build a farm or plantation you need to find (or trade for) a wild source and plant it in a suitable biome. You might start in a warm, wet area that is ideal for rice production, but there are no wild sources of rice nearby, so you cannot build rice farms unless you can find a source. There should then be bonuses for having as many types of food as possible in your city (similar to the current housing bonus).
Internal politics/ personalities
The complete lack of internal politics in Civ stands out. A possible radical idea would be to have fewer total civilisations but each with a large cast of characters (with 2D portraits). For example, you might play Napoleon of France but every time one of your founded cities reaches population level 2 a new personality appears: Jeanne d'Arc, De Gaulle, Louis XIV, Richelieu, etc. Each has a different home city and conflicting set of agendas and preferences to balance. They can join your government, act as a general, spy or governor, or they have the potential to rebel against you. One might be obsessed with Buddhism; one might want specific infrastructure for his home city and one might want your job as leader. You could also engage with personalities in an opposing civ to encourage them to help your cause and if you conquer territory you have to deal with hostile foreign personalities who live within your empire. Leaders of other empires can also change, forcing you to keep alert to all possibilities.
Victory conditions
The way victory conditions are implemented means that you usually have to pick a victory type early and stick to it. This often leads to the second half of the game being a slog where you slowly work towards your chosen victory with few surprises and without interacting with game mechanics outside your victory type. For example, I've noticed that you can watch a playthrough on YouTube and if you miss an hour-long episode, barring declarations of war, you are unlikely to miss much in the general storyline of the player working towards their goal. I would like more surprises that can change a player's focus or direction throughout the game.
The tourism victory is particularly obscure – I am not even sure I understand it properly after playing the game for over 1000 hours. I wonder if there is a way to model culture by looking at the spread of cultural ideas in three categories. For example, there could be separate lenses to view the dominant culture for each of literature, visual arts and performance arts. It maybe wouldn’t work but I had visions of Greek sculpture, Egyptian architecture and Dutch painting battling each other for world dominance in visual arts in a similar way as religion is handled now.
What we probably need are more creative victory conditions that encourage focusing on more than one system, such as periodic scoring. For example, you would know civs will be ranked and awarded victory points sometime in the next 5-10 turns, but you are not told if it will be based on science, culture, number of cities, etc., so you have to choose which micro goals to focus on as well as the bigger picture of how to develop your civilisation.
Anyway, there are many ways to design a Civ game and everyone will have different ideas. What would be your priorities for Civ 7?