what are some of your hopes for civ vi

I hope that turns won't take ages in Future Era... this really destroyed the game for me (Civ 5) a little and I have a good PC. I used to enjoy very long games in Civilization 4 and Civilization 3. In Civ 5 it's annoying after a while.

I hope the AI will be better at combat than in Civ 5.

I hope they will do some things for those of us who like long games and building a civilization (not just focusing on something like science, culture or religion, etc). I like to balance everything.

And I hope it won't be full of bugs like Civ 5 when it came out. Except that, Civ 6 already looks like a great game, really... just from screenshots, videos and features. I can't wait to play it !
 
I hope that I can build a soldier at my barracks at the same time as building a boat at my docks; in contrast with e.g. Civ IV where my city's entire military-industrial complex stops work while I build a hospital...

I also hope that 'production' comes from buildings, not from mines in the countryside. In terms of Civ IV, I always wanted a mod in which production buildings provided 'worker' specialist slots, and these specialists were where the vast bulk of your production would come from. A bit like in Colonization, but without the resource-counting.

I also hope for a food distribution system which takes into account developments in transport technology. At the start of the game, sure, food from a farm should only go to the local village. But once we develop a train network, I figure that food from any farm near the train line should be able to be transported to any city along the train line (or within X tiles, whatever). This way, you could extend your rail lines into previously-unsettled lands to plant farming communities to feed the growing, developed cities back in your old areas. Big cities could draw food from far beyond their immediate vicinity, just like in the real world.

I hope that cities grow based on more criteria than just the availability of excess food. E.g. if you don't invest in infrastructure (e.g. a hospital), then people won't move there. I guess it's an extension of requiring an Aqueduct to grow beyond size 8. In combination with my previous hope; you could leave small farming communities with basic services only, drawing just enough people to run the farms, and saving money on maintenance costs or something.

I have so many hopes!
 
I hope that the game is easy to mod so mod experts like Rhye can perfect whatever wasn't perfect from the start.
 
I hope that I can build a soldier at my barracks at the same time as building a boat at my docks; in contrast with e.g. Civ IV where my city's entire military-industrial complex stops work while I build a hospital...

I also hope that 'production' comes from buildings, not from mines in the countryside. In terms of Civ IV, I always wanted a mod in which production buildings provided 'worker' specialist slots, and these specialists were where the vast bulk of your production would come from. A bit like in Colonization, but without the resource-counting.

I also hope for a food distribution system which takes into account developments in transport technology. At the start of the game, sure, food from a farm should only go to the local village. But once we develop a train network, I figure that food from any farm near the train line should be able to be transported to any city along the train line (or within X tiles, whatever). This way, you could extend your rail lines into previously-unsettled lands to plant farming communities to feed the growing, developed cities back in your old areas. Big cities could draw food from far beyond their immediate vicinity, just like in the real world.

I hope that cities grow based on more criteria than just the availability of excess food. E.g. if you don't invest in infrastructure (e.g. a hospital), then people won't move there. I guess it's an extension of requiring an Aqueduct to grow beyond size 8. In combination with my previous hope; you could leave small farming communities with basic services only, drawing just enough people to run the farms, and saving money on maintenance costs or something.

I have so many hopes!

IMO your requests, specially the first one, would make the map very uninteresting. You seem to prefer resources coming from buildings and infraestructure more than from the land itself. I disagree, since I love when the map is important. I like fighting for precious land spots. I like to see a zone that is good for a production city and another for something else. I prefer buildings to be modifiers instead of sources (not entirely), so that the map and it's resources are important. Everybody can build a building that gives 5 production, but not everybody can grab a city spot with lots of production
 
1. Better AI: If they could have some neural network based design that aggregates the techniques followed by humans and devises a better strategy, that would be pretty awesome. The AI gets better and better over time!!

2. Realistic breaking up/merging of Civilization: Civs broke up and merged all the time. Starting at prehistoric era and having 4 cities forever seems to break realism. At harder levels, the Civilization breakups more easily. Its even cooler that the set of cities that get broken up form the city states.

3. Supplies and Logistics in War: War should have a notion of supplies. Without supplies, units should lose health, if there were to be outside the civ's geographical boundary.
 
-Well recieved game which increases the fanbase and ensures plenty of DLC and care for the years to come.
-One more turn / One more game addiction.
-Good optimization - no more long loading times on high-end computers.

That's more than enough for me.
 
Ashvin.l: 3. Supplies and Logistics in War: War should have a notion of supplies. Without supplies, units should lose health, if there were to be outside the civ's geographical boundary.
This is a good idea... maybe soldiers could replenish supplies by raiding farms? (Which was often the case in real wars).

I myself hope for:
1. A dedicated transport unit. As a compromise, units can embark and disembark as usual without a transport, but a dedicated transport ship could offer superior defence and speed (plus all mobility buffs from wonders and policies), and maybe decrease penalty for amphibious attacks.

2. Resource colonies, same as Civ III. Sometimes there is a great resource surrounded by dud tiles (snow/desert) so placing a city is not ideal (and it impairs national wonders). Hence, use a colony instead.

3. Residential areas like the hamlets in Civ IV rather than trade posts. The longer they're there, the more gold they produce.

4. More say in how cultural borders expand. Cities in Civ V sometimes made weird border choices... it would be nice to have some influence.

5. Fortified units outside of cities build temporary barricades when at max defence, a la Civ II. Only a visual change, but why not?

6. Physical spy units. Having eyes in enemy territory is definitely a strategic plus. Civ V espionage system was rather iffy IMO, so I hope that gets ironed out.

7. Return the ability to airlift units, or add a cargo plane unit. Another Civ V gripe.

8. Units also require citizens to build. Disbanded units return as citizens in home town (only in friendly territory, or only in home town). Controversial I know, but you need people in an army, you can't expect armour and weapons to fight for themselves... Also minimises unit spamming.

9. Immigration/Emigration on top of cultural conversion. Populations of neighbouring nations may slowly defect if you have a high happiness/culture (and vice versa), or may take refuge in war times. Naturally, immigration policies are made available to help control this new mechanic.

Probably more I can't think of right now. Even if none of my hopes are realised, Civ VI will still be on my shopping list. :c5happy:
 
Like many others, I hope first and foremost for challenging combat AI. Even if the rest of the game is brilliant it will fall apart for me if there is no sense of apprehension when I see an invading force approaching my cities.

Fewer types of military units. In Civ5 it was not uncommon to acquire a new more advanced unit when it was already on the verge of becoming obsolete. So cut out longswordsmen and one or two others so that the remaining units have a bit of breathing space. Gameplay trumps realism.
 
I hope win condition will not be passive but require making decisions along the game that will lead to the desired victory.

On the other hand I don't care about combat AI. As long as I won't need huge armies I'm good.

In a way I think the problem with civ is that it's two games - One where building an empire is the main thing and conquest may be a part of it, and add some excitement but should not threaten your empire building unless you are negligent. The other is a war strategy game where empire building is part of the strategic planning and the AI should compete and threaten the player. I hope the game will manage to support both styles, for me it must support the first.
 
4. More say in how cultural borders expand. Cities in Civ V sometimes made weird border choices... it would be nice to have some influence.

Yes. I'd like to see the ability to arbitrarily draw one's desired borders, and do away with 'culture spread' defining ones borders entirely. Then we could have regions which are claimed by two (or more) Civs, and this would lead to diplomatic tensions. You would probably have new associated diplomacy options.

If you make a wild claim for land which is very far from your city and near to someone else's, you probably won't be taken seriously (Spratleys?). The other Civ could claim the land themselves and if they're close enough to use it they could. You could protest diplomatically, send military units, or relinquish your claim.

Would add a whole new dimension to the game.
 
I would really like, in advanced setup, the option to EXCLUDE selected civs.
 
I hope upon hope that the leaders included in that grainy shot aren't the leaders/civs that we're actually getting at first!
 
Another hope is crossbowmen to upgrade to another ranged unit, say a sharpshooter unit, which then again can be upgraded to a sniper unit.
Whilst talking about gunpowder units, I find it odd that they are treated as melee... they should have at least one tile's range.
Aggri: Yes. I'd like to see the ability to arbitrarily draw one's desired borders, and do away with 'culture spread' defining ones borders entirely. Then we could have regions which are claimed by two (or more) Civs, and this would lead to diplomatic tensions. You would probably have new associated diplomacy options.
I agree with this. Contested borders give you a bad rep in Civ IV/V. I would like the option to concede land to remove the bad rep, or take the land (to hell with the consequences :mwaha:). Diplomacy could get more technical over land with resources... like the option to concede this resource, provided I get dibs on the next contended resource (or vice versa).
 
Like many others, I hope first and foremost for challenging combat AI. Even if the rest of the game is brilliant it will fall apart for me if there is no sense of apprehension when I see an invading force approaching my cities.

Fewer types of military units. In Civ5 it was not uncommon to acquire a new more advanced unit when it was already on the verge of becoming obsolete. So cut out longswordsmen and one or two others so that the remaining units have a bit of breathing space. Gameplay trumps realism.

Play Marathon - not much danger of units going obsolete quick there! :D
 
There are many things I hope for in Civ 6, but accept (at this late stage of development) I won't get. So, two small requests:

1. A clock. It's the first mod I put on Civ 5, but I wasn't happy with how any of them fit on the UI, so I'd like one from Firaxis.
2. In Civ 4, you could press alt+S and put notes on the map. I used that a lot. Couldn't do it in Civ 5 (ever, afaik) and I really missed it.
 
I don't want to see games that are not worth finishing because the player has such a huge advantage over the AI. Provide me treats along the way- that entice me to get into those modern eras. Likewise I hope we don't just get a AI cheat system in regards to ramping up the difficulty levels. I for one DO NOT care at about the AI turn length. I would rather have the system spend more time thinking things out than just settling for "AI get all these extra units , techs etc" to "even" things out on higher levels.
 
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