What should Civilization VII bring back from previous installments?

On the other hand, the automatic Your Land Unit Has Transports With It All The Time is more than a bit simplistic. A few scouts can whittle out canoes and keep going within a week. A major army is going to require something more, and a sophisticated amphibious operation with beach-landed troops, tanks, heavy equipment and direct support vessels is an entirely different kettle of amphibious fish that is really no longer modeled in the game at all. In WWII, only the British/USA Western Allies ever landed multiple divisions with all their supporting equipment and weapons on a defended hostile shore and made the landing succeed Every Single Time from North Africa to Okinawa. Neither Germany nor Japan ever landed anything larger than a reinforced regiment, while the Soviets tried a bunch of improvised estuary crossings but never managed to put anything onto a hostile shore heavier than some light tanks, and had multiple disasters or near-disasters among the operations.
Then Transport Unit should return?
 
Alternative to Embarking: I've played the most Civ3, less Civ4 and Civ5. For 3 and 4, yes, one had to build (or upgrade) cargo ships. The earliest Cuv3 boats were true scout units (Curraghs) but they upgraded to Galleys -> Caravel -> Galleon -> Transport. Any type of unit -- civilian, such as settlers or workers -- military, such as melee, mounted, or siege -- could be loaded onto a ship. Yes, you could only build ships in coastal cities. Yes, if you wanted to load units onto those ships you had to move the units into the city and use a boarding command. Yes, the capacity of each ship increased as it was upgraded. Many times, I saw AI ships with a settler/defender pair establish cities on islands. Stacking multiple units into a cargo ship implies more than one unit per tile.
This system was largely the same in Civ4. One wrinkle was an ocean-going / deep water ship that could *only* hold certain non-military units, e.g., missionary, great person, or spy.
To mount a naval invasion, both the human and AI players would build ships for transporting units and other ships to escort them. The transport vessels were relatively weak, using the Civ3 and Civ4 attack/defense mechanics. Naval units stack, just as land units stack, in these games. Many times I saw Civ3 AI with 2 or 3 escorts for a single transport ship. Sometimes the AI would fill the ship; a few times the AI sent this "invasion stack" with only one or two land units on board. Human players would make a mixed fleet, with 4 or more transports escorted by only 2 melee ships.

In the late game, one could build a carrier battle group: destroyers, battleship, sub, carrier, for projecting power far from your borders. The carrier-mounted air support would be necessary when invading another continent, where the AI might have a sufficient force to counterattack your landing force.

From a empire management view, I like the decisions about whether to build a navy and how large it should be. Exploring an archipelago map would have to include investing some production into boats to carry your scouts, settler, and garrison for a baby city. That's something I would like to see return.

Related to this idea, I would like to see incentives to meet other civs return. More than just "era score" for meeting someone; potential trade opportunities and other benefits for meeting as many civs as you can, in the earliest eras and earliest governments.
 
Universal Unit Upgrades
One thing I would like to see return. Universal unit upgrades from Civ-III. In many ways I still Civ-II is the best overall installment of the Civilization franchise. One of those reasons. Is when we upgraded a unit. All like units upgraded at the same time.
 
Universal Unit Upgrades
One thing I would like to see return. Universal unit upgrades from Civ-III. In many ways I still Civ-II is the best overall installment of the Civilization franchise. One of those reasons. Is when we upgraded a unit. All like units upgraded at the same time.
Civ3 had the option to upgrade units one-at-a-time, or all of them at once(*). Beyond Earth automatically upgraded all your units of a certain type at once, when you get the right affinity buff.

(*) The Civ3 option would upgrade all similar units who were in your cities with a barracks. It usually took a lot of gold.
 
Civ3 had the option to upgrade units one-at-a-time, or all of them at once(*). Beyond Earth automatically upgraded all your units of a certain type at once, when you get the right affinity buff.

(*) The Civ3 option would upgrade all similar units who were in your cities with a barracks. It usually took a lot of gold.
Civ2 was a lot more efficient in that way.
 
Civ3 had the option to upgrade units one-at-a-time, or all of them at once(*). Beyond Earth automatically upgraded all your units of a certain type at once, when you get the right affinity buff.

(*) The Civ3 option would upgrade all similar units who were in your cities with a barracks. It usually took a lot of gold.
Which brings me to suggest another very key function we had in Civ-III. Economic adjusters. Those sliders that fix the tax system so to ensure positive gold production. Also the Marketplace should be available much earlier than it is with Civ-VI. Trade existed as cities began to emerge about 8,000 years ago. I would also like to have Peddler Units available once Trade is learned. . These can establish Market/Trade posts in other territories including City-States and even Barbarian Camps. This can contribute to the overall economy. And increase gold surpluses.
 
Which brings me to suggest another very key function we had in Civ-III. Economic adjusters. Those sliders that fix the tax system so to ensure positive gold production.
That, too, was a Civ2 innovation, not first introduced in Civ3. ;)
 
Also the Marketplace should be available much earlier than it is with Civ-VI. Trade existed as cities began to emerge about 8,000 years ago. I would also like to have Peddler Units available once Trade is learned. . These can establish Market/Trade posts in other territories including City-States and even Barbarian Camps. This can contribute to the overall economy. And increase gold surpluses.
How would that be any different than using a trader unit?
 
Also the Marketplace should be available much earlier than it is with Civ-VI. Trade existed as cities began to emerge about 8,000 years ago. I would also like to have Peddler Units available once Trade is learned. . These can establish Market/Trade posts in other territories including City-States and even Barbarian Camps. This can contribute to the overall economy. And increase gold surpluses.
How would that be any different than using a trader unit?
The Marketplace is an Ancient Era improvement that comes very early in - again - Civ2.
 
The Marketplace is an Ancient Era improvement that comes very early in - again - Civ2.
I was referring to the peddler unit.
Though I could possibly see a Commercial district/building unlock in the Ancient Era in Civ 7.
 
How would that be any different than using a trader unit
The Peddler can be a sub-unit under the Trade category. But selling a wider variety of goods and services than a regular trade unit. The Peddler is a vendor. It can also include goods "procured" by certain means. Maybe goods ransacked from Barbarian Camps. Even Illicit goods. Thus creating a Black market. The Peddler upgrades to more advanced commerce units. And can work in unison with Pirate units available in later Eras. It's a new concept to increase commerce for the Civilization.
 
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