What was in your Civ 7 Wishlist?

sTAPler27

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Before any promotional material besides that first trailer I made a list of the top 10 things I hoped to see in the game and while not all of them came true a good chunk of them did in some way or another.

1. Improved Oceans

While we still haven't seen a lot of ocean gameplay yet the fact they claim that naval combat is much more different gives me hope that the seas have been revamped. Alongside that the fact that navigable rivers are a thing gives me hope for more unique ocean tiles like what was in Civ 6's Sukritacts Expanded oceans mod.

2. Multiple Choices For Buildings

After the release of the Urban Complexity modpack I saw just how interesting having options for what to build spices up gameplay. A city with a Governor might benefit from a Mint while a city that could benefit from a Resource Slot could use an Emporium. We saw a glimpse of this in one of the trailers and while the bonuses weren't too vastly different I think it's a step in the right direction.

3. More Units

While I don't like military routes all that much I enjoy it when the upgrade paths for units make sense. 5 had so much complexity with civ 6 having you go from swordsmen to infantry with 2 upgrades before the update. Human kind also demonstrated how different unit paths could converge with Ranged, Melee and Anti Cavalry becoming firearm units one by one. Civ 6 did add a lot of new concepts I can't wait to see expanded upon such as aerial units that aid siege units, a full scout upgrade tree and having the battering ram evolve to suit a completely different purpose once walls become obsolete. Alongside that the introduction of more unique great people and the military engineer made for interesting ways to engage in actions with units you could see move around the map.

4. Policy Tree System

One of the things I enjoyed a good bit in Humankind was the policy tree system. While there wasn't too many options it made it feel like policies weren't just modifiers but actual codes of law that effected the culture of your nation by having them branch out from your prior policies and shifted your ideology. While it seems like government has been a bit simplified in some places especially with the 3 governments per era system I still think there's time to add a bit more complexity down the road. Instead of random bonuses like 100% adjacency there'd be some really out there policies. Humankind's system acknowledged that policies don't just go away to make way for new ones, only if they contradict. You don't need to stop using Prison Labor because you've become a Secular State however you can't be both a Secular and a Mandated Atheist state. This made them feel more like real policies than just bonuses, there were times when I felt conflicted on going against my own beliefs just so the country would run more optimally in the unique situations that faced it.

5. Better World Congress

While we haven't seen the later eras it does seem like the diplomacy system was strengthened in some eras and hampered in others. While there aren't any diplomatic goals like military and culture the system seems a bit more fleshed out with influence seemingly playing a bit more of an important role than favor. I'm just not sure how with it being a resource with a cap how a world congress will play out. Maybe diplomatic emergencies will return and be more important. Or maybe you'll be expected to expend your diplomatic currency in smarter ways if you want a leg up in diplomacy. Regardless I'm hoping the diplomacy system is more player guided. Diplomacy in Civ 6 was so boring because you didn't control what policies were being proposed, the A.I. voted like a predictable hivemind, and all policies were completely binding, there was no way to be a rogue state. I also hope to see more meaningful policies. Things like Nuclear Disarmament or Climate Accords were interesting because it felt like they were based on the actual happenings of the world and not just chosen on a whim. Perhaps if a player was warmongering a lot the community could launch a global embargo on them, with people being allowed to trade with them but at a diplomatic penalty.

6. Random Events

Something that was added to Civ 7 with no buts added in. I think this is a good feature because it adds in some narrative elements to the game that remind you that population number you see on screen represent actual people with needs and desires. While they can get repetitive Humankind's could be repetitive it was aided by the fact that their benefits weren't always guaranteed. You could go against your ideology and pick an option that has the chance to have a positive effect and then be punished for it. There were pros and cons to a lot of the choices that made you contemplate your actions. For example there were times I wanted to spread my religion but in picking an option that would help that I made my government more conservative as a result which hurt my science yields.

7. Elevation (And kind of city sprawl too)

Yet another feature added pretty one to one into Civ 7 that I couldn't be happier to see. Civ 7 might actually be doing elevation better than Humankind for the sole reason that the more readable art style combined with the elevation differences make cities look beautiful. And the fact cities have walls that go tile by tile makes this even better because cities aren't just centers with random stuff scattered around them but their entities that naturally grow out from a central point. You'll probably find yourself branching out districts from the center just so you can wall off a district in a choke point or rushing to claim a tile because if an enemy takes a tile it won't allow you to traverse an elevated surface. My only hopes are regarding how walls and ranged units work. For ranged units what was so interesting in Humankind was finding points where the most of your ranged units could fire from. You couldn't just place a row of infantry in a line you had to find cliffs with enough distance. Along with that melee units would have to hug cliffs to avoid getting shot at from above. As for walls I loved how walls acted as individual units with their own health that had to be taken down by specialized units which weren't mandatory but made entering a city so much easier, creating weak points to funnel and army through.

8. Schisms

An odd choice I know but it always felt odd to me that in a game two different civs leagues across the planet would both found different versions of Christianity and would avoid picking the same beliefs without knowing the other religion existed. Religions are a lot more connected than people are aware of and I think it is time the game reflected that. Maybe instead of founding a completely new religion players could found sects that borrow from an established civs chosen beliefs but allows you to build onto it. Founders would have to choose if these new faiths were allies in the same cause or new heresies to purge. On one hand they help you spread your religion but on the other their different beliefs could overwrite your own.


9. National Wonders

A feature from Civ 5 I didn't really care to see again until a Civ 6 modder reimplemented it within 6's wonder per tile format. Wonders are one of my favorite things about Civilization because they show what your nation focuses on, Broadway for Culture or Oxford for Science. But a lot of important institutions may not be wonderous but are important for a country's goals. In that Civ 6 mod I found myself trying to get the most out of national airport to boost tourism in my culture focused city or I'd build the National Amusement park to increase the amenity gains of nearby Entertainment Complexes. Wonders should be truly unique while national wonders are signs that your Civ reached a milestone in a particular area.

10. Neolithic Era and More Eras in General

Maybe I should've expected there to be no Neolithic era, after all it makes sense for a game about Humankind but Civilization jumps straight to the dawn of civilization. However I couldn't guess that between Rise and Fall and Gathering storm that more of Gather Storm's major feature would be the one to be carried over given how much more complex its additions must be. I for one like the cultural evolution mechanic because unlike what other people say I think it's more accurate for civs to evolve than remain stagnate. While the Romans may not have become the Mongols, in an alternate set of historical conditions perhaps the Romans would've benefit more from nomadic warfare. While it may mean less eras it does mean they will be more fleshed out and a bit less arbitrary in some ways. While the manufactured crises are a bit dumb it's at worst a side grade to 6's system where stagnation, even if all is well, equals a dark age. I'm just happy that eras mark true evolution, not just times to pick a dedication and a stability boost or debuff. All I'm hoping for with this new era system is a future section added onto the modern age. While in many games you should be winning earlier than when it gets to that point with the new drawn out timeframe I hope we see a future era that truly embraces things not fully explored by humanity to spice up the gameplay. Instead of just a series of buffs for the Giant Death robots I'm hoping to see all manner of strange future technologies and civics. A.I. Citizenship civcs that could allow you to produce population with production or Space Colonies that send you resources from areas not even seen on the map. These might be too extreme but with a future age the possibilities are endless.
 
I wanted civ 6 style leader trading removed. It's been addressed and looks promising.

Map generation should take civ preferences into account before creating the map. Ed specially mentioned doing this.
 
I wanted civ 6 style leader trading removed. It's been addressed and looks promising.

Map generation should take civ preferences into account before creating the map. Ed specially mentioned doing this.
What do you mean by leader trading? Like how the trade system uses the leader interaction screen?
 
What do you mean by leader trading? Like how the trade system uses the leader interaction screen?
I assume he means resource training, and I agree.

I wanted some ambitious new changes, and they've definitely done that.

I wanted a graphic style that was more like Civ5 than Civ6, and they've done that with much more detail than I would have expected.

I wanted better AI and more substantial diplomatic interactions. The jury is still out on that.
 
I wanted a graphic style that was more like Civ5 than Civ6, and they've done that with much more detail than I would have expected.

I wanted better AI and more substantial diplomatic interactions. The jury is still out on that.
Honestly I Like how they took the model complexity of 6 and gave it more grounded textures.

I hope they show us more on diplomacy outside of those mutual agreements and meetings in the next era showcase.
 
Cosmopolitan culture mechanic, supported by a robust immigration system.

Being able to look at a city’s architecture and see that its population is 60% Japanese, 30% French, and 10% Zulu, with gameplay systems that would incentivize either opening or closing borders depending on the type of game you’re going for.

Doubt this would be in the game, but it could be a nifty part of the culture system in the Modern Era.
 
Cosmopolitan culture mechanic, supported by a robust immigration system.

Being able to look at a city’s architecture and see that its population is 60% Japanese, 30% French, and 10% Zulu, with gameplay systems that would incentivize either opening or closing borders depending on the type of game you’re going for.

Doubt this would be in the game, but it could be a nifty part of the culture system in the Modern Era.
I wish these types of games showed how important immigration is outside of through colonialism. Humankind kind of touched on that with spheres of influence and being able to steal population as an Agrarian culture but it wasn't super robust and lacked any real visuals to support what was going on.
 
I have one thing on my wishlist that just popped into my head reading another thread.

I would like an option to use the units that align with the leader's civ's culture, and not the culture that I'm currently playing as. Like a little aesthetic toggle.

So, for example, Hatshepshut playing Rome could either use the natural Roman-style unit designs, or toggle to use her preferred Egyptian-style unit designs.

Just would a neat little polish feature to allow you to pretend like you are taking over other cultures with your own people, rather than merely usurping units as their king/queen.
 
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1. Better AI: I have my doubts but you never know
2. Better diplomacy: I'd like to see more but it seems to have been addressed (although Agendas, boooo)
3. Better end game: let's see what they've cooked up, I'm pumped that they've been bold, even if it doesn't work

They were my main hopes, and the three things that ultimately finished my time with VI.
 
I wasn't thinking about the game before we got the reveal trailer, so didn't have a wishlist like that. The closest thing would be a few days before the reveal, I was coincidentally talking with a friend how i wish civ and similar games would make more use of rivers, for trade and maybe even to move on them. Which did come true.
 
I think I'll split mine into a few posts to not have 17 paragraphs.
I'll cover the map things I wanted vs what we got.

I wanted the default map to be jumbo so that the terrain would be more zoomed in. City centers taking 3-4 tiles.
Rivers being 1 or 2 tiles wide with fordable tiles ,where light units can end turn then cross, and heavier units need to find a bridge or go around. Hills building in elevation to mountains or just hilly areas
Mountain ranges having workable/buildable tiles, passes for non heavy units to pass through, and the usual impassable peaks.
I wanted oceans to be big and scary to navigate and force you to explore safer routes and find islands, with different tiles that could maybe occasionally damage a certain ship type (Scout boats safer to move but can't fight well or move troops)
I wanted regions to be named as well dynamically within and without your empire, say one area is a bread-basket housing a couple cities from a handful of civs, that area could receive a name defining it. Or areas that shared culture would have a regional name because populations are crossing borders and have a similar makeup (If I remember correctly, civ 4 or a mod, had cultural percentages expressing population and cultural spread)

Looks like from that we are getting navigable rivers and minor rivers as tile features (and not between tiles) feels like we will get bridges.
And we got elevation which is nice.
 
I added to my wishlist after seeing the trailer the following:
No split-screen leader diplomacy.

Do I expect they will revert to single screen diplomacy? No. They will likely save that for cinematics or leader selection intros. But I am holding out a faint hope they might offer it as an option for players later.
 
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