Curious what everyone would like to see in terms of easy to code, quality of experience improvements in the next few patches. I'm thinking not of what new Civs people want (sure they have already decided those) or difficult things like genius AI (it has certainly gotten better, but I realize this is hard to code). Here are my top ones: 1. Eliminate overflow cancelling. Man, my least favorite part of this game is losing overflow due to a boost or inspiration. Have you ever had 1000c overflowing late game and accidentally built a second solar panel? Just used Darwin and then your Knight kills a suiciding barbarian when its not even your turn? This system creates tedious busy work and doesn't really make sense from an immersion or mechanics standpoint. They were able to change the code so tech boosts no longer cancel civic overflow and vice versa, so why not go the last 2 yards and complete the fix? 2. Revert to the original Great Person costs. I think this was two or three patches ago, but now it is basically impossible to get the Atomic and Information Era Great People unless your game is super long because there is a ridiculous cost bump for those ahead of current game Era. This would not be a problem if game era scaled roughly to game progress, but the way Bombers are flying in the games Medieval Era they get totally out of whack. This is a total bummer for me - it used to be rewarding to plan well and get Grace Hopper or Janaki Ammal. Even earlier ones end up useless - James Young "reveals" oil dozens of turns after you already have Refining. Many of the GP might as well not exist, but if they scaled a little gentler they would all be on the table 3. Modify amenities so each +1 matters. Last patch you had to work to get Happy or Ecstatic. Now, you really have to mess up bad to get unhappy and worse it is borderline impossible to get to ecstatic in a competitive game (you can get it of course, but you'd be sacrificing more important things). So basically amenities are borderline meaningless, you just stay at Content all game. No fun! What if it scaled like this -2 happiness= -4% yields -1 happiness= -2% yields 0 happiness= no effect +1 happiness= +2% yields +2 happiness= +4% yields etc. A nice subtle bonus worth working for, makes each luxury or arena actually do something small so those resource / buildings are always meaningful (e.g., no more building a zoo or capturing Spices+Citrus and getting literally zero bonus) 4. Give the poor Entertainment District an adjacency bonus (+1 amenity per 2 adjacent districts). Really minor but it is sad to have this one district not get any bonus while all the other toos, and drives OCD city planners (like me) nuts. 5. Eliminate AI demands for gold (or make them meaningful). How many more times will we have to endure this pure annoyance? In my current game Poland has one city and some Crossbows and I have Tanks, still they demand gold every few turns. Since denying the demand has no impact on diplomacy (at least as far as I can tell) why not get rid of this junk? Alternatively, it would be perfectly fine if the AI demanded gold and then gave you a benefit (like 10 turn peace treaty of +3 relations) if you hand it over and/or a penalty (like attacking!) if you deny. 6. Put Exoplanet Mission at the very end of the tech tree. Maybe this one is controversial. I actually enjoy the mystery part of the tech tree, kind of like playing a scratch-off lottery ticket. But it drives me nuts when I am trying to break my own record for Science Victory and lose out to random luck. Case in point I had a game where I got the Mars Mission launched ~T145 or so, and then the first tech in the hidden part of the tree was Smart Materials. Next game I played much better and got Mars Mission launched ~T135 but ended up with a worse overall time because Smart Materials was so much farther back, and on top of needing those hidden techs I needed 6 or 7 Information Era techs as prerequisites. Sure there are all types of random things involved in getting a fast time such as starting spot, tribal villages, and city states, but this one thing at the very end just feels TOO random. The techs leading up to Smart Materials could all be shuffled but just knowing that one is last would put all games on more equal footing.