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While the video and thread didn't outright state that this was the end of development for Civilization VI, the tone of it all suggested a sense of finality. Whether that ends up being true or not, these are some of the things I'd like to see in the next installment of the long running 4X series.
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There's no way they're going back to that. Districts have been incredibly popular and represent a clear progression for the series. If anything, I would expect to see more for districts in VII. One of the most popular mods right now is a mod called City Lights, which expands on city planning even further. Another, by modder JNR, expands all of the existing districts with even more to do.
City Lights: https://steamcommunity.com/sharedfiles/filedetails/?id=2190389813
District Expansions: https://steamcommunity.com/sharedfiles/filedetails/?id=2401367999
I tend to play really long games and have no issues consistently building up my city throughout the ages. It's actually fun looking forward to all the different things that come online and how they change the way I think about how I want to build my cities. Having everything just live in the city center is boring by comparison. I suggest giving it another shot! But hey, if it's not for you, it's not for you.
Districts are a pointless nuisance that just disguised the dumbing down in rules that occurred from V to VI. The idea that they are popular, well show me the poll of fans that proves that, or it isn't true.
I would not even recommend a CiV fan buys VI, apart from (as always) better graphics (yawn) what is there to recommend it? Perhaps the ridiculous cartoon leaders and pastel colours which seem to be a a change designed to make Civ appeal to children and fit in with it becoming a mobile game. Civ IV is still the best in my eyes though only somewhat better than Civ V which is still definetly worth buying.
So guess what, I want them to return the game to one for adults who have an attention span beyond that expected of a casual mobile player. Somehow I doubt that's going to happen.
Apart from that I agree with all of Mike's points, they would all make for a better game.
On more specific level i wish they would get rid of this 1UPT (one unit per tile) policy. This was not part of the original game and it doesn't give any value to the new ones either.
Its lots of nastalgia packed in that series i guess, lots of great memories and glad it didn't die out.
- Drop the 1 unit per hex limit. If you have to have stacking limits, make them dependent on a nearby leader's abilities.
- More military leaders. 1 per continent (+) just isn't enough. Armies don't fight by themselves.
- Remove the ranged attacks. It tries to mix tactical and strategic functions into a single map and just doesn't feel right. Never has.
- More consistent time. The 1 turn = 25 years in the early game that progresses into 1 turn = 1 year in the later game tends to de-emphasize the ancient part of the game. Yes, it would make games potentially much longer, but that can present a more realistic picture (simulation) of the ancient era.
- More randomization in the tech tree and more cultural 'specialization', not just 1 tech and 1 unit per civilization. Ability to 'learn' foreign techs.
- Remove the hexs in place of territory maps. Resources and other 'map features' or improvements should be in territories, Again, this points to trying to mix tactical and strategic functions onto a single map.
There's a distinct probability that I won't be purchasing Civ VII simply due to financial considerations, but especially if is simply more of the same that Civ VI delivered. They need to resurrect some of the old game mechanics, particularly the 'castle' achievement from Civ I-III.Logic, my dear, merely enables one to be wrong with great authority.
What i DON'T want is to control large blocks of soldiers,i want MICRO managing.
Never forget 3 mile Island and never trust a government official or company spokesman.
cant agree with the stacking units and no ranged, the limits and ranged make it more strategic, leaving stacking up just make it be a production vs production power, removing hexes also not a good thing, it would make it smaller in scale and again limit strategic combat,
the year per turn is more like how the pace was in older time to today, today we have a lot of information going, things who happen today in any place in the world we can know in the hour, with was diferent in older times, it would take months or weeks IF at all, so this diference kinda fits
You know, stacking units was never a problem in the first Civ games. Your best unit in the stack fought the battle and if it lost your entire stack was destroyed. You soon learned not to stack your units unless you knew they'll be safe.
The lack of ranged units sure made the early games less strategic, but even that can be done better. In an older game Civilization: Call to Power combats were resolved in a Battle View window. Your "stack" vs. your enemy's "stack". In the combat window all units were in four rows: melee units in the front, ranged units behind them, siege weapons and artillery in the third row, and finally non-combat units in the fourth row. Combat was then resolved according to the specific rules, which i can't unfortunately remember anymore.
I'm not saying that is the only way to resolve combat but i'd be happy to see something like that in more refined state. Civ 5 and 6 combat takes place in a strategic map and feels silly. Your archers have range of 100km ffs.
Doomstacks are terrible. I'm SO glad for 1UPT! Lot of weird takes in this thread.
Logic, my dear, merely enables one to be wrong with great authority.
Not default gameplay of course, but some option to encourage weeks or months-long games.
VI has it! Play by Cloud. You get a Steam notification when it's your turn.
By contrast Steam tells me I have more than 5,500 hours in Civ V which I play daily still.
VI just didn't click with me so I'm highly skeptical that VII will.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
You can see my sci-fi/WW2 book recommendations.
A compromise between 1UPT and doomstack by allowing up to four units (of any type) per tile with certain tech developments. Have guards for workers/settlers. Have multiple workers on the same project. Have a general and their elite units. Combine swordsman and archers for a good 1-2 punch when attacking.
Add types (military, civil, financial) to items on a tech tree
Have non-education buildings contribute to research into different research types (barracks adds to researching military topics, banks help with financial topics, etc)
Let cities build multiple things at once, have a slider to control how much of city resources go to each item.
Workers can be used to sabotage enemy defenses and support ally units during city sieges. (It happened in real history with tunnelers collapsing enemy walls.)
Great Engineers improve worker output in a 3 hex radius
Logic, my dear, merely enables one to be wrong with great authority.