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Civ 7 Dream Features Unveiled 

Matatodos Gaming
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Here are 5 things I'd like to see added to Civ 7.
0:00 - Five things I want to see in Civ 7. Better AI is first
0:38 - Lesser warmonger penalty in defensive wars
1:11 - World Congress goes away
1:49 - Claim land with military units
2:13 - Bridge districts like canals
2:49 - Bonus 6th feature!
First, there are very few people that thing the AI in Civ6 is good. From poor usage of units to ridiculous trade offers, the AI is one of the weakest parts of the current game and could use an overhaul. For example, these ranged units continue to move into range of my ranged units but don't attack me even though they could. It would be great to see a more meaningful AI that can actually play the game even a little bit.
Second, wars can cause significant reputation damage with other civs, even in a defensive war. Sometimes, an aggressive enemy needs to lose a city or two to put them in their place and weaken them so they don't attack again in the near future. Sometimes taking a city is the only way to not fall behind yourself as there's no sufficient way to be compensated when ending a war.
Third, The World Congress should go on permanent recess. These votes are more of an annoyance than anything, and I hate when they pop up. So many times, they don't materially affect the outcome of the game but the popups get annoying quickly and take time to click through. Diplomatic victories in general have never been a favorite, so I wouldn't mind seeing the whole mechanic drop off.
Fourth, I'd like to be able to claim land with military units ahead of settlers arriving. It would have to come with some cost somehow… maybe a per turn gold cost to have land claimed, or the military unit doing the claiming is locked up while the land is unsettled, but it would give an interesting dynamic to expansion and maintain historical accuracy.
Fifth, I'd like to see bridges get the same treatment as canals. Now bridges are not all that common on many maps, but sometimes there are several clustered islands, especially if you play on an island specific map, where several bridges could be built. In these situations, it would be great to build bridge districts to span a single hex of water similar to a canal spanning a single hex of land. The San Fran (or new) bridge wonder could then be used to span 2 hexes with a bridge, giving it special qualities.
And a bonus sixth one. One of the biggest complaints about Civ6 is the potentially boring late game when you've secured a significant lead such that your victory is assured. The game becomes a monotonous click fest, trying to burn out the turns needed to achieve victory conditions. I've fallen into this myself at times, where a victory is all but assured, but dozens or even 100s of turns depending on game speed, needed to complete a victory. Now the rules on this would have to be clear and significant, but I'd love to see an "auto resolve" option where you've created such a lead that your victory is guaranteed in time.
What things would you like to see? Drop a comment down below.

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16 авг 2024

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Комментарии : 13   
@dirtymaghrebin3280
@dirtymaghrebin3280 Месяц назад
My top of Feature Wishlist : - Having your voice in the game as narrator
@MatatodosGaming
@MatatodosGaming Месяц назад
I'll call Firaxis and let em know. 😁
@tech-tok2973
@tech-tok2973 Месяц назад
Subdivision of hex tiles: More detailed map design; More customisation and strategy involved in placing districts and wonders; For example districts are still 1 hex tiles or 7 sub hex tiles, but if there is a line mountains or sea you need to shift it by one or two subdivisions over to a clear area. Resources would also be the same meaning you have the option to either develop an area with all 7 tiles with resources for optimal benefit or maybe only get 71% or 57% to accommodate a full district tile next to it
@MatatodosGaming
@MatatodosGaming Месяц назад
Sounds interesting!
@DonutTracks
@DonutTracks Месяц назад
I agree with everything you said. I hope this hypothetical "big bridge" wonder has a big canal to go with it. Maybe instead turn bridges and canals into a less restricted district, for example to connect the canal to a city 5 tiles inland, or to just make the panama canal equivalent bigger in the first place. It's a pretty long canal, and maybe bridges can get the same treatment. I would also like to see better modding ability. For example, easier custom unit appearances. I rarely ever see custom-modelled units in the workshop, and any that I do see usually look horrible. I doubt this is a lack of modelling skill on the community's part, because I'm seeing all of these wonder mods everywhere. Any custom units I typically see, reuse the existing in-game models. Another issue modders ran into is district placement restrictions. As far as I understand, the only restrictions available for custom districts are the ones already in the game. So if someone wanted to have some kind of urban city district, but restricted to fresh water tiles only, they can't. The best they can do is to have the same restrictions as aqueducts, so you wouldn't be able to have it near the coast without mountain or maybe next to a canal, which may clearly have access to a lake just out of reach. It's specific, but small changes like making districts have the same placement customization as wonders can make a huge difference for modders, albeit probably not for vanilla players. Thanks for reading.
@MatatodosGaming
@MatatodosGaming Месяц назад
Those are some great additions!
@fitz12ify
@fitz12ify Месяц назад
I would put territory claim as a ship mechanic to make having navies usefull. Like late renaissanse ships, frigate and privatier. And it could be a civ power to have caravels have that property (like for example to Spain civ ability), I would limit it to 1 charge per ship. Also have a causus belli tied to it like if someone settles land you claimed you can take that city 0 grievances. Also add blockades and embargoes. Blockades as a mean to again make navies useful (and also a causus belli that the recipient of the blockade can use to start a just only naval war). And embargoes as a diplomatic mechanism. Also the ability to sell units to city states and weak civs in order to help them withstand a stonger foe. And a coastal fortress that can give harbors the ability to shoot and defend.
@MatatodosGaming
@MatatodosGaming Месяц назад
Great adds!
@szymenxd1
@szymenxd1 Месяц назад
Maybe it's just me, but I don't really like the scale of wonders and districts in relation to the general map size. Space between cities gets incredibly crowded in late game. Maybe they could tweak the game in a way that the most optimal spacing between cities would be increased by like 50-100%?
@ghaizann8960
@ghaizann8960 Месяц назад
Yeah, one of the things I find fun in civ is the tile management, and the late game becomes tedious because of the clutter
@MatatodosGaming
@MatatodosGaming Месяц назад
I love this. Late game looks like one giant urban sprawl city 🤣
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