Penry

Civ VI wishlist

13 posts in this topic

It's got to be done!

 

What are your top three items for things that you wish would be included/improved for Civ VI?

 

Here's my top three

 

1. Pitboss, out the box on day 1

2. A much more involved and complex diplomatic system coupled with an AI that knows how to use it.

3. One unit per tile (ish) combat system with an AI that knows how to use it.

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A trade system that isn't just point to point. By this I mean cities that benefit from having a trade route go through them e.g. Panama, Suez.

 

Colonies or at least some way of collecting resources that doesn't mean building a city. An outpost that you have to defend, trading company etc.

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A trade system that isn't just point to point. By this I mean cities that benefit from having a trade route go through them e.g. Panama, Suez.

 

A thousand times this.

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So, with the info that has been released as well as some of the playthroughs, how do you think that VI is shaping up to the wishes and does anyone want to update their wish lists??

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Honestly, with all I have seen, I'm still concerned about the three points I mentioned above.

 

I've added a fourth point as it looks like Civ VI will be DLC rich.

 

1. Pitboss, out the box on day 1

2. A much more involved and complex diplomatic system coupled with an AI that knows how to use it.

3. One unit per tile (ish) combat system with an AI that knows how to use it.

4. MP game that lets you use DLC even if the whole MP group doesn't have said DLC.

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I'll add another wish (if I can please ;) )

 

5. Seafaring and Navies are a big thing! This aspect of man's progress through time has never been suitably implemented in any Civ game.

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Do you think that the implementation of the Harbor district is a good apparent step in the right direction?

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I'm not sure at the moment as we've seen precious little naval action on the Let's Plays so far. I hope the next batch of videos have a more even split between land and sea, steering people to look into this aspect more. Even the Continent play throughs might as well have been Pangaea, as I saw little difference between them.

 

For seafaring and naval game to be effective (and therefore Harbours) I think we need to see the following:

 

Trade - naval trade will have to trump overland trade. There'll have to be some sort of 'escort' machanic too, to encourage maintaining a 'combat fleet' to protect the 'trade fleet'.

Exploration - some sort of 'new world' mechanic that encourages people to explore beyond their starting continent.

Naval warfare - something to encourage all civs to have some sort of naval presence would be good, otherwise there is little point in being king of the seas if you're the only one on the seas.

Sea to land warfare - I think being able to target cities from the coast will be necessary to give naval units real military power. If you can build a harbour from a city centre three hexes from the coast, then naval unots will have to be able to snipe back at the city centre from the coast too.

 

I think we might need more naval units too. Working on my units thread has really highlighted the lack of options in this area.

 

What do you think?

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I'm not sure at the moment as we've seen precious little naval action on the Let's Plays so far. I hope the next batch of videos have a more even split between land and sea, steering people to look into this aspect more. Even the Continent play throughs might as well have been Pangaea, as I saw little difference between them.

 

For seafaring and naval game to be effective (and therefore Harbours) I think we need to see the following:

 

Trade - naval trade will have to trump overland trade. There'll have to be some sort of 'escort' machanic too, to encourage maintaining a 'combat fleet' to protect the 'trade fleet'.

Exploration - some sort of 'new world' mechanic that encourages people to explore beyond their starting continent.

Naval warfare - something to encourage all civs to have some sort of naval presence would be good, otherwise there is little point in being king of the seas if you're the only one on the seas.

Sea to land warfare - I think being able to target cities from the coast will be necessary to give naval units real military power. If you can build a harbour from a city centre three hexes from the coast, then naval unots will have to be able to snipe back at the city centre from the coast too.

 

I think we might need more naval units too. Working on my units thread has really highlighted the lack of options in this area.

 

What do you think?

 

Well, the Redcoats thing with the English as well as the newer Spanish Treasure fleet thing are steps in that direction. The games have been all Quick speed, but have also not been able to get into the point of much of the Naval aspects...

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Yeah, I was thinking that the naval game should be promoted universally, rather than just for traditionally major naval empires. Their bonuses should come over and above an already improved naval game, not just over an already weak one.

 

Ed seems to be making some bold moves with Civ 6, and I have faith that he'll do well, but the high seas have been weak for 25 years now and I'm not sure they're about to change.

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It needs to be fun.

 

This.

 

And give me Uncle Joe!

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I'm not sure at the moment as we've seen precious little naval action on the Let's Plays so far. I hope the next batch of videos have a more even split between land and sea, steering people to look into this aspect more. Even the Continent play throughs might as well have been Pangaea, as I saw little difference between them.

 

For seafaring and naval game to be effective (and therefore Harbours) I think we need to see the following:

 

Trade - naval trade will have to trump overland trade. There'll have to be some sort of 'escort' machanic too, to encourage maintaining a 'combat fleet' to protect the 'trade fleet'.

Exploration - some sort of 'new world' mechanic that encourages people to explore beyond their starting continent.

Naval warfare - something to encourage all civs to have some sort of naval presence would be good, otherwise there is little point in being king of the seas if you're the only one on the seas.

Sea to land warfare - I think being able to target cities from the coast will be necessary to give naval units real military power. If you can build a harbour from a city centre three hexes from the coast, then naval unots will have to be able to snipe back at the city centre from the coast too.

 

I think we might need more naval units too. Working on my units thread has really highlighted the lack of options in this area.

 

What do you think?

 

This, yes. It was my only real big complaint with Civ IV that navys (esp on continents or panagea) are an after thought. Once BTS came out (I think...), you could blockade a city. It would stop the money coming into that city directly, but you had no mechanism for cutting off their resource trades, which was what I was really wanting to do!

So a big improvement in Civ V was that trade routes (which were about more than just gold - though still not resources grrrr) are units on the map which can be pillaged; making a merchant navy at least a must have thing.

 

Sea trade does trump overland trade in V as the returns are bigger, but the gap between the two should be increased again in my humble opinion ;)

I'd love to see the escort option you talk about. I see that one of the city states in VI will do this for you making them a must have in my mind; but I'd like to be able to create a proper merchant navy by linking trade ships and naval ones.

Re naval warfare, I think they should increase the barbs in the seas, moreso as the game goes on. Piracy should force navy's into play.

Longer range barrages from battleships should be a thing.

 

I'm not sure if embarking has helped or hindered utilising the sea. Your premise that naval units often can be ignored is sadly true in my experience.

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