yairm210/Unciv

Missing features from Civ V - G&K

xlenstra opened this issue · 90 comments

This issue is meant as a collection of all G&K features that have not yet been implemented, but we are planning to implement. If you know such a feature that is not listed below, please comment on this thread, and we'll add it to the list.

The old version of this issue can be found as #663, but it contains lots of discussion on issues that have long been solved, cluttering up the issue. Furthermore, multiple new issues have been posted there, but have not been added to the original post. This new issue is meant as a clean slate, including all the open issues from the old version, but leaving all finished baggage behind.

Major things:

  • City States - see for examples #4602
  • Religion - #4290
  • Espionage - #7610
  • Score and Time Victory

Units:

  • Ranged units may capture civilian units instead of destroying them by moving to their tile
  • Capturing civilian units should not cost an attack
  • Great people (except great prophets) & work-boats should be destroyed on capture
  • Supply cap
  • Pillaging of roads when the improvement is already pillaged
  • You should not be able to pillage your own tiles
  • Pillaging should give gold, based on the improvement pillaged different amounts of gold are plundered
  • Barbarians can capture workers/settlers and escort them to encampments. From there they can be liberated, even to other civs. If not liberated, settlers turn into workers upon recapture by a different civ.
  • Spawning of barbarian encampments and units in them has other rates in the base game
  • Embarked units should be on a different layer than military and civilian water units. Embarked military and civilian units should be on the same layer.
  • Embarked units (except for marines) should have -1 vision
  • Spaceship parts should be units, that are added to the spaceship by using an action in the capital
  • 'Build road to' action for workers
  • 'Remove [feature] and build improvement' action for workers
  • Helicopter Gunship has its own unit type: Helicopter (part of greater overhaul of unit types)
  • Scouts upgraded through ancient ruins to archers keep the 'no terrain cost' unique (turn it into a promotion)
  • Guided missiles should not cost maintenance
  • Great Admiral

Combat:

  • Air Sweep action for fighters
  • Dogfighting promotion
  • Aircraft take damage when attacking
  • Submarines should no longer be invisible to enemy civs when there is one of their units next to it
  • The +Strength% vs City uniques of most siege units should only be offensive (see #3506)
  • Land melee units should not able to capture civilian or attack military units in water and vise versa.
  • Cities should still inflict damage when attacked at 0 hp
  • Melee units should enter a city upon capture
  • If you recapture your capital, it should become your capital again
  • Capturing cities destroys all culture & military buildings in them; other building have a 34% chance of being destroyed
  • Recaptured cities should be able to bombard immediately
  • Barbarians should not be able to fortify or heal (see #3506)
  • Anti-air should deal extra damage to helicopter units
  • Accuaracy, Barage (and probably more) should only take effect when attacking (see #4508)
  • When defending from a ranged attack, ranged strength should be used (if available) (see #6563)

Diplomacy:

  • Unique quotes for Denouncing
  • Unique quotes for Peace Requests
  • Unique quotes for Friendship Requests
  • A civ can ask another civ to make peace with a third civ
  • Enable entering of custom amounts of gold in trade deals
  • Remove introducing other empires in trading
  • You should not be able to trade away resources gained from trading and/or city-states
  • Many things noted in #4674
  • The owner of the UN gets a free vote in all elections

Civs:

  • The Celts (reiligion)
  • The Maya
  • Carthage
  • Byzantium (reiligion)
  • Austria
  • Ethiopia

Cities:

  • "Hail The King Day" after acquiring a certain resource for a city
  • CN-Tower should provide a free broadcast tower in all cities of the owner of the CN-Tower, so that might change if the city containing it is captured/sold
  • Border expansion should avoid going into rougher terrain when more open terrain is available - won't add.
  • Cities on different landmasses can be settled one tile closer together
  • Cities on hills should only cost 1 movement to enter
  • Recycling Center
  • Annexed cities provide a higher base unhappiness
  • Automatic reassignment of population after each turn, with possibly user-set resource focuses (#6144)

Other:

  • Zone of Control - #4085
  • Oil wells should be named offshore platforms when built on water
  • Strategic resources give 2-6 copies of the resource instead of 2 (exact amounts depend on resource) (see #3506)
  • Unhappiness effects, such as production debuffs and barbarian units spawning (see #3506)
  • Each major civ receives 3 copies of luxury near its starting location (see #3506)
  • Great Person points should be generated per city instead of empirewide (part of greater overhaul of great persons) (see #3506)
  • Hills shouldn't give an extra vision bonus
  • Forests and jungles should block the view of hills but not of mountains
  • Hills, Mountains and most natural wonders may be seen from 1 tile further away than most units can see
  • Multiple civs may play together in a team
  • Completing policy branches give leaders titles
  • Notification log
  • If a multi-turn move of a unit finishes after pressing 'next turn', you should regain control of your turn to further instruct this unit
  • G&K luxuries: Citrus, Crabs, Copper, Truffles, Salt
  • G&K natural wonders: Mt. Kailash, Mt. Sinai, Sri Pada, Uluru, Mt. Fuji
  • Wonders providing happiness do so when it is in your border, not necessarily when worked
  • Starting in later era's also slightly decreases tech costs, border culture expansion, tile improvement building time, and a few other things (check game XML files)
  • On larger maps, there are more natural wonders
  • On larger maps, unhappiness from the amount of (annexed) cities is slightly decreased
  • Replay of the borders of each empire after game end

this is an absolutely great thread! by any chance you can also link my implementation of diplomacy todo issue?

also please add mountains being able to be seen from away due to height of it
like f-fog m-mountain p-plain x-player

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Submarines are visible to and can be attacked by enemy units directly next to them

Rather: They are visible to units next to them and can be attacked when visible

Regarding Celts: #4658 only lacked an acceptable implementation of combining positive and negative subfilters into a tileFilter for "unimproved Forest" - I'd like a vision on how to elegantly do that

My first idea would be allowing combined filters for tiles as was already done for baseUnits, and then add 'unimproved' as a filter in tileInfo.matchesFilter, which is only true when improvement == null, so you can have something like:
"[+1 Faith] from every [City center] adjacent to at least [1] [{unimproved} {Forest}] tiles [in all cities]"

Alternatively, you can do something like "[+1 Faith] from every [City center] adjacent to at least [1] [Forest] tiles without [improvements] [in all cities]", which would require adding "improvement" and "improvements" in improvement.matchesFilter, but is also more moddable, allowing things like "[+2 Food] from every [Forest] adjacent to at least [2] [Forest] tiles without [lumber mill] [in this city]" or something.

You got "and" logic through for unitFilters? My input for logic in tileFilters was summarily rejected back then when I wanted that alien mod improvement to be allowed on any tundra including hill or forest but not other hills or forest - in one unique.

And - oops - that kind of discussion does not belong here. Even the closed 4658 would be the better place. I just wanted that line marked as half-done or something.

Gold treasure: You receive 50-100  Gold.

Cultural artifacts: You receive 20 Culture.

Religious artifacts: You receive 30-40 Faith.

An ancient prophecy: You receive 80 Faith. Note that the civilization must have founded a Pantheon before this reward becomes possible and that it stops occurring after you've founded a religion.

you should be able to get a random ancient era tech from ruins, you only get ones that you can currently research ( u cnat get calendar without pottery)

barbarian activity spoiled from ancient ruins

all of the bonuses should be adjusted for game speed except for gold

add these too please

Some of these things may be easily crossed out of the list:

  • Hills providing sight bonuses (just json)
  • Great person being uncapturable (just json)
  • G&K luxuries (i will do it, json + images)

Barbs not healing is already implemented i think (unless they pillage). Do they gain promotions?

Capturing cities destroys all culture buildings in them, and has a chance of destroying additional buildings

I found info on that in civilopedia, it appears that all culture buildings are destroyed, all military buildings are destroyed (barracks etc), all national wonders are destroyed and any other building has 34% chance of being destroyed.

Things to include on the list:

  • city always has full combat strength (even if it has 0 hp).
  • capturing civilians should not count as an attack (multiple civilians can be captured by a single unit in one turn) and you should capture a civilian when your units move into tile occupied by one (meaning melee unit destroying a military unit protecting a worker, thus moving into its tile, should capture the worker).
  • melee unit should enter the city they capture.
  • work boats should not be capturable.
  • replay functionality; graphs; map timelapse; game log.

Question: are tiles just at the ends of rivers considered next to river in civ5?
as an example:
20210807_144941.jpg

You've circled 6 tiles - 4x yes, 2x no

You've circled 6 tiles - 4x yes, 2x no

i dont mean the ones that are directly water tiles, i mean the one with worker and one with hill forest

Question: are tiles just at the ends of rivers considered next to river in civ5?
as an example:
20210807_144941.jpg

nope

@xlenstra one thing i wanna add, the happiness from wonders sometimes needs to be worked, it is different per wonder and sometimes it being in your Territory is enough

@xlenstra one thing i wanna add, the happiness from wonders sometimes needs to be worked, it is different per wonder and sometimes it being in your Territory is enough

Already on the list

can you please add the table at the bottom of this link https://civilization.fandom.com/wiki/Map_(Civ5) to the list? especially the natural wonder one is not implemented

can you add production food science culture output aimed city population assignation to the list? also the cities dont update their assigned population when tile yields change or territory changes (u can improve a farm on a grassland but the game wont move the populstion assigned to s plain grassland to that farm)

According to the wiki, anti-air units and fighters should deal increased damage against Helicopter Gunships.

Anti-air units in particular currently don't do this in Unciv because Helicopter Gunships are implemented as land units and do therefore not match the "air units" unitFilter used in the "+[amount]% Strength vs [air units]" unique. The original game uses the "Bonus vs Aircraft/Helicopters (150)" and "Bonus vs Bomber Units/Helicopters (150)" formulations, but singling out Helicopters is not very modular. Anti-air units and bombers should probably deal increased damage against all free-moving air units, in case mods add more of them. Perhaps we could add a new "hovering" movement type for such units.

According to the wiki, anti-air units and fighters should deal increased damage against Helicopter Gunships.

Anti-air units in particular currently don't do this in Unciv because Helicopter Gunships are implemented as land units and do therefore not match the "air units" unitFilter used in the "+[amount]% Strength vs [air units]" unique. The original game uses the "Bonus vs Aircraft/Helicopters (150)" and "Bonus vs Bomber Units/Helicopters (150)" formulations, but singling out Helicopters is not very modular. Anti-air units and bombers should probably deal increased damage against all free-moving air units, in case mods add more of them. Perhaps we could add a new "hovering" movement type for such units.

Helicopter is already a unit type, so I don't feel a specific need for a 'hovering' movement type, especially as it is basically the same as land units in all circumstances (except when you want to make it enter coast tiles without embarking, which was kind of in civ V, but that seems more trouble than its worth). I was already planning on at some point adding Strength bonus vs that unit type to those anti-air units anyway, and I feel like that ought to be fine modularity-wise.

can u change "Ranged units may capture civilian units instead of destroying them" to you capture civilian units by moving into their tile, this wont use up your attack?

"Automatic reassignment of population after each turn, with possibly user-set resource focuses"

can you change this into when any of the yields within the borders of that city and its shared territory and when that city loses/gains territory (shared included)?

Great people & work-boats should be destroyed on capture

great people minus great prophets, there should instead be a unique that says "gets destroyed when captured"
or maybe just "doesn't get destroyed when captured"

can u change "Ranged units may capture civilian units instead of destroying them" to you capture civilian units by moving into their tile, this wont use up your attack?

"Automatic reassignment of population after each turn, with possibly user-set resource focuses"

can you change this into when any of the yields within the borders of that city and its shared territory and when that city loses/gains territory (shared included)?

No, because the base game also doesn't do that and this way it is clearer for the user.

Great people & work-boats should be destroyed on capture

there should instead be a unique that says "gets destroyed when captured"
or maybe just "doesn't get destroyed when captured"

No, as this is a way of implementing the missing feature, but is not a direct part of this feature itself.

"Uncapturable" unique already exists (unit is destroyed when you try to capture it) and it is only a matter of editing couple lines in unit.json to make it work like in civ5.

Some differences:

  • Naval units shouldn't have "Sleep until healed" option outside friendly territory if they can't heal.
  • Great Person tile improvements should connect strategic and luxury resources.
  • Automated workers should replace tile improvements and remove terrain features to connect strategic resources even if improvement replacement is disabled.

I also noticed that unit maintenance seems fairly steady in the late game, whereas in Civ V it increases quasi-exponentially with the turn count.

However, that's probably one of the worst design choices in Civ: It's clearly a kludge balanced based on only the first couple thousand years, and it makes "forever war" style games both infeasible and unrealistic as gold income eventually stagnates. I think an S-curve that's the same as Civ V's behaviour before levelling off after the endgame could be ideal, or maybe a count based on unit production costs.

  • Great Person tile improvements should connect strategic and luxury resources.
    nope, not in civ5. Great Improvements connect only strategic resources.

suggestion for better readability, add max of 3 stars to every element by difficulty to implement, making it look better. like 1 movement points to get into a city center should be 1 star while that border history thing should be like a 2 and 3 for teams

  • Guided missiles shouldn't cost maintenance.
  • Civ V prompts for unit orders again after clicking "Next turn" if an automated unit still has MP after finishing its actions, preventing wasted MP.

distinction of landmasses between them

Hydro plant building

Hydro plant building

Main reason this isn't implemented, is that the AI can't manage its resources, and would spent all of them on building this, thus making it impossible to build modern units

Hydro plant building

Main reason this isn't implemented, is that the AI can't manage its resources, and would spent all of them on building this, thus making it impossible to build modern units

same with spaceship factories, i cant build a damn rocket artilerry because my cities with low prod decide to construct space age factories in villages

can you please add the table at the bottom of this link https://civilization.fandom.com/wiki/Map_(Civ5) to the list? especially the natural wonder one is not implemented

It is implemented, but there is a slight problem, let's see if you can spot it;
// val numberToSpawn = round(mapRadius * 0.13133208f - 0.56128831f).toInt()
// fun getHexagonalRadiusForArea(numberOfTiles: Int) = if (numberOfTiles < 1) 0f else ((sqrt(12f * numberOfTiles - 3) - 3) / 6)
// fun getEquivalentHexagonalRadius(width: Int, height: Int) = getHexagonalRadiusForArea(width * height).roundToInt()

I can spot it! All that code is commented out, so the game won't even compile due to unresolved references! Yay! 🥳

  • Unhappiness effects, such as production debuffs and barbarian units spawning

ive think a building unique could help with barbarians:
"spawns [amount1] [unit] as barbarians at a %[amount2] chance every [amount3] turns when empire has -[amount4] happiness"
example:
"spawns [3] [warrior] as barbarians at a %[67] chance every [5] turns when empire has -[17] happiness"

  • Oil wells should be named offshore platforms when built on water

i think if we have 2 oils(1 for land and 1 for sea, for this land oil is just "Oil" while water oil is "Water Oil") and add a new unique that looks like this: "this resource is the equivalent of [resource]"

it could work

  • Oil wells should be named offshore platforms when built on water

i think if we have 2 oils(1 for land and 1 for sea, for this land oil is just "Oil" while water oil is "Water Oil") and add a new unique that looks like this: "this resource is the equivalent of [resource]"

This could work, but a more general solution might be to refactor the improvement system, as discussed in #4889. In particular, see #4889 (comment).

(yes, I still lurk here sometimes)

The economic/cities overview for Civ V shows the icons of production.

  • Automatic reassignment of population after each turn, with possibly user-set resource focuses

I suggest the first step for focuses should be to support coefficients/weighting for different resource types in population assignment.

Would it be possible to also list missing features that are "wontfix" and "wontfix until [X] happens"?

Example of "wontfix": Naval and land units cannot co-occupy city

Example of "wontfix until [X] happens": Hydo plant will not be implemented until AI learns to manage resources

Great person points should be accrued on a per-city basis, not empire-wide.

Great person points should be accrued on a per-city basis, not empire-wide.

Already on the list

IIRC: Civ V clearly shows which units are (defenceless) civilians by drawing their icons in a different shape. In Civ V they are triangular.

This clearly communicates to the player which units are okay to send into combat and the like, and probably eases the learning curve. I didn't even notice it since I already knew that from Civ V, but I can see how poor distinguishability would be confusing to a new player. (See: #5689.)

Consensus in results exposed by Google is that even the basic nuke can't actually be intercepted in Civ V.

// Declare war on all potentially hit units. They'll try to intercept the nuke before it drops
for(civWhoseUnitWasAttacked in hitTiles
.flatMap { it.getUnits() }
.map { it.civInfo }.distinct()
.filter{it != attackingCiv}) {
tryDeclareWar(civWhoseUnitWasAttacked)
if (attacker.unit.baseUnit.isAirUnit() && !attacker.isDefeated()) {
tryInterceptAirAttack(attacker, targetTile, civWhoseUnitWasAttacked)
}
}
if (attacker.isDefeated()) return

It's not clear whether that's by design, or a bug/incomplete feature in Civ V, though.

Consensus in results exposed by Google is that even the basic nuke can't actually be intercepted in Civ V.

// Declare war on all potentially hit units. They'll try to intercept the nuke before it drops
for(civWhoseUnitWasAttacked in hitTiles
.flatMap { it.getUnits() }
.map { it.civInfo }.distinct()
.filter{it != attackingCiv}) {
tryDeclareWar(civWhoseUnitWasAttacked)
if (attacker.unit.baseUnit.isAirUnit() && !attacker.isDefeated()) {
tryInterceptAirAttack(attacker, targetTile, civWhoseUnitWasAttacked)
}
}
if (attacker.isDefeated()) return

It's not clear whether that's by design, or a bug/incomplete feature in Civ V, though.

If I'm not mistaken, when I implemented this, it was marked as a bug that this was impossible. It's been a few months since I looked at the civ 5 source code, but iirc, atomic bombers are actually marked as interceptable, but as they are handled differently from all other air units, the function doing the interception is never called. I've chosen to actually implement this, both to fix this "bug" and to give some defence against at least the first level nukes.

Several of these can get checked off.

See #6128 #5975 #5974

Unemployed Citizens should contribute 1 Hammer and count as a Specialist

Unemployed Citizens should contribute 1 Hammer

I'm 90% certain this is already implemented

and count as a Specialist

Does this actually matter for anything? It feels like a weird choice to me, 'Your specialization is not doing anything'? It seems more to me it was an implementation detail resulting in every pop being either a specialist or working a tile, which could streamline some calculations but we've already worked around that?

Looks like the +1 Production is in. Counting as Specialists matters mainly for the Food or Happiness bonuses from stuff like Policy (Civil Society) or Wonder (Statue of Liberty)

Looks like the +1 Production is in. Counting as Specialists matters mainly for the Food or Happiness bonuses from stuff like Policy (Civil Society) or Wonder (Statue of Liberty)

Tested it ingame and this indeed seems to be the case, yet it feels weird to call unemployed people 'specialists'. Another option would be to add 'unemployed' as a populationFilter, and the uniques for Civil Society and Statue of Liberty can be expanded to include another unique for that. Does anyone have a preference?

Tested it ingame and this indeed seems to be the case, yet it feels weird to call unemployed people 'specialists'. Another option would be to add 'unemployed' as a populationFilter, and the uniques for Civil Society and Statue of Liberty can be expanded to include another unique for that. Does anyone have a preference?

have you tested it in all possible configurations? Vanilla/G&K/BNW. I am getting weird results.

BNW nad G&K: Unemployed citizen is just unemployed citizen - not affected by Korean/Secularism ability, half specialist Food consumption policy, Statue of Liberty (despite it says it provides 2 Production, the yield does not change!).

Vanilla: Affected by Secularism, Food thing and Statue. Not affected by Korean ability (but i found info it used to).

I've only tested it with the Civil Society and Democracy policies in G&K, as that was the easiest to set up, and they both worked so I assumed it would be consistent

Notification log

you can mark that as done now :)

Actually there are a few more

Hello i really loved every detail of this game what i like to see is a trader and trader route. If it possible to make the worker auto build the roads cause it take alot of time to do it manually and thx.

Hello i really loved every detail of this game what i like to see is a trader and trader route. If it possible to make the worker auto build the roads cause it take alot of time to do it manually and thx.

Traders are a BNW feature, which we're currently not working on. Setting a worker to build a road to another tile is something we're working on and will be implemented eventually. Its also already in this list as 'build road to action for workers'

English: I just want Brazil I just need it nothing else thanks for reading :) pr BR :Eu só quero o Brasil só preciso disso mais nada obrigado por ler :)

Brazil will be added to Unciv once the Brave New World ruleset is added, but you can play as Brazil using mods such as the Brave New World mod.

Could we get the extremely common "Annihilation" victory condition (EG, destroy/conquer all other civilizations) so we can play with no Game Stoppers if we want? (This honestly should just be the default victory condition that's always on, because, well, obviously if you're the only civilization that exists you've won right?)

  • replay functionality; graphs; map timelapse; game log.

looking forward "replay functionality; graphs; map timelapse; game log"

Please add the parameter "warDuration" to the file "Speeds.json". Thank you very much!

Unit Promotion Notification (especially important for fortified units). I accidentally skip half of them because it is so subtle.

Unit Promotion Notification (especially important for fortified units). I accidentally skip half of them because it is so subtle.

Excellent idea, added :)

Autosave-0

Civ 5 had an auto save at turn 0 (before anyone took any action). I use it sometimes when I accidentally do something stupid within the first 3 turns and don't want to generate a new map.

I actually miss the Civilization intros, the ones that ended with "Can you build a civilization that will stand the test of time?".

Feature Request:
Add "startingFaith" parameter to "Eras.json" file.

Not a G&K's feature but BNW's one:
Merchant of Venice in Civ5 has ability to buy the whole city-state instead of very good trade as a regular Great Trader. In Unciv this Merchant cannot do so. So gameplay of Venice have a lot of difference between Unciv and C5.
Screenshot C5 on Fandom
Screenshot C5 on Fandom
Screenshot Civilopedia Rus

According to the Civilization wiki, a city's local happiness can't exceed its population, so a city with population 5 can't have happiness higher than 5. This upper limit doesn't currently exist in Unciv.

@xlenstra, I believe these boxes may be checked as the features have been implemented:

image
image
image

@xlenstra, I believe these boxes may be checked as the features have been implemented:

image
image

I can't confirm that these have in fact been implemented, due to my inactivity, but if another developer who has been active recently can confirm that, they're free to check those boxes

That's fair! I just pinged you since you are the OP. I also missed one feature about border replays and edited that into my earlier comment.

Say, that "Wonders providing happiness do so when it is in your border, not necessarily when worked" entry - wasn't there some discussion around this, is that worded accurately? The current +1 for everybody that's even seen it - is that still valid independently from that sentence? And individually, we have the "provides yields without being worked", and one or two wonders have that, and it works - within city radius - and feels right?

Say, that "Wonders providing happiness do so when it is in your border, not necessarily when worked" entry - wasn't there some discussion around this, is that worded accurately?

I can't remember this discussion or might not have been part of it, but as far as I've tested it and/or remember seeing screenshots by Ravignir, it seems accurate to me. The only thing that might be different (and I haven't got the time to test this) is that it applies to all tiles that have a base yield of happiness, which could happen through some pantheon beliefs, for example. And of course it could be limited by city radius, haven't tested that either.

The current +1 for everybody that's even seen it - is that still valid independently from that sentence?

Yes.

This is more of a quality of life improvement, but what is still missing from the original CIV 5 is the search function in the civilopedia. Sometimes you need to scroll a lot f.e. to find a unit, it would be easier to just search for it.

If there are Promotions, modal should be automatically opened and cannot be skipped.

Request to make Future Technology useful

Hello, I first wanted to say I have been playing the game for a couple years and am incredibly grateful for all the work you put into while still keeping it open source.

One thing I have noticed is that future technology is essentially a dead end with no purpose. I propose making it so each time you research future technology, it provides 1% strength to all units, and or 1% productivity bonus, and or 1% happiness bonus, and or 1% crop yield bonus. Researching the Future Technology tech could have a compounding cost to prevent it from becoming abused. While this is a just a general idea, I believe it would add more value to science in the end game, especially if scientific victory is disabled. This feature could also be optional and selected during game setup.
My apologies if I did the format wrong

Religious Policy

The role of religion has added an interesting element to the gameplay and certainly made it far more dynamic. However, there are a few areas which I believe could use improvement, primarily the number of religious that can be founded as well as the inquisitor function.

1.) The number of religions that can be made should be an option when setting up the game, in which a custom amount could be selected. If a custom option is not selected and religion is enabled, the number of foundable religions will follow current rules which I believe is around 1/2 or 3/5ths of all major civilizations.

2.) Inquisitors & Expulsion - Inquisitors are largely ineffective in the game, with Great Prophets and missionaries generally acting as better alternatives. I argue that there should be an option to expel all foreign religions from a city (or all cities). Expulsion could either be a specific religious precept that is chosen when founding a religion, a perk of Spain, etc... The cost of this is a temporary stall on growth in the city that suffers expulsion, as well as decline in the relationship with the religion that state originated from. For example, if Spain was to expel the religion of the Ottomans, the Ottomans would have a more negative view of Spain.

3.) Religious Demands - the demand section currently only includes: don't settle near me. A demand to either convert to a religion (which would cause a temporary but significant increase in the religious pressure of the religion which the state was demanded to convert to if accepted), or a demand to stop sending missionary and great prophet units into a nations border (which would last for 50 turns). While this would not stop organic growth, this would give strong nations the ability to have greater, and more historically accurate, control over their religion. Obviously, either demand would cause a significant drop in relationship, with a greater drop in the preindustrial (and therefor more religious) age.

4.) Clergy - typical feudal systems function on the three estates system. Having temples provide a single religious job (which could produce 2 faith and 1 culture), would make the game more interesting and more realistic. It would also give players the decision of whether or not they want to focus on faith production at the expense of other production. This would be akin to how amphitheaters provide culture jobs.

5.) Crusade - A choice when founding religious which allows you to declare a crusade and automatically convert any city you capture to your religion. However, declaring a crusade instantly angers any state not aligned with your religion, and can potentially trigger unrest in cities. Perhaps certain other debuffs apply. Other ways to make it more balanced is by making it where crusades can only be used to take back cities that once had the religion.

I hope you consider these ideas and find them to be helpful

@CodyStorms: While I appreciate your enthusiasm, this thread is for tracking the base game mechanics that haven't been implemented yet. Since each of your suggestions are outside of that scope, please move them to their own thread.

If a Wonder is destroyed by razing the city it's in, it should be impossible to build the Wonder again, since that's how Civilization V handles it.

debes implementar una opción de comprár casillas a otras civilizaciónes y también vender casillas.

Yo opinó que deberías implementar más civilizaciones como Macedonia, Polonia-lituania,Esparta, Hawaii,etc

I miss "Achievements (Google Play exclusive)" which was present in predecessors to this "thread" (#1935, #663). Sometimes I miss the (Civ3 I think) "Congratulations, you are the first to circumnavigate the world" one. Also, this one just tickles the fancy as they say...

Thing is, they need not be SpyPlay exclusive. See shattered's Badges - they work locally stored , or I believe they sync to GP too (Edit: Checked SP's Badges.java and AndroidPlatformSupport.java - no they don't). We could reuse the Unique triggers concept and create a GrantAchievement Unique, some json for the nice texts, one icon and one optional splashscreen each, one UI screen. Later we could add syncing them up to Play. Pity those (censored) demand registering an ID for each achievement on their console first...

On (Natural) "Wonders providing happiness do so when it is in your border, not necessarily when worked" -

  • Each known Natural Wonder gives 1 happiness for the rest of the game
  • They have tile yields, and they can have the TileProvidesYieldWithoutPopulation (currently only FOY has that) Unique.
  • What does the entry mean exactly: Replace rule 1 "known" with "in your borders"? Or is it +1 when only known +2 when in your borders, still independent of tile yields? Or does that mean the TileProvidesYieldWithoutPopulation Unique should be added to all of them, not only F o Youth?

Please add:
+1 button
-1 button

to the trading (gold setup) window, not just +5 -5 ... etc.

it is very complicated to correct the number on a touchscreen.
(If virtual keyboard is opened >> the window is closing.)

Please add

That is not a "Missing features from Civ V - G&K"

You should be able to queue multiple research paths (i.e by holding shift). Currently you can queue down a single track:

Example:
image
Or:
image

I believe it was a feature in vanilla Civ V that you could hold shift and select optics and then philosophy and the queue order would be

Sailing->Optics->Calendar->Philosophy

Oh, shoot, @yairm210 the feature request form is mentioning this every time and is causing the messages to show up here

'Build road to' action for workers

Seems completed?

Podria ser bueno que en el juego haya rebeliones, que una ciudad o un grupo de ciudades se rebelen o que aparezcan unidades rebeldes, tambien podrían agregar grupos de interés a los que mantener felices con acciones politicas, y acciones politicas que cambien el curso de la nación.

Hi all. I propose @yairm210 to improve and make the gameplay in Unciv more realistic. I propose to introduce a small detail into the game that will relate to diplomacy and declaration of war. Usually, even friendly cities or allies can suddenly declare war on you. However, this war has no basis. It would be possible to provide some reason why friendly cities or allies declare war.
The reasons for declaring war can be different: the enemy has a strong army and the AI wants to weaken the army, intrusive religious politics, troops are located very close to the borders, or cultural superiority and the enemy wants to weaken your state.
I have suggested perhaps strange reasons for declaring war, but in this way the declared war will have a basis. But in the game it turns out that there is no basis for war. Today he is your ally, and tomorrow he just hates you for no reason.

@lolafur #4674

Also, if you're request has anything to do with gameplay mechanics, rather than just in general more information from the AI (like Civ 5 may have) then it doesn't fit with this issue

Also, if you're request has anything to do with gameplay mechanics, rather than just in general more information from the AI (like Civ 5 may have) then it doesn't fit with this issue

The way I see it, the AI is involved in gameplay, so I added my suggestion here

Regardless, this thread is for tracking features that are as yet missing from Civilization V: Gods & Kings. If that doesn't describe your suggestion, it belongs in a new thread.

On larger maps, unhappiness from the amount of (annexed) cities is slightly decreased

Should it be made through global uniques, or hardcored?

Maybe should we add the map size filter?