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Description
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 City States Todo Thread #4602
- Religion - Implementation of Religion - Roadmap #4290
- Espionage - Implementation of Espionage - Roadmap #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 Couple of "Issues" #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 orheal (see Couple of "Issues" #3506) - Anti-air should deal extra damage to helicopter units
- Accuaracy, Barage (and probably more) should only take effect when attacking (see Promotion bugs #4508)
- When defending from a ranged attack, ranged strength should be used (if available) (see Ranged Combat Defend with Ranged #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 Implementation of Diplomacy #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 (City Production Focus (UI) #6144)
Other:
- Zone of Control - 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 Couple of "Issues" #3506)
- Unhappiness effects, such as production debuffs and barbarian units spawning (see Couple of "Issues" #3506)
- Each major civ receives 3 copies of luxury near its starting location (see Couple of "Issues" #3506)
- Great Person points should be generated per city instead of empirewide (part of greater overhaul of great persons) (see Couple of "Issues" #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