You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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.
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
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)
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 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:
Units:
Combat:
fortify orheal (see Couple of "Issues" #3506)Diplomacy:
Civs:
Cities:
Border expansion should avoid going into rougher terrain when more open terrain is available- won't add.Other: