King Flevance
Deity
I have been eager to start a new game after every full game I finish and try out new ideas I had in my last playthrough. Every playthrough I have held some regret toward some part of my expansion strategy or my city development strategy. But I have also not played a bunch of games yet. I have only completed 3 games. (Campaigns) Plus a 3-4 trial single age playthroughs. My recently completed campaign was my first try at Marathon with long age length. I have also played an epic campaign and a standard. My current one is back to epic with long ages.
The bold underlined part is actually something Firaxis has been clear that they are literally trying to do this time with the narrative events system. Even the age system was meant to make the story of your game always have competent adversaries rising against you. I agree with you that they have seemed to fail at this. But it is not because they didn't try. I would argue they tried so hard that they actively worked against their goal and instead superficially clogged the narrative with crises and broke the narrative with age transitions without it really doing anything for snowballing.
per Age rather than just +3. Modern wonders should have a base yield of at least +10, not +4. So, I agree they need strengthened. But this is a minor critique, not a failure on Firaxis's design.
I am enjoying myself with this model overall. A noticeable part of that is, for sure, thanks to the modders in this community addressing much of the primary problems I have with the game. However, I do want to give Firaxis some credit here to say that they have a nice core game idea. I strongly feel that Age transitions, religion, crises, and biomes all need to be reworked. Also, diplomacy needs expanded upon. These are all large project by themselves. If you fix any one of these, it will greatly change the dynamic of the game. But each one works well enough to create a complete experience, it is just on the bland side.
I got lucky that I enjoy the core of the game greatly. Maybe it is because I am a board game hobbyist, but I don't think so because comparing this game to board games doesn't quite fit to me. It has too many trappings of video games in it for me. Crises have some board game flavor, but I think that is it. I do find the board game comparisons funny though as the first Civilization was inspired by a board game, and Civ the video game has inspired multiple board games, and now a board game designer is at the helm of the video game. This game has board game design at its core, so I find it odd to criticize it for what it literally started out as. However, I think Civ has evolved into its own thing. Trying to track all of this on a tabletop would not be fun, Civ takes full advantage of having a processor do all the math and bean counting for you. No one would play this board game.
I have been playing Civ since Day 1 of Civilization 1's release on the SNES. I felt the way you feel when Civ 5 released, and I feel Civ 6 tried to revert back with a few new ideas and ultimately came up short. Yet, I am fully enjoying 7's approach to the design. So, the notion this is not for old fans, but instead a new generation sits wrong with me. I find city placement + specialization balancing act the most intriguing in this variant vs any previous iteration that has no drawback to building everything makes it very engaging. Now, I would not venture to call this version challenging though, other than it is a challenge to navigate the game's mechanics but familiarity is quickly resolving that. I am currently trying a new game at a higher difficulty with the AI mod looking to see if I can find some challenge now that I am more familiar.@CGPanama It really pains me to read opinions like yours. It pains me because they are true and on spot. It pains to see that the game is designed and targets a totally different players, not old fans, not people looking for challenging and engaging gameplay, not looking for epic long stories that unfold before your eyes. Just a new generation, with a different focus and needs. All is left is a beautifully gorgeous mindless shallow clicker.
The bold underlined part is actually something Firaxis has been clear that they are literally trying to do this time with the narrative events system. Even the age system was meant to make the story of your game always have competent adversaries rising against you. I agree with you that they have seemed to fail at this. But it is not because they didn't try. I would argue they tried so hard that they actively worked against their goal and instead superficially clogged the narrative with crises and broke the narrative with age transitions without it really doing anything for snowballing.
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For wonders, I think because they take up a whole tile, they should be comparable to the power of a district, not a building. I think some ancient wonders like Angkor Wat should be +3

I am enjoying myself with this model overall. A noticeable part of that is, for sure, thanks to the modders in this community addressing much of the primary problems I have with the game. However, I do want to give Firaxis some credit here to say that they have a nice core game idea. I strongly feel that Age transitions, religion, crises, and biomes all need to be reworked. Also, diplomacy needs expanded upon. These are all large project by themselves. If you fix any one of these, it will greatly change the dynamic of the game. But each one works well enough to create a complete experience, it is just on the bland side.
I got lucky that I enjoy the core of the game greatly. Maybe it is because I am a board game hobbyist, but I don't think so because comparing this game to board games doesn't quite fit to me. It has too many trappings of video games in it for me. Crises have some board game flavor, but I think that is it. I do find the board game comparisons funny though as the first Civilization was inspired by a board game, and Civ the video game has inspired multiple board games, and now a board game designer is at the helm of the video game. This game has board game design at its core, so I find it odd to criticize it for what it literally started out as. However, I think Civ has evolved into its own thing. Trying to track all of this on a tabletop would not be fun, Civ takes full advantage of having a processor do all the math and bean counting for you. No one would play this board game.