chrisgatt7
Prince
- Joined
- Mar 26, 2013
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Why Civilization VII Feels Disconnected Compared to Civilization V
I’ve been a long-time Civilization fan, and for me, Civilization V nailed the feeling of leading a nation through history. Every decision carried weight, every era felt like progress, and diplomacy, trade, religion, economy, city-states, and resources combined into an immersive journey across millennia. Civilization VII, by contrast, feels like a step back in many of those areas. While it has fresh visuals and some bold ideas, the game fails to capture that sense of guiding a civilization across the ages. Here’s why:
Civ VII traded long-term immersion for speed and accessibility. Instead of guiding one civilization across millennia, you’re shuffling between eras, watching leader face-offs, fighting forced wars, and ignoring soulless city-states. With weaker leader choices, a hollow economy, no strategic resources, underdeveloped religion, the loss of the Information Era, and disconnected diplomacy, the grand narrative of nation-building is gone.
In short:
Civ V = Lead a civilization through thousands of years, balancing war, religion, economy, diplomacy, city-states, and resources into the Information Age.
Civ VII = Role-play a handful of leaders in disconnected snapshots, with shallow systems, forced wars, and empty side mechanics.
Civilization VII isn’t without potential. Its visuals are polished, and Firaxis may expand or rebalance the systems over time. But as it stands, the game feels less like building a civilization and more like playing a personality-driven board game.
For players who crave the deep sense of nation-building and immersion — Civilization V remains the gold standard.
The real question is can Civilization 7 be saved ? or do we have to possibly wait 15+ years for Civilization 8
I’ve been a long-time Civilization fan, and for me, Civilization V nailed the feeling of leading a nation through history. Every decision carried weight, every era felt like progress, and diplomacy, trade, religion, economy, city-states, and resources combined into an immersive journey across millennia. Civilization VII, by contrast, feels like a step back in many of those areas. While it has fresh visuals and some bold ideas, the game fails to capture that sense of guiding a civilization across the ages. Here’s why:
1. The Era Reset Breaks Immersion
- Civ VII splits the game into Antiquity, Exploration, and Modern, essentially “resetting” your civilization every era.
- Alliances, grudges, and history don’t carry forward in a meaningful way.
- In Civ V, continuity mattered — betray someone in 2000 BC, and they remembered in 1800 AD. That made diplomacy feel alive and personal.
2. Diplomacy and Trade Are the Weakest They’ve Ever Been
- Deals feel like clicking through menus, not negotiating with nations.
- Leaders face off in awkward, theatrical debates that feel forced and artificial.
- The system puts the spotlight on characters instead of civilizations.
- Trade is sterile: just number swaps, with no geography, routes, or risk. In Civ V, trade caravans tied directly to the map, creating stories and stakes.
3. Leaders Overshadow Civilizations
- Civ VII makes leaders the main attraction, rather than civilizations.
- In Civ V, leaders were ambassadors framed in cultural environments (palaces, temples, war tents) that reminded you they represented nations.
- In Civ VII, it feels like a duel of personalities rather than the story of empires.
4. Weak Leader Selection
- Example: America is represented by Harriet Tubman. While heroic, she was never a head of state or nation-builder.
- Compared to Washington (Civ V), who embodied America’s foundation and global rise, Tubman feels mismatched.
- Across the roster, Civ VII favors reformers or symbolic figures over iconic leaders like Napoleon, Caesar, or Shaka, who defined civilizations’ global impact.
- This weakens national identity and immersion.
5. Religion Is an Afterthought
- In Civ V, religion was a major strategic layer: founding faiths, spreading influence, shaping diplomacy, and waging religious wars.
- In Civ VII, religion feels shallow and optional, with almost no impact on strategy.
- The spiritual and cultural depth of empire-building is gone.
6. Economy Is Broken
- By midgame, you’re drowning in gold with nothing meaningful to spend it on.
- There are almost no financial trade-offs or strategic choices.
- In Civ V, money mattered — unit upkeep, building maintenance, and trade income forced you to manage resources carefully.
7. No Strategic Resources
- Strategic resources like iron, coal, oil, and uranium were core to Civ V’s tension.
- Controlling them shaped wars, alliances, and expansion. You couldn’t just spam tanks or battleships without supply.
- Civ VII removes this entirely, stripping away one of the most immersive and strategic aspects of empire-building.
8. No Information Era (and Beyond)
- Civ VII stops at the Modern Era, leaving out the Information Era and future-tech stretch that gave Civ V such an epic endgame.
- The late game in Civ V had satellites, internet culture, space programs, and nuclear standoffs — the “sci-fi edge” of human history.
- Without that phase, Civ VII ends abruptly, robbing players of the sense of guiding humanity into the future.
9. Forced Modern Age Wars
- In Civ VII, the Modern Age often triggers automatic world wars, meant to simulate WWI and WWII.
- While the idea is fine in theory, the execution feels forced and artificial because diplomacy is so weak and disconnected.
- Nations suddenly declare war without logical buildup or consistent reasons, breaking immersion.
- In Civ V, wars happened because of history, grudges, or resources — and when global conflicts erupted, they felt earned.
10. City-States Feel Soulless
- In Civ V, city-states were vibrant: they had personalities, quests, unique bonuses, and could swing entire wars or strategies if you invested in them.
- They created diplomatic mini-games and added layers of choice — do you ally with them, conquer them, or ignore them?
- In Civ VII, city-states are bland and forgettable. I often barely notice they exist, and they add almost nothing to the strategic or narrative fabric of the game.
- This removes one of the most beloved “flavor systems” of the series.
The Core Problem
Civ VII traded long-term immersion for speed and accessibility. Instead of guiding one civilization across millennia, you’re shuffling between eras, watching leader face-offs, fighting forced wars, and ignoring soulless city-states. With weaker leader choices, a hollow economy, no strategic resources, underdeveloped religion, the loss of the Information Era, and disconnected diplomacy, the grand narrative of nation-building is gone.
In short:
Civ V = Lead a civilization through thousands of years, balancing war, religion, economy, diplomacy, city-states, and resources into the Information Age.
Civ VII = Role-play a handful of leaders in disconnected snapshots, with shallow systems, forced wars, and empty side mechanics.
Final Thoughts
Civilization VII isn’t without potential. Its visuals are polished, and Firaxis may expand or rebalance the systems over time. But as it stands, the game feels less like building a civilization and more like playing a personality-driven board game.
For players who crave the deep sense of nation-building and immersion — Civilization V remains the gold standard.
The real question is can Civilization 7 be saved ? or do we have to possibly wait 15+ years for Civilization 8