There seem to be three categories of critique of Civ 7
The most obvious area to look concerning the "vibe" is the era system. There's both the issue of not having a continuous play. It's throwing people off to have their armies disappear and things reset if they were in the middle of a war. This then becomes a question of whether the idea of age resets somehow breaks something that was essential to Civ as a franchise this whole time, or whether the issue is simply how crisis and age ending is paced and handled. Maybe it's the case that some essence really was lost, but it can possibly become a new kind of thing that accomplishes the thematic premises of Civ better than ever before. It's also a question of whether players just need to get used to the pacing and anticipate it better.
On the other hand, I think the vibe people are picking up on isn't necessarily just the age system, but how it exists to frame a streamlining that deeply changes how the game functions. The streamlining and victory conditions are designed to aggregate formerly micromanaged activities and lead the player into "big arrow" decisions. There's a lot of emphasis, I think, on combat. It's not that you have to fight, it's just that the part of the game that's anything other than moving troops around becomes hollower than it was in the past. I think that's the vibe shift.
There's a lot of debate about the UI from players who are looking for information they used to rely on in Civ 6 when maybe you don't need that information in 7. For instance, people complain about not being able to tell which buildings are which. What I've found is that it sort of doesn't matter. When you place buildings, the UI tells you via tooltip what you're doing, and the adjacency emphasis that 6 drilled into our heads is much less important now.
This really demonstrates the nature of the vibe mismatch. People are intuitively and habitually trying to engage with a gameplay layer from Civ 6 when that layer in Civ 7 is so streamlined and modified, that you just can't engage with it all that deeply anymore. This is misinterpreted as something being wrong with the UI. The disappointment and frustration comes from people anticipating these gameplay layers and while they're superficially there, in substance they aren't.
For me, the thing I struggle with is not quite perceiving what to do with certain victory paths yet. For instance, how to earn codices if you're falling behind. I've had a game with massive science yields and massive gold. Another game I prioritized science and then didn't get any. I admit that the UI being bad was a problem here because I wanted to see the breakdown of how towns were creating yields for cities to intuit it better, but that information was very unclear. For instance, it took me far too long to realize that the reason why one of my towns was creating so much more gold than others was because other players were sending trade routes there.
Let me compare this to Civ IV. I played it for the first time lately, and one thing that I didn't understand at first was how cottages need time to grow into towns, and how these are essential for producing gold, and how science is a direct product of gold yields. I somehow was stuck thinking science was its own yield for a while and I didn't understand cottages at all at first. So, I did very well in games until the mid-game when the other civs just started cleaning my clock in science. I had to understand cottages->gold->science to even be able to play.
With Civ VII, I don't have that sense yet. The UI and poor civolopedia don't help that much at all. I think I did well in one game because I picked 2-3 policies at random by intuition that happened to stack really well. I suppose that over time I will pick up on a "sense" of what to do. This is where I think the truth of the "vibe" of 7 will come to the surface.
Eventually we'll all better understand what the flow of 7 is supposed to be. I maybe have wishful thinking or bias confirmation, but I've sort of seen glimpses through the fog of that vibe. I think Civ 7 is supposed to be about big arrow decisions and really engaging with military units to create an edge in your "menu" gameplay which is supposed to be as streamlined as possible. The physicality of the settlement designs as dioramas you could almost touch hints to this.
To get to this point, 7 needs a lot of menu work. For example, natural disasters are very annoying. There should be a one button "pay gold to repair all" feature every turn. Menu surfing to repair every last flooded tile is WAY too tedioius for a game built around streamlining.
I also have issues with some victory conditions like the explorer artifact thing in the modern era, or even usability and readability of the resources menu. The inability to clearly see where and when city connections occur. This has to be fixed. I also have issue with micromanaging the creation of trade routes and doing missionary work. For a game that got rid of workers, I'm sure spending a lot of time managing civilian units who are doing what is frankly just spam work. Modern era town growth is very tedious and should be automated. I hate placing 10 specialists to start every round, every time, in the late game when I'm in the middle of a war.
That all said, this is all fixable and we the players will grow used to the game. Once we all (including the devs through their fixes, and mods too) "get it", there's tons of room for unique civ abilities, new game mechanics and mods. We just have to hone in on the new "vibe" which I don't think even the devs have quite hammered out.
- It's unfinished and rushed, eg.: bad UI.
- "This isn't like what I'm used to. I don't understand the new mechanics yet so therefore I'm making incorrect strategic choices and have poorly calibrated pacing expectations."
- It's vanilla launch Civ which has been very flat for the last two launches as well.
The most obvious area to look concerning the "vibe" is the era system. There's both the issue of not having a continuous play. It's throwing people off to have their armies disappear and things reset if they were in the middle of a war. This then becomes a question of whether the idea of age resets somehow breaks something that was essential to Civ as a franchise this whole time, or whether the issue is simply how crisis and age ending is paced and handled. Maybe it's the case that some essence really was lost, but it can possibly become a new kind of thing that accomplishes the thematic premises of Civ better than ever before. It's also a question of whether players just need to get used to the pacing and anticipate it better.
On the other hand, I think the vibe people are picking up on isn't necessarily just the age system, but how it exists to frame a streamlining that deeply changes how the game functions. The streamlining and victory conditions are designed to aggregate formerly micromanaged activities and lead the player into "big arrow" decisions. There's a lot of emphasis, I think, on combat. It's not that you have to fight, it's just that the part of the game that's anything other than moving troops around becomes hollower than it was in the past. I think that's the vibe shift.
There's a lot of debate about the UI from players who are looking for information they used to rely on in Civ 6 when maybe you don't need that information in 7. For instance, people complain about not being able to tell which buildings are which. What I've found is that it sort of doesn't matter. When you place buildings, the UI tells you via tooltip what you're doing, and the adjacency emphasis that 6 drilled into our heads is much less important now.
This really demonstrates the nature of the vibe mismatch. People are intuitively and habitually trying to engage with a gameplay layer from Civ 6 when that layer in Civ 7 is so streamlined and modified, that you just can't engage with it all that deeply anymore. This is misinterpreted as something being wrong with the UI. The disappointment and frustration comes from people anticipating these gameplay layers and while they're superficially there, in substance they aren't.
For me, the thing I struggle with is not quite perceiving what to do with certain victory paths yet. For instance, how to earn codices if you're falling behind. I've had a game with massive science yields and massive gold. Another game I prioritized science and then didn't get any. I admit that the UI being bad was a problem here because I wanted to see the breakdown of how towns were creating yields for cities to intuit it better, but that information was very unclear. For instance, it took me far too long to realize that the reason why one of my towns was creating so much more gold than others was because other players were sending trade routes there.
Let me compare this to Civ IV. I played it for the first time lately, and one thing that I didn't understand at first was how cottages need time to grow into towns, and how these are essential for producing gold, and how science is a direct product of gold yields. I somehow was stuck thinking science was its own yield for a while and I didn't understand cottages at all at first. So, I did very well in games until the mid-game when the other civs just started cleaning my clock in science. I had to understand cottages->gold->science to even be able to play.
With Civ VII, I don't have that sense yet. The UI and poor civolopedia don't help that much at all. I think I did well in one game because I picked 2-3 policies at random by intuition that happened to stack really well. I suppose that over time I will pick up on a "sense" of what to do. This is where I think the truth of the "vibe" of 7 will come to the surface.
Eventually we'll all better understand what the flow of 7 is supposed to be. I maybe have wishful thinking or bias confirmation, but I've sort of seen glimpses through the fog of that vibe. I think Civ 7 is supposed to be about big arrow decisions and really engaging with military units to create an edge in your "menu" gameplay which is supposed to be as streamlined as possible. The physicality of the settlement designs as dioramas you could almost touch hints to this.
To get to this point, 7 needs a lot of menu work. For example, natural disasters are very annoying. There should be a one button "pay gold to repair all" feature every turn. Menu surfing to repair every last flooded tile is WAY too tedioius for a game built around streamlining.
I also have issues with some victory conditions like the explorer artifact thing in the modern era, or even usability and readability of the resources menu. The inability to clearly see where and when city connections occur. This has to be fixed. I also have issue with micromanaging the creation of trade routes and doing missionary work. For a game that got rid of workers, I'm sure spending a lot of time managing civilian units who are doing what is frankly just spam work. Modern era town growth is very tedious and should be automated. I hate placing 10 specialists to start every round, every time, in the late game when I'm in the middle of a war.
That all said, this is all fixable and we the players will grow used to the game. Once we all (including the devs through their fixes, and mods too) "get it", there's tons of room for unique civ abilities, new game mechanics and mods. We just have to hone in on the new "vibe" which I don't think even the devs have quite hammered out.