An idea to improve Civ 7’s civ selection

Capanator

Chieftain
Joined
Jan 23, 2021
Messages
9
So, as of now, there are two types of way you can choose what civ/culture you’re going to play. We have Civ’s static pick at the start of the game, where you basically get all your abilities at the start of the game, except for the Units and infrastructure, because that would be broken and historically inaccurate. The problem with this system is that you basically are steered towards one victory type, and you getting all of your abilities at once isn’t very historical and you don’t really get the feeling of your empire progressing forward. On the other hand, we have the mix and match humankind method, although it solves the historical problem I guess, and it solves the feeling of progressing forward as every era, like you are getting more and more bonuses, and it also allows you to change course every era, nice. But the big problem with this is that it can make the game feel more generic or same. Like picking a different culture doesn’t have a massive change to how you play, it doesn’t feel like you’re playing the Celts or the Babylonians, you’re playing the agrarian civ of the scientist civ. Even if you don’t go all in in one affinity, its either to min max a build or to pick up something just to get some industry/food/money/science/military to continue on your build, so you don’t fall behind.

Anyways, back to my solution, I was thinking about granting a unique ability whenever you enter a new era. To do this, we obviously have to cut down the number of eras form Civ 6’s 8 to humankinds 6 eras. Okay, now we have 6 eras, here’s my design, the UU and the UI would be unlocked at the era in which their actually from, instead of unlocking them on the tech tree, it can be like in humankind when they are instantly unlocked. Anyways, for the other 4 slots, we can place two predetermined abilities, and two randomly generated ones, the first one could kind of be like EPS mod’s adaptations, which gives you a bonus based on your map location, good for the early game. The other one could either be a random ability chosen from a set of abilities, or it could be an ability from a set of abilities that boost your either strongest area. Obviously, this isn’t perfect, (What if the UU and the UI are in the same era, horrors of horrors), so we might have to move the UU back to the tech tree (or hopefully bush or web), and one additional randomly generated ability that boosted your weakest are. Now for the problem of civ’s immortal leaders. Obviously, they aren’t going away soon, but we can add a powerful leader specific ability for the time period where the leader was from so you can power charge through the era, which would make the player change their game to fit for the leader ability. So yeah, that’s my idea for changing Civ’s civilization selection for Civ 7.
 
Civilization Revolutuon had something kind of like this and I always thought it was a great system.

The game had only 4 eras though, but all civs had a new bonus start of each era.

For England it was something like:
Ancient - Fishing boats bring production
Medieval - Longbowmen extra strenght
Industrial - Hills produce gold
Moderm - Extra support fire from naval units
 
Back
Top Bottom