That's why I mentioned it being apparent, which by definition isn't 100% true.We actually don't know if the content was cut, so much as some of its prep code was pre-released.

That's why I mentioned it being apparent, which by definition isn't 100% true.We actually don't know if the content was cut, so much as some of its prep code was pre-released.
i‘m honestly not quite sure what you mean. Do you mean because you could make a decision based on the outcome back then (because the UI tells you the effect), and since civ V, you have to guess? If so, agreed.remembering when they let you actually make interesting macro level decisions in these games... View attachment 724633
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no, I mean that these screens enable important macro-level decision-making about the shape of your empire in a way that C7 does not.i‘m honestly not quite sure what you mean. Do you mean because you could make a decision based on the outcome back then (because the UI tells you the effect), and since civ V, you have to guess? If so, agreed.
If you consider these old rather static and same for everybody government screens superior to the combination of 7’s social policies, traditions and attribute trees in terms of decision making, then hard disagree.
I don't think there's a significant difference between those screens and policy cards. You could stack AC policies to focus on economics, and you could take Civ7 policies which bring you gold. Same for food and industry. Other potential specializations differ, but it's not a critical difference.no, I mean that these screens enable important macro-level decision-making about the shape of your empire in a way that C7 does not.
take AC for example. every single policy on that screen comes from with tradeoffs. if you’re playing as Morgan, you can choose to compensate for your weaknesses — or you can run free market policies that will give you enormous wealth & research capacity, but cripple your military-industrial complex.
in C7, you just pick the best policies for what you’re doing… if you’re building boats, pick the policy that helps you build boats faster. these decisions don't come with real tradeoffs, and they don't feel like a serious difference in playstyle (eg specialist vs cottage economy vs expansive military police state in C4)
many of the most powerful policies are unlocked by traditions. and in fact, you do get to make a big macro decision when you choose a civ. but after that, you just run their kit effectively. during the eras, there is not much macro strategy, you are just executing the civ’s playbook to the era at hand (in exploration, for instance, you add the right specialists which is simple math, expand into new world, and use missionaries to get relics, which is dummy easy)
in short, C4 and AC let you dramatically change your entire playstyle on the fly. I do not think the macro tools (policies & traditions) enable you to do that in C7, instead you just pick the mathematically best choice for what you're doing, with no tradeoffs. the only exception is choosing civs & leader, but that only happens 3 times a game — it doesn't qualify as dramatically changing your playstyle on the fly.
Thanks for explaining your point. I can understand where you come from, but don‘t fully agree or rather, I see it as different problem. For me, having no science policy card slotted when I prioritize culture is drawback enough. The problem is that unlocking slots and researching useful policies comes at almost the same speed, i.e., as @stealth_nsk notes, there isn‘t much choice currently. Regularly ending ages with 12-15 policy slots just gives too many possibilities without much drawbacks. Similarly, I think the attribute trees have a much bigger impact than government in civ IV, but there isn‘t much choice. Points are tied to a specific tree, and you‘ll fill out these anyway if you have the points.no, I mean that these screens enable important macro-level decision-making about the shape of your empire in a way that C7 does not.
take AC for example. every single policy on that screen comes from with tradeoffs. if you’re playing as Morgan, you can choose to compensate for your weaknesses — or you can run free market policies that will give you enormous wealth & research capacity, but cripple your military-industrial complex.
in C7, you just pick the best policies for what you’re doing… if you’re building boats, pick the policy that helps you build boats faster. these decisions don't come with real tradeoffs, and they don't feel like a serious difference in playstyle (eg specialist vs cottage economy vs expansive military police state in C4)
many of the most powerful policies are unlocked by traditions. and in fact, you do get to make a big macro decision when you choose a civ. but after that, you just run their kit effectively. during the eras, there is not much macro strategy, you are just executing the civ’s playbook to the era at hand (in exploration, for instance, you add the right specialists which is simple math, expand into new world, and use missionaries to get relics, which is dummy easy)
in short, C4 and AC let you dramatically change your entire playstyle on the fly. I do not think the macro tools (policies & traditions) enable you to do that in C7, instead you just pick the mathematically best choice for what you're doing, with no tradeoffs. the only exception is choosing civs & leader, but that only happens 3 times a game — it doesn't qualify as dramatically changing your playstyle on the fly.
In AC and earlier Civ games specifically, the decisions as you indicate have Positive and Negative attributes that you have to choose among.take AC for example. every single policy on that screen comes from with tradeoffs. if you’re playing as Morgan, you can choose to compensate for your weaknesses — or you can run free market policies that will give you enormous wealth & research capacity, but cripple your military-industrial complex.
So many times I stare at a narrative event and I think "I believe in option A but option B is much better for my game right now" lol“Build something you believe in”
That's OK. I regularly get the wrong result when I make a choice, anyway. I'll choose A, but the game will give me result B!So many times I stare at a narrative event and I think "I believe in option A but option B is much better for my game right now" lol
I adore Civ4 and AC's social engineering systems, and can say that Civ7 actually accomplishes something similar. You mention tradeoffs, and this is apt. I understand what you mean by there only being positives for the player in Civ7. But actually many social policies have a negative trait, especially if you want to: 1. Build tall, or 2. Select an ideology in the modern era. The policies that have a huge oomph to them do, indeed, have tradeoffs. Even before those, though: many unique societal developments for Civs have a negative trait. There is one for the Khmer that reduces happiness outside your capital by 5 (I forgot the pro, funny enough... I think it's for growth in the capital). The game is sprinkled with these.in short, C4 and AC let you dramatically change your entire playstyle on the fly. I do not think the macro tools (policies & traditions) enable you to do that in C7, instead you just pick the mathematically best choice for what you're doing, with no tradeoffs. the only exception is choosing civs & leader, but that only happens 3 times a game — it doesn't qualify as dramatically changing your playstyle on the fly.