Civ 7 Doesn't Work Because The Optimization Paradigm Is For Tiny/Fast, But The Design Paradigm Is For Large/Epic

The interesting thing is that with my experience playing mostly small maps, I see wonders at something that you do mostly by yourself. Yes, there is competition for a limited pool of wonders, and it is possible to „fail“ because you run out of wonders. But I see the challenge as finding spots/time for building 7, and start rather fast, regardless of competition on that map size. And this feels great. The competition will ease once there are more wonders in the pool. Carthage already brought the first one, and RtR looks like it brings multiple more. Enough for 8 players then? Maybe. Enough for 10 or 12? No.
Larger maps will clearly play differently, but I don't think it would make wonder race unreachable. In the next DLC pack we'll have 2 more antiquity civs with their wonders, plus 4 wonders separately, I'd expect 2 of them to be in antiquity. This would bring the number of antiquity wonders to 25 and I believe it still will be possible to get 7 on large maps with the right focus.
 
This sounds good, but what do you suggest for age progress then?
Keep it as is? It's not perfect as scaling balance, but I like the elegance of it. The age can go on a bit longer.
Or they could make it so that the second or third player reaching a legacy point adds a bit of progress. Or just add progress per wonder, but that comes with its own scaling issues.
 
Larger maps will clearly play differently, but I don't think it would make wonder race unreachable. In the next DLC pack we'll have 2 more antiquity civs with their wonders, plus 4 wonders separately, I'd expect 2 of them to be in antiquity. This would bring the number of antiquity wonders to 25 and I believe it still will be possible to get 7 on large maps with the right focus.

Yeah, and that's the flipside with hard limits. As they release more DLC, the number of available wonders goes up.

Although, I'd generally agree right now, given all there is to do in the antiquity, whether I have 20 wonders available to build or 50, it wouldn't impact if I can hit 7. Yeah, maybe a couple of them get sniped, but I'm usually more constrained by what I need to do. All that having more available does is mean that you're not quite as limited depending on what biome you start in.
 
I am a little curious about what the right scaling around map size should be. Not even stuff like unit speed, but like, if I'm playing on a tiny map, I probably should have a lower settlement limit, a lower requirement for resources and wonders to complete those tiers, and so on, right?

Of course, on the flipside, if you have a larger map with more civs, you have more competition for the same fixed pool of wonders, so it becomes harder to actually get those numbers.
I disagree, smaller map has less players, so the total settlements available is the same.

The only thing that should be affected by map size are

1. unit movement (this is already adjusted by gamespeed…small/large maps should be played on fast/slow speeds)

2. Anything from other “players” (resources from trade routes, bonuses from CS, bonuses from diplomacy, risks from War, Wonder competition) is more on a large map

#2 is partially compensated for through influence…to do almost** anything with another player/IP

**First Trade Route to a civ being an exception that might be important…they might need to not allow you to make any trade routes without spending influence (or maybe you can propose your first 1-3 for free but not 1 per other civ)

**Wonder competition being another…but right now there are 10 generic Wonders in antiquity….so 20 total in base game…this increases with DLC since each Antiquity civ will add an Antiquity Wonder, but right now
5 to 2.5 wonders/player depending on map size.

With Wonders there is more than just the competition since there is the production cost, which gets refunded if you lose the competition….But I could see a need for more Wonders before larger maps are opened up/are well balanced.

**The last I can think of is commander exp this is more a game speed issue which means that faster speeds should require less EXP for each level.
 
Back
Top Bottom