Civ 6 did many things right for casual players.
I think Civ 7 brought many great things and is a decent entry with a great potential. Commanders, unique civic trees for civs, rewarding colonization, improved combat system, new approach to city development, influence as diplomacy currency, navigable rivers and unpassable terrain aka cliffs, and even these bold (and dividing) mechanics of age transition or civ switching - there are many significant and ambitious changes, and the development team embraced those and delivered a game that is NEW, not a remaster or a re-iteration of the previous product. I enjoy playing it, but I completely understand why many other people don't.
Regarding potential fixes to the game to fix this backlash, I don't think getting rid of age system or civ switching is the way, because it'll be an entirely different game then, and it's not what you do to a released product. However, the game needs to align with the playerbase much more than it does now, and let some contraints and UX elements go or behave differently.
In my view, in addition to fixing bugs and UI issues, the following things needs to change:
I hope we'll see adjustments to points listed above in the upcoming patches, as well as a lot of bugfixes.
- It had a cartoonish and easy-going style with bright and distinct colors. It made the game feel more light-hearted and calming.
- The color scheme of the game (complemented by other UI elements) made the game very readable and understandable one piece at a time. Each building, technology, wonder - all of them were thoroughly described.
- Charming leaders akin to cartoon characters, some of them even got their own memes (Victoria, Gilgamesh).
- A lot of low-hanging fruits for casual players: adjacency yields from districts (remember how satisfying it is to place a +5/+6 campus near a mountain range?), game-breaking abilities of certain leaders and civs (Scythia), crazy yields of certain relatively easy setups
- Sandbox-friendly gameplay (victory conditions never were intrusive to the game flow and never explicitly dictated how to play, they were in a separate window only for those curious how to win)
- Non-disruptive game flow (while this does not necessarily concern only casual players, I suspect they are even more pissed about it, because they are even more sensitive when it comes to playing on your own pace and rules. I can imagine how the player just started having fun during the age, and the age suddenly ends).
I think Civ 7 brought many great things and is a decent entry with a great potential. Commanders, unique civic trees for civs, rewarding colonization, improved combat system, new approach to city development, influence as diplomacy currency, navigable rivers and unpassable terrain aka cliffs, and even these bold (and dividing) mechanics of age transition or civ switching - there are many significant and ambitious changes, and the development team embraced those and delivered a game that is NEW, not a remaster or a re-iteration of the previous product. I enjoy playing it, but I completely understand why many other people don't.
Regarding potential fixes to the game to fix this backlash, I don't think getting rid of age system or civ switching is the way, because it'll be an entirely different game then, and it's not what you do to a released product. However, the game needs to align with the playerbase much more than it does now, and let some contraints and UX elements go or behave differently.
In my view, in addition to fixing bugs and UI issues, the following things needs to change:
- End of an age. One thing Humankind did right is that the player could choose when to make age transition. Civ 7 needs this as well, maybe only for single-player, but it's a must. One shouldn't be forced to leave the current age if he/she is having fun! "Just One More Turn" is not a saving grace, as it applies only to the modern age and getting to this button is disruptive to the gameplay. Multi-player obviously needs these restrictions to prevent mechanic abuse, but it's not a majority of players. This might be an optional setting, but for single-player it should be enabled by default, because initial impression is everything, and Civ's primary audience is single-player.
- Obviously, the UI/UX. But I'm not only talking about readability, bugs or completeness of information. The UI/UX needs to show players their low-hanging fruits and reward for their accomplishments. If there's a good place for science/production building, show a hint about it. If there's a great warehouse bonus potential, communicate it to the player. If the player has great adjacency setup, reward the player with some UX confirmation. Create an empire lens like in Civ 6 or smth where one can view all adjacencies, all warehouse bonuses, etc. Currently the only rewarding UX experience is wonder building and (to a lesser extent) goody huts, commander promotions and civ unlocks. Civ 6 was PACKED with rewards for players (eurekas and inspirations player a part in it as well, and the lineage screen too where you could see all your deeds that provided you with era score).
- Outdated buildings and overbuilding. Actually, I think overbuilding is OK. What I think is not OK is not counting buildings from previous age as buildings, or cities conquered in the previous age as conquered cities. In order to maintain immersion, consistency is important. If the player conquered a settlement, he/she will treat this settlement as conquered till the end of the game, not till the end of the age. The game needs to do the same, and the policies that buff conquered cities need to work. Similarly, if there's a policy that buffs science buildings, it needs to take outdated science buildings into account as well. These penalities may be important for balance (obviously Ideology legacy path will need to be calculated differently), but they hurt immersion and casual impression of the game much more.
- Leader and civ abilities. Actually, a few issues with them:
- The game does not promote enough how unique civs actually are. Some of their most impactful and unique bonuses are in the civic tree, like Songhai's economic victory path on the home continent, Prussia's trading with enemies, Mughal's buying wonders for money (sick! imagine buying a cultural victory wonder the turn you unlocked it). Some unique things are hidden behind narrative events as well (I remember one unique improvement got a permanent culture per turn from a narrative event). Please let the player at least get a glimpse over these bonuses on a civ selection screen! Also, if a civilization has a unique wonder, please make it always available in one of earlier civic tree nodes, so that the player gets this wonder earlier and feels the difference of playing this civ vs the rest. Currently one civ that does this well is Incas, because usually Machu-Picchu is available very late, but Inca get it very early and it provides them with an entirely new way to complete Scientific Legacy Path (Machu-Picchu bonuses count as adjacency).
- With that being said, we need more civs with unique abilities and more civs to complete historic paths for already existing civs. I think more historic paths will help players be more connected to what's happening with their civilization.
- While civilizations have many unique things about them, leaders do not. Each leader has a few passive bonuses, unique attribute nodes (which need to be unlocked by leveling up leaders), 2 diplomatic endeavors, some civs available by default, and a unique progression tree (which is outside of the main gameplay loop). That's it. Their bonuses are impactful and they fuel meaningful gameplay decisions, but it's mostly noticeable to minmaxers and people who like to play the game of numbers. Leaders need to be more unique gameplay-wise. Remember Mwemba from Civ 6, who couldn't found a religion? He was added on release. Remember Kupe, Alienore? There are many reasons why Gathering Storm expansion made Civ 6 an even better game, and leaders are one of them. I think Civ 7 leaders can be made unique by spicing up their initial abilities and introducing interesting unique attribute nodes and making them available in-game immediately, not after leveling up a leader. Also, the game needs to explain that different leaders can use different diplomatic endeavors.
I hope we'll see adjustments to points listed above in the upcoming patches, as well as a lot of bugfixes.
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