Civ 7 is making all the right decisions

What's the Specialist mechanic?
A few YouTubers who played the demo mentioned that Specialists can be placed in buildings and multiply those buildings' existing adjacency bonuses. Also there are skills in the Leader skill trees that give additional bonuses for Specialists, with higher bonuses if you have 3 or fewer cities - effectively boosting a Tall play style.
 
The most difficult thing would be to justify the "historical" pathways in a game where all the historical conditions that allowed for this evolution to happen are simply absent.
With these historical choices, we are asking Firaxis: What is the reasoning behind this being considered a historical choice? Not necessarily as flavor text, but as a factual historical snippet.

My initial concern with this detail stems from the claim that a certain cultural change follows some form of historical logic. Without any clear reasoning provided to support this, I believe I would find it somewhat unsatisfactory.
 
Honestly, even declaring some choices more historical than others seems like a mistake. If you're going to open things up, lean into it, go fully weird. It's an alternate Earth. Wonders are disconnected and always have been. Great people are disconnected. Leaders are now disconnected. The Civilization chain doesn't need any basis in historical fact, we can just go crazy, there are no rules, dogs and cats living together, etc.
Not to mention the landmasses and the resource distributions are going to be different too, along with civs being randomly distributed. Certain civs opening up by having enough of a particular resource makes historical sense to me tho.
 
Not to mention the landmasses and the resource distributions are going to be different too, along with civs being randomly distributed. Certain civs opening up by having enough of a particular resource makes historical sense to me tho.

Yeah just categorize civilizations based on the terrain/climate they are most associated with and have jungle civs default to other jungle civs, seafaring civs default to other seafaring civs, etc.
 
Yeah just categorize civilizations based on the terrain/climate they are most associated with and have jungle civs default to other jungle civs, seafaring civs default to other seafaring civs, etc.
No, if you have a seafaring civ it shouldn’t unlock other sea faring civs
(Carthage should not unlock Polynesia)
Instead having the terrain (towns on islands) should unlock Polynesia …Carthage is just good at being able to do that.

But if you don’t have the special requirements for any next civ you need one or two choices for the next age that you can choose no matter what. They might as well be ones that sort of fit with the IRL Earth history we all can lookup on wikipedia (or learned in school if it’s less obscure)
 
I am really hoping I am not throwing my money away just to get a political statement about "All Civ's Matter". I was so disappointed with Civ 6 that I am quite the skeptic and it does not help when in the 22 minute video they released they state that "For the first time in Civ history" you can choose your own leader to lead a different civilization, when Civ 4 had the "unrestricted leaders option during game customization that did EXACTLY that. That makes me feel like they are just making statements and expecting everyone to just believe them. Sorry to be so negative, but after Civ 6, I will reserve the right to be skeptically optimistic.
 
Civ VII is doing neither everything right nor everything wrong. Like most things in life, it’s a bit of a mixed bag.

On the one hand, I love the Ages, separating Leaders from civs, replacing Builders with population growth, Commanders, and Independent Peoples.

On the other hand, I dislike some of the civ and Leader choices, hate the omission of Great Works and Great People, and dislike the game ending so early in the timeline
 
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