evonannoredars
King
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- Nov 17, 2024
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Considering how fundamental it is to the core gameplay, I highly doubt thatPlus Civ switching will defo be removed at some point
Considering how fundamental it is to the core gameplay, I highly doubt thatPlus Civ switching will defo be removed at some point
This is a gross over-simplification of how Civ5 really played. It was easy and strong enough to beat the, unfortunately pathetic, AI but the most powerful games (those where players would beat deity in a minimum of turns) had more cities than that. Not to the silly ICS style of Alpha Centaury but 3 definitely wasn't optimal, not even 4 (the limit for the free monuments with Traditions tree). I'd say that 6-7 tall tradition was approaching optimal, or much more than that if you went for the stronger, but harder, alternative (can't remember the name, as i too went for the easy Traditions game most of the time).Ever since (arguably Civilization IV*, but definitely) Civilization V, this has been gradually weakened. The highlight of this is Civilization V actively making it worse to expand your empire (three cities being the optimal amount, from memory)
Not sure what you mean by shrinking map sizes, i've never compared the amount of tiles per map so you might be right. As for Standard being the max size in 7, i think it's probably due the engine not being fully optimized yet, and the amount of civs being too low.They keep boasting about Civ7 having the most civs at launch for the series, if you devide those civs by 3 ages we are sitting at approximately 10 playable civs, not enough for a huge map, not to mention the low replayability if you always face the same civilizations. Larger maps will likely be added in the future when those 2 concerns have been alleviated.but look at the shrinking map sizes, one unit per tile (further making the map feel smaller, combined with necessarily increasing production costs further decreasing the feeling of having a massive empire with many things going on)
It's not just the AI. The 4th "X" is mostly gone from Civ now that even military victory is "built" as a large project in your cities. I don't think it's necessarily a bad thing thought, in fact it will probably make me consider military victory more often. I think exterminating opponents is very 20th century. You're talking about boardgames, few boardgames nowadays requires you to gradually eliminate every other player like good old Monopoly (well, not that good in my eyes, but definitely old). Civilization has evolved, that's true. It's very different now from the older titles but unless you move from Civ1 to 7 without playing any other title, you can still recognize it as a Civ game from what i've seen.Combined with the AI not even being able to fulfill the fourth X anymore ('eXterminate'). Civilization has become much more like a boardgame, much less like a Civilization game.
Civ4 was definitely the one that broke the continental city carpeting paradigm, and it was a terrific change, as others have mentioned. Cities became more unique, meaningful, customizable, and overall more interesting to manage. There was nothing strategic nor particularly fun about rushing to lay out a planet-spanning grid of equidistant cities (and bury the map in endless railroads) faster then your opponents. Settlers, settlers, settlers, defenses and practically the same build across every city.Civilization is (or, was) a 4X game.
Ever since (arguably Civilization IV*, but definitely) Civilization V, this has been gradually weakened. The highlight of this is Civilization V actively making it worse to expand your empire (three cities being the optimal amount, from memory), but look at the shrinking map sizes, one unit per tile (further making the map feel smaller, combined with necessarily increasing production costs further decreasing the feeling of having a massive empire with many things going on), districts (again, further making the map feel smaller), minimum amount of tiles between cities, and so on. Combined with the AI not even being able to fulfill the fourth X anymore ('eXterminate'). Civilization has become much more like a boardgame, much less like a Civilization game.
*As much as I love Civilization IV, it did decrease the maximum map size compared to Civilization III, increased the minimum amount of tiles between cities (from one to two), and also introduced city maintenance mechanisms (which is the best solution Civilization has ever seen to countering ICS - short-term loss, long-term profit - so I wouldn't count it as going against the spirit of a 4X-game, hence my use of 'arguably').
While 1UPT looks great on paper, in practice it led to the crippling of the AI in its warfighting capacity. From my perspective, it is the one blunder and regret I have about the course of the Civ saga.1upt was done to make military victories more engaging. Positioning matters; your pool of units is less so each choice is more important; and much more of the map is used.
I do am generally dissatisfied with Civ7 (and never enjoyed Civ6), but this particular complaint seems like shouting at clouds for me.
It doesn't need to be a city-spam-fest for it to be a 4X game. Infinity city spamming is boring, having to make proper decisions and planning about your expansion is way more interesting.
in civ 1 you could build cities right next to each other, much more options for "canal zones"Civilization is (or, was) a 4X game.
Ever since (arguably Civilization IV*, but definitely) Civilization V, this has been gradually weakened. The highlight of this is Civilization V actively making it worse to expand your empire (three cities being the optimal amount, from memory), but look at the shrinking map sizes, one unit per tile (further making the map feel smaller, combined with necessarily increasing production costs further decreasing the feeling of having a massive empire with many things going on), districts (again, further making the map feel smaller), minimum amount of tiles between cities, and so on. Combined with the AI not even being able to fulfill the fourth X anymore ('eXterminate'). Civilization has become much more like a boardgame, much less like a Civilization game.
*As much as I love Civilization IV, it did decrease the maximum map size compared to Civilization III, increased the minimum amount of tiles between cities (from one to two), and also introduced city maintenance mechanisms (which is the best solution Civilization has ever seen to countering ICS - short-term loss, long-term profit - so I wouldn't count it as going against the spirit of a 4X-game, hence my use of 'arguably').
imo, civ is supposed to be a history simulator, with the option for extreme variation from match to match. dividing each match into three sub-games with predictable endings removes an entire dimension of variation.The series is predicated on a design philosophy of roughly 1/3 of each titled (after the first) being essentially brand new design. Given that Civ 7 is the sixth time it has gone through this process it shouldn't surprise anyone that is has grown in directions far away from it's roots. It's going to be a pretty individualized experience as to how many and which of these changes appeal to each of us.
However, comparing it to Clash of Clans seems....untethered from the actual design & gameplay.
Depending on which streams you watched and how dialed in you are on the underlying mechanics some degree of confusion makes a lot of sense. Since I have voraciously gobbled up every morsel of info that has become available it is pretty easy for me to contextualize what is being shown in the streams. Absent that context. and especially if it is one of the streams that for the sake of brevity was editing aggressively for the sake of time, it may have looked like a glorified slot machine or some other negative analogy.
Now if you are up to speed on all of those subtilties, understood exactly what you were looking at and it didn't appeal? Then this one may not be for you.
All that said, to your original question - no I don't think Civ 7 is going to be a failure of any kind. Will it appeal to the entirety of the existing civ fan base? No, especially not to the group who wrote it off 6 months ago and has opted not to update their priors. But it seems pretty clear that a portion of that fan base is very excited, and that some of the changes could grow the fan base in new directions.
There is nothing inherently wrong with 1UPT. The failures of Civ 1UPT lie with the poor implementation and lack of development time/desire to build a solid AI.While 1UPT looks great on paper, in practice it led to the crippling of the AI in its warfighting capacity. From my perspective, it is the one blunder and regret I have about the course of the Civ saga.
I'd like to introduce you to Beyond Earth: Rising Tide a Firaxis that had the diplomatic currency Endeavor system six years before Humankind released.The gameplay loop much more closely resembles Humankind than it does previous Civ games, even VI. The diplomatic interactions costing influence points, urban districts with adjacency bonuses, civ changing, checklist of mini-goals each era, narrative events, decoupled leaders. Its a 4X game, but its not a civilization game unfortunately.
In fact, isn't the influence icon here basically the same as in Beyond Earth?I'd like to introduce you to Beyond Earth: Rising Tide a Firaxis that had the diplomatic currency Endeavor system six years before Humankind released.
I doubt it will be changed. It is fundamental to the design of the game. The game launched pretty successfully. They can't just completely rework the game to appeal to grognards at the expense of all of the people who bought and enjoyed it.+1 or wait several years dont buy into the con and see if any improvements can be made by the "beta" tester's and modder's
Plus Civ switching will defo be removed at some point
Huh? The whole game is based around it and it's incredibly fun. It isn't getting removed. That would be a whole new game.+1 or wait several years dont buy into the con and see if any improvements can be made by the "beta" tester's and modder's
Plus Civ switching will defo be removed at some point