Civ 7 looks gorgeous, but the sprawly gameplay direction has gone opposite i was hoping for. Here's why:

eduhum

Aahh the gold old days...
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All of this was field back in days
It feels strange to be back home in this forum after so many years. Anyways.
I don't like at all how the game looks. The suburban sprawl aesthetics kills most hype i had. I'll explain why but first i'd like to compare the negative with the positive, so here are imo the coolest things i've seen in the reveal:

-Diplomacy has been probably finally fixed for good. This aspect of the game will be a less surreal experience than any other previous game in the saga.

-Eliminating workers was a great call.

-Grouping marching armies is an ingenious solution that lets 1 unit per tile still exist but with less micro.

-The visuals and art style have been appraised by most people, being a correct mix between civ5 and civ6. Still colorful but not as goofy. It looks very sanitized in general, like most cultural productions nowadays.

As for leaders being swappable with civs, imho it's the consequence of wanting to avoid polemics in the community in respect to which leader should represent each civ; and also gender issues. The current system permits more freedom in creating new and unconventional leaders.

I'm open to the eras mechanic. However, mixing prehistory, classical era and middle ages into one era is a mistake. There should have been 4 eras in total (antiquity, castle, exploration and modern) instead of 3.

My biggest dissapointment, however, is in the decision to go in the direction of humankind, when they should have done the opposite. There are a handful of problems with this gameplay that consists in carpeting the visible map with city tiles.

1: The game loses scope, grandeur, epicness. You're not looking at vast expanses of jungles and mountains with a few small cities in between, like in civ4. You end up looking at houses most of the time.

2: The rural-urban divide is blurred and not visible enough. An ideal map aesthetic would display a ratio of 10 farms/towns per 1 city tile and a ratio of 2 nature tiles vs 1 civilized tile (for most of the early game at least).

3: It seems as the dev team, and many people, living in urban or suburban areas, and american urban spaces, tend to miss out on how truly big proportions and distances are on rural areas vs urban areas. The true allure and vibeset from a game like civilization should resemble much more like a landscape of hundreds of mini tiles creating plateaus, hills, river basins, with many small rivers. The current aesthetic is that of a flatland with single big mountains randomly plonking our of the ground, and a few rivers traversing the land in a bland and directionless fashion.

4: In general the game looks too boardgamey. My hope is that civ6's districts would be considered a one-time gimmick and that 1 tile per city would return (at least until the industrial revolution), but the dev team has doubled down on the multi-tile idea, proposing adjacency bonuses puzzle games that many people do not have the patience to pursue. On the other hand, the aesthetic of tiny towns over big landscapes like in rome total war or other TW games (and most advanced in the game Nobunaga's ambition) feels much more mysterious and immersive than the current aesthetic, which looks as i said is too boardgamey, in my opinion.

5: Giant looking sprawl cities deny indirectly the opportunity for sub-agents to appear. If you take a 7x7 grid and make it a single city with multiple suburbs instead of a 1 tile city and 48 tiles of more rural gameplay elements visually spaced out, you miss the opportunity of creating provincial cities and towns, tribal lands, vassals, castles, subfactions that can rebel, and many other avenues of gameplay direction. In civ7, the world map scenario will feature places like Madrid extending over half the peninsula, or London over all of the british isle, which will probably looks pretty ridiculous and uninspiring.

6: The current game is actually less gameplay capable than other previous games, namely civ4, which remains unsurpassed. Civ4 was one the last big games to thrive before the steam era, and had an giant, trendsetting mod community at a time where steam workshop didn't exist. The vanilla game's giant map was a 12080 tileset, but with the help of some mods, you could make 240160 iirc tilesets that gave you extremely epic maps that could encompass over 500-1000 cities in total (with 18 civs maximum) depending on the map style. This kind of epic horizontal gameplay is not incentivized anymore with the gameplay focus being on city management. Even if there are no direct caps or disincentives to play wide like in Civ5, the level of visual prominence and gameplay elements for each city will focus gameplay on urban issues, not on a more empire wide holistic experience of management.

I hope that Civ8 fixes this when it releases in 2031 /s
 
For some reason, looking at those few gameplay photos, it feels like we don't play on a world map, we play on a province / district level of map.

Hmm, every Civ game has had a world map scenario, i doubt Civ7 will not have one.
 
Already in Civ6, late game, the map looks very clogged with cities, districts, improvements, rails. etc. There is barely any free land left. In Civ5 I'd had a feeling of playing on the actual world - there were cities separated with land. That is gone. In Civ7 the entire map will eventually be one big sprawling city.
 
I feel the exact opposite. To me, the map and cities look better than ever. I LOVE the sprawl. It feels more organic and immersive than the random dots of cities from other games.

I also think the gameplay direction is awesome. It seems like they’ve learned a lot of lessons from Civ 6, both in terms of visuals and gameplay.
 
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In Civ7 the entire map will eventually be one big sprawling city.

I share that concern. I think it will really depend on map sizes. On smaller maps, I definitely think it could be a problem. Perhaps not a gameplay problem but certainly an aesthetical problem for some players. On larger maps, it may not be a big issue since there will be more space between cities. It will be interesting to see if civ7 expands map sizes where a standard map in civ7 is bigger than civ6's standard map in order to address this issue.
 
I share that concern. I think it will really depend on map sizes. On smaller maps, I definitely think it could be a problem. Perhaps not a gameplay problem but certainly an aesthetical problem for some players. On larger maps, it may not be a big issue since there will be more space between cities. It will be interesting to see if civ7 expands map sizes where a standard map in civ7 is bigger than civ6's standard map in order to address this issue.
I’m thinking this won’t be an issue. I’m sure map sizes will reflect gameplay changes.

But more importantly, the Settlement limit should serve to limit city/town spam across the map.
 
But more importantly, the Settlement limit should serve to limit city/town spam across the map.

A related question that I have is how close cities will be to each other. With borders expanding with city expansion, borders seem much closer to the city now. This means that cities that far part will not be connected by borders until maybe late Antiquity or early Exploration Age. I wonder if players will place their cities closer in order to connect their borders. And if cities are closer, then I could see cities "merging" as districts become adjacent to districts of a nearby city. So I think we could "mega cities" where 2 cities sort of merge into one big city visually as their districts touch. I am just curious about that.
 
Already in Civ6, late game, the map looks very clogged with cities, districts, improvements, rails. etc. There is barely any free land left. In Civ5 I'd had a feeling of playing on the actual world - there were cities separated with land. That is gone. In Civ7 the entire map will eventually be one big sprawling city.
This is a huge concern of mine as well. I'm not really in the same boat as OP, as I actually loved the districts and placement minigame, but I do think already in Civ6, cities are way too close to each other and that farmland and worked tiles in general takes up too little of the map. I was hoping that the introduction of rural areas and towns that are not developed into cities would fix some of this, but with cities being so big and sprawling - which is fine - we need the maps to be many times bigger and distance between cities towns should be many times more than the default 4 hexes we had in Civ5 and Civ6.
 
The sprawl itself is tied to population in Civ7 though. So, as long as you don't go too tall, the sprawl itself should be fairly contained. Towns will help with that also.

I do agree that there's little distinction between Urban and Rural districts. Too little.
 
Yes I also think there's not enough "wilderness" (for lack of a better term) in modern Civ games. It's not like a dealbreaker or anything but I kind of prefer cities as these big nodes where activity happens, and then the surrounding countryside is more subtly littered with roads, tiny little lumbermills, small towns, etc.
 
Late game in CIV VI already looked like blobs of mega cities with little between them. I also share the same concern.
I don't mind pretty city building - but with removal of builders, auto roads between cities, and max 5 players in first two ages (for now unconfirmed if this only applies to Human Players), maps might be even smaller. Streamlining micro is easier on AI, also Ed is repeating, that CIV VII is suppose to be an easy entry for newcomers. Ages are suppose be a remedy for most players not even finishing games.
We have this trend of shrinking world from iteration to iteration. I hope it won't just feel like a campsite party.
 
I agree having the whole map covered in urbanisation is unrealistic and unsightly. However, Civ 7 having districts does not mean the lategame will look like Humankind lategame. There's a lot of information out already covering many mechanics that will directly or indirectly help to manage map-wide urban sprawl.

Most importantly,
TOWNS VS CITIES

Firstly, there's a balance of rural towns to urbanised cities. I saw Ursa Ryan covers this quite well. He mentioned:

1. Towns can only have urban buildings purchased with gold.
2. Towns are the main population growth engine for cities.
3. At a certain point, cities stop growing without an adequate number of towns supporting them.

He then discussed the result of this being there will be some kind of optimal town-to-city ratio, depending on playstyle, civs bonuses, and much more. Therefore, sizeable parts of the map will necessarily be rural as long as towns are relevant. They seem to be very relevant early. I'd imagine they become less relevant, but we don't have much info on later eras.

GAME VISION OF BUILDING OVER THE PAST.
This is referred to all over the place, by the sound of it, every era most/all buildings become obselete and you build over the existing district's rather than continuously expanding. This could drastically reduce the need for endless urban sprawl.

MAP EXPANSION.
'Distant Lands' can be seen as a game concept in some stills, perhaps from the Exploration age. There are 8 player slots in the modern age, Vs 5 for the two previous ages. Both of these indicate significant new space on the map opening up each time, reducing urban percentage.

ADJACENCY MINIGAME.
The building adjacency minigame encourages district density and specialisation over endless district addition for linear (or exponential) rewards.

Further, I'm so happy with the way civ 7 looks to be going on this front. Adjacency optimisation and city specialisation is far more engaging gameplay loop than single tile cities with similar build orders.

There are lots more smaller points but that's enough already, I'm very positive most of the fears expressed in this thread won't be as bad as it might seem. I'm with @pokiehl , I am a fan of seeing the things I build materially appearing on the map rather than dots everywhere. It might be more realistic Vs looking at a world map from maximum zoom out, but I'm playing a game and I want to see the results of my engagement in that game.
 
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We have this trend of shrinking world from iteration to iteration. I hope it won't just feel like a campsite party.
This I wholeheartedly agree on, especially for the multiplayer community limiting (human) players this hard is a serious issue.

Civ as a game will have a massively different feel if the max player count is more than halved from previous titles.
 
I agree having the whole map covered in urbanisation is unrealistic and unsightly. However, Civ 7 having districts does not mean the lategame will look like Humankind lategame. There's a lot of information out already covering many mechanics that will directly or indirectly help to manage map-wide urban sprawl.

Most importantly,
TOWNS VS CITIES

Firstly, there's a balance of rural towns to urbanised cities. I saw Ursa Ryan covers this quite well. He mentioned:

1. Towns can never build urban districts.
2. Towns are the main population growth engine for cities.
3. At a certain point, cities stop growing without an adequate number of towns supporting them.

He then discussed the result of this being there will be some kind of optimal town-to-city ratio, depending on playstyle, civs bonuses, and much more. Therefore, sizeable parts of the map will necessarily be rural as long as towns are relevant. They seem to be very relevant early. Id imagine they become less relevant, but we don't have much info on later eras.

GAME VISION OF BUILDING OVER THE PAST.
This is referred to all over the place, by the sound of it, every era most/all buildings become obselete and you build over the existing district's rather than continuously expanding. This could drastically reduce the need for endless urban sprawl.

MAP EXPANSION.
'Distant Lands' can be seen as a game concept in some stills, perhaps from the Exploration age. There are 8 player slots in the modern age, Vs 5 for the two previous ages. Both of these indicate significant new space on the map opening up each time, reducing urban percentage.

ADJACENCY MINIGAME.
The building adjacency minigame encourages district density and specialisation over endless district addition for linear (or exponential) rewards.

Further, I'm so happy with the way civ 7 looks to be going on this front. Adjacency optimisation and city specialisation is far more engaging gameplay loop than single tile cities with similar build orders.

There are lots more smaller points but that's enough already, I'm very positive most of the fears expressed in this thread won't be as bad as it might seem. I'm with @pokiehl , I am a fan of seeing the things I build materially appearing on the map rather than dots everywhere. It might be more realistic Vs looking at a world map from maximum zoom out, but I'm playing a game and I want to see the results of my engagement in that game.

Thanks for the detail response. The issue currently though is that the map too inauthentic and too 'un-epic'. The ratio of towns and cities you mentioned should be triple the current ratio.

Game tiles are visually too big and egocentric individually. I wonder how the game would look like if tile visual size was shrunk by 25% and each city added an additional ring of hexes around it, forcing cities to be much more further apart. Nature needs to appear big. Like the far west in USA at the time.
 
For clarity I've found exactly one image of what the game will actually look like while playing, and not their zoomed in promotional stock footage. From the gameplay reveal trailer there's one brief view of the game zoomed out at a scale PC players will actually play at:

(the screen immediately after)
 
Indeed...
And it does look maybe on par with CIV VI. Which is disappointing.
This iteration has a potential to be the biggest ever - with the highest amount of civs (existing only during one age), and leaders (no longer tied to civs), while unfortunately being a dlc platform whilst doing it. And simultaneously confined into a board that has less than 7k tiles....yeah....
 
I want to get in my little boat at the beginning of the game and sail as far as I can, exploring everything and not run into the edge of a map that doesn't expand until 200 turns later...
 
Thanks for the detail response. The issue currently though is that the map too inauthentic and too 'un-epic'. The ratio of towns and cities you mentioned should be triple the current ratio.

Game tiles are visually too big and egocentric individually. I wonder how the game would look like if tile visual size was shrunk by 25% and each city added an additional ring of hexes around it, forcing cities to be much more further apart. Nature needs to appear big. Like the far west in USA at the time.
Since we're talking about core game design decisions, I'm gonna get deep on this one.

Seems like you're keen on maybe 80-90% rural/undeveloped space on the map all through the game. Is that a fair assessment?

Here's a question: My land is valuable and finite, how do I best exploit it for victory?

This is absolutely core to any game remotely like Civ. If we put away all existing ideas of the game and start from a blank slate, I think it puts into perspective just how much it is you are asking.

The game has moved away from one tile cities, at least for now. They are an arbitrary over-simplification of the most important gameplay connection between you and your empire. They were an incredibly effective answer to a different style of game.

The current model is based around needing physical presence on a tile for it's resources/basic yields and denser urban centres for powerful macro yields.

What this conversation is about therefore is how far apart are cities and how is the land in between them used.

So you want more space and less urban land usage? There a few topics: land quality/exploitability, how is the land exploited, macro yield production efficiency, resource diversity, presence of bounding forces (opponents, mountains, sea, map size), game pacing, and more.
 
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