AntSou
Deity
- Joined
- Jun 8, 2019
- Messages
- 3,051
Civ 7 needs to be a significant enough departure from Civ 6 to justify the purchase. Here are some fundamental changes I speculate we'll see:
1. They'll replace the big leaders and complex movements with simplified portraits similar to Civ IV;
2. They'll ditch the millennial Civs/Leaders in preference of modular leaders:
- Each Civ represents a specific phase in the game: Early, Mid or Late;
- Each Civ comes with a pack of two or three leaders;
- The player may only pick a single leader to represent that Civ in a given game.
At the end of a phase, you lose the leader and the leader ability, but you retain the Civ's Legacy Bonus. You then acquire a different Civ in the Mid phase, and select one leader from its options.
This replicates some of the creativity introduced by Humankind, while retaining the focus on leaders which is such an important aspect of the Civilization franchise.
It also facilitates the proper representation of civilizations and cultures, and it's a continuation of the type of modularity we've seen being introduced in Civ VI.
3. Terrain Elevation and Biomes
The first seems like a development that will sooner or later be implemented, the latter is a continuation of the idea of a world map which isn't merely static and a given, but a game element which shapes and is shaped by Civilizations.
4. Armies, Generals and Formations
They might adopt Amplitude's approach in regards to Armies because:
a) It allows combat AI to be programmed in a vacuum with a stricter set of decisions, which should improve its decision making;
b) It declutters the map and reduces turn times.
Military Formations may have to be researched (culture tree) before they can be employed in the battlefield. This is the approach used in Through the Ages.
Great Generals provide buffs to the armies they command.
5. Less cartoonish leaders. I prefer Civ VI's and IV's art style over V, but a new game will likely require to be a visual departure from the previous iteration.
1. They'll replace the big leaders and complex movements with simplified portraits similar to Civ IV;
2. They'll ditch the millennial Civs/Leaders in preference of modular leaders:
- Each Civ represents a specific phase in the game: Early, Mid or Late;
- Each Civ comes with a pack of two or three leaders;
- The player may only pick a single leader to represent that Civ in a given game.
At the end of a phase, you lose the leader and the leader ability, but you retain the Civ's Legacy Bonus. You then acquire a different Civ in the Mid phase, and select one leader from its options.
This replicates some of the creativity introduced by Humankind, while retaining the focus on leaders which is such an important aspect of the Civilization franchise.
It also facilitates the proper representation of civilizations and cultures, and it's a continuation of the type of modularity we've seen being introduced in Civ VI.
3. Terrain Elevation and Biomes
The first seems like a development that will sooner or later be implemented, the latter is a continuation of the idea of a world map which isn't merely static and a given, but a game element which shapes and is shaped by Civilizations.
4. Armies, Generals and Formations
They might adopt Amplitude's approach in regards to Armies because:
a) It allows combat AI to be programmed in a vacuum with a stricter set of decisions, which should improve its decision making;
b) It declutters the map and reduces turn times.
Military Formations may have to be researched (culture tree) before they can be employed in the battlefield. This is the approach used in Through the Ages.
Great Generals provide buffs to the armies they command.
5. Less cartoonish leaders. I prefer Civ VI's and IV's art style over V, but a new game will likely require to be a visual departure from the previous iteration.
