Civ 7's Key Problem: Overbalancing; Will We Ever Get A Remedy?

tman2000

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I don't believe civ-switching is Civ 7's biggest problem. It is a problem for many reasons, and a marketing problem, but 7 suffers because it's over balanced. The latest patch proves that devs currently don't want to move away from this (unless they are secretly planning an overhaul they're not ready to address yet).

I would argue that this is the key issue. Overbalancing needs to end, so we can "break eggs", and I think this will - one way or another - thoroughly fix the game. I'll repost something which got little attention in another thread to explain.

To me, this is everything. If the eggs aren't broken, this will never be a good game.
In the most recent patch notes, they comment about not wanting to overcomplicate the UI, referencing the "sheer depth" of complexity in different kinds of yield adjacencies and bonuses. This sort of triggered me, especially because I found Silla to be a bit underwhelming. Silla, like a few other civs, is just a couple extra yields here, some little adjacencies there.

When I think of playing civs like that, it just makes me think, "Well, I just want to optimize as many yields as I can, which involves repeat, rudimentary placement puzzles, and that's it." That's not really playing a strategy game to me. I strongly get the impression, from the patch notes, that they are aiming to create a gameplay experience that forces a casual audience to reflect upon many apparent choices and bonuses, but without alienating the casual audience with major strategic consequences. The "I feel smart doing this, but there's nothing smart about it." It really belies the notion of "sheer depth". More like, endless, barely relevant complexity.

Qajar is cool. There's a very specific set of mechanics that induce an asymmetric strategy: keeping settlements to a minimum. This is cool for representing an interesting, unique strategic choice, something I don't get from Silla (other than maybe if you have control over it, different diplomatic choices, though there actually isn't much strategic depth here).

Even so, the problem with Qajar is it's a one-trick pony. I either succeed in optimizing my specialists while minimizing settlements, or I don't. It's not like there are different ways Qajar's uniqueness could be used, different strategic mixes. Maybe, you could plan to stay tall and tight in preparation for finishing as Qajar, but then you have to play through these long, interruptive Age beginnings, middles and ends before even getting there.
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For civs like Silla, the sense that its unique qualities are giving you strategic options, while not symmetrical to other civs, still grant you meaningful choice, just isn't there. For civs like Qajar, it's more about feeling like you "pulled off" its intended strategy, which you can play a few times to finally accomplish at a satisfactory level, but then you've done it and there's no more meaningful gameplay to be had.

This all boils down to the conflicting design notion that Civ 7 has "sheer depth" in tile placement possibilities and resulting adjacency and bonus combinations, with the notion that the game has to be sufficiently simple and totally balanced so that this sheer depth doesn't actually matter. It's, as I said, just a series of little placement puzzles that grow immediately tedious and substantially lack meaning.

These placement puzzles are also handicapped by incomplete design vision. If cities have layers from history, why is there a bronze age grain warehouse next to my downtown palace? Why can't these cities have little features like avenues that represent the urban version of exurban improvements, reducing the sense of sprawl and fully integrating the concept of a layered, complex city with "depth". Why can't I go into a camera mode to take snapshots of cool cities from different angles to post on social media?

In any event, the only place where civ switching could have been interesting is in offering not railroaded strategic choices solely related to optimizing the available bonuses, but asymmetric strategies which preserve meaningful choice.

The extreme overbalancing of the game is a completely failed design concept and I continue to sense the developers are just committed to this vision and will not change it no matter audience feedback. It seems that the intent of the game was to sell civs like League of Legends characters where there would be so many of them, and they would be superficially unique, but to balance this the game needs to not actually allow any civ to have a meaningful, asymmetric affect on strategic choices. And that the audience of the game is absolutely the less strategically inclined casual console player, who (in the sense of the model customer envisioned by marketing) is looking for a chance to "feel" smart by being given a large set of choices with a couple very obvious optimal solutions that never change, in lieu of any strategic depth that would alienate people that aren't interested in learning the strategy basics or applying them.

You make a good point that in spite of the game's incredibly, impressively restrictive overbalancing, it still shipped with game breaking bugs that are pretty obvious and simple, but aren't being fixed very quickly or very well.

I was reminded, through Silla, that the diplomacy system is streamlined and overbalanced. There's a trade off between paying for peace, or getting yield boosts. If you had way too much influence, or if the initiatives were too strong, you would overboost your yields. If initiatives and other diplomacy were out of balance, then naturally peaceful civs in the lucky geopolitical positions would dominate, or, anyone seeking boosts would get swamped by war weariness.

These systems are far too intertwined. Growth itself - a subject of early contention that was minimally "fixed" - is itself intertwined with happiness, war weariness etc. It's all completely intertwined, and then within this massive, complex, mutually dependent system, they create "sheer depth" of endless ways to vary what sort of adjacency bonuses you get.

I bet you could mathematically describe strategic depth. It would involve describing decision trees which produce wildly divergent outcomes, but how the average varied combination of these choices converge to the same outcome.

I bet you could mathematically prove that the intertwined, interdependent balancing of Civ 7 disallows for strategic depth. That you could not within that system produce wildly divergent outcomes, as it would suppress them.

With this in mind, the junior design staff, while their inexperience has introduced additional quality issues to the game - according to your analysis - can do very little to improve upon the base problems with the game. They're stuck. The core design can't be improved upon unless its broken open like an egg.

I think Civ 7, ages and civ transitions and everything else aside, needs to break eggs.
  • Commit to wild asymmetries. This means needing to add a few more systems, like a faith yield, for one. An example from the ideas forum was a "Stability" yield rather than a settlement limit. I commented that a religious civ could have a specific policy that supports Stability and breaks the core tall vs. wide balancing mechanism. However, that policy would nerf your Science or something. So, the idea are unique civs that totally break core systems but pair that with other penalties. When you have asymmetries, you end up with situations where monster overpowered civs can be countered almost every time, however, if you don't correctly identify and implement the counter, you will be totally overpowered by it. That's the design aim, I think, that's needed. It's not what's "cool for casuals".
  • Asymmetries that genuinely can't be countered "broken civs" are beloved by the community. Patches always correct these, but until they do, discovering them and exploiting them as a community is bread and butter IMO and not a problem design needs to avoid at all costs. "Perfectly balanced with no exploits" and all that.
  • Too much is intertwined in 7 and that needs to change. I'd disentangle government and diplomacy from their simplified relationship to global yield buffs. I'd redesign them to be meaningful, interesting systems, but not ones which are co-dependent on everything else for balance. Asymmetric mini-games. Something as simple as instead of a Science boosting initiative, just going back to trading for technologies. Instead of a culture yield boost, what about an initiative to build a wonder together where the junior partner gets a junior benefit while the Wonder's active in that Age.
  • Growth is too tight, and the specialist feature is too intertwined with it. Redefine Settlement limits within the scope of the town vs. cities dichotomy, an obvious natural place to balance tall vs wide strategies that leaves from for dozens of "wild asymmetries". Imagine a civ that only has two town specializations, but the food one is double food, and there is more support for tall cities.
  • The specialist feature railroads city development, supports snowballing, doesn't support meaningful choice once you understand how to optimize it, and inherently restricts adding variety to tall vs. wide balance. Just replace this with something else. I've had many ideas but the simplest one is good old city administrators. One administrator per yield type per city per Age. Hiring one works like building a food supported mini-wonder or project, and so you have to inherently specialize cities into select roles unless you have the food to hire all of them and are making super cities. You select your strategy "This will be a gold and production city" and then you queue those to roles in the administrator training queue, and you fill up the training queue a little bit with each growth even if you choose not to improve a tile. That's it. No more endless placing specialists here there and everywhere.
All our discussions on designer skill level, preferences for civ switching or not are all moot unless some sort of change like this is made. The intertwined, overbalanced design makes it impossible for junior designers of any skill level to do anything meaningful.

I'd go so far as to say the legacy paths themselves are boring because they are restricted by the overbalance. Some of my wilder ideas for improved victory paths don't actually work within the current balancing.
 
I think it's somewhat overdesigned actually. The bonuses are all tailored for the Legacies and the Era system, which is tailored for each other and the Civ switch system.

This means everyone plays 'the same game' so to speak which leads to repetitiveness.

Is it overbalanced? Strictly speaking many good asymmetrical games are balanced, but the trick is to hide the balance so that the player doesn't feel it.

I can't speak more in depth about Civ7 if I don't have total knowledge of all the bonuses from the top of my head. So that being said, it's mostly an opinion.
 
I think it's somewhat overdesigned actually.
That might be a better way of putting it. Still, when you consider how happiness creates celebrations, which create yield buffs, how initiatives create yield buffs, how influence has to balance between staving off war and war weariness, or boosting yields. etc. etc.

This system is designed to prevent actually unique strategies because each system is folded into each other system and they're designed therefore to remain in balance. Yes, repetitiveness is the problem.
 
I think it is not about being balanced or unbalanced, but there are civs which has no fun or no compelling strategy in their kit. I personally feel like some civs have uninteresting uniques.
You have five yields and as many permutations on which adjacencies a unique district creates on top of its base yields. Many civs are just one of those permutations and nothing more.

This is what I mean by overbalance. Because 7 is tightly balanced, then you can iterate on all these permutations to create dozens of civs that all do nothing because of the balance, but on paper seem different.

I think this is where the fun factor dies. You play 7 thinking "cool I'm doing an influence and food strategy this time" but it turns out the game is balanced so that a civ with these bonuses and a player using such as strategy can't dominate. This means that you never really meaningfully apply the strategy.

Some civs like Carthage are obvious exceptions. The great person civs are cool for historical flavoring, but the great persons are mostly weak. Military civs can be fun if you just want to dominate, and then it's basically just Maurya and the benefits of happiness to overcome settlement limits.

Even the Maya who started with such a strong ability had to be nerf because they were clearly meta.

This is exactly the design flaw I'm talking about. You can't actually allow these civs to be unique, because then you just have a Maya that overperforms. But then if you want civs to be unique through little permutations on which adjacencies they get, that uniqueness lacks meaning.

That's why they need to "break the egg" and make civ unique abilities create massive asymmetrical advantages where indeed a civ can overperform, but it can also be countered with the right strategy.
 
This is exactly the design flaw I'm talking about. You can't actually allow these civs to be unique, because then you just have a Maya that overperforms. But then if you want civs to be unique through little permutations on which adjacencies they get, that uniqueness lacks meaning.


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Completely agree. People are finally starting to understand that Balance is not a concept that should be applied to single-player games. Balance is boring. Design unique, unbalanced civs and leaders that make each playthrough different, and then most importantly, craft AI that can leverage those unique playstyles.

Check out the post from SecondWind on Hades II and how they handled imbalance. Quite interesting.


 
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Completely agree. People are finally starting to understand that Balance is not a concept that should be applied to single-player games. Balance is boring. Design unique, unbalanced civs that make each playthrough different, and then most importantly, craft AI that can leverage those unique playstyles.

Check out the post from SecondWind on Hades II and how they handled imbalance. Quite interesting.
Hades is a single-player game with no multiplayer. Not even co-op.
 
AI that can leverage those unique playstyles.
That is a problem, it is hard enough for the AI to leverage the standard playstyle.

also there is another problem, if they are going for highly imbalanced assymetrical playstles, there is a limit to how many of those they can do, and there is actual value to the player (not just the company) for having lots of different civs because of the roleplay value.

In general they should be emphasizing uniqueness, and imbalancing all of them, but that tends to happen more later in the lifecycle, (when systems are more set and you can properly imbalance them)
 
Hades is a single-player game with no multiplayer. Not even co-op.
But if we consider why the Civ V AI was able to fight modern wars with the most advanced tech, and VI and even VII struggle. There are inelegant but utterly acceptable ways to make the AI present a meaningful challenge to the player.

As for multiplayer, I think the dream of Civ being a League tier esport is a lost cause. VI had a decent scene for a while, but multiplayer Civ is really more about the shared experience, not tight competition. In my opinion, partly based on an objective consideration of what type of game it is and what sorts of experiences that type of game is capable of providing.
 
I watched Van's reaction to today's dev video and man he was as exasperated with this balance focus as I was.

Firstly, the game should be balanced in general, with no yield or way of playing being obviously 100% superior to all others all the time, but for god sake give the player the ability to pursue fun strategies that, leveraged appropriately and decisively, can unbalance things in our favor. That is literally why I play. Let me be the judge of what I find fun and not.

Secondly, this game has maaasssssive defects in fundamental design, do not prioritize balance passes over trying to fix the obvious problems. It's great that I'll be more likely to play Napoleon, but honestly if I never pick up the game again because I find it un-fun, he doesn't matter.
 
But if we consider why the Civ V AI was able to fight modern wars with the most advanced tech, and VI and even VII struggle.
I thought the prevailing narrative was that CiV AI wasn't great either.

I've also seen pretty good reports of VII's competing from posters here (I don't play at a high enough level myself).
As for multiplayer, I think the dream of Civ being a League tier esport is a lost cause.
I don't think this was ever a dream.

I'm simply saying that using a single player game to say a game with multiplayer "shouldn't be balanced" (or words to that effect) is a very flawed comparison.

On top of that, balance does matter to single player games. Do you know how many times the weapons and boons in both Hades and Hades II have been reworked? Supergiant's approach to design and empowering the player didnt at all reduce the number of patches tweaking these things so that the player had a better experience.

(I've played a lot of both games - Hades II in particular I've owned since it came out in Early Access)
 
I watched Van's reaction to today's dev video and man he was as exasperated with this balance focus as I was.

Firstly, the game should be balanced in general, with no yield or way of playing being obviously 100% superior to all others all the time, but for god sake give the player the ability to pursue fun strategies that, leveraged appropriately and decisively, can unbalance things in our favor. That is literally why I play. Let me be the judge of what I find fun and not.

Secondly, this game has maaasssssive defects in fundamental design, do not prioritize balance passes over trying to fix the obvious problems. It's great that I'll be more likely to play Napoleon, but honestly if I never pick up the game again because I find it un-fun, he doesn't matter.

I mean, there's always a balance to what to balance. Like, for example, the sheer OP-ness of gold and silver as resources to date really makes it hard to understand which other parts of the game are completely out of focus. Similar to a lot of the other chaining % multipliers and yield issues, those items not being balanced means it's harder for the devs to really fight some of the other issues with the game.

Now, that said, on the flipside, if they do plan to come back and make some major shakeups to other parts of the game, it's possible the current balance pass iteration will be out of date, and they'll need another pass through later on again.

Basically, you end up with a little bit of a chicken and egg problem. Is the lack of current strategy differentiators because the yields aren't balanced? Or should we expand out all the strategy options first and then we can see which are OP and which yields need more changes?
 
I thought the prevailing narrative was that CiV AI wasn't great either.
It isn't. It makes really, really braindead decisions that no human player would make. Not only that, you can count on it to make certain of those braindead decisions, and that is a big part of what allows a human with a smaller, or less technologically advanced, army to beat the AI.

For me, the balance against that is the bonuses it gets at higher difficulty levels. At deity, my warmongering skills are about on a par with its infinite troop production, and so the game is pitting those two things against one another in a way that makes for a viable challenge.

I'm playing chess and it's playing Gnip Gnop and we see which one wins.
 
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