Gori the Grey
The Poster
- Joined
- Jan 5, 2009
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Three sandboxes.It is still a sandbox, but it is not the same old sandbox with new things or changes in it. It is an actual whole new sandbox with new dimensions.
Three sandboxes.It is still a sandbox, but it is not the same old sandbox with new things or changes in it. It is an actual whole new sandbox with new dimensions.
I believe it's still one sandbox. The age progression is a gradual change from current Civ6 age mechanics, not a total 3 separate games. You still keep your territory, units and buildings and continue playing the same game you've started.Three sandboxes.
No offense, but this sort of sounds like my former Math Teacher rambling about students, who just "don't get it" and do not understand how to do their homework properly. However, how one enjoys playing a video games is not Math, though. I have played Civ for more than 20 years now, and I don't need anyone lecturing me on how narrow minded my roleplay is and that I don't care about the game's fundamentals.Since we're still arguing about this, I'll just throw out there that personally I think the franchise needed a shakeup to some core fundamentals, and clearly Firaxis thought so too. I don't want Civ 4 v2, Civ 5 v2, or Civ 6 v2. I don't want to rehash the same civ and leader conversations we've had for years now.
Seems a lot of people on here care more about a narrowly-interpreted roleplay aspect more than gameplay fundamentals. The late-game malaise is a critical failure of the last few iterations. The Age system directly addresses that, and civ switching is designed to capitalize on that new system.
Your roleplay is already messed up with the centuries-long gap between (at least the first and second) ages. And it's all a house of cards anyways, since it's predicated on a completely arbitrary set of design choices that aren't concerned with immersion anyways. Civ's systems are and have always been so patently "gamey" that immersiveness has always been by player choice rather than implicit in the game design. I've roleplayed plenty of Civ games and had tons of fun doing so, but I've always had to choose to do so and doing so really requires making suboptimal gameplay choices for the roleplay to have any sort of integrity.
I guess what I'm saying is...you can roleplay just as well with the new system as with the old system, but that's entirely up to your choice.
Yea, everyone need to maintain this stance...Agree to disagree. No need to belittle people, who just do not share your opinion on this.
Well, I'm not the one lecturing people that my take on this is the only vaild one and that everyone else should just shut up and accept that Civ Switching is the greatest gift this series could ever get. You are welcome to set up a new poll which is scientifically more accurate, though.But if somebody says "Civ 7 is going wrong, you must hate it and it must be fixed", it will just extend the dispute longer and longer. At least this poll sounds like that for me :/
While I agree on almost all points, the last one is difficult. Man leaders apparently have no native civ in the (base) game, e.g., Amina, Trung Trac, Himiko, and Confucius. Hence, I would appreciate separate FLs for civs in general.I dont really like marketing for Civ7, Civ6 marketing was way better.
Those first look videos in Civ6 were great, now they separate leader and civ and its not so clear and funny to watch those .... they made mistake there, leaders and his native civ should both be in first look video.
And they could make the current model accommodate an evolving civ if they gave the player control over their name.Honestly, since (as a lot of people have pointed out) you could get many of the same effects of switching by having a single civ evolve over the course of a game, I'm not convinced it's going to be the most impactful gameplay change introduced by civ7 when we are looking back from civ8 and beyond. Especially compared to the age system and crises. Even decoupling leaders from civs, and getting rid of builders are probably bigger.
Unfortunately from an emotional angle, since lots of people are very attached to specific civs and don't want to have to change, it's really impactful. I see it being a feature which is Civ 7 specific in the grander arc of the series though.
Confucius and Himiko don't? Unless you don't count someone that would have lived in the Zhou dynasty instead of the Han. Same with Himiko and Meiji Japan.While I agree on almost all points, the last one is difficult. Man leaders apparently have no native civ in the (base) game, e.g., Amina, Trung Trac, Himiko, and Confucius. Hence, I would appreciate separate FLs for civs in general.
Yeah, I didn't count these as native civs, similar to how I wouldn't count Ashoka as native leader for Chola. But I see how you can take a different stance on that.Confucius and Himiko do? Unless you don't count someone that would have lived in the Zhou dynasty instead of the Han. Same with Himiko and Meiji Japan.
That's a fair point. Though in hindsight if Himiko was in Civ 6, as a leader, she would also have Meiji Restoration, Samurai, and Electronics Factory, so I don't necessarily see the difference. The good news is Japan will most likely be more filled in the future.Yeah, I didn't count these as native civs, similar to how I wouldn't count Ashoka as native leader for Chola. But I see how you can take a different stance on that.
But for the point in question, whether first looks should be leader + their native civ in one video, I think presenting Himiko and Meiji Japan, as was done in a way in the Nintendo direct (which wasn't a FL video), is a civ VI move that feels misplaced for civ VII. And even if we allow that stretch of a 1500+ years and different culture, as civ VI would have, as an exception, it still doesn't help at all with a case like Trung Trac or Amina.
Alternative solutions have been discussed, yes, but they are offered from a single perspective, that of maintaining immersion via playing a single civilization through the entire game.If you think Civ Swichting is the best and only way to fix the boring mid/ end games, great for you. I (and a lot of other participants in this thread) think however, there would have been a more practical and immersive way to do this. Plenty of alternative solutions (from levelling up your existing civ to having the leaders change instead of the civs) have been discussed in this thread already. Agree to disagree. No need to belittle people, who just do not share your opinion on this.
I'm not a fan of the mechanic either, but I don't think this would be wise. This is a core mechanic, the game was designed around it. I think it's very unlikely the game will become better by taking it off. If it's really as bad as I think it will be and the game bombs, I hope they just shorten the development cycle and bring Civ 8 early. But what I'd really rather is to be proven wrong.I am in fact hoping the game does so badly at release the devs have no choice but to either scrap the civ switching mechanic entirely or at least make it optional, maybe in like a game mode.
Sounds like a much healthier attitude than hoping it fails.But what I'd really rather is to be proven wrong.
I'd be much more on board if I thought the new age system was actually likely to beat late-game malaise.Seems a lot of people on here care more about a narrowly-interpreted roleplay aspect more than gameplay fundamentals. The late-game malaise is a critical failure of the last few iterations. The Age system directly addresses that, and civ switching is designed to capitalize on that new system.
I miss being able to choose the name of my own leader.
If I can counter that, I think the problem of endgame malaise in VI is not just about snowballing & the ease of winning, the endgame is simply boring: nothing interesting to build, no new systems, nothing that changes the dynamic, too much micromanagement, long turn times, etc. Even if VII doesn't solve the problem of snowballing, I'm quite convinced it will still be more fun to play.I'd be much more on board if I thought the new age system was actually likely to beat late-game malaise.
It looks to me like there will be ways via several game mechanics to reduce harm suffered by players on era change. I think we'll figure out how to min/max it. Trivially. There are so many bonuses that stacking a few together may be so easy that even if parity is restored more completely it may be easier than past versions to create an impact that widens the gulf again.
I think to me, post 1UPT, the roleplay aspects of civ have taken on much more importance as the strategy side has candidly become much easier. 1UPT and yet more bonuses make me think that general trend is gonna continue.