Hmm... I'd argue that Civ switching as implemented seems to enable a lot of compounding, creating balance issues. Civ7 is very much a game of stacking bonuses to make number go up. Picking Maya gives you good science, picking Abassid on top compounds it into the stratosphere, in a way that going from, say, Aksum into Abassid doesn't. Similar combinations are out there for Culture, City State stacking, etc... And this becomes very obvious with leaders who are biased towards some of the civ evolution paths which synergize with each other. I don't neccessarily think this is an insurmountable issue, but at the moment I think civ switching is a net negative on balance.
And there's no reason you can't scale the bonuses from civs to each era... So later civs don't have to be more powerful...
There are always going to be some civilizations and combinations that are more powerful than others. Part of the fun is finding those combinations! Or, well, it would be if there were more civilizations to choose from. The alternative is a perfectly balanced game, which doesn't exist and wouldn't be very fun, anyway.
Still, I find it fun that each civilization is strong in its era. The old system where you started as, say, America and didn't get your unique units and buildings until the game was almost over wasn't great. And it wasn't great to start as Rome and use up all of your unique things in the first 20% of the game, either. And there was a huge balance problem when a late-game civilization started next to a couple of early-game civilizations. That was especially true in multiplayer games since the AI was never very good in any Civilization game, but it did matter somewhat in single-player games, too.
I hope that those two paragraphs don't sound contradictory. I'm not expecting, or wanting, a perfectly balanced game. But there must be
some level of balance or else it just gets silly.
I absolutely love mixing and matching leaders. Out of the new innovations in Civ7 this is by far and away the best thing they have added. I just don't see why you need civ switching to have this? Honestly, the main blowback against leader mixing seems to be culture war chest thumping, and is coming from a minority. I doubt Firaxis care. I expect this is evergreen now as a feature with or without civ switching. But I absolutely agree with you that it's great we have civs like the Mississippians and leaders like Machiavelli.
I think that if the game was released without civilization switching, but with mixing and matching leaders, then players would have expected a "default" leader for each civilization and a "default" civilization for each leader. In fact, that still seems to be the goal for a lot of people posting here. They insist that Firaxis is secretly planning to sell us $1,000 of DLC so that we can finally match leaders to civilizations the "right" way.
I do hope that the mixing system remains in all future Civilization games, though. And I hope that Firaxis is able to ignore the people demanding a "default" match for everything so that we can still have fun leaders like Machiavelli and Ada Lovelace and fun civilizations like the Mississippians and maybe someday the Hittites and Olmecs and others.
Crises are a mess. They don't really do anything other than mildly irritate a competent player, while the AI frequently gets bodied. I don't know how Firaxis fix it without making them harsher on the player but not the AI, which probably wouldn't feel good either and is meaningless in multiplayer. I get the idea they were aiming for, but their implementation works way better in Stellaris, where you can far more convincingly just dump a msssive threat at the player to match their snowball. I don't think it's a good use of dev time to try and fix a feature which a large chunk of the player base just switch off... So I'm not sure if Civ 7 will have the narrative that you think it does for a lot of the player base.
The narrative is there. I don't think that the game sells it well enough. That's evident by the frequent misunderstandings that I see posted here about one civilization evolving into another Pokemon style. I don't know if the crises can be made into something more interesting than they are. Maybe, though! The barbarian one is fun. The others are lacking. Part of the problem might just be related to balance, but part of it is a lack of ways to do anything about the problems. A city gets the plague and... well, and nothing. It just is. Move your units out of the area and just wait a while.
But I like the idea of the crisis system. And I like the crisis policy card system, even if it needs some tweaks. The developers just need to make the crises more engaging and add more of them so that they don't feel stale so quickly. Well, and fix the AI. But that last one never happens, so maybe giving the AI a break is actually the better solution.
Also, there's plenty of regions with a high degree of cultural continuity back into the mists of time, even if the rulership has inevitably shifted. China and India stand out in particular, so I don't really agree with that being an issue...
I don't want to get too far into this idea, but China isn't really one culture and people, right? There's Tibet, the Turkic peoples in Xinjiang, the Mongolians, and all of the various other cultures and peoples that make up the modern Chinese empire. And historically, they were not a united nation. Parts of China have enough continuity to say that there's always been a "China" and "Chinese people" and "Chinese culture", but it's much more complicated, really. And India, too!
The current implementation of the three Chinese civilizations actually reinforces the narrative that the game is trying to tell. You start as the Han, which is what we typically think of when we think of "Chinese". The game skips over a lot of time and the Mongolian rule to give us the Ming, which is again "Chinese". The Han people are back! But the Ming have to rebuild the wall that had been neglected. And they have to set up a new, complicated government system to replace the ones that came before it. After more time passes, the Manchurians take over as the Qing and everything is new and different again! That's a great story. Unfortunately, the game doesn't do enough to sell it. I think that most players don't want to read anymore and so they just click the boxes away and then say that nothing makes any sense. I'm not sure how to fix the problem. A more constrained game featuring just one civilization could rely on videos or something, but that would be almost impossible to do with a game like Civilization.
I'm not against civs evolving over time. This seems to be the direction of travel for 4X games, and I agree that generic changes have the potential to feel flavourless. I don't think the right answer is clear yet, but from Humankind and Civ7 it seems as if confusion, disconnection and identity issues are if not inherent to, then difficult to solve in civ switching. I agree that the solution to evolution over time in Civ is worth trying to find, so I don't begrudge Firaxis for trying, but I think civ switching has issues that make it a bad choice for the task at hand, and I would love to see Firaxis go back to the drawing board.
Maybe for the next game? I just don't think it's possible to give up on the switching system in this game.
Fun is subjective, I find I finish far fewer games of 7 than I did in 6. A personal grudge is that I like far more civs in antiquity than in exploration, and the only modern civ I really enjoy is Nepal, so my desire to continue playing drops very rapidly with civ switches. I almost always feel that it's a loss. And for players who love more modern civs, having to wade through earlier eras to get where you want isn't a great feeling.
I also prefer the antiquity civilizations, then the exploration ones, and then the modern ones. But I think that's because the modern age just isn't as well done as the other two. If the age itself was more interesting, then the civilizations in it could be more interesting. If the developers are going to "redo" something, then I hope it's the modern age. It's fine to have ideologies and to try to provoke world wars. It's fine to have railroads and factories. But... I don't know. Something is missing. It doesn't matter who you play as or who you're against. And you can completely ignore ideology if you don't want to pursue that military path, which cuts out a big part of the age. Of all the ages, the modern age is the shortest, easiest, and more boring.
That's probably why I don't like the modern civilizations as much as the others. They just don't matter very much.
I would love to see stats on how many players had a "main" civ (or couple of civs) in Civ6, and what proportion of games they played with it. I definitely had a shortlist and didn't rotate much. My suspicion is that players in that camp are likely to be far more hostile to civ switching.
Not me! I tried to play someone new every time until I got through the list and then I tried to play someone that I hadn't played in a while each time. I like variety.
Frustratingly Firaxis seem to have known 7 was launching with far less civs than would feel good... While wanting to charge premium prices to get to where they needed to be at launch. I think we're all lying if we say that isn't annoying.
Yeah, but I felt the same way in previous games when they had pre-order DLC and purchasable DLC right after release. I absolutely agree that this game needs about 2-3 times as many civilizations as it launched with, though. Maybe that was never economically feasible for the developers, but that's their problem to solve.
I definitely was glad they removed all unlock criteria. It's a permanently-on option for me.
Same!
I don't like that they effectively released a product with not enough civs and expect us to pay to make the product playable. At this point, me buying expansions is definitely contingent on them showing signs of being willing to re-evaluate their core design. I'm not happy to pay if it's just "stay the course," and with games like EU5 on the horizon... I don't want to give up yet, but my playtime has definitely nosedived.
EU5? Talk about games that want to sell you $1,000 of DLC!