Kenshiro70
I solve problems.
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Civ VII Post-Mortem: Crafting a redemption arc
The ABCs of 4X: Agency, Balance, and Complexity
Version 0.942, August 21, 2025, Civ VII patch 1.2.4
The ABCs of 4X: Agency, Balance, and Complexity
Version 0.942, August 21, 2025, Civ VII patch 1.2.4
Author's Note:
- This post is an abridged version of a document available on Google Docs (link).
- Recent changes of note are listed below. The source document has a Revision history (link) at the end covering all changes.
- Due to the length, this is split into four pieces. Most navigation links should now stay within this thread and only go to the Google Docs version if the content is not here.
- Civfanatics is a much better location for discussion of the contents, so the source document will remain read-only (i.e., I’ve got a day job and can’t handle a barrage of edit requests).
Recent changes
- Prep work for changing links on civfanatics to keep links pointed within thread if content is available
- Tweaked title to mitigate perceived negativity for those not familiar with the software term of art "Post-mortem"
- Added a discussion of the Wonder rebalance in 1.2.4 to the Balance section (link).
TL;DR
While Civ VII is a flawed game on many levels, it is a veritable gold mine of lessons for game developers. Unfortunately, the most critical flaws are not the most visible, which has complicated recovery efforts. Despite multiple patches (1.2.3 as of now), concurrent player count and Steam ratings have continued to slide.This post-mortem aims to create a framework for understanding and prioritizing Civ VII’s issues to aid in creating a “redemption arc” akin to the one achieved by Cyberpunk 2077.
Spoiler Who am I? :
I am a Chief Product Officer for Enterprise SAAS products, with over 25 years of software product management experience. I’ve also played Civilization since Civ I. My specialty is teasing apart complex product problems, creating a mental model to understand them, and prioritizing what issues to address first.
Civ VII play time: >1100 hours. I have insomnia. Don’t judge.
Purpose
In the six months since release, Firaxis has issued five patches, and each time the result has been the same: concurrent player count and Steam rating has declined further. This is because Firaxis is focusing on the wrong issues (the recent continuity mode in 1.2.3 being the first notable exception.)There are these two young fish swimming along and they happen to meet an older fish swimming the other way, who nods at them and says “Morning, boys. How’s the water?” And the two young fish swim on for a bit, and then eventually one of them looks over at the other and goes “What the hell is water?” … Important realities are often the ones that are hardest to see and talk about. David Foster Wallace, 2005 |
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The purpose of this post-mortem is to shine a spotlight on the more impactful issues. That’s not easy because the issues involve concepts that have never been defined, articulated, and given a proper name. They are unspoken attitudes about 4X games in general and the Civilization series specifically. This document aims to make those unspoken beliefs into concrete items that can be properly discussed. Only then can Civ VII make good progress towards its redemption arc.
The Problem
The fundamental problem with Civ VII is that it has extremely limited replay value – gameplay gets stale after three to five playthroughs.All Firaxis has to do is make the game fun. So simple! Why didn’t Firaxis think of that?
At first, that sounds like one of those problems that’s been keeping philosophers employed for centuries. But there are steps to tease that answer out. The first is to revise the problem statement above because it’s incomplete. A good problem statement doesn’t just state the problem – it also lays out the ideal state that is being deviated from.
But in order to define that ideal, what’s needed is an updated examination of what makes 4X games in general and specifically the Civilization series so engaging.
Outside of Soren Johnsen’s excellent 2022 Old World post mortem (link), most Wikipedia citations on the 4X genre are 10+ years old (including Sid Meier’s seminal 2010 and 2012 GDC talks.) Regardless of age, these are well worth watching.
What’s needed is an additional layer of depth – a mental model around the psychology of player motivation in 4X games.
With that mental model in place, we can use the emotional drivers to evaluate Civ VII’s design principles, gameplay systems, and mechanics with an eye to how they will be impacted in pursuit of the redemption arc. Some principles will remain untouched, others will need tweaking, and a final set will need to fall by the wayside or be tabled until they can be more fully developed and play tested in an expansion.
You've lost that Civving feeling...
This document covers many of Civ VII’s gameplay mechanics and systems, but if we were to focus solely on those, we’d be treating the symptoms and not the disease. That’s why our first focus is on identifying the emotional drivers behind Civilization’s sirens’ call to play "just one more turn".Once we've got those emotional drivers identified, then we can start to work backwards and look at what mechanics impact each of those drivers and what changed in Civ VII.
If you’re impatient, you can skip to the Problem Statement section (link). But I wouldn’t recommend it - properly defining a problem is a big part of solving it.
Spoiler Out of scope: 'Culture war' issues :
There is one class of issues that will not be discussed here at all: any mention of “culture war” talking points, because they distract from the underlying issues. The problems with leaders has nothing to do with a leader's portrait and name; the problem is that most of them have boring abilities that feel like they were generated on a spreadsheet (“+1 adjacency for blah blah blah”).
Key definitions
A problem well named is a problem half solved
One of the biggest difficulties in getting a handle on Civ VII’s issues is that there simply isn't the vocabulary needed to properly discuss those issues. Without clear names for these problems, people are unhappy but can't articulate why. So they have fallen back to issues they can easily see and name, which may not be the most important problems to address.Clearly naming the problem enables deeper understanding and more effective action. The name directs attention, resources, and solution strategies.
Fortunately, Herson made the video on What Civ VII doesn’t understand about Player Interaction. He didn’t just complain that “Diplomacy is broken”. He took a number of seemingly disparate items, found the common thread running through them, identified the issue, established the problem space and its boundaries, and most importantly put a proper name on it.
If we’re going to help fix Civ VII, we need that same rigor applied to several other problem areas: the over-balancing, the over-streamlining, and the over-simplification.
I’d argue this definition section is the most important section in this document, because even if you don’t agree with any of the conclusions, at least you’ll come away with a good set of terms to use in the discussion around Civ VII going forward.
What is a 4X game?
This sounds like a question that answers itself – Explore, Expand, Exploit, Exterminate.But assuming you check all four boxes, what would cause a game to fall out of the 4X category?
- If you add metaprogression (as an example), does that suddenly remove the game from the 4X category?
- If the game is not historically accurate, is it not 4X? Obviously not, or how else could Australians invent the wheel (or perfect break-dancing)?
- If a game has RPG elements, is it no longer 4X? Bye-bye Age of Wonders.
This is important, because as long as enough of a game’s “4X Soul” is intact, players will tolerate a fair amount of change (up to a point).
So what is the “4X Soul”?
Before establishing the definition of the 4X Soul and the characteristics that define it, some ground rules must be set:- Characteristics should describe the motivations driving people to play 4X games, the resulting emotional needs being met, and feelings of success and fulfilment that keep the players coming back and playing again and again. Specific mechanics do not fit this requirement; the emotions they create do
- Characteristics ideally surface unspoken beliefs about what a 4X game is
- Characteristics must be universal and held by most (if not all) players
With those ground rules in mind, here’s a stalking horse definition:
- “From stone age to space age”: a more general version would be “From humble beginnings to greatness” Time period and scale are immaterial. It can be from single-cell organism to universe (Spore) and there can be multiple types of greatness (military, scientific, cultural) but the main idea remains the same.
- Freestyle (aka Sandbox): There are many paths to winning; you choose your path and milestones.
Spoiler Why not Sandbox? :
Even though Sandbox is generally used, I chose the term “Freestyle” because it implies competition for a win state but with very few restrictions on how you reach that state. Sandbox, though similar, implies neither end goal nor win state.
Firaxis ruthlessly exploited this semantic difference in the 1.2.2 patch. Disabling a Legacy Path removed the win state, which allowed Firaxis to claim they had given the players the sandbox that they wanted while ensuring Firaxis would not be shown up.
News flash: you don’t get credit for malicious compliance Firaxis. Shame on you.
- Control: Your decisions are the primary driver of your fate. Setbacks, when they occur, could have been prevented had you chosen a different course of action (with a few specific exceptions, such as natural disasters).
- Power: It’s important to feel powerful (but not all-powerful). You have meaningful unique advantages that are both key to your identity and are also the starting point for the playstyle and strategy for that play through.
- Player interaction: Herson’s video on Player Interaction is a must-watch. Rather than paraphrase, this is worth quoting outright:
Interaction refers to moments when players are forced to respond or adjust their game plan to account for what others are doing in the same game … The more interactive a game is, the more demand is on each player to consider the actions taken by all of the other players. A minimally interactive game then, is one where the optimal strategy doesn’t require consideration of one’s opponents at all… In contrast, a maximally interactive strategy is entirely contingent on the actions of an opponent. In chess, every single move requires that you’re aware of and reacting to the opponent's moves… |
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- Adversity: When you look back at your “best” game playthroughs, the games burned into your memory are the ones where you overcame significant obstacles. That could be a bad start location or an enemy holding a key resource that gives them a significant advantage. The games where you cruised to victory? They don’t even make the top 20.
- Scarcity: Drives desire, action, competition, and drama.
What is the “Civilization Soul”?
Civilization has several unique hallmarks as well as unique jankiness. Interestingly enough, some of the jankiness is just as important to Civilization's identity as the unique features are:- One More Turn: You could argue this is more of a result than a driver, but you can’t deny that it’s synonymous with the Civilization series. If you look at One More Turn as describing a driver, it’s a feeling of anticipation for what comes next that is so strong that it becomes a sirens’ call.
- An hour to learn, a lifetime to master: Most of Civilization’s systems aren’t very complex in and of themselves. But the interaction between them creates a rich tapestry of possibilities and replay value.
- World Wonders: Awe-inspiring. Game changing with an impact that reaches across your civilization. Wonders are expensive and you’ll need to choose carefully and accept that you'll miss out on some good ones. That trade-off is yet another reason why the Wonders you build feel like such an accomplishment and also a major driver for replayability.
- Exploits are not a bug but a feature: In a game with many moving parts, some things will be OP, and that’s ok. Finding and using them makes you, the player, feel smart and powerful. In fact, OP is a major source of replayability - trying different combinations of leaders and OP areas is fun.
- History-adjacent, not accurate: Australia didn’t invent the wheel so suspension of disbelief is necessary, though where possible it’s good to maintain “truthiness”.
- Gandhi has nukes: no explanation needed.
On to the Main Event
Now that we have more clearly defined what makes 4X games and the Civilization series so addictive, we can use those characteristics to evaluate Civ VII.There are literally dozens of areas (link) we could explore, and doing so would turn this document into a novel. Since your time is valuable, I took a lesson from cooking shows. I explored many of Civ VII’s issues in depth and placed those detailed ingredients in the Deep Dives appendix. Then I pulled the Problem Statement and supporting evidence out of the oven fully baked and ready for you to devour..
Bon appetit!
Continued in the first reply, as the document needed to be split to fit within post size limits.
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