Civ VII Post-mortem: Crafting a redemption arc

Kenshiro70

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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​

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​

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.
Over time, an emergent consensus around the identity of 4X has crystalized around certain intangibles – goals, ideals, motivations, and emotions (link). The tangible, mechanical definition of 4X is no longer sufficient to define a 4X game. There needs to be a complementary, more concrete definition of the “Soul of a 4X.”

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
Note that “feelings of success” does not imply that the player won the game; they could lose but still feel they learned valuable lessons.

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…
  • 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.
As long as the 4X Soul is intact, players will tolerate changes to the Civilization Soul. But there is a limit to how far each release can go. That limit is one of the driving factors behind Sid Meier’s “Rule of Thirds”.

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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Problem Statement​

I am going to put forth a Problem Statement (aka hypothesis) that many will find controversial, mainly because of what it doesn’t include, namely the UI, Ages, and Civ-switching. Even if those were done wonderfully, Civ VII would still not be successful. There are more fundamental issues at play.

Civ VII has fundamental design issues around Agency, Balance, and Complexity (ABC) that rob the player of emotional drivers critical to 4X games and significantly degrade replayability.

That’s not to say that the UI, Ages, and Civ-switching don’t need work. Significant improvements are needed. But working on them before the ABC issues would be putting the cart before the horse.

In the following sections I will walk you through the thought process behind this hypothesis. Then you can form your own opinion.

The ABCs of 4X - Agency, Balance, and Complexity​

There are three key concepts that make the Civilization series special:
  • Agency makes the player feel clever and creates fun within turns
  • Balance makes the player feel powerful and creates fun across turns
  • Complexity makes the player feel engaged and creates fun across games

Agency​

Agency is the capacity to take impactful actions to blaze your own path to become the preeminent civilization (i.e., win the game).

The several key components to Agency:
  • Capacity: both the existence and amount of power you can exert. Capacity implies constancy - you wouldn’t expect a one-liter bottle to degrade to 0.75 liters when you start a triathlon or suddenly drop to 0.4 liters after you switched from swimming to cycling.
  • Impactful actions: actions that are both perceptible and “move the needle” towards your goals. If your actions aren’t impactful, they are busywork.
  • Blaze your own path: there are many ways to reach one of the win conditions. You determine the milestones and your goals and choices drive your progress.
  • Win: The game is not “Civilization Simulator”. A game without win conditions can’t even be called a 4X game.
Agency does not imply that you won’t experience setbacks (e.g., defeats in battle, losing out on constructing Wonders). All agency means is that had you prioritized the above items you could have avoided the setback, but usually at the cost of some other goal. Thus Agency is the primary driver for Civilization’s reputation for “Interesting decisions” that Sid Meier spoke of.

Civilization VII’s war on Agency​

Civ VII’s design significantly undermines player agency, ruins player enjoyment, and has turned loyal fans into ardent critics. In particular, it:
  • Dictates arbitrary strategies and milestones for win conditions (Legacy paths)
  • Places arbitrary caps on settling and trading via the Settlement limit, Trading range
  • Saps capacity for action (yields) across the civilization via the Happiness and War Weariness mechanics
  • On Age reset, destroys what you’ve built, cripples your capacity for action, and forces you to re-earn what you’ve already accomplished
It’s pretty obvious Firaxis doesn’t understand that 4X games are a power fantasy. Mess with the sense of power and there is no reason to play.

Are Legacy Paths anti-agency?​

Absolutely. Consider two different leisure activities - Sudoku and Lego.

Is Sudoku a series of interesting decisions?​

No. Sudoku is simply a series of mechanical decisions - no trade-offs and no creativity. In the end there is only one right answer and almost always only one path to that answer. One section of the grid will only solve in a certain way; solve that and everything else falls into place.​

With its empty grid begging to be filled, Sudoku presents a convincing illusion of choice but no ability to think outside the box(es).​

Is assembling Lego a series of interesting decisions?​

Yes. If someone described Lego to you, it might not seem that way - Lego has pieces with fixed dimensions that only assemble in certain ways and comes with instructions showing the “right” way to assemble the pieces. But Lego is the polar opposite of Sudoku’s illusion of choice - you can make the car any way you want, and the end result can still be called a car.​

I’m not going to belabor this point any further, because there is an entire movie on this subject.​

How does this apply to Civ VII?​

Like Sudoku, there’s an illusion of choice but a pretty clear path to winning:
  • Max production output and build the first science building
  • Switch to Tech and Culture projects
  • Race to hit Future Techs/Civs (even post-nerf), cherry-picking Masteries with good policies
  • Max happiness to chain celebrations and maximize policy slots
  • Focus merchants on acquiring camels and wine
  • Save influence for City-states and target non-hostile ones ASAP
  • Manage civ relationships via trade until no more suzerains are available
  • Speed-run through desired Legacy Paths

“But that’s min-maxing!” you say.

And I respond, “Is it min-maxing if the alternatives are ineffective busywork and buildings that will be useless before they pay back their construction cost?”

Once you've got your trade routes and city-states locked, your actions become less and less impactful as the Age progresses. And then almost all of your work is gutted with the Age transition. Rinse and repeat.

Is there any wonder why the players complain about replayability?.

Happiness: How Firaxis ensures you play the game their way​

I could write a detailed analysis with calculations on how Happiness, the Settlement limit, and war weariness work together as a straitjacket to ensure you don’t grow too quickly, don’t get too frisky with your neighbors, don’t color outside the lines, but this quote from a player does it so much more eloquently:

Why [has Firaxis] developed the game where I need a specific [happiness] build? This game series has always been about building an empire - that usually involves conquering your opponents. I should not have to develop a specific plan, choose a specific game path, just to play the game. Mechanics like this make me just not want to play the game. (post on Steam)

Arbitrary limits​

What’s even more damaging to Agency are arbitrary limits, even more so when those limits aren’t properly explained and signaled.

Exhibit A: Trading range
I’ll never forget my first game, on a “Standard” map, when I clicked on my first merchant and saw… nothing. Two civ capitals that were grayed out. There was no explanation of trading range and I had to find a video that explained the numbers. And a visual indicator of trading range? Shirley you must be joking.

Even better was the 1.1.1 patch, in which Firaxis proudly announced that they’d changed the Town Outpost focus so that it applied globally instead of just to that town. Most players were shocked to learn that it wasn’t global before. But who could blame them - there was no documentation and no visual indicator. For most companies, that type of “open mouth, insert foot” moment would be a PR crisis. For Firaxis, it was Tuesday.

The trading range in Antiquity is ten traversable hexes. This leads to fun situations:
  • Two cities might be close as the crow flies but unable to trade
  • You have to incur a diplomatic penalty of settling too close to another Civ’s capital if you want to trade with it
  • You’ll found a new settlement and then be told it’s “not connected to your trade network”
  • Your settlements connected to your trade network can randomly disconnect on age transition
The uncertainty of Trading range compounds the problem, because you’re never quite sure if investing in a Merchant will pay off.

The best part is that Firaxis, which prides itself on the history scholars it has employed, has obviously never heard of the Silk Road, which spanned 4,000 miles (6,400km). Must have slept through that lecture.

There actually is a reasonable solution that would make Trading range limits much more workable. Establishing a trade route to one settlement in a civ should allow you to reach others in the same civ connected by roads (though it should still require visibility to the settlements and sufficient diplomatic agreements in place).

Returning to the primary point, these arbitrary limits make players feel powerless. Limits rob you of a sense that you’re controlling your own destiny, which is a major violation of 4X Soul.

Age Resets: Punishing good strategy and skilled gameplay​

Robbing the players of their accomplishments and forcing them to re-earn them is humiliating and demoralizing. I’m not going to spend any time on this here because it’s common sense. A more thorough investigation of Firaxis’ degrading design philosophy can be found in the Flawed Design Principles section (link).

Real power in Civ VII comes from Attributes and Policies, not Player actions​

The final nail in Agency’s coffin becomes extremely obvious if you use the “Policy Yield Previews” mod. As the game progresses, adding a policy or Attribute point dwarfs buildings in terms of additional power. Chaining Celebrations and doing tech.civic projects increases yield much faster than anything else, making any other type of actions worthless.

If you’d like to see this for yourself, use the “Purchasable Action points” mod and see how it changes the game. To save yourself some major irritation, I’d recommend the "Automatically repeat a project” mod as well.

Conclusion​

Firaxis’ high-handed, hamfisted approach of gutting player agency and dictating the “right way to play” isn’t arrogant so much as it is embarrassing. It exposes Firaxis’ complete ignorance of the motivations behind player engagement and how they’ve lost the understanding of what makes 4X games and the Civilization series special.

If Firaxis doesn’t see the error of its ways, the road to redemption will be very rocky indeed.

Balance​

Civilization’s approach to Balance is what’s responsible for Civilization’s famous “One more turn” reputation (i.e., fun across turns)

Traditional approach to Balancing games​

There are two primary types of balance:
  • Symmetric balancing: game play features are balanced against each other around one or more quantifiable metrics, such as DPS; and
  • Asymmetric balancing: game play features are not directly balanced against each other, and may be overpowered but are counterable, limited in lifespan, or balanced by opportunity cost
Symmetric balancing is primarily accomplished through nerfs and buffs, while asymmetric balance is accomplished through limits (charges, lifespan, cost, etc.) or counters to that particular type of advantage.

Generally, symmetric balancing is well-suited to games with an emphasis on real-time mechanics and is used in e-sports games.

Asymmetric balance tends to result in richer, more unique game play as features are not constrained to those which can be expressed in the chosen balance metrics. Opportunity cost itself is also an important mechanism for asymmetric balance. Those two World Wonders should be expensive enough that building both of them would either be difficult or impact other areas such as economic and military production.

Asymmetric features are both more fun to design but more challenging, requiring experienced designers to implement the balance well.

What if Chess were symmetrically balanced?​

Patch notes: Chess 17.5.2
  • Knights no longer move one space to the side.
    • Dev Note: Knight’s lateral movements were causing the overall impact of mid-range pieces to be greater than intended and started to overshadow your leader and bishop/rook abilities


Civilization’s balance viewed through the traditional balance lens​

Using the traditional definition of balancing, the Civilization series has been asymmetrically balanced:
  • Civilization power waxes and wanes across eras: Different Civs are dominant at different points in time. It’s OK that I’m weak in the Ancient era, because I dominate in the Middle Ages. The fact that others are strong in the Ancient Era is a fun challenge to overcome.
  • Wonders are OP but limited in one or more ways: Opportunity cost is the primary mechanism, and occasionally obsolescence for particularly powerful Wonders (e.g., the Great Library in Civ IV)
  • Wonders that support different play styles counter each other: this is another type of counter – an indirect counter. A World Wonder that boosts science path victory might be countered by one which boosts a Religion path victory.
It feels like something is missing, something that the traditional mindset around balancing doesn’t account for. Could it be that there was something fundamentally different about Firaxis’ mindset around Balance?

What purpose did Balance really serve in prior versions Civilization?​

When the pieces don’t fit, it helps to step back and question your assumptions.
  • If we're designing a single-player game, why are we using a multi-player concept like Balance?
  • In a single-player game, where does balancing end and AI tuning begin?
  • Did Firaxis think about Balancing the same way others do?
  • What if Civilization's version of Balance isn’t focused on human player versus AI opponents at all?
  • What if it focused instead around being the “Secret Sauce” powering Civilization’s One More Turn magic?

What if Firaxis abandoned the traditional mindset around Balance and instead treated Balance as the “Secret Sauce” for Civilization’s One More Turn magic?

I’ll call this alternate mindset “imBalance” (or iBalance for ease of reading) to differentiate it from the traditional Balance mindset.

iBalance has a very different purpose:
  • Provide multiple leader and civ abilities, technologies, buildings, and Wonders that are each fun, moderately overpowered, and always anticipated
  • Ensure that there are enough of those that the next one always lands at least every 5-10 turns
Boom. One More Turn achieved

If you take this one step further, this iBalance mindset is also a key component of replayability, as it:
  • Provides multiple ways those items interact and can be combined to support multiple strategies and playstyles
  • Provides enough variety that it would take hundreds of playthroughs to exhaust the possibilities
Unfortunately, the baby seems to have been thrown out with the bathwater with Civ VII.

Civilization VII’s shift to symmetric balance​

Civ VII appears to have moved to a symmetric balance approach: Instead of celebrating diversity, the developers have ruthlessly removed (Torres del Paine) or diminished (Imago Mundi, Future Techs) uniqueness out of the game.

Unfortunately, a major weakness to symmetric balancing is that it forces almost all powers to be expressed in terms of the variables that are used for balancing. It heavily limits uniqueness and flexibility in design by ruling out anything that can’t fit in a cookie-cutter mold. Even worse, it works like blinders on a horse; over time designers forget that there’s a world of possibility outside of that artificially-constrained subset.

This leads to a major but largely invisible downgrade in Civ VII: formerly unique features (World Wonders, Great people, and even Leaders) that in prior versions boasted truly unique benefits have been homogenized so that their benefits all decompose into parameterized standard game mechanics instead of custom code. While this makes development, testing, and tuning easier, it leads to a “samey” feel to almost everything.

For more info, see the section on Spreadsheet-driven design under both Flawed Design Principles (link) and Deep Dives (link).

Case Study: Gate of all Nations nerf (1.2.4 update)​


“When a Wonder is a clear must-pick every game, it's time for a nerf,
so we've reduced the strength of Gate of All Nations”

1.2.4 Update Notes, nerfing
Gate's War Support from 2 to 1​

Let’s examine the above statement. First off is the implicit assumption that Gate is a “must-pick” because it’s powerful. As you have to build six Wonders for the Legacy Path, it’s quite likely that Gate is picked not because it’s powerful, but because it’s the least bad Wonder available at the time.

What Firaxis should have done was first make the other changes to Wonder timings, then see if Gate was still “must-pick”. Instead Firaxis chose to be a poster child for Confirmation Bias.

Secondly, is Gate really all that powerful in its pre-nerf form? It saves you 90 Influence, which is 7-9 turns worth of Influence, only useful when at war. Instead of building the Gate, you could produce 4-6 units with that production as a deterrent and use influence only if needed and you’ll get a better result. In fact, Gate becomes massively underpowered in later Ages because your influence generation is higher.

In other words, Gate has gone from a semi-useful "Wow, that could help my non-Militaristic Leader play in a novel way" to "Not even worth researching the Mastery". Firaxis actually made the game less interesting than it already was.

Thirdly, assuming Gates were actually overpowered, it could have been handled with much more finesse. Firaxis could have:
  • Changed Gates’ effect to be “+2 if your War Support is <3, +1 otherwise”.
  • Upped the AI build priority, making it a fun race; or
  • Made sure there were other good options at the same point in the Tech/Civic trees, creating one of those "interesting decisions" that Sid talked about.
Instead, Firaxis nerfed the wrong Wonder for the wrong reasons in the most hamfisted way possible. Two turkeys don’t make an eagle.

Firaxis, are you really sure want to send the message that “if it’s popular, we’ll nerf it!” How do you think the community will perceive that? Do you think it will inspire trust in your judgement? Do you think it will make the community love the game more?

Why throw away the Secret Sauce?​

It’s unclear why Firaxis abandoned the successful approach of the past. The only potential answer I can envision comes from one of the questions I posed earlier: “Where does balancing end and AI tuning begin”?

It’s quite possible that the change in the approach to Balance was driven by a desire to improve the AI. One of the janky areas of prior versions of Civilization is that the AI could politely be called “Cheaty McCheaterson”. It relies heavily on resource and production bonuses to increase difficulty.

AI is fiendishly difficult, and the change in Civ V to one unit per tile (UPT) is generally regarded as the straw that broke the camel’s back. In previous versions all the AI had to do was assemble “stacks of doom” for use in combat. With UPT, the AI needs to coordinate movement of multiple units and deal with positioning them properly taking terrain into account.

Here’s where Firaxis deserves some credit in their desire to improve the AI. When you have a problem with non-deterministic systems, particularly constraint-based ones where no good solution is available (i.e., null solution set), there are only a few options available:
  • Manual intervention/tuning: Calling this “cheating” is a little unfair - it’s adding modifiers such as production yields until a solution set exists (where previously none did).
  • Relaxing constraints: The Commander assemble and deploy mechanic is more than just a streamlining for player management of armies - it’s a godsend for AI as it lowers the need for coordination and helps sidestep terrain navigation issues.
  • Increase the universe of solutions: Simplifying systems such as trade and city-state relationships removes constraints, which in turn greatly increases the number of possible solutions and the probability that a viable solution set can be found.
  • Ensure systems are optimization-friendly: Optimizers try multiple combinations of moves, calculate each combination’s score and grading the results, taking the combination with the highest score and then tweaking the moves until they find the combination of moves to see if that result can be improved. Using a Balance approach that is based around a quantifiable metric (as symmetric balancing is) greatly helps this approach.
Unfortunately, Firaxis fell victim to tunnel vision; they were so focused on improving the AI that they let the tail wag the dog and in doing so created major collateral damage to both Balance and Complexity (Player Interaction). Though the intention was good, the end result threw the baby out with the bathwater.

Conclusion: Major blocker for any Redemption Arc​

The use of a fundamentally mismatched, misapplied balance approach (regardless of good intentions) is a major impediment to any recovery arc - this would require a major revamping of the game.

Complexity​

Complexity is what’s responsible for Civilization's replayability. (i.e., fun across games)

At first Complexity might seem like a snooze-fest, but in writing this, I came to appreciate the subtlety of prior Civilization versions, the deft touch required to make the systems and mechanics simple but not simplistic. If there was a defining principle behind Civ’s systems and their complexity, it would be “An hour to learn, a lifetime to master.”

What is Complexity?​

Complexity has multiple meanings. In 4X games complexity works on three axes, two of which are intra-civilization - Deep and Wide.

Axis 1: Deep Complexity​

Deep refers to the level of complexity within a single system; Wide refers to the level of interaction and interconnectedness across systems.

As an example of the Deep axis, look at a budgeting/resource allocation system:
  • A high complexity model would allow fine-tuned allocation by resource and/or location,
  • A mid-complexity model might have budget categories and tax rates adjustable
  • A low-complexity model would have minimal direct control (e.g., only maintenance costs)
For simplicity, we'll say that the Deep axis of complexity is defined by the granularity of control.

Axis 2: Wide Complexity​

Wide complexity refers to the level of interaction and influence between multiple systems. Military units, for example, will have both an economic cost and an impact on happiness. The Wide axis is generally defined by the level of interdependency between systems.

Wide complexity also drives UI complexity:
  • Highly-interdependent systems require specialty UIs, usually charts and tables.
  • Mid-interdependent systems utilize map overlays to represent status (e.g., loyalty, influence, pollution)
  • Low-interdependent systems are usually at the tile-level, and may only be visible when hovering (yield, appeal)

Axis 3: Player Interaction​

The third axis is one I’ve already touched on, Player interaction (link). I’ll link that to avoid repeating it.

The Civilization series has generally fallen in the middle on all three axes.

Civilization and Complexity​

In addition to the general measures of Complexity, Civilization has the following distinguishing characteristics:
  • System Flexibility by victory path: if you are focusing on a religious victory, you can make choices that allow you to link the religious and economic systems (e.g., you can buy buildings and units with faith)
  • Abstraction mechanisms: Rather than fine-tune control, mechanisms such as government types, policies, great people, governors, and specialists mitigate the need for micromanagement while still allowing flexibility in play style
  • Resource value changes over time: Civ VI Coal is a good example – it’s first useless, then extremely valuable, and finally a problem to be dealt with.
The above are not unique to the Civ series, but most of them are instantly recognizable to Civ players.

Complexity in Civilization isn’t so much about difficulty. It’s much more about the variety of ways that you can combine the various systems to reach your goals.

Civ VII: Complexity Limbo​

I use the term “Complexity Limbo” to represent Civ VII’s approach, which attempts to achieve a state of pulchritude by being facile and anodyne, leading to a state of ennui, in which players are continually nonplussed and bemused.

Just kidding. Complexity Limbo in Civ VII is all about “how low can you go?

Check out these sections if you want the full horror show:
  • Strategic Bingo (link)
  • If you dumb it, they will come (link)
  • The Phantom Audience (link)
You’ll note that the second item is really just a pointer to the third. That is, in itself, a meta-commentary on Civ VII’s faux complexity.

How Faux can you go?​

Firaxis didn’t just gut Complexity in Civ VII. They doubled down, investing time and effort to replace each of the systems with cheap knock-offs:
  • Trade: Trade now works like mail order. Make a merchant, and you take every worked resource from the target settlement.
  • City-States: Now strategy-free! Simply spend influence before other civs and you’re like to win the race and lock in the City-State. Lose the race for a city-state and it’s gone forever. Don’t worry, it will disappear at the end of the Age and a new one will spawn in its place, allowing you to race again.
  • Religion: Untouchable missionaries and irritating micromanagement, almost entirely worthless after the end of the Age.
I gotta say, Firaxis did an impressive job incorporating encrappification into Civ VII. What an incisive commentary on society. Gold star for them!

Why was Complexity scrubbed from Civ VII?​

This one is baffling, as the individual systems are not very complex in and of themselves, so it would have been possible to cherry-pick certain ones to simplify while keeping others. Below are one or more possible explanations for the extinction of interesting gameplay systems:
  • Overuse of Spreadsheet-driven design (link)
  • Attempt to appeal to non-traditional audience (link)
  • Overzealous attempt to improve AI (link)
All three could have been drivers, but given the breadth of the removal, one of the first two would likely be the primary cause. The attempt to improve AI might have driven some simplification, but certain items, such as City-State competition, worked quite well in prior versions, so it’s less likely that AI would have been the primary driver.

Conclusion​

Whatever the reasons, Firaxis has massively over-simplified Civ VII. As a result, subsequent playthroughs do not feel sufficiently different enough to keep players engaged.

So far, Firaxis’ attempts to increase replayability have been skin deep (additional resource types, religious beliefs, and city-state bonuses). Though these changes add a minor amount of variety, they do not significantly impact gameplay, therefore they haven't moved the needle in terms of replayability.

Simply increasing variety won’t get Firaxis where they need to be. Real complexity forces different strategic approaches. That’s what drives replayability.

Firaxis will need to embrace at least some increase in complexity. Even if they do change their mindset, it won’t be a simple or quick change, but it will be crucial to their redemption arc.

Continued in the next reply, as the document needed to be split to fit within post size limits.
 
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Flawed Design Principles​

The problems with Civ VII aren’t skin deep; they go all the way to the core. The faulty systems are but a symptom of multiple flaws in the design philosophies behind them. Fixing code isn’t enough; Firaxis needs to change its culture and mindset.

I identified more than ten flawed principles; below are the ones most damaging to Civ VII:
  • Sid Meier’s advice is optional: There seems to be a pervasive “anti-experience” bias among the new generation of developers. It’s not just that established principles are ignored; those principles aren’t even regarded as worth learning. What is missed is that successful rule-breakers understand the rules they are breaking intimately and choose to break them in specific ways to avoid the problems the rules were designed to guard against.
Regardless, when the rules in question were created by the person whose NAME IS ON THE GAME, it’s a pretty sure bet that the rules embody the “secret sauce” behind the game's success.​

And yet Firaxis developers did Dunning-Kruger proud and cast aside multiple rules of Sid's. Firaxis’ homage to the Keystone Cops is covered in gory detail in the Deep Dives appendix (link).​

  • Players that do too well should be penalized: Power scaling in 4X games has a peculiar side-effect: snowballing, wherein early leads tend to compound over time. Success begets more success.
Competent developers realize that snowballing, while unavoidable, is not necessarily undesirable. It is both a reward for a game well-played as well as a signal to the player that it might be time to increase the difficulty on their next play through.​

Firaxis decided that snowballing is public enemy number one. In their typical hamfisted fashion they decided to use Age transitions to stamp out this menace. The results play out like the Mr Bean movie Man vs Bee, in which he destroys a mansion while trying to kill a bee.​

I shouldn’t have to explain that players don’t like having their work taken from them, as it makes them feel like they are not in control of their destiny (a major violation of one of the 4X Soul tenets). Using the Age transition doubles down on this insanity by tainting a feature that long-time players were already unsure about. Age transitions have become synonymous with income tax.​

  • Strategic Bingo: Herson’s video "What Civ 7 doesn’t understand about Player Interaction" {link) is a must-watch. The video’s key point is that in Civ VII, actions by other players by and large do not impact your strategy and force you to respond. Instead, Civ VII gameplay is a weird kind of “parallel play” with very little give-and-take interactions with the other players.
As Herson's video focused on multiplayer, I opted for the term "Strategic Bingo" to highlight the resulting single-player experience. To better understand that impact, I began listing out the affected systems (link). As I did so, the enormity of the problem became clear. When looked at in total, the Strategic Bingo approach effects a major downgrade to Agency and Complexity.​

Civ VII’s City-State “lock-in” is the perfect example; though I’ll let Herson do the talking on that one.​

But why would Firaxis do this? The most likely explanation is that it was impossible to keep the interaction systems’ game play consistent across the three Ages while balancing against the Legacy Paths in each age.​

This is about as close to a smoking gun as you'll be able to find. It's well hidden because it is not one system at fault but instead the result of dumbing down multiple secondary systems. Sadly, that means there’s no silver bullet fix as it requires a major overhaul in both approach and systems.​

Regardless, it's the poster child for what's really wrong with the game versus the more visible issues around the UI and Civ-switching.​

  • Single-player gameplay should be balanced like a multi-player game: This has already been covered in the ABCs of 4X, but using multi-player balancing approaches results in gameplay that is as bland and boring as it is balanced. As a player, I want to feel powerful, and Civ VII’s approach to balance robs me of that feeling.

  • Spreadsheet-driven design: The scaling model for civilization power does not feel like it was handcrafted by an experienced game designer. Instead, it feels much more like the systems were created in a spreadsheet model, the resulting variables spit out in XML files, which are then read by the game code.
A competent developer would quickly point out that what works in a spreadsheet feels fundamentally off in actual gameplay. Certain gameplay systems, such as attributes and abilities, end up having an abnormally high leverage impact on gameplay. If you use the Policy Yield Previews mod, those items stand out pretty clearly, and it becomes very obvious why Firaxis nerfed Future Techs and Civics. The ability to use wildcard attributes revealed the poor tailoring on the emperor’s new clothes.​

The End Result: Boring leaders with weak-sauce abilities
There’s more detail in the Deep Dive section, but the end result is a collection of Leaders with abilities that are very low impact. But don’t take my word for it – Firaxis has admitted as much. Every time they nerf a feature with useful abilities (Imago Mundi, Future Techs) they are forced to concede that it “overshadowed … leader and civ abilities.” It’s a tacit admission by Firaxis that “we nerfed it because it highlights how mediocre Civ VII’s leader and civ abilities are.”​

Case study: Ashoka, World-Renouncer, has an ability that “Buildings get +1 Happiness Adjacency on Resource improvements".​

Reread Ashoka’s ability description until you feel you understand it and then ask yourself:​
    • How long did it take you to parse out the meaning?
    • Does it sound interesting, or does it sound like word salad?
    • Based on that description, does Ashoka WR feel like a fun leader to play?
    • Can you tell just by reading it if it’s a good ability?
    • Are you aware that the ability effectively resets with each Age transition (because obsolete buildings), and that the resulting drop in Happiness could kneecap your yields for the early part of a new age?
    • If you showed that ability description to a Civ V or VI player, do you think it would entice them to play Civ VII?
    • If you showed the ability description to an imaginary “non-traditional” audience, would they be interested in Civ VII? Or would they retreat from you slowly without turning their backs to you?
Conventional wisdom is that the most popular leaders were kept back to be sold in DLC. But there’s an equally valid reason – if you could compare the abilities for the same leaders from prior versions, it would showcase how laughable the Civ VII leader abilities are in comparison.​

Perhaps that’s why Firaxis dragged out the D-List Leaders for the Civ VII launch. If all you’re seeing is the junior varsity team, then the crappy abilities don’t look so out of place.​

I can only assume that the weak-sauce abilities for most leaders is the result of spreadsheet-driven design, because who in their right mind would craft such a horror show by hand?.​
  • People with disabilities don’t matter: I won’t bother rehashing what’s been written about the train wreck that is Civ VII’s UI. But one item in particular is truly repugnant. The error messages on the Trade Routes screens are grayed out against a black background, which is almost impossible to read in standard lighting.

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Having been CPO at a software company focused on web site accessibility tools, I can say with authority that this is a major violation of accessibility standards.​

Congratulations Firaxis, for your crimes against the sight-impaired, you have earned a spot in the Dominos Hall of Fame.​

(For those who don’t know, Dominos spent millions of dollars in legal fees to avoid spending thousands of dollars to make their web site screen-reader compatible, taking the case all the way to the Supreme Court before losing. That’s almost as bad an investment as building a Pavilion.)​

Not to put too fine a point on it, but Firaxis, your core audience isn’t getting any younger. In fact, quite a few of them are now sporting an invention of Benjamin Franklin’s. Bifocal glasses, not the flexible urinary catheter.
  • The player must be protected from adversity: Something about the maps and terrain seemed off, but it wasn’t until I saw the video “What’s going on with Civ VII’s balance?” that it clicked. One of the points mentioned is that there is no “bad” terrain in Civ VII – even desert terrain has good food and production. It’s impossible to have a poor starting location.
Ten million players have successfully overcome bad starting locations. Ten million players have survived the heartbreak of another civ completing the Pyramids one turn faster. And yet those people kept on playing for “one more turn”. If anything, the experience drove them to get better.​

So how did Firaxis go about fixing something that wasn’t broken? Using World Wonders as an example, did Firaxis make it easier to see other civs’ in-progress Wonders? Or add interesting mechanics for rushing production? Or espionage options for sabotaging Wonder production?​

No, Firaxis gutted wonder effects, turning them from World Wonders into Vanity Districts. If the Wonders are crappy, then there’s no FOMO, amirite?​

Let me repeat that - Firaxis trashed a signature feature of the Civilization series because they disrespected the customer base enough to think they couldn’t handle a little adversity.​

Why on earth would Firaxis add unremovable training wheels to the game? Perhaps the next point might shed some light on the insanity.​
  • If you dumb it, they will come: Dumb down the game play and a huge “non-traditional” audience will magically appear. This delusion worked wonders for Bioware and Dragon Age: Veilguard. I won’t give this any respectability by covering it here. More on this folly can be found in the Deep Dive section The Phantom Audience (link).

Conclusion​

In total, these design principles paint a picture of a neophyte design and development team determined to pursue a development approach rooted in hamfisted attempts to control how the game “should be played.”.

But you really can’t blame a puppy that isn’t housebroken; it’s a failure of leadership. When the inmates are allowed to run the asylum, the result is a comedy of errors. If you paid $70+ for that result, the comedy turns into a tragedy.

Root Cause analysis​

The primary cause of Civilization VII’s woes springs from developer inexperience. It’s become obvious that over the last ten years there has been enough turnover at Firaxis that the experience level dropped below critical mass, as seen by multiple epic fails:
  • Ignoring Sid Meier’s advice (especially the Rule of Thirds)
  • Not understanding the player archetypes and using their feedback inappropriately (Sid again)
  • Not fully understanding the 4X genre and what are the third-rail characteristics (the “4X Soul”)
  • Fixing “problems” that didn’t need solving (Players don’t finish games)
  • Concocting design principles that had little basis in fact (e.g., “Snowballing is bad”)
  • Designing and balancing for multiplayer at the expense of single-player
  • Over-streamlining systems to the point where they lost meaning (e.g., catastrophes and repairs)
  • Needlessly aggravating the core player base by killing long-standing features (e.g., renaming cities, one more turn), generating feature debt that delayed addressing the real issues
The secondary cause is executive negligence, particularly failure to:
  • Enforce Rule of Thirds and kill half-baked ideas (Crises) that diluted development resources
  • Force disciplined hypothesis testing of proposed design principles
  • Ask pointed questions in design reviews (“If you have to create a ‘Repair all’ button, doesn’t that indicate a bigger problem with the system itself?”)
  • Stamp out toxic positivity which was allowed to overrule common sense (e.g., removing the ability to change city names)
  • Make necessary leadership changes (QA)
  • Recognize the need for a dual-UI strategy (PC and console)
  • Push for an Early Access release on Steam and focus on getting the PC version right, then quickly expanding to other platforms after full release
  • Prioritize Steam Workshop support to ship during Early Access (a large number of mods on civfanatics have still not been ported as those modders have abandoned the game)
  • Delay the game when it was clear it was not ready for prime time
You’ll notice that even though the executive list is longer, it’s secondary in priority. That’s because even if the executive decisions are good, there are thousands of day-to-day decisions that impact the final product. Executive competence alone cannot make up for developer inexperience.

Conclusion​

People have begun to realize that the most visible problems with Civ VII are not the biggest problems. Even if Ages and Civ-switching were fixed or removed tomorrow, the game has been over-streamlined and over-simplified to the point where every playthrough feels largely the same.

The pressure is on. The only thing that matters is that Firaxis makes changes to their mindset around Agency, Balance, and Complexity so that enough players have a way to "find the fun" that's been missing up to this point.

I hope Firaxis is up to the challenge.
 
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Appendix A – Deep Dives​

Note: All of the items below are relevant to Civ VII’s problems, but not all are high-impact. The critical ones are mentioned in the main body with links to more detail below. The other items, even though not as important, make for interesting discussions and are included for the sake of completeness and to demonstrate how widely the net was cast when writing this. If nothing else, they helped avoid confirmation bias.

Also, some of the links may take you to the Google Docs version. I can't change those to thread links until I actually post it, so I'll have to edit those in later. Thanks for your patience.

Violations of Sid Meier's principles​

Following are the principles most relevant to this discussion which were not followed:
  • Rules of thirds
  • Interesting decisions
  • Understand the player archetypes and when to use and not use their feedback
  • Don't have too many gameplay settings; making those decisions is your job as the developer
Sid’s principles should be part of Firaxis’ hiring process. For developers, if you can’t name and explain three, it’s an automatic disqualification. For designers, that number should increase to five.

Sources: Sid Meier’s GDC talks

The Rule of Thirds​

The Rule of Thirds is amazing in both its simplicity and its depth. Sid states that when making a sequel to a successful game, the sequel should be
  • One third new ideas;
  • One third improvements to existing features; and
  • One-third unchanged
Inexperienced developers tend to think that they can outsmart gravity. What's truly brutal is that developers willthink they are flying, right up until they hit the ground. In other words, the consequences are subtle at first, until they are not, at which point it's probably too late to turn back.

As an example, two ideas that are perfectly good on their own may impose constraints on each other that end up with the whole being less than the sum of the parts. "Separate Ages with their own win conditions" together with "make naval conflict matter" end up with Distant Lands being cordoned off and losing the feeling of freedom that's part of Civ's core experience.

The more change you introduce, the more problems like that will occur. Sid's Rule of Thirds is there to protect developers from themselves - violate it at great risk.

The Narrator​

Gwen Christie is wonderful, but I do think Firaxis missed a huge opportunity in not hiring Philomena Cunk for the narrator role.

I’d pay for that DLC in a heartbeat.

Spreadsheet-driven design​

The scaling model for civilization power does not feel like it was the result of an experienced game designer’s work. Instead, it feels much more like the systems were created in a spreadsheet model and implemented as is. A competent developer would have been able to quickly point out that what works in a spreadsheet falls apart in actual gameplay

However, before I proceed any further, I want to state very clearly that evidence of Spreadsheet-Driven Design is purely circumstantial. I've seen no interviews on it nor use of certain keywords, such as "model", which would confirm this particular hypothesis. I figure there's a 50/50 chance I'm right on this one. My recommendation is that you read my reasoning below and then make up your own mind.

That being said, there's good evidence in support of the hypothesis:
  • Very compatible with metadata
  • The Parallel Play design would limit model from becoming too complex
  • It would be very helpful in creating Civ DLC, since they need to create them in multiples of 2 or 4
  • It would be helpful in measuring Civ and Leader strength against each other

Most of these seem pretty positive, right? Well there are some major drawbacks:
  • Extremely sensitive to data quality issues (like the Base Yield bug)
  • Many aspects of fun can't be reduced to a number
  • Adding unique abilities to an existing model is time-intensive and prone to breakage
  • Aversion to adding more to the model leads to abilities that are simply variations on the same metric ("+1 Food/Gold/Culture/Science adjacency on resources")
  • Civ-wide World Wonders of previous versions would create variability that would render the model useless. Thus instead of World Wonders we get Vanity Districts.
  • You have to pick your metrics very carefully
  • Certain subsystems can become more powerful than intended (policies and attributes)
  • Heavily optimized systems are brittle can can break easily (for example, if you try and hand-tune an ML-optimized result)

The biggest problem is that this approach quickly becomes an all-or-nothing affair. It requires new Leader abilities to be represented quantitatively and that sub systems such as trade bargaining have both inputs and outputs wired into the model.

Over time, the model begins to warp the designers' mentality. Because it's harder to put in new unique abilities, they simply create variations on existing ones. And while the model metrics might show a well-balanced Leader or Civ, humans are hard-wired for pattern matching, and quickly catch on that there's nothing innovative. And the kneecapped player interaction model quickly guts replayability.

Returning to my warning at the start, this is the point where you need to use your own judgement and decide whether I'm on to something or whether I'm ****oo for cocoa puffs.

If my hypothesis is correct, it would go a very long way to explaining why the game play feels “off” – power scaling feels disconnected from player actions. This would be a major reason why Civ VII feels like it lacks player agency and replayability.

Strategic Bingo​

Civ VII gameplay is a weird kind of “parallel play” with very little give-and-take interactions with the other players. To better understand that impact of Parallel Play, I began listing out the affected systems. Civ VII strips your ability to:
  • Alter city-state loyalty
  • Bargain for resources
  • Bargain for anything else (Techs)
  • Detect opponents starting wonder production (and heavily nerfs the ability to rush your production)
  • Demand the AI player cease skulduggery (religious conversions)

When I looked at the list I’d made, I was astounded by how widespread the impact is, how well it's hidden in plain sight, and how complete the extinction is. When viewed in total, this comprises a major downgrade to Agency and Interactive Complexity.

This could not have been accidental or a side-effect. The scope is too wide and the change too airtight. This could only have been an explicit design principle.

But why? I understand that they wanted to simplify game play. But this isn’t simplification - it’s outright removal of interaction. It’s obvious Firaxis knew they were doing wrong, because they went to the effort to replace the removed versions with “faux interaction” knock-offs. For example, trade is there but it's been reduced to working like a mail order service - pay for a merchant and you get all the resources the target city has improved.

Again, why? These systems worked in Civ VI on the Nintendo Switch, so it can’t be an AI performance or complexity issue.

I’ve racked my brains on this one, and so far the most likely explanation is that it was impossible to keep the interaction systems’ game play consistent across the varying Legacy Paths within each Age. Yet another reason why Legacy Paths have no place in a Civilization game.

Additional flawed design principles​

There are a number of strange design decisions that were interesting but ultimately tangential:
  • History for history lover’s sake: (Source: Husky’s video) When Ed Beach announced they had deigned to restore renaming cities (a feature dating back to Civ 1), I got the distinct feeling that I was being chided by a pompous college history professor.

News flash: It's the players' story, not the devs'. I taught my people to harness fire and communicate with scribbles on paper; it is my birthright to name my capital "DeezNutzia".​

Removing the ability to change names is so obviously a bad idea that it should have immediately been killed and the person who proposed it laughed at. That it made it to release speaks to a culture of toxic positivity where common sense is shouted down. The inmates are running the asylum; adult supervision is desperately needed.​

  • Games must be finished: Firaxis stated that for Civ VII, they wanted to address the problem that "players don't finish games."

I'm reminded of the story of Abraham Wald and the bullet-hole patterns on surviving WW2 bombers. Failed attempts to increase bomber survival rate concentrated on armoring the areas with the bullet holes. Wald realized the areas WITHOUT the bullet holes were where the planes that didn't survive were hit and that those areas were what needed more armor.​

Similarly, the Civ series had thirty years of phenomenal success despite players not finishing games. So why on earth would they feel that finishing games is a problem that needs to be addressed?​

It gets even stranger when they nerfed both the culture and economy paths, lengthening them significantly. That would serve to lower the completion rate because it makes for a much more drawn out endgame. Meanwhile, as Husky pointed out, the science path is much more difficult, and that hasn’t been touched.​

I’d originally thought this was a self-serving goal to ensure they could collect data on completed Modern Ages and to pave the way for an expansion with a Future Age. But their actions have been so contradictory that it feels like they are thrashing at this point.​

  • “Not the right way to play”: By far the most infuriating design principle, as seen by the removal of the Restart option and the war against snowballing. If I enjoy a certain single-player playstyle and I keep playing and buy DLC, then who the hell are you to tell me that my playstyle is wrong?

Yet another example of the casual arrogance of a generation of developers that have spent too much time in a classroom being told they are special snowflakes instead of in the real-world working with paying customers.​

  • Good in Name only (GINO): Pronounced “Jee-Noh” as in “Gee, no, I don’t want a bonus on Quarters because it’s mostly useless.” Refers to features that look good at first glance, but once you understand how the game plays, you realize those features provide a minimal benefit, often not worth the investment and opportunity cost.

  • Data-driven design: In the hands of recent graduates and pointy-hair bosses who don’t understand the impact of data quality on data science, data-driven design can wreak havoc. There’s no better example than the nerf in 1.2.3 of Future Techs released at the same time as fixing the yield for obsolete buildings (see The Base Yield Bungle.)

Note that this is different from Spreadsheet-driven design, though complementary as the two form a feedback loop for game tuning. But if that feedback loop is based on bad data or buggy game play, they become “complementary” in the same way fire and gasoline are.​

The Phantom Audience​

Firaxis made the same mistake as Bioware did with Dragon Age: Veilguard – dumbing down the game in pursuit of an imaginary "non-traditional" audience.

Though experiment - if someone invented a quilt-making kit that didn't require sewing, would you try it out? Probably not, but not because quilt-making isn't fun. It's because the quilt is incidental - quilt-making is a social activity, and not every one is seeking that out. Additionally, it requires dedicated time for a group of people and dedicated space to house the quilt while it's being crafted.

Now apply that same dispassionate viewpoint to Civilization. The attraction is not about the game. It's about the sense of accomplishment, or slowly building greatness from humble origins. And like quilt-making, it has its own real-life requirements - a dedicated swath of time free from distractions.

All this is to say that while there is certainly room to grow the audience by 20% there are multiple reasons why a potential audience from a different demographic would exclude themselves. Not the least of which is a $70 price tag.

In summary: if you were the Firaxis or 2K person who forecasted the appearance of a huge new audience, please get in touch and let me know the name of your dealer, because whatever you were smoking must have been some truly wild stuff.

The UI​

I include this for completeness, as enough has already been written on the game’s UI. And the story gets even weirder if you dig into it, with fired UI teams, leaked prototypes, and a former employee that took a health insurance dispute waaaay too far.

Instead, I’ll let pictures say the requisite thousand words, with screenshots of Civ VII’s Civilopedia and Civ III’s (circa 2001). Note how the Civ VII design bears a striking similarity the web pages you might have seen in 2001.


Image of Civ 3 Civilopedia from 2001

Civ III Civilopedia, 2001


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Civ VII Civilopedia, 2025, with its retro DotCom-era web page design

Appendix B - Base Issue list​

Author’s note: One of the biggest difficulties with the discussion around Civ VII is that there are so many issues and certain ones are so divisive that they suck all the oxygen out of the room. The more subtle and arguably more damaging problems are only rarely surfaced and discussed, and I wanted to make sure I that while covering many issues, I made sure I dedicated some time those those subtle issues.

For this reason, I split the issues into categories for analysis. As I did that analysis, over time the “ABCs” narrative coalesced and became the central theme. Though I didn't use the categorization in the main text, I retained it here as I wanted to make sure people knew that I'd cast a wide net and not simply cherry-picked certain items.

Issues by Category​

Unforced errors - obvious errors that were avoidable give the game an unpolished, "beta" feel
  • Amateurish UI
  • Uninformative UI - critical information was buried under multiple clicks, if not outright unavailable
  • Undocumented systems - quarters
  • Horrendous QA (even on tent pole features such as prior-age building yields)
  • Bad land unit pathing (esp near rivers, also ignores roads, merchants play scouts and prefer unexplored tiles instead of using roads)
  • Bad naval unit pathing (routing into ocean when not needed)
  • Cross-map unit blockage
  • "Unable to save file" bug (regression introduced in 1.2.1, still present as of 1.2.3)

Insult to injury - features present in prior version which were needlessly removed (or dropped due to Nintendo Switch limitations)
  • Renaming of cities (Civ I)
  • Auto-explore (Civ I/II)
  • One more turn ( Civ I/II)
  • Restart
  • Hot seat multiplayer
  • Map sizes
  • Map lenses
  • Map search
  • Strategic map (Civ II?)
  • Color coding
  • Domination victory (Civ I)
  • Popular leaders (e.g., Cleopatra, Victoria, Tokugawa) ($$$)

Lightning rod problems - new features poorly designed and implemented or returning systems oversimplified
  • Ages
  • Power resets on ages - the better you did, the more you were punished
  • Destructive Civ switching
  • Distant Lands
  • Crises
  • Environmental catastrophes
  • Legacy paths (aka win conditions)
  • Map design
  • Religion
  • Diplomacy
  • Treasure fleets (esp because this gated cities in the Modern Age)
  • Trade (esp trading range limits)
  • Settlement limits
  • Archaeology

Fundamental issues - the subtle issues I wanted to make sure got proper attention
  • "Balance"/FOMO
  • Interaction
  • Agency (esp competing wonders)
  • Excessive linearity/Sandbox
  • Power scaling correlated to age progression and Legacy path goals versus player decisions and actions (especially where they happen irrespective of player actions and simply accrue based on tech tree progress.) Players quickly realize that getting to Future Techs/Civics and stacking attribute points is much better than most buildings. (nerfed in 1.2.3, naturally. See "agency")
  • Low-payback improvements - Improvements which come too late in an age and provide limited or negative ROI
  • Ornamental improvements - improvements which look good at first glance but made little difference in reality, leading to disillusionment. World Wonders are the poster child for this problem
  • Over-reliance on metadata - very subtle but powerful issue, responsible for leaders feeling "samey"

Sources​

Sid Meier’s GDC talks
Soren Johnsen’s GDC talk My Elephant in the Room: An ‘Old World’ post-mortem

@Emotional Husky videos (YT link):
Herson’s video What Civ 7 doesn’t understand about Player Interaction
Civ Lifer’s video The Civilization Game that ruined the Franchise (ignore the click-bait title; it’s well written)
Not Daily Civ 7 News’ video What’s Going on with Civ VII’s Balance?
 
I am sure this is a great analysis, and I will make sure to read it when I get a chance. But, and sorry to be a party pooper, having played civ since 1, there will be no redemption. This is clearly Empire Earth 3 territory here (hell, throw in Spore or even the ET game for good measure). If another civ comes out I am positive it will be nothing more than a cynical attempt to squeeze this venerable franchise out of money. Yes they will trot out Sid again to gleefully pitch it, because why would he turn down some cash?

That should not trouble us. What great video game artist wants to make Civ 8? They want to make their own take. The franchise has run its course. We have a wonderful library of entries - five replayable civ games that we can always go back to (and civ 6, which can be also be fun in moderation). Heck, I would wager the next great video game artist in this genre will want to use AI to make a mod of civ 4.

I was born and raised in the model where you buy a base game, buy a few expansions, and then wait for the next base game. That is an antiquated and nearly obsolete model for better or worse. And frankly, on a personal level, maybe 25 years of civ is enough. At the end of the day it's kinda just the same game with minor variations.
 
The one lesson I've learned from Civ 7 is that the Civ community is far more toxic than I would've ever imagined. The amount of vial and vitriol towards this one game has been honestly kind of shocking. It's one thing to not like it but some of y'all take it to an insane level and I just do not get it, at all (and I've put hundreds of hours into every game in the series too, fwiw).

So no, I'm not reading your ridiculous manifesto, nor am I going to bother clicking on this thread again because a) we've seen it dozens of times already and b) we all know exactly where it's going. I just do not understand the point in being so miserable about pretty much anything, but y'all do your thing.
Why comment on somebody's opinion piece calling it ridiculous, without reading it, and commenting that you're not going to 'bother clicking on it' as if somebody is expecting you to.

There's nothing miserable about it I don't think, he just provides very in-depth feedback on every aspect of the game.

Video game designers heavily appreciate this form of feedback because it comes from a place of deep thought and not just meaningless backlash on Reddit.

He provides opinions and sources, it's laid out very neatly and intellectually. This is very much good work, it's not toxic or vitriol.

It's NOT (strictly) hate when people critique --- it's coming from a place of care for an IP, it's coming from a place of constructive criticism. Sometimes to build on something, you have to take it apart and figure out what makes it tick, what's wrong with it, what's good with it, and which aspects cause which reactions in players. It's between an art and a science.

EDIT: I just have to reiterate that if I was in the position of OP and saw this reply I probably would be devastated. And for what? I think it's quite rude-ish.
 
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Why comment on somebody's opinion piece calling it ridiculous, without reading it, and commenting that you're not going to 'bother clicking on it' as if somebody is expecting you to.

There's nothing miserable about it I don't think, he just provides very in-depth feedback on every aspect of the game.

Video game designers heavily appreciate this form of feedback because it comes from a place of deep thought and not just meaningless backlash on Reddit.

He provides opinions and sources, it's laid out very neatly and intellectually. This is very much good work, it's not toxic or vitriol.

It's NOT (strictly) hate when people critique --- it's coming from a place of care for an IP, it's coming from a place of constructive criticism. Sometimes to build on something, you have to take it apart and figure out what makes it tick, what's wrong with it, what's good with it, and which aspects cause which reactions in players. It's between an art and a science.
While what you say might be true for this case, and I know it is true for many others, the title doesn‘t suggest constructive criticism or deep analysis. Starting the thread by calling the game already dead isn’t promising. But finding good titles is hard, and especially ones that don‘t evoke unwanted associations in (specific) readers. That‘s why most of the academic papers I read nowadays have 20+ words in their title, and i think the shortest I ever managed to write is 6 words. But if it is 3 words and heavily suggestive of what’s to come and we‘ve had dozens of threads that suggested the same in their title, it‘s no surprise that people have had it.

I will read the thread later on though nonetheless, because on first glimpse it seems better than most and interesting. Whether I agree with the verdict and argumentation remains to be seen.
 
The one lesson I've learned from Civ 7 is that the Civ community is far more toxic than I would've ever imagined.
I feel sorry for you if you see things this way. From my point of view 7 is going the way of settlers, sim city, need4speed, fallout. I loved that games but new versions are too much different. From my point of view my last turn will be in civ 3 or civ 6.
 
While what you say might be true for this case, and I know it is true for many others, the title doesn‘t suggest constructive criticism or deep analysis. Starting the thread by calling the game already dead isn’t promising. But finding good titles is hard, and especially ones that don‘t evoke unwanted associations in (specific) readers. That‘s why most of the academic papers I read nowadays have 20+ words in their title, and i think the shortest I ever managed to write is 6 words. But if it is 3 words and heavily suggestive of what’s to come and we‘ve had dozens of threads that suggested the same in their title, it‘s no surprise that people have had it.

I will read the thread later on though nonetheless, because on first glimpse it seems better than most and interesting. Whether I agree with the verdict and argumentation remains to be seen.
My apologies - Post-mortem is a term of art in the software industry used to indicate an in-depth review of the development and release process, not a commentary on the end-product itself. (Thus the name of Soren Johnsen's GDC talk, "My Elephant in the Room: An 'Old World' post-mortem"). My intent for the title was to communicate depth of thought rather than signal that I was writing it off from the get-go. Quite the opposite, though I'll admit I that the release of the Settler edition made my conclusion more sharply worded than the original version I had written. Perhaps with time and distance I'll restore the original version.
 
My apologies - Post-mortem is a term of art in the software industry used to indicate an in-depth review of the development and release process
Yep, but post-mortem by definition is performed after the end of the product lifecycle. So, by naming your analysis post-mortem, you imply that the game is dead already.
 
I might, over time, find a lot to respond to in this, because I was thinking of drafting a similar document. Mine was going to (will?) have as its center what it is that accounts for the one-more-turn experience.

With you, I think the heart of that is one's experience over the entirety of the game, what you call "from humble beginnings to greatness." I shared recently in a thread that, after I win a game, I often fire up the initial save for a kind of "I knew you when" moment of nostalgia. I like marking the difference between seven hexes (I play Civ V) and an empire that spreads across the pangaea, my humble warrior with the panzers I had at the end of the game. I like remembering that "hell, I didn't even know where the other civs were at this time."

Anyway, the appeal of Civ is for me the gradual progress from point A to point Z. I like it that the game takes 300 turns (takes me that long; I know others play faster) and that I can only make incremental progress one turn to the next. For me, that long arc provides the benchmark against which I experience any shorter stretch of the game. Here's what I mean. At the start of the game, my city has two surplus food, needs fifteen to grow to size two and so it will do so on turn 8. That sets a standard pace for growth. The move from pop 2 to 3 requires 24 surplus food, but in the first eight turns maybe I get some way to make my surplus more than 2, my borders expand to include cattle or something. So I am able to keep up with that standard pace.

The same is true for all sub-systems. Money comes in at a standard pace. Culture has its standard pace. Science has its standard pace.

Once this standard pace is established, I can feel anything that represents a meaningful acceleration. Some things are standard accelerations. You need more culture for your next social policy but you also produce more culture. You need more science for the next tech, but you also produce more science. But somethings are significant leaps. Goodie huts are the first ones. If I'm due to grow to size 3 in twelve turns, but I hit a goodie hut that helps me do so instantly, that feels like a windfall, like I've rocketed ahead, relative to what I know is the standard pace. Even in the places where I'm just keeping pace, I feel that. Places where I know I'm slipping behind become a source of tension: is there something I could do in game to rectify that?

Civ is ultimately a race to a destination. It's like Chutes and Ladders or Sorry or like watching the Kentucky Derby if you've bet on a horse. You are watching yourself and others make progress to a goal. Anything that makes you feel like you are making speedier progress to that goal than the others are making feels exhilarating.

Within that framework, here's the one-more-turn-ness of Wonders, for example. It's a little race within the bigger race. If I've started on a wonder, I want to see if I turn out to be the one to get it. Most of the Wonders have game effects incommensurate (in a good way) with their costs. So if I am the first, it's an accelerant for the rest of the game. If I'm not, I've wasted hammers I could have used for something else, so I'm slipping behind.

Then the other thing I would say, and that you also touched on, is that the various sub-systems are partly (but only partly) fungible. I can produce lots of warriors if I have good production in my city, but I could also do it if I have lots of faith and get Holy Warriors in my religion. So you can try to exploit the things in the map or your UA that can most easily give you accelerants on one strain or another, and that can partly cover for weaknesses elsewhere. But only partly. Most (or all?) of the incarnations don't let you get World Wonders any other way than production. In Civ V, if you had low culture, that will bite you once the modern age hits and tourism starts. So you're managing the various strands to the max that you can manage each one, you're conscious of whether you're ahead of the pace, at pace or behind pace for each one. And you keep wanting to play until you get those significant leaps.

I'll give another example of a significant leap. (Again in Civ V), when you conquer a city it is in resistance for a number of turns equal to its population. During that time, you pay for its buildings, but don't get any of its yields. So I will often play some number more turns after conquering a city, just to see those yields kick in. In lots of ways the game puts a windfall right around the corner, and that creates a powerful incentive to play until you hit that windfall.

All (as I said) against a benchmark that you pick up once you've played a few games through to the end.

I haven't purchased Civ VII. I think the setbacks at age transitions would drive me crazy. For me the gradual progress needs needs to be mostly forward progress. I'm not allergic to some setbacks, but the "humble beginnings to greatness" dynamic requires that the overall movement of the game be a pretty steady forward (upward, outward) progress. That dynamic also requires (for me) that it be the same entity that started out humble and ends up great, so civ-switching would drive me crazy.

So here's my tl;dr: remember that the game is fundamentally a race and that people will be motivated by opportunities to increase the pace of their progress in that race against discernible benchmarks.

Oh, and it's crucial that the other racers could conceivably win. The reports of people winning at deity in their first game are just absurd.
 
I agree that balance is harmful and greatly limits the game's possibilities (for example, Mali in Civ 6, which is interesting). It's also terrible that eras invalidate your efforts; you're just wasting time because the last era is the one that matters. However, what discourages me the most from playing is the snowball effect: you only have to play until turn 20 at the most to know if you won or lost (if you have the skill). In real life, the bigger your empire is, the more difficulties you encounter, and often you even become stuck in conservatism towards the past, and only crises free you from being like China.
 
While what you say might be true for this case, and I know it is true for many others, the title doesn‘t suggest constructive criticism or deep analysis. Starting the thread by calling the game already dead isn’t promising.

Yep, but post-mortem by definition is performed after the end of the product lifecycle. So, by naming your analysis post-mortem, you imply that the game is dead already.
Are you guys for real? I thought you were around 30 and up? From an era when hundreds of games released their post-mortems on Gamasutra and the like because they wanted to talk about the development of their game. Share some of the secrets, pat themselves on the back, give back to the community.

Age of Empires 2 had a post-mortem ready in months (6 months post-release) while being actively patched and with Age of Conquerors in active and announced development.
Same thing with Diablo 2's post-mortem (4 months post-release), done by a company that prided itself and lived up to actively supporting their games for years after release.
And this has gone for years until game dev and marketing became a more tight-lipped affair where it's better to not say anything as corporate politics, PR, millions in marketing campaigns and investor confidence erased all avenues of listening to the nerds behind the courtain speaking their mind.

Jumping someone for using what's a perfectly normal wording in the game design talk business which you've spend inordinate amount of your life on (all the years spent on CifFanatics) is just... :undecide: Even if you were genuinely too young to have lived through this era of games and game dev interaction (which I still doubt), you can and should do much better.
 
Yep, but post-mortem by definition is performed after the end of the product lifecycle. So, by naming your analysis post-mortem, you imply that the game is dead already.
In games development it's common to do retrospectives after launch. They're often called post-mortems too. There's less of an enshrined standard as games dev is a lot more dependent on the studio's history and culture, vs. software which has a bit more regimented standards to how company lifecycles tend to go (which in turn ensures most successful companies evolve in similar ways).

I'm a big fan of VII, and I'll admit it's ~1.20am so I've scrolled past the massive walls of text for now, but I just wanted to share that.
 
It looks like an interesting read, though very long and thorough. I am sure I will be poking through it over the next few days.

The one lesson I've learned from Civ 7 is that the Civ community is far more toxic than I would've ever imagined. The amount of vial and vitriol towards this one game has been honestly kind of shocking. It's one thing to not like it but some of y'all take it to an insane level and I just do not get it, at all (and I've put hundreds of hours into every game in the series too, fwiw).

So no, I'm not reading your ridiculous manifesto, nor am I going to bother clicking on this thread again because a) we've seen it dozens of times already and b) we all know exactly where it's going. I just do not understand the point in being so miserable about pretty much anything, but y'all do your thing.
I have to say that the Civ community is actually one of the least toxic communities I have been in throughout my gaming lifecycle. Matter of fact, I find the Civ 7 discord more toxic than this very site. Even if you don't like the opinion presented in this thread, look at how much time and care Kenshiro70 put into articulating it, even formatting it for easier readability.
I would argue that your response is actually toxic behavior by posting about how "horrible his opinion is that you refuse to read it" instead of just hitting the back button.

The forums will probably look like this until Christmas probably, or until the first expansion. This is just part of the launch it seems for this franchise.

In regards to "I just don't get it":
Some people who dislike the game wish to express their frustration that a beloved sequel came out and didn't meet their expectations. Others wish to share how it could meet their expectations. Both know that the developers do tend to browse these forums so it is a satisfying place to "shout out into the darkness" with a small hope that someone that matters will hear you. The message isn't always healthy or constructive, but some of us aren't very good at communicating. Some of us aren't as good as we think we are at 'armchair game design'. It can get tiresome seeing all this negative spam for anyone just wanting to enjoy the game just like it can get tiresome seeing people hushing criticism and saying that Civ 7 has already been 'fixed' by the patches until the next expansion/more civs. As the Steam reviews show, this game has polarized the fanbase and the most fervent of each side is growing tired of hearing the other side.
 
When Civ VI came out, I played it on Ipad. I hated it. It felt boring, silly, Eureka's and Inspirations far too gamey, and so many civs that felt like they all played the same to me.

About a month ago Epic offered Platinum for free. And suddenly, I am playing as Australia building a dam in my city trying to build a breathtaking national park. Half of Scotland flipped to me because of lack of loyalty, and I conquered two of Montezuma's cities after he declared war on me (big mistake, never declare war on the Aussies).

A week ago I buy on Steam sale all of Civ VI including the leaders and New Frontier expansion for 30 bucks (I really wanted the mods which are only on steam as well, sorry Epic). I am once again losing sleep to a video game for the first time in years.

Post mortem may be premature, doctor. We can rebuild Civ VII. We have the technology.
 
I agree with the problems but i disagree on your decision to ignore Age transitions and Civ switching, because most of the problems you have listed are a consequence of Age transitions and Civ switching

Except things like "Games need to be finished" which is actually a cause tha led o Age transitions, but that is places in an appendix, when in reality is a root cause which ended causing a chain reaction
 
I agree with the problems but i disagree on your decision to ignore Age transitions and Civ switching, because most of the problems you have listed are a consequence of Age transitions and Civ switching
Well, Humankind has Civ switching and while the game has its own issues already spelled out over threads during its 4 years on the market (yes, Humankind was officially released 4 years ago), most of the issues that Civ 7 struggles with are novel to the game. So it's perfectly fine to try and tackle them as issues that can't be traced to mechanics present in another title, as they didn't cause those issues to manifest on their end. ;)

Oh, and we just got a wonder rebalance (though probably not quite the sort of redesign that Kenshiro was pointing at).
 
I haven't played 7 yet, but I see from your pictures that they're still continuing the trend of bland information screens since 6. I don't know if this is just laziness from a studio which otherwise prides itself in its map artwork, or reflective of some modern design I'm just not attuned to.
Who looks at a white outline of a tank and thinks "yeah I can't wait to try that out..."?
 
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