• Civilization 7 has been announced. For more info please check the forum here .

Civilization 7 HAS BEEN REVEALED!

FINALLY! Now pretty please do a dev interview with a blurry poster in the background...

Yes, a new civ game means civfanatics will be back into micro analysis mode. We will analyze every little bit of content to try to guess what units are in the game, what civ leaders are in the game, analyzing screenshots to see if we can glean any details on game systems etc... Oh happy days!
 
I may get to the semi-baseless speculation right away - the font looks like the serif that was used for Civ VI, the shading on the letters reminds me of how Civ V logo was lit up, the color scheme is somewhat similar too and the floral/geometric patterns remind me of that game's art deco elements. The blue stroke around the letters remind me of Civ IV, but I don't know why (a similar shade was used in the menus i suppose, not much else), and the lengthened mitres on the "V"s are a bold choice from nowhere. I'm curious about this game's direction. Obviously.

Good to see you all again folks.

To continue on that - if we can indeed extrapolate from the font and style of the logo (and we can; like, who's gonna stop me?) - I'm personally hoping they'll mostly mix the best parts of IV and VI; V I care less about. Probably the biggest points for me would be the tech tree structure of IV, separate tech and culture trees of VI, variable construction costs of IV (and V I guess), some sort of limit on units per tile, but not necessarily as strict as VI (let alone V), and most importantly, attention to detail and immersion. Not everything has to be clean and symmetrical. Give me a War Elephant unit requiring Ivory when no other unit requires it, different ways to improve the same tile (instead of just farms and mines, and maaaaybe a hill farm in the lategame) that I've got to choose between, and so on.

Oh and assuming districts will return: I want them to become more of a mid-late game thing, where you build them to specialize cities, instead of to develop towards a certain yield at all.
 
By the way, Epic Games has "Midnight Suns" as their free game this week. I don't know a great deal about it other than I believe it is regarded quite highly. However, it is a Firaxis game and it is TBS. Marvel strategy game.
Can confirm! Excellent game. It was badly marketed but most players give it raving reviews. (Including myself)
If you like Marvel, character dialog AND turn-based tactics, you will almost certainly love this game.
 
To continue on that - if we can indeed extrapolate from the font and style of the logo (and we can; like, who's gonna stop me?) - I'm personally hoping they'll mostly mix the best parts of IV and VI; V I care less about. Probably the biggest points for me would be the tech tree structure of IV, separate tech and culture trees of VI, variable construction costs of IV (and V I guess), some sort of limit on units per tile, but not necessarily as strict as VI (let alone V), and most importantly, attention to detail and immersion. Not everything has to be clean and symmetrical. Give me a War Elephant unit requiring Ivory when no other unit requires it, different ways to improve the same tile (instead of just farms and mines, and maaaaybe a hill farm in the lategame) that I've got to choose between, and so on.

Oh and assuming districts will return: I want them to become more of a mid-late game thing, where you build them to specialize cities, instead of to develop towards a certain yield at all.

Yeah, as much as I like a lot of parts of VI, having these like size-25 cities without a library or without a market does feel wrong. Would be nice if districts only really came in to play at like level 2 or level 3 buildings, maybe even just like something unlocked at Urbanism to shake up the mid-game.
 
all over mainstream gaming media now...





 
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