RedCourtJester
Emperor
- Joined
- Sep 7, 2024
- Messages
- 1,068
I'd love some fresh takes on the Mesopotamian civs: an Assyria focused on culture/wonders as well as warfare; a Babylon focused on a big capital and traditions; even Sumer focused on agriculture and religion. I get the justification for the science bonuses...but it's kind of boring at this point. (Nevertheless, I fully expect the usual sciency Babylon and warmongery Assyria.)
There is at least some hope. I've seen some (awkward) attempts to shift civ designs in VII. America is now "industrial" and "capitalist" instead of the classic "militaristic" or VI's "conservationist" bent; Russia's "cultural" bent is almost completely the inverse of past designs. Though on the flip side, some civs feel like they lost of a lot of past identity in favor of "likes rivers."
I don't know what to predict here. At least with VI, there seemed a clear inclination to really try to push civs into what made them truly "unique" compared to any other civ (or at least with respect to regional/temporal neighbors). Which naturally suggested that, against an antiquity Middle Eastern roster, Egypt was the "wonder" civ (I appreciated the "industrial" mod to better define this), Persia was the "cultural/militaristic" civ, Phoenicia was the "naval/evasive" civ, and therefore by distinction Babylon was the "science" civ (and Sumeria was "baby's first generalist civ"). A militaristic Assyria would have made some sense in trying to carve out that unique design space.
But I've noticed VII seems more concerned with overall cultural aesthetic more than trying to distill civs' unique identities into highly distinct mechanics (as contrasted with VI which focused a lot on aesthetic coherency after deciding each civs' unique mechanical niche). A lot of the unique quarters just feel like variations on a "plaza," and some of the UBs even feel conceptually duplicative across civs. The named UUs and the civic subtrees add some variety with their own mini-games, but they just tend to sprawl each civ's into more "specialist-but-with-varying-degrees-of-generalist-catchup/cope" options). Which I think will make for more engaging minute-to-minute gameplay but at the cost of losing a bit of resolution as to exactly what "niche" each civ identifies as. They overall just have less easily perceived personality, and with that I don't think the "nichiness factor" will apply as much in civ design this time around. Which may be good news for Assyria.