bumpyglint
Warlord
- Joined
- Aug 19, 2016
- Messages
- 209
Many players have raised concerns about Cultural Victory in Civ VII, which currently feels like the weakest victory type. The key problems are:
Basically, Cultural Victory boils down to spamming explorers and hoping for conveniently placed artifacts or lucky events, while culture itself plays no meaningful role. Also, I think I can sort of understand why all the artifacts discovered by one single player are immediately revealed to everyone else: the point is that otherwise that player would have for some turns an incredible edge on "stealing" all the artifacts on the map, leaving nothing to anyone else even before they can even think to try to stop you, but still it's not a good, realistic or funny mechanic.
To improve Cultural Victory, changes should focus on:
I think these changes would make Cultural Victory more balanced, rewarding, and aligned with its theme. While it shouldn't just be a "civic completion race" (too similar to Science Victory), incentivizing culture and reducing randomness/ micromanagement would be a step in the right direction. Additionally, this would definitely reduce the "explorer rush" that can bring you to an easy victory in the first 40 turns of modern age.
What do you think? Any further ideas?
- Culture is irrelevant – Despite being a "Cultural" victory, culture itself has no impact. Instead, success depends on mass-producing explorers and museums. Additionally, artifacts are globally visible once discovered, including those from the "Hegemony" Civic, meaning high culture provides no real advantage.
- It's easily rushed and unstoppable – Explorers cannot be killed, even during wartime, making it impossible to block an opponent’s progress. While some have suggested making explorers killable, this would likely break multiplayer balance and be unmanageable for AI in single-player.
- Heavy RNG factor – Random events (obtained while overbuilding) grant large numbers of artifacts, leading to inconsistent and unpredictable victory paths.
- AI mismanages explorers – The AI frequently sends swarms of explorers to the same locations, despite gaining no advantage from doing so. This is likely a bug that should be fixed.
Basically, Cultural Victory boils down to spamming explorers and hoping for conveniently placed artifacts or lucky events, while culture itself plays no meaningful role. Also, I think I can sort of understand why all the artifacts discovered by one single player are immediately revealed to everyone else: the point is that otherwise that player would have for some turns an incredible edge on "stealing" all the artifacts on the map, leaving nothing to anyone else even before they can even think to try to stop you, but still it's not a good, realistic or funny mechanic.
To improve Cultural Victory, changes should focus on:
- Making culture matter
- Reducing reliance on RNG (this is subjective, and related only to my last suggestion)
- Limit the number of explorers per player, tied to civic progression --> Instead of encouraging an immediate explorer spam, players should have a capped number of explorers based on civics unlocked. For example, one explorer could be available after discovering Natural History (with no need to build it, similar to the first merchant), with more unlocked through later civics. This would make culture more valuable (more culture = more civics = more explorer), smooth out artifact accumulation reducing the related micromanagement (no more 10 explorer per time,leaving them unused for many turn and then sending them everywhere all together again after Hegemony) and give a more realistic advancement in this legacy path (similar to the increase in economic/ scientific victories)
- Give an advantage to the first player reaching Hegemony --> Currently, Hegemony provides no real edge but simply "unlocks" the possibility to win culturally (which is often "unlocked" by a stupid AI that can't win this wasy). A simple fix would be granting one extra explorer slot to the first civilization that achieves it (or simply giving an explorer to everyone reaching it, basically making it "just" another civic with the +1 max explorer)
- Reduce or remove RNG from artifact discovery --> Random events granting artifacts should be minimized or made deterministic (one possible deterministic system: after every X overbuilds, the player receives always EXACTLY one artifact).
I think these changes would make Cultural Victory more balanced, rewarding, and aligned with its theme. While it shouldn't just be a "civic completion race" (too similar to Science Victory), incentivizing culture and reducing randomness/ micromanagement would be a step in the right direction. Additionally, this would definitely reduce the "explorer rush" that can bring you to an easy victory in the first 40 turns of modern age.
What do you think? Any further ideas?