Dear Devs! Make civilization more sophisticated again, please.

zyx

Prince
Joined
Oct 28, 2009
Messages
317
I am aware of the fact, that civilization VII will not change fundamentally anymore.
I don't want to rant about civilization VII either.

So I list what I miss from the other iterations, which were more sophisticated as far as I am concerned:

The tech-tree in civ I was amazing and has been dumbed down with civ 5, so every game feels the same. You had tio choose from a randomly list while not being able to choose the same kind again.
You could transform tiles, changing yields.
Blocking enemy units with your own bombers, circumventing the enemy's city.
Too high production would pollute the land.
There was a slider to determine gold, science and luxury.
Buildings increased output by a percentage and not a flat number.
Corruption - the farther away from your capital the higher.
Different forms of governmernt, which played differently.
You could build caravans to contribute when building wonders.
You could pay the difference to complete a building/unit - not having to pay full price.
In civ II I loved the paratroopers!
In civ IV the borders would expand and claim foreign territory, if your culture was higher than theirs.There were different nationalities within cities.
You could build anything on resources and there was a choice what.to build and which yields to "harvest".
Bombing oil resources to deny them to the enemy with severe impact of the war.
Culture-bombing was a thing in Civ V too, but it had way less impact.

Some mechanics are too complicated for the AI:
adjacency boni.
settling on or near fresh water.
highly trained units, and therefore keeping them alive and targeting enemy units better to really kill them. With the generals it is similar.

I assume, that looking for fancy stuff like unique units, buildings etc. has removed the focus to provide a good base game. And with all the different boni the game is hard to balance.
Anything that makes civ less railroaded and more open to meaningful choices is welcomed.
 
I am aware of the fact, that civilization VII will not change fundamentally anymore.
I don't want to rant about civilization VII either.

So I list what I miss from the other iterations, which were more sophisticated as far as I am concerned:

The tech-tree in civ I was amazing and has been dumbed down with civ 5, so every game feels the same. You had tio choose from a randomly list while not being able to choose the same kind again.
You could transform tiles, changing yields.
Blocking enemy units with your own bombers, circumventing the enemy's city.
Too high production would pollute the land.
There was a slider to determine gold, science and luxury.
Buildings increased output by a percentage and not a flat number.
Corruption - the farther away from your capital the higher.
Different forms of governmernt, which played differently.
You could build caravans to contribute when building wonders.
You could pay the difference to complete a building/unit - not having to pay full price.
In civ II I loved the paratroopers!
In civ IV the borders would expand and claim foreign territory, if your culture was higher than theirs.There were different nationalities within cities.
You could build anything on resources and there was a choice what.to build and which yields to "harvest".
Bombing oil resources to deny them to the enemy with severe impact of the war.
Culture-bombing was a thing in Civ V too, but it had way less impact.

Some mechanics are too complicated for the AI:
adjacency boni.
settling on or near fresh water.
highly trained units, and therefore keeping them alive and targeting enemy units better to really kill them. With the generals it is similar.

I assume, that looking for fancy stuff like unique units, buildings etc. has removed the focus to provide a good base game. And with all the different boni the game is hard to balance.
Anything that makes civ less railroaded and more open to meaningful choices is welcomed.

I like some of your ideas and don't like others, so-

Disputed-
Tech tree I think is fine. You already have to choose if you're going to go for military power or improve your civ among other things. Civics make this even more interesting. In what way would you like it more complex?

Sliders are a thing of the past. Happiness, science, gold etc are handled better without sliders.

Corruption was terrible. You couldn't build anything in new cities towards the mid and late game. It's already much better to take a city than build a new one from mid exploration forward, settling shouldn't be made worse.

Percentages are in place with policies, wonders, etc. If everything is percentages, the base yields would have to come from rural tiles, which are progressively replaced with urban as the game moves forward.

Government is in already, plus policies. I suppose it could be more impactful.

Paratroopers are in. Level your air force commanders (which happens very very quickly) and you can deploy paratroopers and even airdrop tanks.

Stealing another civ's tiles with culture should be an act of war. It was infuriating.


The rest of your post I'm mostly in agreement or neutral.
 
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