Deity Modern Age Soured Me On 7; Too Many Bloated Options For Unfinished/Poorly Balanced Game

tman2000

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I'm still sticking with 7 and will be getting the DLC at the end of the month because I bought the preorder for Crossroads. However, I'm burnt out on playing. Mostly I'm planning to learn how to mod and want to implement a couple of ideas I had to see if the core experience of 7 can be improved through simple, meaningful changes.

I finally did a nice clean modern victory on deity. I finally see what people are saying about it. It was sort of boring and a matter of waiting out the turns to win.

There are some details worth noting. The explorer culture victory is atrocious now. Getting locked out of dig sites makes it really hard to get there first in front of 6 AIs, and the natural wonders barely help. Unless you really want that victory, rushing explorers is a huge waste of gold or production, unless you have a mega empire with 10 productive cities. My map this time had me allied with a northern hegemon, and I decisively diminished my rival in the South. The distant lands hegemon declared on me, but he completely controlled his continent and it was not worth trying to spin up a landing force and fighting an entire continent's swarm of units. He never developed any meaningful navy and was way behind in tech. I think he might have oversettled. Why?

My ally was just barely ahead of me in science, I pulled ahead but he was dominating in all other yields. I don't know why AI doesn't try to actually win. Anyway, I pulled a science victory with nothing else to do the entire age.

Some observations at this level of play and experience:

  • Food buildings really don't matter that much, but there are a ton of them to build. You'll slam into happiness problems long before wanting to densely pack more specialists. I still don't know what exactly people are doing to mitigate happiness problems other than those couple of civics.
  • There are a ton of production buildings, but it's hard to prioritize them. Ironworks makes sense waiting for factories and military academy and aerodrome, but I've heard they don't pay off? Maybe an idiot not thinking of specialist boosts thought that. I still don't understand why specialists sometimes boost production and sometimes not.
  • What am I doing with culture? Liberalism, globalism, all these late civics, what do they matter? I suppose in the exact right war conditions, some of the combat boosts might help.
  • Science and factories and ports. Civ bonuses that boost gold through trade. These seem to be all that really matters.
  • You either have an interesting scenario or you don't. Very rarely, the AI will be fun to fight, with air units. They're not very good at combined arms. The rest of the time they are wildly inconsistent, including with tech level and all else.
It just seems so poorly optimized, poorly thought out. On top of that, all the UI problems, the actually unfinished elements, the unclear mechanics and problems with city connections. How civilian units are now blocked by walls and can get trapped if you're at war. That ice sometimes let you sail through but sometimes not.

The more I play the more I see all these problems. It was different when I played modern only 2-3 times, two were a disappointment but one was halfway fun and left me thinking, "I'm sure I'll play a couple more games and stumble into a really fun modern age where this stuff works even better." That hasn't really happened. Those one or two kind of halfway fun runs haven't repeated. Honestly, I think they happened on a very low difficulty level where I could invade 5 cities simultaneously. The combined arms aspect was fun.

The one thing I haven't tried yet is tiny, online speed to see if condensed tactical play is fun.

I don't know what to make of 7 anymore. I'm left still being pretty confused about how it all comes together, whether certain buildings are really useful or not useful at all. What also bothers me is the bloat. The commander abilities (leadership tree...), the attributes, the civics most of all. The way that civ specific abilities just overpower in certain situations creating a totally different experience when what should happen is that they create a different quality experience with trade offs.

For instance, this modern age play was with Confucius. So, is that why it didn't feel like food buildings mattered to me? Gold felt slow to pick up, compared to say, Xerxes. That's a trade off then, but, what do I do about it? Without gold I just waited until my production just barely caught up right when my science victory projects were researched and ready to build. That's great, I guess, but I was left not doing anything the rest of the age other than waiting. It was great to have gold as Xerxes, and if there were AI players seriously rushing a culture or science victory I would have lost that game, but instead I had all the time in the world to produce 10 full stack armies and wipe out an entire civ before casually researching Ivy.

If I was facing military problems and had poor military production, I guess I could use diplomacy. Okay, so I can make hub towns. Only, it's unclear how these work. And what if I've already specialized my towns and the map is full? So I just do it ahead of time knowing in advance? Well, then the play style is a "solved problem" and what's the fun of playing?

Civ 7 is both streamlined, but also has bloated feature differentiation, but also has a lot of broken or unclear things. When you do figure out feature differentiation, which is sometimes very difficult to do given what information is hard to access, then the streamlining makes those features seem as if they have a solved pattern. If you get a good start position, the solved meta works better, and if your position is really bad, there's little you can do to catch up. Unless you play on lower difficulty, in which you're just running through a set of legacy paths and victory conditions that become very repetitive. It's not working for me as well anymore.

In the first couple of weeks it was fun to realize I didn't understand how a system was working, go back, then play better and use the game systems more. I still feel like I'm hoping that will continue to happen, that I'm missing something, and that it will still get better. I don't think that's going to happen much anymore.

For instance, I think I might not be optimizing my use of specialists, because there's something about generating happiness I think I'm missing. On the other hand, I think people are solving this using Ashoka and so forth. Then, let's say I really optimize and go Angkor Wat. Well, if I have time to get Angkor Wat and continue plopping specialists, then I'm already doing so well I don't think I need them. You know? This play should be a trade off with another leaving me weak in some other way.

I have not really figured out how to cleverly level up commanders. I just go either infantry/cavalry or ranged/siege combat upgrade, then 6 units per slot, then maybe ignore terrain. I've stopped trying different things. If I have a commander, I need it now, so I can't really specialize like a logistics commander and a fighting commander. I rarely have done enough naval let alone air combat to really specialize those commanders. It seems like it would be fun to use these commanders more, but it's not happening. Maybe I'm missing something. It feels like I'm not really missing that much though, at this point. When has someone genuinely used airdrop effectively to really push units forward in a big war?

So, I think Civ 7 is probably just the big broken mess people are saying. Too streamlined, while too complicated, while broken.

I think with this model of game, you need Antiquity to be longer and bigger. Exploration needs to be much better scenario driven with true distant lands colonization and colonial wars. Modern needs a much tighter, managed scenario. Either a more inevitable world war with big unit production bonuses so anyone can spin up a few armies without having the perfect production to do it and it all comes down to nuanced advantages. Where there's just no food anymore, grocers for instance adding mere adjacency bonuses to buff buff buff. Or, a more solid railroad tycoon game.

In fact, modern screams of a need to stop being an open ended 4X and instead exist as parallel scenarios that use your pre-built empire as a setting. Explorers should be an exclusively narrative based, kind of espionage based puzzle minigame (not actual puzzle solving, but rather trying to infiltrate, research, explore, prepare). Railroad tycoon should involve a little actual micromanagement of trains and routing. There's a way to it that's very simple (think Ticket to Ride as a very simple rail based board game compared to more complex ones), but with depth. Science could have that modern era thrill of endeavor and failure in big projects. There should be a more curated world war, with forced alliances, being dragged into war.

When you look at China's civs, they all feature slightly more dressed up narrative events. Other civs don't have this at all. I imagine they once intended all civs to have narrative structure like China, almost like organic mini-scenarios, but with much much more depth than what we get even with China. I wonder if the Modern Age wasn't designed with a scenario focus in mind.

It sounds like 5 games in one and overly ambitious, but I play civ 7 and feel like I'm playing the bones of that game. Modern doesn't feel like civ. Something's off about it.

Like I said, I'm taking a break. I'll test out the rest of the DLC in a couple weeks, but probably just to see what it's like, then I'm done. I'll be in the forums a bit, and if I have time I'll try my hand at modding, but civ 7 has lost me for now, sadly.
 
So you hate the new culture victory for being too difficult, while also not understanding what the role of culture is during the modern age?

Culture in the modern age is used for primarily for winning culture victory. Natural history only has a few artifacts now. It's all about the much longer culture race to hegemony and sometimes even future civics. Reaching hegemony WELL before the AI puts you in a very advantageous position. You can scatter a few explorers over a given continent strategically, do the research, and then swoop in from all angles to grab them ASAP. Then move them all onto the next continent as a group, rinse & repeat. AI has no chance against this.
 
Culture in the modern age is used for primarily for winning culture victory. Natural history only has a few artifacts now. It's all about the much longer culture race to hegemony and sometimes even future civics. Reaching hegemony WELL before the AI puts you in a very advantageous position. You can scatter a few explorers over a given continent strategically, do the research, and then swoop in from all angles to grab them ASAP. Then move them all onto the next continent as a group, rinse & repeat. AI has no chance against this.
In my opinion, this is just a really terrible take.

I'm complaining about the entire civic tree and the multitude of bonuses from various civics, and you're basically agreeing with me by arguing that the point of culture is just to race to hegemony.

Meanwhile, when hegemony unlocks, everyone can can dig. So, if you can "strategically place" explorers for when you're ready to unlock hegemony, so can I. Except, I can spend resources on explorers instead of wasting it on culture. And, the longer you wait to "strategically place" explorers, the more likely the AI will just research hegemony first. You've made a great argument for me to ignore culture after natural history, and just spam production buildings, gold and explorers and spread them out to race the AI to the tier two artifacts. Then, after that, research natural history II to pick up whatever last artifacts I need.

Finally, spamming explorers everywhere to all be used at once is reminiscent of the more odious elements of the religion system, and I don't really prefer it at all.
 
Meanwhile, when hegemony unlocks, everyone can can dig.
Huh? Is this really true? I'm usually first to get it for the free artifact, but I haven't noticed that it allows everybody to start digging the second wave.

With some luck, it's possible to win before Hegemony, but usually you need it. If you are unlucky with artifact placement and/or CS and/or overbuilding, you might even need a future civic. So, this means culture has some importance for winning, no?
 
I mean yeah it's the final age in the game, geared towards victory conditions so having a high culture per turn is massively helpful towards a culture victory. I don't see any issue with that
 
I mean yeah it's the final age in the game, geared towards victory conditions so having a high culture per turn is massively helpful towards a culture victory. I don't see any issue with that
All you need is early culture maybe to get a few turns advantage for natural history to get one or two explorers out earlier. But otherwise you can ignore culture completely if you're not using the civ unique civics. It would be trivial to unlock natural history II if necessary. Ideologies are more likely to hurt you than help in many situations.

The only civics which matter in modern are the ones which reduce food, gold and happiness penalties for specialists, as far as I can tell.
 
Yep. Once someone does research everybody see those dig locations and could dig them. So yep, the only advantage of researching Hegemony first is knowing where (which continent) and when those locations will be revealed.
Are we confident this is intended and not a bug?

It's interesting to know. It never mattered much for me, as I usually finish the culture legacy quite early and have explorers out before the AI. But maybe I need to try it differently then :)
 
All you need is early culture maybe to get a few turns advantage for natural history to get one or two explorers out earlier. But otherwise you can ignore culture completely if you're not using the civ unique civics. It would be trivial to unlock natural history II if necessary. Ideologies are more likely to hurt you than help in many situations.

The only civics which matter in modern are the ones which reduce food, gold and happiness penalties for specialists, as far as I can tell.
But natural history only gives you 1 artifact per continent. Why bother? Hegemony gives like 4x the amount of artifacts.

I'd much prefer to delay natural history and typically do want to utilize my civ uniques.
 
But natural history only gives you 1 artifact per continent. Why bother? Hegemony gives like 4x the amount of artifacts.

I'd much prefer to delay natural history and typically do want to utilize my civ uniques.
You can delay natural history. It just unlocks the explorer, so you need it to produce enough explorers to position them for when any player first unlocks hegemony.

There's no indication ahead of time where sites will appear, so there's no real way to beat the AI when there are a lot of them, unless you've already killed half of them or if you have 2 explorers per 1 of the 4 continents. 8 explorers is very expensive. They aren't purchased with culture.

And natural history provides 2 artifacts per continent.
 
I know it's not, but it genuinely feels like a bug that using your explorer instantly reveals artifacts to everyone. I'm only playing on immortal, but I have the same view as you - you don't win culture victory with culture, you win it with gold. Worse than that, though, the counter-play against culture victory is neither gold not culture, it's luck.
 
The Ideology civics that boost specialist yields are extremely powerful, on top of giving you two extra policy slots for being the first to research an ideology. These are what gives specialists production sometimes (fascism). This is a pretty great use of culture for any victory type IMHO.

I’ve never tried to compete with AI for hegemony, but I’d say if (edited typo) doing that, getting one explorer per continent would be the first priority, since AI will likely be close behind, and you want the 1 artifact from being the first to research. I’ve never gotten it and you definitely don’t need it to win, but I think the advantage of fighting over the first round of artifacts, picking up some natural wonders, and racing to hegemony is that if you only need 3-4 more artifacts from excavation after hegemony, this is so much faster than needing each explorer to research multiple, and possibly losing the race to some.
 
There's no indication ahead of time where sites will appear, so there's no real way to beat the AI when there are a lot of them,
This is precisely why it's critical to reach hegemony first. So you can set your explorers up in good position, scattered throughout a given continent but strategically such that an explorer is within a few turns of every location on the continent. Then, once in place, do the research for that continent and start swooping in that same turn. If the AI has not reached hegemony yet, this is very effective at picking up the vast majority of them. Thereby translating your massive culture per turn, into an advantage for culture victory.

I forgot map sizes can affect the number of artifacts, I think my last game was on small so I got one while standard gives 2.
 
The Ideology civics that boost specialist yields are extremely powerful, on top of giving you two extra policy slots for being the first to research an ideology. These are what gives specialists production sometimes (fascism). This is a pretty great use of culture for any victory type IMHO.
I agree with OP that getting an ideology can have severe drawbacks, but nonetheless, if i play an extend modern era, I always go fascism just for that policy.
 
I forgot map sizes can affect the number of artifacts, I think my last game was on small so I got one while standard gives 2.
Small also gives 2 per continent. You get 8 artifacts spawned by natural history on small maps. Otherwise, I would have never gotten a lucky win before hegemony.
 
really? I swear I got 1 each last time. Maybe I've gone crazy.

Anyways, 8 isn't enough to win and you don't have any chance to separate yourself from the AI pack with massive culture, since it's right at the beginning. So I still don't think it's really important to beeline it.

My main point was that generating a massive culture per turn is very helpful because hitting hegemony ahead of the AI is a big advantage.
 
I think map sizes affect this a lot and this also need a balance round. On small you probably could benefit from knowing which continent has dig sites a lot. On standard even well-placed explorers take 5-7 turns to get to dig locations and AI often could beat you by just buying explorers. And it works the other way around - last time AI beaten me in culture and discovered Hegemony before me, but I still managed to get quite significant amount of artifacts.
 
OP writes that AI is not playing to win. Last night I got concrete proof of the opposite, as my deity game got a little too long in modern, I got stuck at 13 artifacts with none left, and was at last banker site with not enough gold to construct, and the AI won a scientific victory in my face at around turn 120. I usually win my games by turn 90/95 (on deity, earlier at immortal more like 60/70).

there were 2 civs that had more than 10 artifacts, and 3 civs that had reached 3/3 in science, so they WERE competitive and WERE trying to win the game.

They don’t seem to be able to go for eco victory though from what I’ve seen. too many differents things to buy/build + managing the factory ressources seem a little too complicated for the AI.

The new culture victory changes really makes it harder to win that way. Good on them.

was playing standard size, standard speed on a first try on terra incognita map…. didn’t much like that map, will be going back to fractal

EDIT: BTW, this was the first time EVER that I've lost a game of CIV to the AI, and I've got over 3000h on both V and VI. The combination of the +8 CS and constant multi-declaring on deity really takes its toll... you really have to divert a LOT of production and Gold just to survive
 
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I think it has been mentioned in the thread on towns vs cities that a consequence of trying to convert as many towns into cities as possible is your happiness problems, since both specialists and buildings cost happiness. At the start of Modern, you only have expensive city parks as a happiness building. However, if you had only 4 or 5 cities, it would likely be easy enough to assign resources to them to keep them somewhere around 0 happiness, if not better.

Culture win is easy enough to pull off on Deity with a strong culture output. I did this recently, where it took only 3 turns to get Natural History. Then I hard built 3 Explorers and was uncontested in digging on my continent, netting me 2 artifacts. Researching Natural History mastery netted me another 4 artifacts from Natural Wonders. I got 1 artifact from a narrative event, and 1 more from suzeraining an IP. So that put me at a total of 8 before Hegemony.

I was first to Hegemony and got 2 artifacts from researching at universities, and I ended up with 17 after all the digging and 1 more from a narrative event. So the narrative events were not strictly necessary for the win. And I only bought 1 more Explorer with gold.

This was done without resorting to any meta or whatever. Just building a strong culture output in Exploration Age, which is easier with some civs but should be doable with most.
 
I think it has been mentioned in the thread on towns vs cities that a consequence of trying to convert as many towns into cities as possible is your happiness problems, since both specialists and buildings cost happiness. At the start of Modern, you only have expensive city parks as a happiness building. However, if you had only 4 or 5 cities, it would likely be easy enough to assign resources to them to keep them somewhere around 0 happiness, if not better.
First, my happiness problems were from everyone being at war with me on top of not unlocking the specialist happiness civic yet. Had I not had these happiness problems, I would have not had the buildings and specialists giving me the science yields which helped me win. I didn't have a happiness problem as much as I had a "I don't need towns in this situation" problem.

Second, you don't need culture to win a culture victory. You just need to research Natural History a bit early - maybe - but overall you do not need culture to win a culture victory. It's irrelevant. I don't know why people keep thinking having lots of culture is helping them win a culture victory.
 
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