Designing France for Civ VII

I believe future Civilization games will have abilities focusing more around the Leader than the Civilization, in order to represent many facets of the Civilization history. This means that France, England, Egypt, India or China (non-exhaustive list) could have many leaders.

Yes yes and triple yes to that! A bonus to that model is that it naturally makes the big and popular civs better by giving them more range compared to more one-note smaller civs (like Nubia who is very powerful in civ6 for example).

Now in the ideal game in my head, you could change your leader mid-game to for example adapt to changing circumstances. That makes it harder to link the Unique unit to the leader, but I'm sure the details could be hashed out. But I definitely want to see more leaders for the big civs - just make their portraits simpler.

France, in fact, is a real good argument for One Leader, Many Great Ministers model of Civ, where differences in the Uniques of the Civ can be neatly shown by changes in the Minister, and thus avoiding the cost in resources that a new Leader represents.

That could also be a good option - but why not for everyone? Have a single leader for all eternity, but change your prime minister/vizier/whatever. Something like that could add a lot of flexibility AND historical flavour at the same time.
 
Yes yes and triple yes to that! A bonus to that model is that it naturally makes the big and popular civs better by giving them more range compared to more one-note smaller civs (like Nubia who is very powerful in civ6 for example).

Now in the ideal game in my head, you could change your leader mid-game to for example adapt to changing circumstances. That makes it harder to link the Unique unit to the leader, but I'm sure the details could be hashed out. But I definitely want to see more leaders for the big civs - just make their portraits simpler.
I agree that it would be ideal. I don't see how it could be implemented for all civs though and make choices of civs sometimes limited especially those that only have one leader, like Simon Bolivar for Gran Colombia.
 
I agree that it would be ideal. I don't see how it could be implemented for all civs though and make choices of civs sometimes limited especially those that only have one leader, like Simon Bolivar for Gran Colombia.

Simply, they have to stick with their single leader for the whole game. Too bad, they may excel in their time as overpowered Simon Bolivar shows, but picking France just gives you more flexibility over the whole game. Playing as Gran Colombia with Simon Bolivar gives a new challenge for experienced players: Will you manage to win?

And it offers diversity between civs which is always a good thing. You know how Simon Bolivar will play, but will France go expansionist Napoleon or turtling culture Louis XIV next? Will America choose Roosevelt and claim their whole continent - or Lincoln and (*ahem*) "focus" more on their internal development?
 
Simply, they have to stick with their single leader for the whole game. Too bad, they may excel in their time as overpowered Simon Bolivar shows, but picking France just gives you more flexibility over the whole game. Playing as Gran Colombia with Simon Bolivar gives a new challenge for experienced players: Will you manage to win?

And it offers diversity between civs which is always a good thing. You know how Simon Bolivar will play, but will France go expansionist Napoleon or turtling culture Louis XIV next? Will America choose Roosevelt and claim their whole continent - or Lincoln and (*ahem*) "focus" more on their internal development?
I completely agree with the flexibility between civ aspects. I'd just want that ability to change leaders mid-game for all civs.

If not I'd also be happy with at least more alternate leaders for more civs. At least Russia, Germany, Persia and Arabia should also get alternate leaders next game including the ones that got them this game: England, France, China, Mongolia, India and Greece.
 
It is weird to say that, but I do not expect. I expect neither nothing nor something. I do not know how to explain that feeling.
French history is big enough that could put almost any gameplay or mechanic and still justify it one way or the other. In a sense, I am okay for France to be another Wonder builder, cultural and military again: they can design it differently at each new game and not be boring. But they could also change completely the focus of France, and I will be okay too. In both cases, being a staple, France like any other staple civilizations will suffer from being "vanilla" or "plain". It is a curse that can only be cured by an extension that changes everything for the better or the worst (England in VI, France in V... the before/after GS/BNW was surprising).

I just hope they learnt enough from Civilization VI in order to give us something really interesting and fun at release. When we compare V and VI at release, VI wins easily. V is almost unplayable without the expansions. Their design philosophy seems to have changed a lot since the release. Most of my complaints with many of the vanilla civilizations were not applicable to most of the new civilizations starting with Rise and Fall.

What is their design philosophy nowadays? I don't know. But I guess it might be something like that:
  • Some of the abilities should be effective at the beginning of the game, starting at the Ancient era.
    • Prevents too much similar gameplay in the early game, aka “standard opening”
    • May try to compete against other Civilization that do have early bonuses
  • The UI should be available at least by early Medieval era, or earlier
    • It can start weak, but gain additional yield with civic or technology progress.
    • You shouldn't have to rebuild your first cities completely in the other half of the game in order to "just" gain specialty yield.
  • The abilities should synergies, not be dependent on each other. I will show examples:
    • Good idea: the Aztec Eagle Warrior unit and the Legend of the Five Suns ability synergy. The unit brings the Builder, and the ability makes use of the Builder. But the unit is usable outside of its Builder generation purpose, and the ability does work even if the unit is no longer available.
    • Bad idea: the French Château improvement and the Grand Tour ability. Both of them need Wonders to work, the improvement is rather poor outside its bonus Culture if adjacent to them while the ability allows to produce them faster and enjoy better Tourism. If you fail or ignore the Wonder game, you end up having 2 ability slots worth nothing.
  • The abilities shouldn’t feel copy/paste from another Civilization with a light tweak.
    • The Château feels odd in comparison with the Pairidaeza, an earlier and better Gold, Culture and Appeal improvement that gains its yields from your districts instead of Wonders and River, while being more flexible (do not need a resource) making Natural Parks easier to set up.
If they have to redo France in Civilization VI with that design philosophy in mind, I guess we would end up something like that. Nothing crazy, just more synergy and pleasant to play.
Spoiler :
Grand Tour
+25% Production
toward Wonders from the medieval and later era. Cities provide +5% Food and +5% Culture for each Wonders they have. +100% Tourism from Wonders of any era.
Global changes: All Production percentage bonuses toward Wonders are increased by 5, including the policy cards, the pantheon, Brussels bonuses, Egyptian abilities and Autocracy.

Garde Impériale (Nationalism Civic, industrial):
French unique Industrial era melee unit that replaces the Line Infantry. +1 Movement when starting the turn on your home continent. +7 Combat Strength when fighting on your home continent. Combat victories provide Great General points equal to 25% of the Combat Strength of the defeated unit (on Standard Speed).

Château (Feudalism Civic, medieval):
1 Food, 1 Culture, 0.5 Housing, 1 Appeal
1 Food for each adjacent Luxury resource (does not get increased after researching Flight)
1 Culture if on a tile containing a River edge.​
1 Food and 0.5 Housing with Sanitation, an Industrial technology
1 Culture with Cultural Heritage, an Atomic civic

(does not need to be adjacent to a Bonus or Luxury resource anymore)

Catherine’s Flying Squadron (Catherine “Black Queen” de Medici)
+1 level of Diplomatic Visibility with all other civilizations. Receives a free Spy and extra Spy capacity with the Civil Service civic. All spies start as Agent with a free promotion.

Catherine’s Magnificences (Catherine “Magnificence” de Medici)
Improved Luxury resources receive +1 Culture, and +1 additional Culture for each adjacent Theater Square district (does not work with the Château anymore). May initiate the Court Festival project in any city with a Theater Square district, yielding 5% of the Production cost as Culture and Tourism for each Luxury resource in possession.
Global changes: Camps, Fishing Boats and Quarries now generate Tourism from Culture at Flight (Mines and Plantations already do)

Court of Love (Eleanor of Aquitaine)
Great Works and specialty Districts generate +1 Loyalty and 2 Food. Loyalty bonuses from Great Works and specialty Districts cause negative Loyalty in non-allied foreign cities or non-allied City-States within 6 tiles. Any foreign city rebelling from loss of Loyalty instantly joins her empire if it received most Loyalty pressure from her, instead of becoming a Free City.
Side note: It would work with the Government Plaza 8 Loyalty and the Royal Navy Dockyard 4 Loyalty, or the additional 2 Loyalty per Encampment building from Preslav.

Edit: I just wanted to add some explanations on those changes:
Spoiler :

Château: the yields changed to a Culture / Food instead of Culture / Gold for many reasons. It helps to give its own identity: it was quite similar to the better Persian’s Pairidaeza while Qin Shi Huangdi’s China is also a Wonder civilization that has a Culture / Gold unique improvement. Many people asked themselves why the Château didn’t have Housing in the first place. So here it is: Culture / Food is not done yet, and it also gives Housing. The new Château is not really stronger than the old Château, maybe even weaker. Mainly because you cannot milk the Wonders for extra Culture. You have to see the new one more like a Farm that generates Culture on top of that, instead of a Culture generator for Tourism at Flight purposes. The main advantage of this new Château is the ability to settle Tundra and Desert biomes and have a good Growth if there are a few luxury resources nearby, being available earlier at Feudalism, and being way more flexible.

Garde Impériale: the unit is great and does not need changes. But some have been made anyway. It is unlocked with the Nationalism civic for many reasons. Gameplay wise, it is easier for a cultural Civilization to grab its UU in the Civic tree than making a detour in the Tech tree. The Japanese Samurai, the Polish Winged Hussar or the Brazilian Minas Geraes are unlocked in the Civic tree. Theme-wise, Nationalism is the Napoleon Civic, while the Garde Impériale was Napoleon’s troops, it is a perfect fit!. The continental bonuses changed: 3 Combat Strength is traded for 1 additional Movement. This is added in order to reflect Napoleonic warfare: overcome your enemies by being faster.

Grand Tour: Personally, all the bonus toward Wonder production in the game feels weak, so all their percentage are increased by 5. A +25% Production may feel huge, but it saves about 20% of the Production cost. Or worded differently: 5 Wonders for the price of 4. The ability now also includes the wonder from the Modern and Atomic era. I understand why the game designer didn’t want to include the Modern era wonders in the french ability. All those wonders are cultural (Broadway, Cristo Redentor, Eiffel Tower, and Golden Gate Bridge), which may help the civilization too much in the Culture victory. But it feels odd for the Eiffel Tower to not enjoy the Production bonuses. The Atomic era wonders are added too, more in order to lighten the wording of the ability than anything else. The Château doesn’t give Culture from adjacent Wonders. Instead the Grand Tour ability gives additional Culture to cities with Wonder. It is cumulable 5% modifier, but only works for the city itself. For example, if you have 3 cities with 10, 2 and 0 Wonders, then they will have +50%, +10% and +0% Culture respectively (and not +60% empire-wide à la Pericles). It also gives +5% Food. Gameplay wise, it prevents the city from starving due to having most of its land used for districts and wonders. Plus: it has a good synergy with the new Château. Theme wise, France is a centralized power where everything comes and emanates from Paris. Paris is a densely populated city with a lot of "Wonders". The Grand Tour ability may encourage players to focus on only one mega-city, but that’s France and Paris in a nutshell.

Catherine’s Flying Squadron: The first spy is unlocked with a Civic instead of a Tech. It is in the theme of preventing France from having too much detour in the Tech tree. Since the update, Spy cannot go into allied territory. Maybe the Spy gameplay needs some changes (diplomats gameplay?), or allow only non-harmful missions like Steal tech or Listening post.

Catherine’s Magnificences: the ability changed in order to enjoy the Culture earlier. Having to wait for the Classical era for the Theater Square or the Renaissance era for the Château means that Magnificent’s France has no early game bonuses. Sadly, it would feel a little like Gaul. You can increase the yield from every adjacent Theater Square now, but the ability does not work anymore with the new Château: it is available way earlier, would be too spamable and too powerful since Château also gains additional Food from adjacent Luxury. Like Gallic Mine are now eligible for Tourism with Flight recently, the same should be done with Camps and Fishing Boats. Right now, only the Mines and the Plantations over a Luxury Resources generates Tourism at Flight. The city project changed in order to prevent cheesy tactics of gathering as much Luxury Resources with low Civic/Tech progress (→ cheaper projects), and do all the projects across many cities in one turn with Builders chops. Now that the rewards scale with the Production cost, such things would not be necessary. 5% seems to be a lot, but that is what the project gives in the end game where the project is the least profitable: 50 Culture/Tourism per duplicates, 975 Production cost, so 5.12% per duplicates. In the worst case scenario, the city project gives as much Culture than Theater Square Performances for 3 duplicates. For 10 duplicates, you basically convert 50% of your Production into Culture and Tourism. Which is huge, while being at the worst case scenario (currently, at half completion tree, the conversion is 100% of your Production at 10 duplicates).

Court of Love: the ability is a snowball one, which starts to be powerful when the first Great Artists is coming and when you have a good economy to allow you to purchase Theatre Square and the first 2 buildings easily. The ability changed. It now works with districts. Great Works and Districts now generates Food, which is more thematic with the Angevin Empire Agenda (she wants Population). Great Works and Districts also generate Loyalty (better at keeping conquered or rebelling cities). That Loyalty generates Pressure to nearby cities within 6 tiles. It was reduced to 6 tiles for balance reasons: now that Districts are included, her aura of effects has to be reduced. Something to note: Government Plaza allows an early 8+1 Loyalty pressure for early offensive. Furthermore, the 4+1 Loyalty from foreign RNDY would also work. The latter might be too strong, but the RNDY are more likely to be on the coast so it will be hard for it to reach a lot of cities. But it may need the Loyalty pressure within 6 tiles of the districts, and not 6 tiles of the ciy-center.

In the end, this new Eleanor is better suited for England and new France. Her ability relies less on Great Works to be effective and starts earlier with your first district which would generate 2 Food and 1 Loyalty. This new Eleanor has now better Loyalty to keep her Cities. It would benefit better for an aggressive gameplay like England, you can conquer the coastal cities and keep them Loyal if it has many Specialty districts, even better if it has a Harbor (4 Loyalty) or Theatre Square (put the GW there for +1 Loyalty each). Then the immediate inland city next to your coast could flip to you. For a more peaceful way, your Population will rise high with the many districts and GW that would increase your pressure even more, bonus Food that would be further increased with the +5% Food for each Wonder the city has.

 
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