Pfeffersack
Deity
Not owning/playing the game myself I can only rely on what I have read and see in Lets Plays/Streams:
- what events come up seems to depend both on Civ/Leader played and the ingame situation (which is a plus for me compared to total randomness)
- however, outside the variation mentioned in the bullet point before quick repetition of events seems to be an issue (heard/read the multiple time as main negative point, when people are asked and talk about Civ VII's events)
- my personal impression of the texts and effects is that they feel a bit generic/mechanic in narration, triggers and variation of effects (compared to e.g. Old World, though I concede that OW has the advantage of being even more character-centered, so that characters aside from the player alter-ego can take a role); presentation is playing here a role as well, the grey boxes feel just sterile (again OW and the Paradox GSG show what you can do with pictures, tooltips or emphasizing words in the text)
- another (subjective) downside to me is that (in most cases) you just have to pick between two flat boni (no comparison to OW, where nearly each event is dilemma: you usually gain and lose stuff, regardless what you pick, and the trick is to situationally make the best out of the situation)
- as events happen quite frequently (though not as many as in OW on the standard setting) and their boni can be considerable (e.g. I watched youtuber Steinwallen getting in a Deity game getting three Immortal units within two turns by two events) I see even an impact on difficulty here - and for me the questions emerges whether the AI gets those events as well?
- what events come up seems to depend both on Civ/Leader played and the ingame situation (which is a plus for me compared to total randomness)
- however, outside the variation mentioned in the bullet point before quick repetition of events seems to be an issue (heard/read the multiple time as main negative point, when people are asked and talk about Civ VII's events)
- my personal impression of the texts and effects is that they feel a bit generic/mechanic in narration, triggers and variation of effects (compared to e.g. Old World, though I concede that OW has the advantage of being even more character-centered, so that characters aside from the player alter-ego can take a role); presentation is playing here a role as well, the grey boxes feel just sterile (again OW and the Paradox GSG show what you can do with pictures, tooltips or emphasizing words in the text)
- another (subjective) downside to me is that (in most cases) you just have to pick between two flat boni (no comparison to OW, where nearly each event is dilemma: you usually gain and lose stuff, regardless what you pick, and the trick is to situationally make the best out of the situation)
- as events happen quite frequently (though not as many as in OW on the standard setting) and their boni can be considerable (e.g. I watched youtuber Steinwallen getting in a Deity game getting three Immortal units within two turns by two events) I see even an impact on difficulty here - and for me the questions emerges whether the AI gets those events as well?