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First Game Impressions

I presume I am very much in the minority as primarily a console player. Anyone tried it on console yet? Curious to know how it looks and performs and won't be playing until next week.
Preordered on both PS5 and Steam (sue me, I guess) — couple hours on PS5 last night when it went live at midnight, a few hours on Steam this morning.

The game looks stunning on PS5 and the UI, while still varying shades of heinous, is a huge improvement on PS4. Radial wheel is really well implemented imo. The one downside is that unit cycling (especially with Army Commanders) feels very rough compared to using a mouse and keyboard

As a general first impression — just finished Antiquity, Ibn Battuta as Aksum (into Abbasid), standard speed with long ages. The game's fantastic, I'm in the weeds of second-guessing everything and trying to just discover what's what and how things work. You only get this period once with a new Civ game so I'm really trying to savour it.

Playing on Viceroy (did get a Deity win in VI but preferred the Immortal experience), I'm not completely trashing the AI but it isn't particularly close.

Part of me feels the UI isn't complete garbage, but when you add up the lack of a unit list, the atrocious health bars, the hacked-up Civilopedia... yeah it's pretty ropey. The good does far outweight the bad though, at least for me.

Edit as I forgot to say — the unique architecture and unit visuals for each Civ, at least the ones I've seen, are absolutely gorgeous. I know there are some complaints out there about a lack of visual readability, which I hope can be improved, but this is the best-looking Civ game (maybe best-looking strategy game full stop) and it's not particularly close.
 
I really don't get the UI, UI, UI. It's a bit ugly and clunky sure, but you can still play the game? Saw someone get a refund over it and it baffles me. To each their own I guess.
The game is definitely playable but there are just so many things that are baffling. One example is that I see no description of what each map type does? How am I to know what the difference between Continents, Continents Plus and Terra Incognita are if I do not have previous franchise experience. Another example is that nothing shows the science cost of a technology but then hilariously the tutorial calls out the amount and calculates the number of turns. If they have the value, why not show it?
 
Managed to play a bit of Rizz Rome last night.

Once the gameplay loop starts to kick in, boy does it and It's fun, and for me this is the most important for it not to feel like a next turn slug fest. I really like the influence system, it feels like there's not a good or bad choice when it comes to how you spend it. Cities and Town differentiation, urban vs rural, the warfare and commanders, It's all great.

The game is beautiful, the unique art for cities and units and the map. I had not much problem "reading" what building is which in my cities, but maybe It's just that Im very visual oriented (that or that I'm zooming in so much to look at the pretty details)

AI is a bit TOO hung up on forward settling when it still has spaces to fill on It's backyard, had Maya Napoleon forward settle me right up to my capital, no prob, denounce go to war and destroy that city (it was too close), by the time I had built a settler after the war was over Nappy had already put another settler on the exact same place (all while neglecting his starting area)

Playing Rizal I was drowning my populace in happiness, and then the happiness crisis hit, and I still lost a city, man that one is going to be brutal most of the time.

The UI does need a lot of work, like a lot a lot, I'm encountering the same little annoying things everyone is, as well as the bare bones civilopedia. I hope that Firaxis owns it and comes up with a dev diary or something soon about a plan to overhaul it.

Maybe Im a too optimist, but I think the hardest parts are an incredible success, gameplay, graphics, music, engagement is all there, the UI is fixable and it better be a priority now.
 
Preordered on both PS5 and Steam (sue me, I guess) — couple hours on PS5 last night when it went live at midnight, a few hours on Steam this morning.

The game looks stunning on PS5 and the UI, while still varying shades of heinous, is a huge improvement on PS4. Radial wheel is really well implemented imo. The one downside is that unit cycling (especially with Army Commanders) feels very rough compared to using a mouse and keyboard
Thank you, sounds positive! *resisting urge to upgrade to Deluxe*
 
Like everyone else here. The UI needs some work.

Needs more voice dialogues from the characters.

Its hard to win the game.
When the modern age ended and I havent got enough legacy points to win the hame just ended. It just went back to the main screen. Haha! I dont know if its a bug or what.
 
TLDR: A really fun game being held hostage by a frustrating UI

First, I played a Marathon standard size map game with the default Age length. I quickly realized that Marathon's economy is broken. Everything costs too much in Science, Culture, Influence, Gold, and Production. I didn't get anything done before the end of the Age, and neither did the AIs. I quit at the end of Antiquity.

Then, I restarted with the same leader and civ at Epic speed with long Ages. This felt really good by comparison. I got to explore the whole landmass and enjoy the whole tech and civics trees without feeling overly rushed to meet Legacy quotas. That's where I'm going to live now.

Knowing that Continents and Continents+ maps are boxy, I went with a Fractal map (in both attempts). It's much less boxy, with plenty of inlets, bays, and even a few landlocked seas. It's not perfect, but it's better than the alternatives.

Hostile IPs are a pain, just as much as barbarians. Ignore them at your peril. I lost a Town to an IP at one point because I wasn't paying attention. Hostile IPs will cross the map to come be a nuisance. I think this is good.

The core gameplay loop is quite good and definitely feels like a Civ game, even though you don't have Builders/Workers now. It's satisfying to plop down a settler, make improvements, extend borders, gain resources, etc. It's fun to explore and pick up goodie huts.

COMPLAINTS:

Almost all of these are going to be about the UI.

When an AI proposes Open Borders, this is not a bilateral deal. It's also not clear who is receiving the open borders. I thougth they were offering it to me. No, they were requesting Open Borders from me. The tooltip for the treaty, both in the menu and active say "The civ will open their borders to you", but this is not true. Only the other leader's borders open to the proposer. Charlemagne asked me for Open Borders. I agreed. the active treaty's tooltip said "The other civ's borders are open to you." But they weren't open to me. Mine were open to him. Clarification is needed. I became quite frustrated with this.

I frequently get notifications saying that my relationship with a leader has changed. Um okay. Has it improved? Has it gotten worse? I sometimes get these in conjunction with a separate notification that says the relationship is now friendly or hostile or whatever. That's useful. The one saying that the relationship changed is ambiguous and frustrating.

Changing resources. There are too many clicks involved in this. To move a resource, you have to click the resource and then click on an open slot. Okay, that's fine. But if you want to swap two resources, you have to move one out to a vacant slot, move the second into the slot vacated by the first, then move the first to the slot vacated by the second. I should be able to simply click both resources and they swap places.

Social policies. It's a little better, but basically the same complaint as changing resources.

Manually unloading units. I'm not fond of the way the Commander automatically unloads units. I prefer to micromanage this. But the number of clicks it takes to do this is too many. You click the unit from the Commander's interface, then click the unit's unload button, then left-click the tile you want to move to. In my opinion, if I select the unit in the Commander's interface adn then right-click a tile, that unit should immediately unload and move into that tile.

When your tiles get pillaged, the Repair XYZ options are scattered throughout the settlement's Build and Purchase menues. They should rise to the top as priorities.

In the same vein, I'd like to know what damage natural disasters are doing to my cities and units directly from the notification. That's how Civ 6 was.

I've noticed mroe than one instance where descriptive text in the UI is doubled. Not a huge deal at this juncture, but a glaring indicator of where UI polish lands on Firaxis's priority list.

When you start a game, it shouldn't let you launch until you've chosen your momentos. It's too easy to start without picking them.

I have a Twitch drop. It's claimed on Twitch. It isn't showing as unlocked in the customization menu in-game.

In city and yield overview interfaces, there are a bunch of yields in the "Other Yields" category. I assume these are being spotted to me on account of the low difficulty I'm playing at the moment. But it would be nice if these could be delineated.

I'd like to see a line-item report on a city's happiness when I mouse over that number, specifically so I can figure out how to relieve Happiness maluses besides building more Happiness buildings and Improvements or moving resources. I discovered that sometimes citizens are unhappy when their tiles are pilalged, there's hostile units attacking the city or a natural disaster is occuring. Probably? This needs to be spelled out.

When I'm trying to decide what to build and consider a warehouse building, I like to look to see how many future tiles will be modified by that building. So it would be nice to know what kind of improvements go on what resources. Just a little bit in the resoruce tooltip will be fine. Example: Gold (requires a Mine)

I really miss Civ 6's city-state list. There should be a similar list of known IPs.

It took me quite a while to figure out where my leader's attributes are in the interface, other than clicking the number on her face when she had a point to spend. It would be nice if there was a button on the main interface instead of digging through the leader/civ list of bonuses interface.

Several of the relationship modifiers come off as very passive-aggressive.
Tecumseh is a *****.PNG

It turns out he was upset because I settled too close to his Capital, but it makes it sound like he was irritated that I forward settled some other leader.

Town Specialization. It's pretty great that you can increase your Trade Route range with Trading Hub Towns. Unfortunately, that range goes back down when you convert them to cities, and you lose any trade routes that fell into that longer range.

Speaking of Trade Routes. Okay, it's pretty useful that you can see in Red or Green what cities you can trade with when you have a merchant active. I'd like to be able to see that layer without building a Merchant. I'd also like to see what active trade routes I have going. maybe that exists and I haven't found it yet.

MAP PINS
MAP PINS
MAP PINS
(unfortunatley, you can't summon a feature into existence like Beetlejuice)

Anyway, that's my impressions from the first several hours I played last night.
 
Another complaint is that I wish some of the leaders had more unique dialogues. Doesn’t have to be voiced, just more unique
 
Love it, but I’m struggling with the UI and I think it’s difficult to see damage meters etc. I just finished antiquity with Rome Augustus into Spain. Double dip of vanilla imo. Took it really slow with some work in between, so 11 hours to finish antiquity 🤣
 
Alright... first impressions (After I finished one game as J.Rizz)

Modern Age needs polish. It is a clickfest and there are explosion of yields everywhere similar to Humankind. I finished with score victory on standard age length. Did not complete the artifacts because I cannot find one last artifact to complete the milestone. Almost done the science ans economic projects but the age ended because I cannot skip the Future Tech, which made era close very fast.

It baffles me that there is no quick movement and why does my screen auto focus on next item (despite all settings unchecked in game option about auto-something). There is also no edge scroll. So many weird omissions about QoL.

I did not experience any crash in my first game but when I close the game I noticed a window with error message. So weird.

Anyway, overall I think the game has potential. It does not warrant negative review so far based on my first game.
 
These IPs really are brutal lol. They are all over the map and I haven't figured out how to initiate diplomacy with them yet. I just discovered that one IP is attacking an outer settlement that I captured from Confucius, but the game didn't notify this of me at all. I went to check on it and it now has like 20% health left and 3 IP military units smfh. Shoulda checked on it earlier :ar15:
 
My problem is I just find it kind of boring. I'm not sure why but I don't feel that "one more turn" addiction yet. It's just not grabbing my attention yet. I'm just not really excited for the next turn and to see what happens. Hopefully that changes.
 
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