First Game Impressions

Just finished my first... Deity game (and 7th game overall). Very interesting experience. I usually find Deity unwinnable and boring. I did win this one, but found it tense and lost a handful of cities here and there. The AI was very aggressive, and you have to make sure to pile on the modifiers on your side to make any fight winnable. Several of them were nearing win conditions by the end. For those who find the game too easy, give Deity a shot - you mind find it more to your liking than before.

Oh, as a side note: having tried all maps, I found Fractal and Archipelago surprisingly enjoyable, as someone who didn't use these much in the past.
 
So I restarted my game after finishing out the antiquity in my first game. I am on a lower difficulty and the AI seems to be doing better, at least in terms of number of cities. Point is the game seems to better balanced around the default settings of normal speed and small map (what I'm currently on). I really wanted to like epic speed, but it seemed to drag on a bit. I hope they can better balance other speeds and map options.

And I guess I just have to accept that I can't research every tech and civic? Or are other people able to do this? The completion in me really wants to finish out the trees, something I've always done in older civs. Although I think I can finish the culture tree as Greece since I'm really pumping out the culture, we'll see. I'm about to start back up. I doubt I'll finish the tech tree, but we'll see. As mentioned above, the game seems better balanced for normal speed. Epic speed I left so much unresearched.

And I do find the city cap limiting. I know if I had more resources I can handle the happiness hit, but I never seem to grow fast enough to get access to all the resources. With the city cap the way it is, I feel I have to have 1 individual settlement reach as many resources as they can.

I should add it's amusing when they reuse Civ 4 quotes and when I see the text I expect to hear Leonard Nimoy's voice and I get her voice, which isn't bad. It's just different expectations. They are decent quotes, but I'm not sure they should have reused them.
 
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I am surely no expert (in fact some would say I stink) but it seems to me like a good way to get your settlements started is fishing boats and a fishing pier. They make good food and don't get in the way of other stuff you might want to make on the land.
I like doing farms and a granary so that as when I am ready to expand urban districts, I can reassign the rural tile in the direction of resources.

I really like that every city feels unique and like a challenge to optimize. Antiquity is always so full of possibility and potential and the end of the exploration age is intense and hard to optimize.
 
What if I just want to make a crazy gold producing empire in the exploration age...but don't want to be forced to settle across the ocean and play the treasure fleet "mini game"?
What you describe is precisely what I just had happen in my game as Spain. I ignored treasures and distant settlements. I went heavy culture and gold, using missionaries to earn income (+4 gold per foreign city with my religion) and armies to conquer select island settlements and help spread the gospel (bonus military points for conquering distant lands that follow my religion). Due to social policies and religion, I had almost as much gold as the time I went pure economic path with Songhai. I ended the age with only a single treasure fleet from a settlement I had captured.
 
What you describe is precisely what I just had happen in my game as Spain. I ignored treasures and distant settlements. I went heavy culture and gold, using missionaries to earn income (+4 gold per foreign city with my religion) and armies to conquer select island settlements and help spread the gospel (bonus military points for conquering distant lands that follow my religion). Due to social policies and religion, I had almost as much gold as the time I went pure economic path with Songhai. I ended the age with only a single treasure fleet from a settlement I had captured.
Good for you? You played a militaristic focused era....not a financial one, you just happened to make gold, culture while doing so.

This doesn't ignore the fact you got no financial era score. If you were trying to follow the financial path only, you would have been intentionally gimping yourself of legacy points.
 
IMO, the bad reviews focus on the technical side. There are plenty of graphical bugs, poor UI, people are experiencing crashes, etc. These are perfectly understandable and valid criticisms. 2K/Firaxis not recognizing these faults and pushing it out in this condition for reception by the world was foolish. If sales suffer, they did it to themselves. Every pre-reviewer was saying, "This will probably be fixed/polished by launch." And it wasn't. First impressions matter, look at games like No Man's Sky, Age of Conan, and many others.

However, if your PC is more up to date and this game will run, and you can overlook a haphazard presentation to the core game, there are fresh ideas at play. It stands apart from and unique compared to any previous Civ title, yet somehow still feels like Civ to me. Not sure how they managed that really, but it worked. With so much of the core redesigned, it will vary from person to person. For me, Civ 7 was a huge net positive over 5&6. It removed a lot of the tedious gameplay with "layered decisions" that add more depth IMO. Plus it is more dynamic. (Like workers and diplomacy) For example it is pretty hard to abuse the AI in this system I suspect. If they get the AI to fight well, it will be really interesting. Plus, there is plenty of room for this game to grow and mature.

Let's plays do it justice though. I would recommend it to my friends who play strategy games and show interest in Civ.
 
There are many bad reviews about this game:
From that review:

"A new diplomacy system has commoditised everything in the game, while at the same time removing the way Civs would often pop in just to say hi, exclaim at your progress or just threaten you, which makes the entire experience feel so much lonelier than previously. I never felt like I was one part of a wider human race in this game, more like one player tending to their little zen garden while everyone else tended theirs."

This has been EXACTLY my experience in my first playthrough. I'm around 160 turns into exploration and the AI civs have contacted me literally twice (both times to offer a cultural/economic alliance or whatever). Not only are they not going to war against me (despite the fact I barely have an army), they're barely even going to war against each other: I haven't seen a single city conquered or razed yet.

I just can't help but compare it to VI, where the other civs had more personality and got "in your face" more often (wanting to trade for resources, offering to be friends, commenting on your general activities, and so on). It just feels like everyone (myself including) is just developing their cities while ignoring the rest of the world.
 
So I finished my first game.
Sovereign, Small, Standard speed and long Age.
Xerxes King of Kings, Persia->Mongol->Qing.

The first thing I felt was how war is fun! The war diplomacy system is simple enough to control easy, and complex enough to make it meaningful. Commanders provided expected fun and convenience. Especially before the war. I could move my entire armies with only a few clicks, and even could upgrade them outside my territory thanks to the commander promotion.

Settlement growing and building mechanism was cool too. I could manage and specialize my settlements, with 3~5 cities and more than 30 towns finally. But dozens of growing event at a turn was not a best part of the game. I think selecting the town focus can be a good method to automate growing events, especially considering the rural pop can be easily replaced with urban one when I want to turn it into a city.

I handled the Antiquity Age too much well, so I almost unified the entire home continent and the game definitely leaned. But Napoleon on the distant land did his best and he could compete with me in the modern culture victory. It was such a new experience, and I like it.
 
Plus) I started my game on Nintendo Switch, and finished it on PC with the crossplay save feature. It worked well in last weekend before the patchs. Civ on Switch was an impressive experience. I had to visit my parent last weekend, so I took my Switch and started the first Civ 7 game on it. I loved how it freed me from the desktop-only Civ experience, I enjoyed it on bed: it was the coolest point. Performance also was better than I expected.

After I came back to home, I transferred the Exploration Age save file to 2K crossplay save and continued it on PC. So I have no idea about standard map size on PC starting, and modern endgame performance on Switch. I want to try them with my next games.
 
As mentioned above, the game seems better balanced for normal speed. Epic speed I left so much unresearched.
i'm always at my first game on epic speed and i was able to finish the tech tree in exploration era (almost finished in antiquity), and even search a future tech (i'm on viceroy level ....)

In modern era, the cultural victory will be possible only if i capture city with museum because all the artefacts were found .... But if i do this, i will more probably go to the military win. Also in this era, war is very complicated since the "camera" is not focused on the unit battles during the ia turns (so we don't see what happens to the unit in war) and at this era we don't have a single location battle to look at it (after exploration cities/towns are everywhere on the map .... so the battles too).
 
I've played so much these last few days, but unfortunately I've started to encounter crashes. I've made a report to Firaxis about my latest one, happening on a Age transition. Unfortunately it's game breaking at the moment, since the error replicates every time. The other day I had trouble launching a game, I don't know what caused it. Either it was the map type or a certain memento that caused it, but I finally managed to launch a game.

What's your experience on the stability of the game?
 
i only play one game (epic speed started the 7th of february, yes i know, i take my time :) ) on Linux and for the moment no crash even if a load a game after last updates.
 
First game: Lafayette, leading Rome/Spain/France. This was mostly experimental, trying (badly) to figure out the game's mechanics. I had a hard time understanding towns, cities, and district buildings, but I made it in the end. I like Rome a whole lot, Spain I fumbled with badly, and France is France. Their unique infantry is very strong at least, and combined with leftover generals from the Roman era, I was able to quickly pivot to a more military-oriented game. I saw the clock running down and tried to go for culture, which felt like some kind of Indiana Jones-type race across the globe to plunder random tiles, and ultimately won by score before I could get the World's Fair wonder completed. Lafayette's abilities are remarkably strong: free combat strength on all units, and enough happiness that I never once worried about revolts even in conquered cities.

Second game: Augustus, leading Rome/Abbasids/Meiji Japan. I wanted to go for a specialist-oriented Big City game, but as of yet I don't see a clear successor in the Modern age, so Meiji with their one civic for production on specialists won my choice. I also went ham on science, since that felt natural with specialists and the Abbasids especially. As it turns out, if you have a high enough culture output—which is incredibly easy as Augustus—you can win the cultural legacy path in Exploration just by researching lots of civics and techs, the ones that give you free relics. I didn't get a single relic from my religion's ability, since foolishly I chose the one that gives +2 relics on converting a foreign capital: foolish, since foreign capitals are almost always where their own religion is founded, and holy cities can never be converted. Oopsie. In Modern, I ended up winning through science with only 60% of the age clock passed, which also felt climactic because seemingly everyone wanted to fight me to the death.

My overall thoughts: it's incredibly fun, and it has much more longevity to me, game-wise, than VI. It captures a lot of the fun systems-oriented gameplay I enjoyed from V, and the civ swapping keeps things fresh. I was never one to try a playthrough with every single civ in earlier games because so often what made them different was only apparent for a single era; things like playing Sumeria and then having nothing really special after Antiquity, or having to wait until the end of the game for your uniques as America, really felt like a drag. Two of my favourite civs were Inca and Australia, because they consistently felt different and interesting in an evergreen way.

I do wish though that more of the architectural flavour of your past age civilisations was retained—something like having towns or ageless warehouse buildings keep the style of the past age, or the one in which they were built, rather than swapping to the current civ's building aesthetic. History is built in layers, after all...?

A nice change I haven't seen discussed much is how unique units get upgraded throughout their respective age. One thing that was always frustrating in VI was enjoying your unique unit for a little while and then discarding it like a sad toy. This was especially bad for civs like the Aztecs with their unique warrior, since it goes obsolete quick and then you lose its interesting bonuses; I think this is why the one mod that made unique unit abilities persistent was so popular.

The cultural victories feel very weak to me. 7 Wonders is neat and all, but Religion is absolutely flavourless and artifact excavation is simultaneously relentless and incomplete. It feels very strange to have the World's Fair as a moment of victory: there were a lot of those! They also didn't really exhibit international cultural artifacts so much as the industrial/agricultural advancement of the country alongside its own cultural and artistic endeavours. I can't believe I find myself missing the tourism mechanic...

Independent powers are neat as well, but they feel somehow apart from the rest of the game. Diplomacy is far and away better than VI but also feels emptier, as I miss clicking on my assortment of historical weirdos and begging for their iron in exchange for my lunch money. There's technically more ways to interact with AI leaders, but it gives the impression somehow of being less. Peace deals are also decidedly one-note, and the AI is absurdly willing to gift me random cities in peace deals when I never even touched them. I don't know why this was changed from VI, where you had to negotiate for the settlements you conquered rather than getting them unilaterally. I do like how, with the cities and towns mechanic, losing a town in a war isn't the worst thing. Wars in VII in general seem to be far less absolute than in previous games, where one side would wipe the other off the map completely, or it would end as a total stalemate. Too bad the AI seems to choose settlement locations with a football field-sized dartboard.

Overall, while it reminds me starkly of how hollow V felt on release day, I get a real impression that it will be something great with updates throughout its life.
 
Everything gives bonuses, and almost nothing has penalties. Same problem as CK3—everything benefits the player, and almost nothing forces you to struggle. Just when you think you already have too much money, a random event gives you even more. The economy is completely unbalanced.
Yes! I notice this in particular with the narrative events. It's like every time they give you two choices, one that either massively bumps up your gold/science/culture/happiness or another (that also bumps up gold/science/culture/happiness). There's never really any negative trade off. At least in CK III sometimes you had to make a choice that carried some element of risk, but here, you either get a lot of good of one thing or a lot of good for another. Remember in CIV VI how the Ai often seemed to have gold problems? Here everyone is all but drowning in money.
 
Yes! I notice this in particular with the narrative events. It's like every time they give you two choices, one that either massively bumps up your gold/science/culture/happiness or another (that also bumps up gold/science/culture/happiness). There's never really any negative trade off. At least in CK III sometimes you had to make a choice that carried some element of risk, but here, you either get a lot of good of one thing or a lot of good for another. Remember in CIV VI how the Ai often seemed to have gold problems? Here everyone is all but drowning in money.

I don't mind having the "do you want science or culture" or happiness vs culture, since they sort of give you some choices and decisions.

I think some of the events where you get like a free codex, those should have some downside risk. At least a "No science for 3 turns - Gain a Codex" vs (small alternate reward)
 
Had a very large map. Was my second game but basically my first game where I even knew what I was doing. As Xarxes.

Got a lot of things wrong with it, but the narrative was thematic and satisfying. I had a small cluster of cities, then forward settled past a lot of empty land because there was a coastal "elbow" on a set of cliffs with Mt. Kilimanjaro. I wanted to get a frontier to catch other players who were weirdly far from me. Next thing I know I'm sending an army Northeast past some desert/plains and almost take China's city, only to get a peace deal that offered me a city with a wonder (before the patch I think). I screwed up the offer, because sometimes I don't want responsibility for a city, but then realized I saw the wonder there, but then ended up clicking on the one city. I ended up with a lone, worthless settlement far far over the plains (almost 30-40 tiles away). However, it was on the far coast and we were in the crisis.

I used this far coastal city to build a small very coastal colonial front, 3 settlements, and just barely managed to get enough treasure fleets made in time.

Somehow, I was incredibly rich in the modern age. I was able to finally fill in up to Mt. Kilimanjaro, and then the whole age became about fighting over and settling the vast plains between my cities with two civs above and three civs below. Then building railroads to move troops around and get the tycoon victory. Although I did build the world bank, I ended up using my rail network and massive treasury to build 5 armies to invade Machiavelli to my South and knock out his two biggest cities and the frontier settlements in the way of them.

Was a blast. Easier difficulty, but it really felt thematically correct. I also felt like I was thinking more in terms of actual strategy (big arrow, map strategic, basic planning steps) rather than fussing over yields. I did the next difficulty up (the one below immortal) next game and although I'm not losing, what I've found is it's just harder to naturally manage the arcana. Like, I just couldn't produce that many codices and the nuances of systems like how to make relics were beyond me. I was also really behind in science and really really behind in culture in spite of thinking I'd prioritize science. There's a level of not being able to just wing it at that side of the difficulty spectrum.
 
Yes! I notice this in particular with the narrative events. It's like every time they give you two choices, one that either massively bumps up your gold/science/culture/happiness or another (that also bumps up gold/science/culture/happiness). There's never really any negative trade off. At least in CK III sometimes you had to make a choice that carried some element of risk, but here, you either get a lot of good of one thing or a lot of good for another. Remember in CIV VI how the Ai often seemed to have gold problems? Here everyone is all but drowning in money.
No, there are choices with danger.

Damage to unit, removing output for a few turns, spending gold, and so on. You just didn't faced them yet.
 
Yes! I notice this in particular with the narrative events. It's like every time they give you two choices, one that either massively bumps up your gold/science/culture/happiness or another (that also bumps up gold/science/culture/happiness). There's never really any negative trade off. At least in CK III sometimes you had to make a choice that carried some element of risk, but here, you either get a lot of good of one thing or a lot of good for another. Remember in CIV VI how the Ai often seemed to have gold problems? Here everyone is all but drowning in money.
I also noticed that civs like China have more narrative events. This seems like an incomplete content problem.

Adding narrative events is the easiest thing to do. An entire DLC could be built around role playing with very minimal actual gameplay/yield differences. Just sort of a choose your own adventure within civ.
 
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