FXS needs to put out a new roadmap - direction of the game is unclear

The Civ roadmap has relatively minor features like research queuing on there, whereas the Ara roadmap is mostly major items.
The perception on that's minor and that's major is pretty subjective. Also, I've played Ara on release and I could say it was released in a much worse shape than Civ7. So, generally, both roadmaps just list things needed to bring the game up to the expectations of a release-ready game.
 
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Here they are side-by-side.

Sample of Civ7's features:
- Holy cities can be converted
This is a feature? Are you sure this is not just a tweak?

- Naval units can disperse IP city.
Okay this is just another basic tweak.

- Customize names of Cities
Wow revolutionary, I think we had this in Civ1.

- Research queueing
Why is this even 3 updates out from the start of the roadmap?

The most major updates are all in the 'More To Come' section, which doesn't really help sell it.
Even so, most of those were in previous titles, like Auto-Explore, Hotseat, Map sizes and shapes.

When it comes to Ara, we can point out only 2 or 3 minor features - like 'AI city settling improvements'.
Other than that they have substantial improvements every month. At the end, they promise, with a date, a 'Major Design Update' and 'New User Experience'.

So I mean to me, the Ara roadmap showcases far more active and diligent development, promising tons of improvements everywhere, heavy new content simultaneously, and even new free content for all players.
The Civ roadmap showcases minor polish and improvements.
 
Why level this accusation at Civ but not Ara?

Like, what's the baseline for objectivity in analysis here?
I’m not familiar eniugh with Ara to comment on their overall roadmap (but 2.0 looks great), but one thing that stands out to me about Civ’s: many of those items are triage for the terrible UI and the brain dead AI.

like, launch AI liked crazy forward settles because it didn’t factor that some tiles had already been claimed…

we basically got a couple months of triage updates & then the devs have been pretty silent for months now.
 
Here they are side-by-side.
  1. You took the first column of the Civilization roadmap and compared it with the whole Ara roadmap. I'd say first column is comparably vague in both roadmaps
  2. Civilization roadmap was much shorter (2 months instead of 5) and it missed some big features put in later, like symmetrical play
BTW, this also indicates big difference in development approach. Ara is wither so bad or developers are so overconfident, that they put features in long term plan. Firaxis don't promise features until they are tested.
 
I’m not familiar eniugh with Ara to comment on their overall roadmap (but 2.0 looks great), but one thing that stands out to me about Civ’s: many of those items are triage for the terrible UI and the brain dead AI.

like, launch AI liked crazy forward settles because it didn’t factor that some tiles had already been claimed…

we basically got a couple months of triage updates & then the devs have been pretty silent for months now.
From the Ara lists:
  • AI City Settling Improvements (the thing that stood out for you r.e. Civ)
  • AI Economy Improvements
  • AI Diplomacy Improvements
Other items listed that are arguably "minor features":
  • Warfare Updates
  • Balance Pass
  • Performance Optimisations
  • Economy Manager Updates
  • Further Performance Optimisations
Excluding maps, I've literally just listed the first half of Ara's roadmap. The difference is, I'm not putting it down. I'm pointing out that things Civ are being criticised for including, Ara is also including.

Even if we move forwards, new Events and new Amenities in Ara (as a part of a DLC-focused update)? We've gotten a substantial resource rework and new resources. DLC has included things like new Wonders. These things seem more comparable than different, really?

Aside from the fact that Ara is working towards a 2.0 update, which is something that people want Civ VII to work towards (however much / little that ends up changing - people want sizeable updates).

And I want a new roadmap too. But I'm not sure GeneralZift was really comparing the two we have here, fairly. That's the only reason I commented.
 
I suspect we all just want to know whether Firaxis are planning some sort of course correction or aiming to plow ahead.

Any argument of who has the better Roadmap is just going to devolve quickly I suspect.

Personally, I don't care about Ara - in the same way that Amplitude games won't win me over until they abandon their combat minigames, Ara'd need to drop its economic system for me to try it.
 
I suspect we all just want to know whether Firaxis are planning some sort of course correction or aiming to plow ahead.

I'd really like to know that Firaxis has decided what they want the game to be. They've spent a bunch of time and effort restoring features and making certain systems optional, but I've got the impression that they are playing defense, trying to avoid offending people. That's just going to lead to a long, painful decline. Some people will never leave V and VII. Firaxis needs to take a stand, course correct, and come up with a direction. Better to piss of 30% and win over 70% than try to make everyone happy. That usually ends up with no one happy.

Personally, I don't care about Ara - in the same way that Amplitude games won't win me over until they abandon their combat minigames, Ara'd need to drop its economic system for me to try it.

The Ara 2.0 update should be out this week, and I assume they'll put it on sale at the same time. I'd picked it up on sale a while ago, and as Leucarum says, the original version was a little too heavily supply-chain focused for my taste. I'm waiting for the update to try it out again, as they stated that they were building out other aspects of the game to make it more rounded.

If you've got the time, I'd recommend you read the Ara Dev Journals even if you're not interested in the game, because they make for a great template the Firaxis could use in communicating their own path forward. The one on Culture and Influence (link) is particularly good, as it discusses adding systems to an existing game.
 
I really enjoyed Ara at launch, but I agree that the supply chain and resource/crafting focus was maybe a bit too strong; it was a very micro-management fuelled game, which was fun in some respects but I found the scale a bit daunting. And, like with all other 4X games I try, after a while I just started to think "why am I playing this and not Civ?"

So I'm really interested in seeing the new update. I can't remember when I last played the game, but I think it was last year, so much might have changed. There's a great core there and some terrific features.

And I'm not getting Civ VII any time soon so anything that feels like a good alternative is welcome!
 
I'd really like to know that Firaxis has decided what they want the game to be. They've spent a bunch of time and effort restoring features and making certain systems optional, but I've got the impression that they are playing defense, trying to avoid offending people. That's just going to lead to a long, painful decline. Some people will never leave V and VII. Firaxis needs to take a stand, course correct, and come up with a direction. Better to piss of 30% and win over 70% than try to make everyone happy. That usually ends up with no one happy.
I think - and could easily be wrong - that maybe some of the underlying mechanics they've chosen just can't be combined in the way they were hoping. I don't know that you can get ages where you have a significant amount of stuff carrying over and still have an interesting final age. And if so, I dunno if this is as much a holding pattern/playing defence as a slow realisation/acceptance that their design has a fatal flaw at its core.

This doesn't feel like a Civ V or VI situation where mechanics just needed tweaking. I think they have mechanics which are in active conflict.
 
Why level this accusation at Civ but not Ara?

Like, what's the baseline for objectivity in analysis here?
To your credit that is more of a personal side note than a valid criticism that I made, but nonetheless it still fits the group of minor adjustments that probably should've been there on release.

  1. You took the first column of the Civilization roadmap and compared it with the whole Ara roadmap. I'd say first column is comparably vague in both roadmaps
  2. Civilization roadmap was much shorter (2 months instead of 5) and it missed some big features put in later, like symmetrical play
BTW, this also indicates big difference in development approach. Ara is wither so bad or developers are so overconfident, that they put features in long term plan. Firaxis don't promise features until they are tested.
I'm sorry if I missed a section of the Civ roadmap, perhaps my eyes skipped over it, you should post the image here so we can read it.
The Ara roadmap between May and June for v1.4 is only 2 months, and yet the quantity and quality of features is higher, from a cursory glance.

I don't really agree with your last point. For me it showcases great forward thinking and planning to have lots of features and ideas concretely laid out to boost consumer confidence. Actually, since we live in the future from that roadmap we can look back and say that they matched their promises, which is good.

From the Ara lists:
  • AI City Settling Improvements (the thing that stood out for you r.e. Civ)
  • AI Economy Improvements
  • AI Diplomacy Improvements
Other items listed that are arguably "minor features":
  • Warfare Updates
  • Balance Pass
  • Performance Optimisations
  • Economy Manager Updates
  • Further Performance Optimisations
Excluding maps, I've literally just listed the first half of Ara's roadmap. The difference is, I'm not putting it down. I'm pointing out that things Civ are being criticised for including, Ara is also including.

Even if we move forwards, new Events and new Amenities in Ara (as a part of a DLC-focused update)? We've gotten a substantial resource rework and new resources. DLC has included things like new Wonders. These things seem more comparable than different, really?

Aside from the fact that Ara is working towards a 2.0 update, which is something that people want Civ VII to work towards (however much / little that ends up changing - people want sizeable updates).

And I want a new roadmap too. But I'm not sure GeneralZift was really comparing the two we have here, fairly. That's the only reason I commented.
The items you list as minor, are indeed minor, but are definitely major when compared to the Civ items. The Civ items would practically be footnotes in a changelog. It's a real stretch to suggest simply hitting a toggle in the XML file to let a ship disperse a city state is now an entire feature comparable to one of the minor items such as Balance Pass, Combat Overhaul, from Ara. That's like not the same at all.

And of course like my comparison is mostly a personal view. Although I really find it hard to believe someone could look at this and say that the Civ roadmap is encouraging or something. I hope to see something new soon at least :)
I think - and could easily be wrong - that maybe some of the underlying mechanics they've chosen just can't be combined in the way they were hoping. I don't know that you can get ages where you have a significant amount of stuff carrying over and still have an interesting final age. And if so, I dunno if this is as much a holding pattern/playing defence as a slow realisation/acceptance that their design has a fatal flaw at its core.

This doesn't feel like a Civ V or VI situation where mechanics just needed tweaking. I think they have mechanics which are in active conflict.

In my view you are correct. This lines up with their slow action publicly, as behind the scenes they move to address the issues in a comprehensive way. That's my guess.
 
In my view you are correct. This lines up with their slow action publicly, as behind the scenes they move to address the issues in a comprehensive way. That's my guess.
There might be a way to square the circle, but I've yet to hear a realistic one.
 
I think - and could easily be wrong - that maybe some of the underlying mechanics they've chosen just can't be combined in the way they were hoping. I don't know that you can get ages where you have a significant amount of stuff carrying over and still have an interesting final age. And if so, I dunno if this is as much a holding pattern/playing defence as a slow realisation/acceptance that their design has a fatal flaw at its core.

This doesn't feel like a Civ V or VI situation where mechanics just needed tweaking. I think they have mechanics which are in active conflict.
I agree that they have mechanics which are in active conflict but I do think ages give them better potential control. However, managing that control well is a balancing act of tempting versus shoving.

**Worst case scenario: Civ 7 ends up like 1-6 where modern age is mostly irrelevant because victory has already been determined by snowball and nothing has changed.**

I think you are right though in your overall assumption. I have been contemplating if it would be better for them to design the modern age to be fun and engaging and then design exploration to connect the two. (I think we all agree Ancient is pretty well done.) OR should they design exploration to build on ancient and figure out how to make modern engaging later.

On a positive note, I don't think Civ 7 has a fatal flaw any more than 1-6 did. Even the dreaded age/civ switching that has ostracized many fans is not necessarily a fatal flaw IMO. I suspect we just need a lot more cohesion or blending of the ages. I think the customization options in the game setup menu they added is actually good overall. (Civ switching and leader chaos is what it is. Accept those losses and maybe don't pull this crap again.) But most important, we need the ages fleshed out and offering legacy paths that don't force the player down a specific route.

Military legacy should have military goals, not restricted to ideological or religious goals or on a specific continent. Just military goals, period. Cultural, same. Economic and Science, same. If need be, diversify and make different things worth so many points toward the legacy path. Conquering a city should ALWAYS grant military points or be a path to military points on the legacy path regardless of religion, ideology, or continent. Domination is domination, conquering is conquering. Building a wonder should probably always grant cultural points somehow or be related to generating cultural legacy points. Remove any required narrative and focus on the paths and their primary purpose in a generalized sense.

Removing those specific conflicting mechanics would open this game up quite a bit. They certainly had some good ideas this time around but they had some bad ones too. (Which is to be expected) I personally feel pulled in two different directions with terrible concepts thrown in with great ideas.

I think it is easy to be too vague with our criticisms, even constructively. As well, we clearly all see this series differently. I suppose that is to be expected with each iteration playing so liberally with the formula... but we also all keep coming back for more. I hope they have a vision and I would love to see some sort of roadmap from them as a show of commitment toward that vision and to help us be able to see that vision ahead of time to know what we are looking forward to. I hope by this Christmas we have some updates that really focus the direction of the game. This week I played a couple of ancient age games, and it helped me appreciate the unique leader and civ bonuses this game offers. I found that I have underestimated them a bit in the past. This game is so different that sometimes it is like something clicks that hadn't yet and I see even more potential than I already did. (Mods have also played a big role in that)

There are certainly some BIG things that need addressed and smoothed over in this design, but I keep coming back to the idea that I actually really love the potential that this iteration of civ has and I am glad I bought in this time around.
 
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I think - and could easily be wrong - that maybe some of the underlying mechanics they've chosen just can't be combined in the way they were hoping. I don't know that you can get ages where you have a significant amount of stuff carrying over and still have an interesting final age. And if so, I dunno if this is as much a holding pattern/playing defence as a slow realisation/acceptance that their design has a fatal flaw at its core.

I'm really hoping that reason they are being quiet is that they are working on a cohesive system that, for example, combines the Regroup, Continuity, and Collapse options into a single gameplay mechanic. Otherwise I'm very worried that the game's identity is splintering. But it feels like they are still reacting rather than building towards a larger whole.

This doesn't feel like a Civ V or VI situation where mechanics just needed tweaking. I think they have mechanics which are in active conflict.

Agreed. I stated it slightly differently in the post-mortem -- that mechanics that looked good individually in combination created constraints which warped gameplay. But the end result is essentially the same as what you're saying.
 
There are certainly some BIG things that need addressed and smoothed over in this design, but I keep coming back to the idea that I actually really love the potential that this iteration of civ has and I am glad I bought in this time around.

For me, even though I'm not a fan of the game itself, the learning about game design has been amazing - well worth the price of admission.
 
The items you list as minor, are indeed minor, but are definitely major when compared to the Civ items. The Civ items would practically be footnotes in a changelog. It's a real stretch to suggest simply hitting a toggle in the XML file to let a ship disperse a city state is now an entire feature comparable to one of the minor items such as Balance Pass, Combat Overhaul, from Ara. That's like not the same at all.
I think if you want to describe something as a toggle in an XML file (which, if true, would've been changed / fixed by modders long before the official patch - and I don't think it was), then why can't I do the same with Ara? What's a balance pass if not juggling a handful of numbers around? :D

Remember, my point was about the objectivity of the comparison, not a 1:1 equivalence of every single item. I don't know Ara well enough to do that! I do know Civ well enough to have the opinion that you're undervaluing what's listed (which is why I replied over your criticism of research queuing in particular).
And of course like my comparison is mostly a personal view. Although I really find it hard to believe someone could look at this and say that the Civ roadmap is encouraging or something. I hope to see something new soon at least :)
There are things I always say are subjective. How much someone likes something is a classic example. We can like "bad" things, or dislike "good" things, and that's all good (well, when the Internet allows it).

I just figured when it came to a comparison of two roadmaps, even personal views need to judge similar items by the same standards.

There are other factors, like Ara releasing in September 2024, and Civ VII in February 2025. That means this version of Ara's roadmap took at least six months to appear (and up to eight), while Civ's took less than a month and gave specific dates within the month for when to expect the first two updates.

Specificity is good (if it can be adhered to - which by and large I think Firaxis delivered. A couple of updates were delayed, but all came with communication).

Of course, all that said, we're significantly past this first roadmap. I was personally expecting something new to be announced before the layoff news came out. Now, while I'd appreciate more news, I have no idea what to expect.
 
I don't really agree with your last point. For me it showcases great forward thinking and planning to have lots of features and ideas concretely laid out to boost consumer confidence. Actually, since we live in the future from that roadmap we can look back and say that they matched their promises, which is good.
I'm not a game designer, but I'm product manager, which has a lot in common, just for non-games. Also, I've read and watched a lot of materials on game design, like the classic Schell's "The art of game design" and most of the materials tell that you can't really plan game features - they need to be tested and only after playtest you could understand how people react to them.

There are other lenses to look at the process, of course. For example, there's Kano model (used in all sorts of products), which categorizes features based on customer expectations and some features are just need to be there, otherwise people are unhappy. Those features are usually are not part of the gameplay directly thus could be planned. Their absence also fuels some negative reviews, so it's important to show them in the roadmap. That's why you see those things like auto-explore, research queue, etc. in the Civilization roadmap. Those are the features they are sure need to be done.

If you look at Ara roadmap, they tend to avoid naming specific feature as well. They throw in big words like "Update", "Overhaul" or "Improvement", but there's no mention of what those updates should be or how big they should be. The only more or less definitive thing here are "Per Nation Units" and "Influence system". The influence system could mean anything, although I wouldn't be surprised if it's clarified somewhere, but "Per nation units" are quite specific and directly gameplay-related. The reason why they put it there is probably that the game has huge problem with nation identities, so developers decided it's a "must have" feature.

But after thinking about the roadmaps, I think you're right that Firaxis could learn from Ara in how roadmap should be made. Make more columns for the future and throw there some meaningless things like "Map generation overhaul" or "Age transition improvements" would make the roadmap look more serious.
 
Worst case scenario: Civ 7 ends up like 1-6 where modern age is mostly irrelevant because victory has already been determined by snowball and nothing has changed.
Isn't that a really bad worst case in 7? If 1/3 of the civs only get played when they are irrelavent that's fairly problematic, no? I actually think that is the fatal flaw for Civ Switching at least. There's a lot of psychological negatives to it, but that is the one which pretty much kills it.

But most important, we need the ages fleshed out and offering legacy paths that don't force the player down a specific route.

Legacy paths are a problem. I don't know if there are enough ones which don't feel restrictive or gamey. This might be an area where Humankind did better than Civ7 by having generic but consistent ways to progress through eras. I'm starting to lean towards legacy paths needing to be removed altogether...

Agreed. I stated it slightly differently in the post-mortem -- that mechanics that looked good individually in combination created constraints which warped gameplay. But the end result is essentially the same as what you're saying.
I'm here for the Antiquity era and quick games I can play on Steam Deck. It's striking how good the game is before the bad mechanics kick in... Especially since single age exploration and modern are also solid. Maybe the good future for Civ7's design is that the original game setup becomes three scenarios.
 
Isn't that a really bad worst case in 7? If 1/3 of the civs only get played when they are irrelavent that's fairly problematic, no? I actually think that is the fatal flaw for Civ Switching at least. There's a lot of psychological negatives to it, but that is the one which pretty much kills it.
That is a good point to shine a light on. I had only been thinking in terms of players quitting mid game as the challenge and excitement dwindles as the game gets predictable. Civ 7 is certainly unique that this flaw, if uncorrected, wipes 1/3 of the content of the game away entirely.
Legacy paths are a problem. I don't know if there are enough ones which don't feel restrictive or gamey. This might be an area where Humankind did better than Civ7 by having generic but consistent ways to progress through eras. I'm starting to lean towards legacy paths needing to be removed altogether...
Agreed. I am not quite at the point where I am leaning towards their removal, but I certainly understand why someone would. If they don't plan on opening them up for multiple styles of play, I would also prefer they just remove them.
I'm here for the Antiquity era and quick games I can play on Steam Deck. It's striking how good the game is before the bad mechanics kick in... Especially since single age exploration and modern are also solid. Maybe the good future for Civ7's design is that the original game setup becomes three scenarios.
Bleh. :p That last part is not to my tastes, personally. I have not played exploration or modern as single era games yet and may never get around to it. Ancient will always have that excitement of revealing the map. It would be nice if Exploration and Modern also offered an exciting thing to discover as you played the age. Like if Independants (and piracy) became a meatier diplomacy game in Exploration just as an example. Something to get the player excited about a new aspect of the game that wasn't there last Age. Then do the same for Modern. But this is 2 big overhauls, which I think both of the last 2 ages need desperately. Which leads back to the roadmap...
 
the real reason it's hard to compare C7 & Ara is that Ara has been out longer. otherwise, people are comparing them because we are thirsty for updates and Ara is getting a huge 2.0 update this week. that scale of overhaul is what a lot of people want from C7, but lately, the devs have been very quiet.
 
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