ManoftheHour333
Warlord
- Joined
- Mar 12, 2021
- Messages
- 242
Ok so a lot has been said about the three act structure and the civ switching...those are some big risks but they're very gameplay centric so it's all wait and see how the game feels and plays. I agree there is a lot of justified worry there alongside truly interesting ideas.
But no one seems to be talking about what I think is by FAR the biggest thing I've taken away from the civ spotlights/releases so far. I mean, have you seen the sheer number of bonuses that civs get!? For example, Egypt gets a unique ability (Nothing unusual here), THREE civic trees, THREE unique infrastructure buildings (Each with unique bonuses), a unique civilian unit (The Thjay...which has ten Commandante General-like bonuses!), AND a unique military unit. Oh and did I mention that now you've got a wonder (Has anyone said if these are locked to the civ or not?) to focus on too? Like oh my god that's a ton of unique attributes!
Now, more content is never a problem outright but if I remember correctly, the devs were really trying to streamline bonuses and REDUCE the paragraphs of ability texts from VI. They've apparently done that...but dividing the paragraph of unique bonuses up into multiple sentences! If anything, this has made each civ multiple-times more complex and different...which I see as, well, unideal. Especially in a game where you're 100% forced to choose new bonuses two more times!
And this is entirely separate from the leader bonuses which are totally different, seem to be just as complex (If not more due to stacking over ages), and likely synergize in differenty (Albeit probably cool) ways with different civs across each game. Because oh yes, each leader can be with any civ!
All in all, I see this as likely the more scary/ intimidating thing going into Civ VII. Like I get civ switching-I have reservations with it but I'm down to try it and see how it looks. But trying to get familiar with not only a ton of new systems but now 3x as many bonuses as previous civ gams had? Holy hell...it just seems very intimidating and makes me think like instead of reducing the things I need to be precisely planning/organizing, I'll be having to think about stuff even more. I can imagine the choice of which civ to switch to taking 10 minutes as I figure out how each of these things, alongside new leader bonuses and all that, will impact my empire or even development culturally/scientifically! Civs just truly influence every part of your gameplay...which makes me think that each civ is almost a game in of itself! Civs have always been "flavor" to maybe impact some decisions and not all of them...you could at least use your knowledge of the base progression of the civ game to get by. But when the core trees and even the wonders have moved towards being so civ-specific...the core mechanics of the game get obscured. Like, it's less about maximizing production regardless of the map or growing cities but rather using a very detailed lens to do progress through a specified game. This alone is something that I could see being super intimidating to newer players who often want to rely on at least a core base set of things that'll consistent for them to master. But now the name of the game is to master one civ and then the next civ...it doesn't matter how the actual game plays.
Putting aside what this does to any form of a "metagame", I just it also really, really incentivizes the game to be played individually by era. It's genuinely a lot to memorize and have to re-assess upon an era change to a point where the game may just grind to a halt. These bonuses just scream more of EU4 or Victoria 3 than of a game that is meant to change through time like Civilization. If the core gameplay isn't something that is continuous and the core bonuses are so complicated for each civ...might as well just end the game at the end of that age. And if I'm being honest, that's my biggest issue so far since I really am attached to wanting to play a game from the ancient era to the modern era all together but it literally just seems that things have specialized so much per each age that it makes it less appealing to play like that. And with the core gameplay being so civ-specific and complex, the amount of throughlines that can be applies across games is seemingly diminished. I know that may help with single player replay-ability maybe but in all my hours of Civ VI, the more enjoyable civs are the ones that are less specific as they allow more room for freedom and more diverse ways of playing...but that might be getting into a whole different conversation.
Anyways...just something I wanted to mention as I was dumbfounded and concerned at the amount of bonuses and things I'll have to remember about individual civs+leaders for this iteration of the game. Obviously I'll be waiting a bit before I sink money into the game so can reassess then but I just noticed that few people seem to be talking about how the structure of the civs themselves-rather than the game/ages-will be affecting the game as whole.
But no one seems to be talking about what I think is by FAR the biggest thing I've taken away from the civ spotlights/releases so far. I mean, have you seen the sheer number of bonuses that civs get!? For example, Egypt gets a unique ability (Nothing unusual here), THREE civic trees, THREE unique infrastructure buildings (Each with unique bonuses), a unique civilian unit (The Thjay...which has ten Commandante General-like bonuses!), AND a unique military unit. Oh and did I mention that now you've got a wonder (Has anyone said if these are locked to the civ or not?) to focus on too? Like oh my god that's a ton of unique attributes!
Now, more content is never a problem outright but if I remember correctly, the devs were really trying to streamline bonuses and REDUCE the paragraphs of ability texts from VI. They've apparently done that...but dividing the paragraph of unique bonuses up into multiple sentences! If anything, this has made each civ multiple-times more complex and different...which I see as, well, unideal. Especially in a game where you're 100% forced to choose new bonuses two more times!
And this is entirely separate from the leader bonuses which are totally different, seem to be just as complex (If not more due to stacking over ages), and likely synergize in differenty (Albeit probably cool) ways with different civs across each game. Because oh yes, each leader can be with any civ!
All in all, I see this as likely the more scary/ intimidating thing going into Civ VII. Like I get civ switching-I have reservations with it but I'm down to try it and see how it looks. But trying to get familiar with not only a ton of new systems but now 3x as many bonuses as previous civ gams had? Holy hell...it just seems very intimidating and makes me think like instead of reducing the things I need to be precisely planning/organizing, I'll be having to think about stuff even more. I can imagine the choice of which civ to switch to taking 10 minutes as I figure out how each of these things, alongside new leader bonuses and all that, will impact my empire or even development culturally/scientifically! Civs just truly influence every part of your gameplay...which makes me think that each civ is almost a game in of itself! Civs have always been "flavor" to maybe impact some decisions and not all of them...you could at least use your knowledge of the base progression of the civ game to get by. But when the core trees and even the wonders have moved towards being so civ-specific...the core mechanics of the game get obscured. Like, it's less about maximizing production regardless of the map or growing cities but rather using a very detailed lens to do progress through a specified game. This alone is something that I could see being super intimidating to newer players who often want to rely on at least a core base set of things that'll consistent for them to master. But now the name of the game is to master one civ and then the next civ...it doesn't matter how the actual game plays.
Putting aside what this does to any form of a "metagame", I just it also really, really incentivizes the game to be played individually by era. It's genuinely a lot to memorize and have to re-assess upon an era change to a point where the game may just grind to a halt. These bonuses just scream more of EU4 or Victoria 3 than of a game that is meant to change through time like Civilization. If the core gameplay isn't something that is continuous and the core bonuses are so complicated for each civ...might as well just end the game at the end of that age. And if I'm being honest, that's my biggest issue so far since I really am attached to wanting to play a game from the ancient era to the modern era all together but it literally just seems that things have specialized so much per each age that it makes it less appealing to play like that. And with the core gameplay being so civ-specific and complex, the amount of throughlines that can be applies across games is seemingly diminished. I know that may help with single player replay-ability maybe but in all my hours of Civ VI, the more enjoyable civs are the ones that are less specific as they allow more room for freedom and more diverse ways of playing...but that might be getting into a whole different conversation.
Anyways...just something I wanted to mention as I was dumbfounded and concerned at the amount of bonuses and things I'll have to remember about individual civs+leaders for this iteration of the game. Obviously I'll be waiting a bit before I sink money into the game so can reassess then but I just noticed that few people seem to be talking about how the structure of the civs themselves-rather than the game/ages-will be affecting the game as whole.