That’s basically what we haveWhat if instead of choosing a civilization, you choose a culture and, as you progress, adopt more cultures to add to your civilization? Roman civilization was influenced by Roman, Greek, Phoenician, Egyptian cultures... All civilizations grow and eventually incorporate new cultures within themselves, so there's no drastic Rome-Inca-Siam shift.
What if instead of choosing a civilization, you choose a culture and, as you progress, adopt more cultures to add to your civilization? Roman civilization was influenced by Roman, Greek, Phoenician, Egyptian cultures... All civilizations grow and eventually incorporate new cultures within themselves, so there's no drastic Rome-Inca-Siam shift.
That’s basically what we have
Your civilization incorporates
Roman, Incan, and Siamese cultures
At that point are you better off not associating the new abilities with civs at all? That way you aren't forcing narratives on players. Maybe have the civs resteict which sets of bonuses they can pick from (e.g. Carthage could pick from a bunch of trade, naval and mercenary themed packs) and have one which is unique to them?This makes me wonder if the issues with the mechanic have more to do with presentation and preconceived notions than actual gameplay. As @Krikkit1 points out, the name, graphics and icon change so people feel like they are changing civs. If the game kept the original civ name, graphics and icon throughout the game and just had a screen where you slot another "civ bonus", which is what I think @Monene is talking about, it might go over better with fans. I am talking about something like the religion screen where you add extra beliefs. So the screen could say Rome at the top and the first civ bonus would be Roman and then you slot a second civ bonus that is "Greek" and a third civ bonus that is "Celtic" and a fourth civ bonus that is "Prussian". But it would still say Rome at the top with Roman iconography.
That is my thought for a “true one civ” game mode. In Ages not their “native ages” the civs would get uniques based on their attributes. (so Modern Carthage …MilEcon would get the same bonuses as Modern MilEcon Songhai…but different Traditions, remaining UI and Names)At that point are you better off not associating the new abilities with civs at all? That way you aren't forcing narratives on players. Maybe have the civs resteict which sets of bonuses they can pick from (e.g. Carthage could pick from a bunch of trade, naval and mercenary themed packs) and have one which is unique to them?
At that point are you better off not associating the new abilities with civs at all? That way you aren't forcing narratives on players. Maybe have the civs resteict which sets of bonuses they can pick from (e.g. Carthage could pick from a bunch of trade, naval and mercenary themed packs) and have one which is unique to them?
While I like such a concept, it has been tried in Millennia and while I think it worked very well, there has been loud critique that it also kills player immersion. With the right pick, China can built hoplites unique units, Sweden declare Crusades, and the Aztecs can have Mounted Steppe Archers, and some people find these things off-putting. Hence, I‘m not sure if it would satisfy the people that think a Greek -Spain transition is ruining their immersion or that Charlemagne leading Buganda makes the game no fun.I agree, it would likely be best not to associate the bonuses with civs at all so as not to cause the same civ-switching confusion. In fact, I think I would like a system with one civ from start to finish that adds new abilities throughout the game.
Traits specifically associated with a civ and leader are necessary to convey information to the player about the capabilities of their opponents. A mix-and-match system makes everything far more confusing than it needs to be. Let's stop trying to fix a system that was successful and wasn't broken in the first place. If you want trait evolution without civ switching, it should either 1) be consistent from game to game for that civ, 2) be associated with a leader change who is associated with the traits, or 3) have an accompanying civ name descriptor (similar to the different versions of Frederick). Of these, 1 and 2 are the best because they are most easily identified at a glance.At that point are you better off not associating the new abilities with civs at all? That way you aren't forcing narratives on players. Maybe have the civs resteict which sets of bonuses they can pick from (e.g. Carthage could pick from a bunch of trade, naval and mercenary themed packs) and have one which is unique to them?
Balance was overemphasized in Civ 7's design. Civs having an ebb and flow is a good thing and creates more interesting gameplay.#2 is tied into the ages structure of the game …even if many civs uniques could work in multiple ages, some would be unbalanced and others would not work at all.
Civilisations having different peaks is an interesting idea.Civs having an ebb and flow is a good thing and creates more interesting gameplay.
I agree, it would likely be best not to associate the bonuses with civs at all so as not to cause the same civ-switching confusion. In fact, I think I would like a system with one civ from start to finish that adds new abilities throughout the game.
While I like such a concept, it has been tried in Millennia and while I think it worked very well, there has been loud critique that it also kills player immersion. With the right pick, China can built hoplites unique units, Sweden declare Crusades, and the Aztecs can have Mounted Steppe Archers, and some people find these things off-putting. Hence, I‘m not sure if it would satisfy the people that think a Greek -Spain transition is ruining their immersion or that Charlemagne leading Buganda makes the game no fun.
I actually agree with the comments that it would either feel generic, a mismatch or tacked-on. I don't think the thought experiment is a bad one though. This for me is going down a thought process mostly to see where it leads.Traits specifically associated with a civ and leader are necessary to convey information to the player about the capabilities of their opponents. A mix-and-match system makes everything far more confusing than it needs to be. Let's stop trying to fix a system that was successful and wasn't broken in the first place. If you want trait evolution without civ switching, it should either 1) be consistent from game to game for that civ, 2) be associated with a leader change who is associated with the traits, or 3) have an accompanying civ name descriptor (similar to the different versions of Frederick). Of these, 1 and 2 are the best because they are most easily identified at a glance.
Regarding number 1, I expect at some point Firaxis will add the ability to choose civilization name, icon and city list. At minimum - the choice between previous and new culture, as more advanced - ability to choose each of those parameters from the list (excluding those which could be potentially taken by other leaders). I wouldn't expect free entering of civ name as this name could be used in different forms throughout the game, especially if we look outside English).That’s basically what we have
Your civilization incorporates
Roman, Incan, and Siamese cultures
2 factors seem to be what cause people difficulty
1. The NAME (and graphics and icon) of your civilization changes each age…some people would like to be able to play the Roman (or Bugandan or Spanish) empire all the way through even if it also incorporated other “cultures” unique characteristics
2. Losing stuff…UU going obsolete has been an understood staple…however in civ7
your UB/UI go obsolete in that you can’t build them
your UA and civics just vanish with only traditions
#1 is fixable without any gameplay changes, just presentation
#2 is tied into the ages structure of the game …even if many civs uniques could work in multiple ages, some would be unbalanced and others would not work at all.
It sounds intriguing, but so does unlocking civs based on in-game actions. And we all know that this feels rather gamey or unsatisfying to many players by now.Civ switching based on who your neighbours are, who you trade with or who you conquer would be a weirdly appropriate idea...
I am in pure thought experiment mode. Honestly I think this is only something you could do in the context of completely optional civ switching.It sounds intriguing, but so does unlocking civs based on in-game actions. And we all know that this feels rather gamey or unsatisfying to many players by now.
So maybe, the answer is a combination of approaches? In order to unlock a civ fully, you need to earn it in four steps. Civ and leader each provide one full unlock to avoid being stuck, while providing a quarter of an unlock for specific other civs. The other quarters can be unlocked by in-game actions (maybe also in tiers to get more than a quarter), your neighbors or diplomacy, suzerained city states or conquered cities.
I think what Firaxis should do is to allow civilization unlock through narrative events (if they didn't already). Those narrative events already allow quite complex conditions and player choices, so just let it loose and allow modders to make any unlock logic they see fit. For the base game, though, I think current system works ok.It sounds intriguing, but so does unlocking civs based on in-game actions. And we all know that this feels rather gamey or unsatisfying to many players by now.
So maybe, the answer is a combination of approaches? In order to unlock a civ fully, you need to earn it in four steps. Civ and leader each provide one full unlock to avoid being stuck, while providing a quarter of an unlock for specific other civs. The other quarters can be unlocked by in-game actions (maybe also in tiers to get more than a quarter), your neighbors or diplomacy, suzerained city states or conquered cities.
Example: you are Napoleon of Egypt. Neither unlocks anything for Bulgaria. Building 3 altars, plundering 3 tiles, and having 10 cavalry each unlocks a quarter for Bulgaria. Having integrated the Thracians provides the last quarter to unlock Bulgaria.
How would the narrative events be triggered though? Especially for civs/leaders that have many options. Random chance or multiple events to choose from?I think what Firaxis should do is to allow civilization unlock through narrative events (if they didn't already). Those narrative events already allow quite complex conditions and player choices, so just let it loose and allow modders to make any unlock logic they see fit. For the base game, though, I think current system works