Zoeff
Chieftain
I really like having realistic sized people walking around but I also like a mountain sized person to represent a scout. Problem is that combining the two would break my immersion completely haha
Yea ARA really went the completely opposite direction with unit representation than Civ and it sucks. I've never had a problem with the way they are in Civ but I feel like there is a middle ground where you have more units in the squad but they are big enough to still be distinguishable without zooming in.Ara feels like a spreadsheet would help. In my line of work that is not what I would call fun. So they have the balance too micro I agree.
Also interesting given the discussion somewhere on Civ7 units being too big on the map, the Ara choice of at-scale units and dragging icons around the map is an absolute immersion killer.
So two points of distinction in favour of Civ7 hopefully (no spreadsheet and units not icons).
I more or less enjoy the videos of HK and visuals like techs are quite good. At the moment it's my civ replacement and I have fun with the game. But I'm pretty sure it won't come near my hours spent in the real civ games.I wish it did. EL and especially ES have a very quirky charm that is completely absent from HK because heaven forbid history be fun.
I can think of two explanations. The first one is player expectations. There is certainly a player base which is always critical of abstraction and of everything that feels too board-game like. And to some degree I can understand the desire to use the possibilities of the medium to do something that board games cannot. But that does not always lead to good game design and sometimes I think that many players have trouble imagining the consequences of their demands on the game.Sounds like it would help, but it's an approach to game design I'm seeing lots which baffles me.
Step one is to add lots of detailed game mechanics that model something on a low level of granularity. Step two adds an interface that hides all that, and lets the player interact with those systems at a larger scale by automating interactions with those low level systems. Which, IMO, is pointless? Why add the detailed simulation in the first place if you're going to hide them? Why not just abstract them away into a coarser-grain game system if that's all the player is meant to interact with anyway? The only differences I can think of to doing it this way is that: it takes up far more dev time to build, creates a system that's opaque to the casual player, and encourages the min-maxing player to do it all manually to eek out an extra advantage at the cost of enormous boredom. The point elude me.
I think there's a real fear of abstraction now in game design. I don't know if it comes from devs themselves who somehow think more detail == better game, or if being able to put large numbers of stuff makes for good marketing, but it's a real shame. If modelling things on that level of detailed ended up generating unexcepted emergent behaviour it might be cool, but the vast majority of the time it seems to just be adding more layers to systems just for the sake of there being more layers. Heaven forbid a AAA studio release a game in 2024 that doesn't have RPG-style skill trees, a crafting system, and a roll-to-dodge button...
And here is where the ages mechanic could potentially help a lot: imagine we had builders (I know they are not in 7) in the first age to have fun changing the map one step at a time, but later one, there are more abstracted ways to interact with the map. The same could have been done for exploration: you move around tile by tile in the first age, but the 2nd age requires you to send (expensive) expeditions to uncover a whole region of the world. I hope FXS had some good ideas in that regard, and we are going to see a few of them in the game.The second one is more specific to 4X: You want something to do in the first turns and not just press end turn 50 times until the macro-level decisions become meaningful. So the game gets micro, which is impactful in the first turns. Ideally that would seamlessly transition to macro in the mid-game, but that is extremely hard to pull off
Your comment made me think one example for civ 7 that we can have an idea about from what was said: Resources in 7 will be a bit of micro, but we know some resources are age specific, which means at least we won't end up with a just bigger and bigger pool of resources to get us crazy to deal with at the end game. And it can have an easy reasoning for those who want one: Resources are supposed to represent something not very common to get that having access to would give one an edge. But as time passes some resources either aren't that valuable anymore that having a good supply of it isn't meaningful anymore, or that they're so easy to get that it doesn't make sense to represent them in the map anymore. Like some crops being rare in the past but now can be growth easily almost everywhere, some animals husbandry too, some metals that aren't rare but just were hard to extract in the past but not anymore, etc etcAnd here is where the ages mechanic could potentially help a lot: imagine we had builders (I know they are not in 7) in the first age to have fun changing the map one step at a time, but later one, there are more abstracted ways to interact with the map. The same could have been done for exploration: you move around tile by tile in the first age, but the 2nd age requires you to send (expensive) expeditions to uncover a whole region of the world. I hope FXS had some good ideas in that regard, and we are going to see a few of them in the game.
And here is where the ages mechanic could potentially help a lot: imagine we had builders (I know they are not in 7) in the first age to have fun changing the map one step at a time, but later one, there are more abstracted ways to interact with the map. The same could have been done for exploration: you move around tile by tile in the first age, but the 2nd age requires you to send (expensive) expeditions to uncover a whole region of the world. I hope FXS had some good ideas in that regard, and we are going to see a few of them in the game.
And here is where the ages mechanic could potentially help a lot: imagine we had builders (I know they are not in 7) in the first age to have fun changing the map one step at a time, but later one, there are more abstracted ways to interact with the map. The same could have been done for exploration: you move around tile by tile in the first age, but the 2nd age requires you to send (expensive) expeditions to uncover a whole region of the world. I hope FXS had some good ideas in that regard, and we are going to see a few of them in the game.
I voted 7 but, as I'm far too jaded to feel anything above an 8 about anything in life anymore, that's pretty high for me.
Funny that it's specifically mentioned that it's not like Civ.
ARA is the furthest thing from fun. Beyond the "spreadsheet" economic system, the lack of a coherent diplomacy system made me stop playing. It not fun to work at a good relationship with a neighboring leader and out of nowhere they declare war on you. I may go back to it in a year after the devs finish fixing all the systems in the game. For now I wait for February and hope Firaxis can actually deliver at launch.I wasn't expecting it to be like civ, I was just expecting it to be, you know, fun.
The eternal leader is called Civ.It's the same concept that the boardgame community calls "Game X replaced Y".
I think EA killed SimCity when they released that always-online, small map fiasco.Well, Cities Skylines "killed" SimCity so I guess it's possible...
I think EA killed SimCity when they released that always-online, small map fiasco.
EU4 is fun and interesting because it starts with a historical map in a more or less historical setting. They have a random map (for the new world), and I don't think many players have played with it more than once. And having it start in 4000 BC would rob the game of many of its core elements. You don't even have to go back that far to see this. Take Imperator: Rome. After a very rocky launch it became arguably the best Paradox GSG to date mechanics-wise. But it is far from the best game, simply because 75% of the map plays generic: it doesn't matter much whether you play one-province Germanic tribe #2 or #289, they barely have any identity, no specific content, nor is their geographic/political placement on the map terribly interesting. If you go to 4000 BC, this is not true for only 75% of the map, but for 95%.I feel the biggest potential competitor for civ could be Paradox with their EU4 engine. Europa Universalis for many games offers similar experience to civ: you have different nations/factions, technology advancement, exploration, extermination, diplomacy, province development etc etc. If they made the game more sandboxy, with random maps, starting from 4000BC... it would be real contender.
First, Simcity killed itself with tiny maps and always-online during an era and with a demographic where that was unacceptable. Cities Skylines swept up the ashes and is now demonstrating how hard it is to make an actual competent city-builder followup with CS2. The genre is cursed.Well, Cities Skylines "killed" SimCity so I guess it's possible...