sTAPler27
Warlord
- Joined
- Mar 18, 2018
- Messages
- 121
The era system from 6 while being a universal change didn't have as substantial gameplay changes to make gameplay progression feel too forced. The worst feature it implemented was stagnation=dark age. Even if your people had endless amenities and thriving economy it didn't matter because those aren't momentous enough occasions. In 7 however ages mean everything because while everyone's still moving on at the same time like in 6 it's much more of a hard shift. If you were still in the antiquity era while the shift was made to the classical it didn't mean much more than picking a dedication and the era name being different. Now ages are physical dividers that dictate story beats and progression. Mayans can never meet the Spanish because the Mayans will always be destined to fall before the Spanish even form for example. Humankind by comparison with its more Humanistic approach understood that cultures sometimes develop in a vacuum or at a pace that meets their needs. In Humankind a culture progresses when it benefits them. While unfortunately techs were still locked behind a wall there was an ability to transcend your culture to the next era.
I really do love the civ switch mechanic I just think they executed it in a very odd way. Every culture just so happens to enter a crisis at the same time regardless if they're even aware the other cultures exist. Crises should be a reason to switch a culture they shouldn't come as a result of it. Cultures evolve to rise to new challenges, and civ 7 gets this mixed up by allowing you to craft your own perfect storm of issues that effect you the least. In Humankind I often am left picking a new culture based on issues caused by my own failures that result from my own gameplay, maybe I mismanaged the economy, maybe my cities are leaving my sphere of influence or a strong military force is mobilizing towards my territory but regardless of all that the crises is a result of my actions and evolving is how I deal with the issues. I'm not saying this doesn't happen in 7 but since the choice to progress is out of the players hands the switch does not feel like its in response to gameplay but instead to plot beats.
Part of what I think makes Civ great is that it's basically the world on randomizer mode with some familiar faces sprinkled in. It's the MadLibs of alternate history, you aren't reliving history you're making it fresh. So to try to firmly lock it into an act structure that follows a primarily western model of history and development in which there's those that thrust the world into phases of modernity just constrains how fantastical a game of Civ actually is. While I think it'll still be Civ at the end of the day features in this game should be as loose as possible to make for some unique scenarios that mirror but don't retell actual human history.
I really do love the civ switch mechanic I just think they executed it in a very odd way. Every culture just so happens to enter a crisis at the same time regardless if they're even aware the other cultures exist. Crises should be a reason to switch a culture they shouldn't come as a result of it. Cultures evolve to rise to new challenges, and civ 7 gets this mixed up by allowing you to craft your own perfect storm of issues that effect you the least. In Humankind I often am left picking a new culture based on issues caused by my own failures that result from my own gameplay, maybe I mismanaged the economy, maybe my cities are leaving my sphere of influence or a strong military force is mobilizing towards my territory but regardless of all that the crises is a result of my actions and evolving is how I deal with the issues. I'm not saying this doesn't happen in 7 but since the choice to progress is out of the players hands the switch does not feel like its in response to gameplay but instead to plot beats.
Part of what I think makes Civ great is that it's basically the world on randomizer mode with some familiar faces sprinkled in. It's the MadLibs of alternate history, you aren't reliving history you're making it fresh. So to try to firmly lock it into an act structure that follows a primarily western model of history and development in which there's those that thrust the world into phases of modernity just constrains how fantastical a game of Civ actually is. While I think it'll still be Civ at the end of the day features in this game should be as loose as possible to make for some unique scenarios that mirror but don't retell actual human history.