I quit for now

admitting defeat and removing everything that makes this different
I wasn't suggesting removing what they have. This battle I consider already lost. I was suggesting separate scenario/mode mimicking old way of playing. Something similar they've done reacting to rage on civ6 release by creating a graphic overhaul mod changing they way game looks to move it closer to civ5 look. I think back then it was more of a flex to show engine capabilities rather than admitting defeat. Could go similar way this time if it's doable.
 
I wasn't suggesting removing what they have. This battle I consider already lost. I was suggesting separate scenario/mode mimicking old way of playing. Something similar they've done reacting to rage on civ6 release by creating a graphic overhaul mod changing they way game looks to move it closer to civ5 look. I think back then it was more of a flex to show engine capabilities rather than admitting defeat. Could go similar way this time if it's doable.
Fair, I can definitely see some good game mode potential, a "classic" mode at some point, for example. Got to get the main mode fixed first though, plenty to do!
 
Fair, I can definitely see some good game mode potential, a "classic" mode at some point, for example. Got to get the main mode fixed first though, plenty to do!
In my case I suspect the nearest opportunity to win me back is with complete edition at 50 bucks in few years, because this is the only way to solve another main issue, which is 2k greed. So, I hereby leave them plenty of room to fix current problems. ;)
 
I wouldn't blame anyone for taking a step back from this half baked mess with questionable gameplay mechanics and decisions.

We'll see how willing 2K Games is to fund some extensive restructuring of this game.
 
Well, my current game has started crashing to desktop. I was in the middle of a war with Franklin in the modern age. I was trouncing the fool as ever. But suddenly its started to crash to desktop every time I play through my next turn. I suppose I could try removing my mods. But am playing on one mod. The large earth map lol. Might just be going back to Civ 5 for the time being. Not had the game crash on me until now.
 
I think they are referring to the leaders being separated from civs, as well as the memento system, all of which has resulted in a game structure which seems impossible to balance (or very poorly balanced at the moment).

As a side note, there are a number of Civ specific bugs at the moment (Songhai, Carthage), which make some civ military units impossibly strong.
Yes, this is what I meant.
Essentially, you can make extremely decisive choices at the pre-game stage. And those choices will determine what sort of game you're playing more than the map generation.
"I'm gonna pick attributes x, y, z to play this OP combo and roflstomp whatever the map can throw at me." This is not about playing the map, it is about enforcing a plan (and all plans are not equal).

To me, this is reminiscent of Total War : Warhammer, a game that I would like to like (the flavour !) but that is plagued with very high power differential between factions (amongst other crippling factors like the AI).
This is somewhat acceptable in a fantasy world where all races are not meant to be equal but, in Civ, there is just the human race... I can get behind refined variations in gameplay between civilizations but not this sort of overspecialization, neither power differential.

I also mentionned "picking a lane" at game start because I believe you can "pick a lane" (culture, science, military) you want to specialize in and mostly ignore other aspects of the game (I may be wrong in that, feel free to correct me).
I understand this was already / somewhat the case in some previous iterations of Civ but don't consider it a selling point. I believe a strategy game should require a well-rounded performance from the player.

:wavey:

edit : so, on game balance : the more you introduce different kind of bonuses (mementos, perhaps adjacencies), the more likely it is you introduce imbalances. Especially if you allow fully customizable characters. This is basic game theory. Hence why I said I didn't think balance ever was one of their concerns.
It also means you need a better AI to handle that added complexity...
To further the comparison with TW : Warhammer, the game didn't restore balance with DLCs, it introduced power creep, which is a convincing way to advance sales.
 
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Yes, this is what I meant.
Essentially, you can make extremely decisive choices at the pre-game stage. And those choices will determine what sort of game you're playing more than the map generation.
"I'm gonna pick attributes x, y, z to play this OP combo and roflstomp whatever the map can throw at me." This is not about playing the map, it is about enforcing a plan (and all plans are not equal).

To me, this is reminiscent of Total War : Warhammer, a game that I would like to like (the flavour !) but that is plagued with very high power differential between factions (amongst other crippling factors like the AI).
This is somewhat acceptable in a fantasy world where all races are not meant to be equal but, in Civ, there is just the human race... I can get behind refined variations in gameplay between civilizations but not this sort of overspecialization, neither power differential.

I also mentionned "picking a lane" at game start because I believe you can "pick a lane" (culture, science, military) you want to specialize in and mostly ignore other aspects of the game (I may be wrong in that, feel free to correct me).
I understand this was already / somewhat the case in some previous iterations of Civ but don't consider it a selling point. I believe a strategy game should require a well-rounded performance from the player.

:wavey:

This was one of the things I hated about 5. Get in your lane and swim for all it's worth. However, stay in your lane! Just lock in and snooze.
 
I'm enjoying the game, but for some reason my current game is really frustrating. Mt. Etna (yes, I know) keeps erupting nearly every other turn. It's so frustrating repairing improvements over and over and over. It's a good game, but still has some pacing issues, and other issues.

Another aggravation, my unit is dying from plague, but the game won't tell me. Yeah there may be an icon in the bottom right, but I can't seem to remember to check those (even when I lose out on wonders, I don't seem to notice).
 
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Firaxis should have implemented a leader switch instead of a civilization switch at the age reset. Learn from Old World - an excellent game, by the way - not from Humankind. Then, polish the fricking game instead of leveraging DLC for revenue. A good, polished game will sell much more then what we have here. Firaxis (or 2K) is penny-wise but dollar-foolish.
 
This was one of the things I hated about 5. Get in your lane and swim for all it's worth. However, stay in your lane! Just lock in and snooze.
Fwiw, I don't think this is how it plays in VII at all. Someone who is better at the game can correct me, but I think a balanced approach is generally good, you need culture and science and military. And it is absolutely possible to pivot from one to another as you go through Ages, it is nothing like sticking to a lane.
 
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Firaxis should have implemented a leader switch instead of a civilization switch at the age reset. Learn from Old World - an excellent game, by the way - not from Humankind. Then, polish the fricking game instead of leveraging DLC for revenue. A good, polished game will sell much more then what we have here. Firaxis (or 2K) is penny-wise but dollar-foolish.
This doesn't exactly fit with the social culture around civ games, in which players typically identify their AI opponents very much with their leaders and very little with their civilisations. Leader switching would have been a harder sell and much more confusing. Some people are certainly put-off by the cutting of ties between leaders and civs, but I think in a year or two, much less by the end of the game's active development, very few people will bat an eye at it.
 
This doesn't exactly fit with the social culture around civ games, in which players typically identify their AI opponents very much with their leaders and very little with their civilisations. Leader switching would have been a harder sell and much more confusing. Some people are certainly put-off by the cutting of ties between leaders and civs, but I think in a year or two, much less by the end of the game's active development, very few people will bat an eye at it.
Alot of assumptions in this post - I have found that I always identify with the civ that I am playing in a game called Civilization and I suspect most people do. Otherwise, this game wouldnt be getting roasted at the moment. I do agree that it is confusing or immersion-breaking to have reset as implemented, but if you need to have that mechanic in the game, it would be much more palatable to switch leaders - not civilizations.
 
I'm enjoying the game, but for some reason my current game is really frustrating. Mt. Etna (yes, I know) keeps erupting nearly every other turn. It's so frustrating repairing improvements over and over and over. It's a good game, but still has some pacing issues, and other issues.

Another aggravation, my unit is dying from plague, but the game won't tell me. Yeah there may be an icon in the bottom right, but I can't seem to remember to check those (even when I lose out on wonders, I don't seem to notice).
I’ve been afflicted by this too. I had a volcano erupting for the length of an age. I’m pretty sure that should send you into an ice age but instead you experience the glories of the UX for repairing tiles, always paranoid you missed something.
 
Alot of assumptions in this post - I have found that I always identify with the civ that I am playing in a game called Civilization and I suspect most people do. Otherwise, this game wouldnt be getting roasted at the moment. I do agree that it is confusing or immersion-breaking to have reset as implemented, but if you need to have that mechanic in the game, it would be much more palatable to switch leaders - not civilizations.
Consider how leaders act as metonyms for their civilisations in past games, as well as how in recollections of game stories people typically phrase events along the lines of "Gandhi declared war on me..." Not to mention leaders being depicted in visual media like fan art for the game and so on. Civs in and of themselves do not have "personality." Leaders, helpfully, do.
 
I feel like I am also coming to the end of my current play time.

My issues is that now I have some experience every playthrough is essentially the same.

This was in some degree also true of civ 6 which brought in the social policy card system which had the illusion of choice but was even more samey than previous games with fixed trees as you always picked exactly the same cards at exactly the same time every game as they were optimum.

At least with policy trees i 5 you had a different experience depending on the trees you chose.

This samey blandness seems even worse in civ 7 where we now have the new era system but each playthough is just the same box ticking exercise where I do exactly the same thing each time.

Due to the interesting concept of the exploration era and distant lands we essentially play the same map over and over again and we know there will 5 civs on our starting continent and 3 on the other one (scaled by map size).

There are so few leaders we always meet the same ones. We can increase variety by buying the day 1 DLC which honestly just the thought of makes me feel ripped off.

There is a bit of mix and match with the separation of leaders and civs but this makes me feel more detached rather than interested. Leaders and civs used to have characters you got to know and love or hate...now they are just a weird mish mash and most of the time I have no idea who is who.

Then all the leader/civ bonuses seem pretty meh and samey. They certainly don't encourage me to take a different path or play a different way, they just make ticking certain boxes easier. I still tick all the same boxes, maybe just in a slightly different order.

We still have the social policy card system which does at least now have the tradition system that adds a bit of variety but I still pretty much choose exactly the same cards because they are best...made worse by the fact many of the traditions are just bad...currently playing with Rome who's infantry unit (which are a waste of hammers once you get horses) get a bonus from slotting traditions, but sadly most of the traditions are rubbish so I never slot them.

With civ 5 in particular I mainly used to pick a random civ, see what bonuses I got and use their distinct bonuses to leverage a victory which would usually play out quite differently each time as the different victories were distinct and playing different civs made a huge difference to the game experience you had.

I just seem to play exactly the same game over and over again at the moment.

The wierd thing is I am currently using the random option simply because the leaders/civs are so uninspiring i find it hard to choose one i want to try out.


All this is before we even get to the frustrations of the poor/buggy UI and general lack of information or even misinformation provided by the game that sometimes when I am making choices I may as well give my cat the mouse and left it choose because I don't have adequate information to actually make a decision.

I have around 20 mods and most of them are just providing basic UI functions to make.the game reasonably playable.

Civ games generally start out quite basic and get better as they are continually developed after initial release. Civ 7 actually has a lot of interesting ideas and depth but has obviously been released unfinished. That does give hope that as they actually finish making the game it could be one of, if not the best entry in the series but it is a long way off that point currently.
 
The other day I kept getting attacked by a stray Garde Imperial and I couldn’t figure out why Napoleon was able to break our alliance. After a good few turns I realised he was Napoleon of the Mughals for some reason and it was Machiavelli who was attacking me.

I can’t see Napoleon crop up and not think of his Civ V “Je suis Napoleon, de France” intro.

In a similar thread, I think one of my main (a)historical takeaways from the game is going to be associating Himiko with the Mississippians and Hawaii 😅
 
I get what they were going for with the age switching, but on Deity at least instead of shift-entering as I build my spaceship at the end of the game I'm now shift-entering for fairly long periods 3 times per game. The ancient age has it best, I'm mainly shift-entering through the crisis. Exploration I start around mid-way once my treasure fleets start coming in, and modern basically the entire time as I shift-enter through tech research and then building the projects, once I have the science infra in place. I think it was actually better when you had to win the game first to start shift-entering, instead of adding more opportunities for it.
 
Literally nobody said they were.

You talk as if success and failure is binary.

No I'm just speaking realistically, A AAA game not even being able to reach half the peak of its direct preddessecor which released a decade ago and releasing to negative Mixed reviews is not a success in almost any regard and is most certainly being views a disaster/failure in the eyes of 2K. In this case the answer really doesn't lie in the middle

If you're talking about Steam reviews, they didn't exist at Civ5 launch if I remember correctly, so it's not fair comparison.

Although it's totally possible what if they did exist, Civ5 sales would be much worse.

They didn't exist at Civ 5's launch and maybe in an alternate universe where they did V's sales would be a bit worse but again Civ V easily outsold and outperformed its preddessecors in sales and was a darling among critics. I'll be the first to admit that V launched in a rough state but many fans (and I mean many cause again it was the best performing game in series up until VI) were able to see the vision and stuck with the game while Firaxis quickly remedied the issues with free patches and free DLC.

Can the same be said for VII? We'll have to see....
 
No I'm just speaking realistically, A AAA game not even being able to reach half the peak of its direct preddessecor which released a decade ago and releasing to negative Mixed reviews is not a success in almost any regard and is most certainly being views a disaster/failure in the eyes of 2K. In this case the answer really doesn't lie in the middle



They didn't exist at Civ 5's launch and maybe in an alternate universe where they did V's sales would be a bit worse but again Civ V easily outsold and outperformed its preddessecors in sales and was a darling among critics. I'll be the first to admit that V launched in a rough state but many fans (and I mean many cause again it was the best performing game in series up until VI) were able to see the vision and stuck with the game while Firaxis quickly remedied the issues with free patches and free DLC.

Can the same be said for VII? We'll have to see....
I have little doubt that had Civ V released in 2025 in its 2010 state, it would have been received very poorly. But, we don't live in the 2010 or 2016 gaming environment. Today's environment contains far more cynicism and is shaped by a decade of anti-consumer behavior by publishers and developers. I don't think a 2025 negative review is equivalent to a 2010 or 2016 negative review, but it doesn't particularly matter. What matters is the contemporaneous reception of the game at its release. The first major publisher to recognize that the environment has changed and adjust to it will be the one that dominates the next decade. I've yet to see signs that any major publisher is ready to make that adjustment.
 
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