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I quit for now

It has always been about the civs for me, not the leaders, and, at least on CFC, the majority play against civs
very true, all civ3/4 succession games I played had the civ as the theme, not the leader at all. And those Civ6 MP games I played, nobody went by leaders.

If it were leaders change but civs remain, fair enough, but that wild mix of leaders completely unrelated to 3 civs throughout the game is totally immersion breaking. Not to mention confusing for me. Terrible idea really.
 
very true, all civ3/4 succession games I played had the civ as the theme, not the leader at all. And those Civ6 MP games I played, nobody went by leaders.
If it were leaders change but civs remain, fair enough, but that wild mix of leaders completely unrelated to 3 civs throughout the game is totally immersion breaking. Not to mention confusing for me. Terrible idea really.
ThERat, if you still have Civ 3 Complete, you can play CCM3 in combination with the C3X mod. As far as I know, it is still the only mod of the civ series with changed leaders in the 4 different eras of Civ 3. Different to Civ 7 the civs are defined from a today-view, looking what happened in the current territory in history in the four eras of Civ 3. There is no problem for the players to identify the civs in the game, as the sequence of the names for a civ is fixed (per example Rome/Italian City States/Italy/Italy) and there is no manipulation of the territory and the cities when entering a new era.

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Here you can follow a well documented CCM 3 succession game: https://forums.civfanatics.com/threads/lk173-civ-scandinavia-ccm3-island-hopping.693202/
I think it is also interesting, that after 5917 years played in the game, the game is only about 3 turns (1 ½ years) behind the real history:

Spoiler :
Communism1917.jpg
 
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I'm really not enjoying the civ switching.

The Khmer get bonuses from rivers and protection from flooding. But none of the civs you can switch to get protection from flooding. So am I supposed to exploit the Khmer to their maximum, and get punished by excess flooding later in the game? Or am I supposed to not fully exploit Khmer's bonuses to avoid flooding later in the game?

I know some might say that flooding is a minor annoyance, but it doesn't change that it's not fun to set up infrastructure for one play style and then have it conflict with potential optimal setups for the next ages.

It also makes infrastructure for later civs pointless. Russia has a unique tile improvement that gets adjacency bonuses for farms. If I want to exploit this, am I to pick city locations that may be sub-optimal for my first two civs just to get the most out of this bonus tile in modern? Or am I going to play as optimally as possible for my first two civs and then just plop the unique tile improvement down if there happens to be a good place for it in the modern age? In the later case, I'm not strategizing around the unique at all, which I thought was the point of uniques.
Floods aren't even that big of a deal. If later civs get the same bonuses...it kind of destroys the point of that civ to begin with. I think you are missing the point of switching. You will get a new civ, with new abilities! You don't need your old ones.
 
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.

Exactly. Learn from the creator of Civ IV rather than Humankind. Switching leaders would be so much more palatable than switching Civs with the same leader.
 
I much prefer switching civs rather than leaders. If you’re going to have eras, the changes should feel dramatic and earned. Leaders are just a set of two or three bonuses while civs come with bonuses in addition to buildings, units, themes, and now civic trees. It’s just more engaging from a gameplay perspective.
 
I much prefer switching civs rather than leaders. If you’re going to have eras, the changes should feel dramatic and earned. Leaders are just a set of two or three bonuses while civs come with bonuses in addition to buildings, units, themes, and now civic trees. It’s just more engaging from a gameplay perspective.
In the dev diaries Firaxis said they tried both and switching leaders was very confusing.
 
I much prefer switching civs rather than leaders. If you’re going to have eras, the changes should feel dramatic and earned. Leaders are just a set of two or three bonuses while civs come with bonuses in addition to buildings, units, themes, and now civic trees. It’s just more engaging from a gameplay perspective.
Yeah switching leaders seems pointless. I like what they did. I think we have lots of possibilities, just need it refined and polished.
 
In the dev diaries Firaxis said they tried both and switching leaders was very confusing.
I also don't think it makes sense for the concept of history and layers and such, but that's beside the point.
 
So having Ben Franklin leading the Greeks and then leading the Normans and then leading Russia would be less confusing? I dont think Firaxis tried very hard.
Yes, it's less confusing because the civilization's face doesn't change.
 
There's absolutely no way they rip apart the 3 eras and civ switching system. Its the core feature of Civ 7. Far more likely would be that they cut the DLC and expansion cycle short, and start work on a new Civ 8 much sooner. Not saying they will, but that outcome is far more likely than them retooling Civ 7 into a whole new game.
 
But the actual civilization does.... You say potayto, I say potahto. I, for one, dislike the immersion-breaking design choice of switching civs, and Firaxis is getting cooked because of it.
I don't find it immersion breaking, but it's fine that some people do. Leader switching would only have made it worse IMO.
 
I also don't think it makes sense for the concept of history and layers and such, but that's beside the point.
Honestly I thought it could have been a good idea, but Firaxis have been thorough and I'm sure if they say it was confusing, then it probably was.
 
I don't find it immersion breaking, but it's fine that some people do. Leader switching would only have made it worse IMO.
Lets take examples of each:
1. Humankind did the civ switch (although you can stay with the same civ throughout the game). It is not a very good game, to be fair its average at best. It doesnt have any staying power, and is barely played, let alone re-played, to this date. DLC's in the form of nation packs dont really help its situation. I give it an IGN 7/10. Steam reviews are at 67% recommended == Mixed.
2. Old World did the leader switch. It is a good game and has enormous re-playability with tons of staying power. It's DLC does have a couple of additional nations, but the DLC mostly concern mechanic upgrades and improvements - the latest being Wrath of Gods which add natural disasters into the mix. Steam reviews are at 80+% recommended == positive.

You may not find it immersion-breaking, but I would say most people who down-voted this game on Steam did. And this is why Civ 7 doesnt have the staying power of its predecessors.
 
I also don't think it makes sense for the concept of history and layers and such, but that's beside the point.
It could if you had Alfred the Great, Elizabeth, and Victoria that came with their own different uniques leading England/Great Britain.
 
1. Humankind did the civ switch (although you can stay with the same civ throughout the game). It is not a very good game, to be fair its average at best. It doesnt have any staying power, and is barely played, let alone re-played, to this date. DLC's in the form of nation packs dont really help its situation. I give it an IGN 7/10. Steam reviews are at 67% recommended == Mixed.
Humankind also had bland, unrecognizable leaders who changed appearance with every switch, leading to confusion. I never formed any attachment to the AI players and often struggled to keep track of what our relationship was or had been. This was far from Humankind's only problem, but it was one of many. Humankind is the poster child of why leader switching is a bad idea--because leaders essentially changed along with their civ.

2. Old World did the leader switch. It is a good game and has enormous re-playability with tons of staying power. It's DLC does have a couple of additional nations, but the DLC mostly concern mechanic upgrades and improvements - the latest being Wrath of Gods which add natural disasters into the mix. Steam reviews are at 80+% recommended == positive.
No, Old World does not have leader switching. It has Paradox-style dynasties and a limited historical scope. It's a phenomenal game, but it's not a Civ-like game. Also, changing leaders five times a turn on Civ's scale sounds like an absolute nightmare. You'd never know who your neighbor is or have any meaningful relationship with them. Humans form relationships with faces, not abstract numbers. Civ7 already has a problem where it's lacking in personality; divesting it of what little human connection it has would make it extremely forgettable.
 
Lets take examples of each:
1. Humankind did the civ switch (although you can stay with the same civ throughout the game). It is not a very good game, to be fair its average at best. It doesnt have any staying power, and is barely played, let alone re-played, to this date. DLC's in the form of nation packs dont really help its situation. I give it an IGN 7/10. Steam reviews are at 67% recommended == Mixed.
2. Old World did the leader switch. It is a good game and has enormous re-playability with tons of staying power. It's DLC does have a couple of additional nations, but the DLC mostly concern mechanic upgrades and improvements - the latest being Wrath of Gods which add natural disasters into the mix. Steam reviews are at 80+% recommended == positive.

You may not find it immersion-breaking, but I would say most people who down-voted this game on Steam did. And this is why Civ 7 doesnt have the staying power of its predecessors.
I would suggest that saying Old World has a "leader switch" mechanic is burying the lede: the "leader switch" is in fact more of a dynastic family simulator a la Crusader Kings, situated within an abbreviated window of time (a facsimile of the real life ancient Mediterranean and Near East). There are many things it does differently from other games in the genre, and I sincerely doubt that having multiple leaders over time is the key ingredient that makes people like Old World.

I'll note that not only is less than two months out from release very premature in coming to the judgment that VII doesn't have "staying power"—what is it, milk in the fridge?—you can look back at when VI came out, on these forums, and find numerous people complaining about its lack of replayability, or that it would never surpass the commanding heights of IV. One last thing that I'll draw attention to that VI was battered for early on was the inclusion of scenarios (remember the Vikings scenario pack, released when the game was two months old?), which were reviewed extremely poorly on Steam and had people demanding why the developers were "wasting their time" on these add-ons instead of improving the game. Everything old is new again.
 
Civilizations are best abstracted into flags, not immortal highlanders.
I wouldn't play a Civ game without leaders. I'm here for stories about people; if I wanted a spreadsheet simulator, I'd play a Paradox game. :dunno:
 
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