Knightfall
Warlord
I think expanding on diplomacy could partially help solve the late-game problem. Adding things like coalitions and blocs could spice things up and provide a way to check runaway civs.
I also may be inspired by being very strongly burned by Humankind's attempt of implementing frequently - changing - cultures - with - no - face approach which made me realize just how much games like this desperately need emotional attachment to factions constant faces and identities. The result of that innovation is that like half of negative reviews of HK on Steam mention what one reviewer beautifully put "a constant sense of schizophrenia and alienation" - you have no idea who you are and you have no idea who is inhabiting the world, everything is just a swirling mass of morphing colours and names. The feeling was so abrasive and powerful to me that 8 honestly contemplated if it isn't some awesome framework for cognitive science research, which I am studying right now. Also in HK you have no meta - game emotions attached to particular civs or leaders because of that, you have one session with faceless mass of morphing aliens and they mean nothing for the next one.
HK issue is more about how abrupt the change is: almost all players, every era, no sense of continuity.Yes, I strongly agree, and this is why I'm constantly arguing against the people who think leaders need to be scrapped.
Yeah, I waited for that (or the possibility to mod that) for all civ6 life span. Got Vampires and Zombies instead. Ho, well...I think expanding on diplomacy could partially help solve the late-game problem. Adding things like coalitions and blocs could spice things up and provide a way to check runaway civs.
I disagree. You simply can't make an emotional connection with abstractions like "the Roman Empire." In order for the game to have a personal dimension, you have to have a face to love, hate, or love to hate. I think Civ5 and Civ6 did a great job with that, and I think Civ7 needs to double down on that.I still feel they're useless with static Civs... And annoying the way they are represented since civ5.
I disagree. You simply can't make an emotional connection with abstractions like "the Roman Empire." In order for the game to have a personal dimension, you have to have a face to love, hate, or love to hate. I think Civ5 and Civ6 did a great job with that, and I think Civ7 needs to double down on that.
I do have to say that to me there is a difference between having different leaders under one civilization. At least I play differently with Pericles than I would with Gorgo. Changing up strategies mid game would be fun.The leader is the face of the civ and the point of emotional connection for the player as @Krajzen was saying. IMO there is no meaningful difference between changing civs and changing leaders. Plus this would exclude many civs that don't have a vast array of leader choices. Every leader added is also -1 civ we can expect to get overall; I'd much rather have more civs than multiple leaders for every civilization.
I guess I'm just not looking for that in a Civ game, I'd much prefer to have a better diplomatic background with an abstraction than "human" interactions with AI avatars.I disagree. You simply can't make an emotional connection with abstractions like "the Roman Empire." In order for the game to have a personal dimension, you have to have a face to love, hate, or love to hate. I think Civ5 and Civ6 did a great job with that, and I think Civ7 needs to double down on that.
Very good points, many of them not only valid for the Civilization franchise. But there are some more things which are not going to change no matter what:Things which are not going to change no matter what
The series will not change much. Too much of a risk as it still makes lots of money.
In PanzerGeneral (and a horde of sequels & offshoots) 1UPT worked well. The point is that 1UPT doesn't work good under all conditions you throw at it.[...] half of game eras are postindustrial wtf, extreme micromanagement of ever less important details, AI will never be good at 1UPT, very snowball civ development means no catch up ever, no spectacular late game global events of any kind [...]
Old World features IMO the best 4X innovation in a very long time, the Orders system. Almost everything you do costs Orders. Move a unit, that's 1 Order. Assign a governor, 2 Orders. Worker constructing an improvement, that's 1 Order per turn while construction lasts. So Orders are a super important resource for your empire, and they make it impossible to do something with every unit every turn as you would in Civ.
That works very well together with OW's larger and less densely populated maps (compared to Civ), creating a completely different movement and combat system. Units can move across large distances, measured in tiles, in one turn, and there's enough space on the map, which means you actually get tactically important unit formations, and you get meaningful flanking, rear strikes and other tactics.
I'd love those for city-states, at least.I guess I'm just not looking for that in a Civ game, I'd much prefer to have a better diplomatic background with an abstraction than "human" interactions with AI avatars.
Risk aversionVery good points, many of them not only valid for the Civilization franchise. But there are some more things which are not going to change no matter what:
* snowball mechanics (in very general: all systems which allow exponential growth) are difficult to balance and are inclined to change the boundary conditions which defined their start. I.e. not running Long time, instability is law here. And there is a lot what can be learned in physics/electronics to avoid the instability: negative feedback.
* most players "don't want to be punished for doing great"
* most players want 'not too short lasting' games and often more details (more differentiated & complex)
From the above you can prioritize 2, but not fulfill all 3 points.
And there are the given owners, so I believe, the following is true:
Long or short moves, distance between cities and more
I had played a lot of PanzerGeneral (developed by SSI) in the years between civ1 and civ2 and was quite excited when I learned, that Jon Shafer tried to introduce PanzerGeneral features into Civilization.
From far away I saw then the crisis to get civ5 out of the door ... ... ... and see some plain generalisations still today:In PanzerGeneral (and a horde of sequels & offshoots) 1UPT worked well. The point is that 1UPT doesn't work good under all conditions you throw at it.
Probably in order to be on the save side (or for what reason else?) in spite of adopting 1upt on Hex tiles civ5 retained the traditional short Civilization moves -- typically 1-4 tiles (depending on unit & terrain) compared with 3-15(?) in PanzerGeneral.
This severe limitation in movement points is experienced in a much higher unit "density". Even in the Norway scenario with its (on purpose) narrow paths were (nearly) enough manoeuvre-ability only because of the much higher range of the units.
Another aspect is the distance between cities. If you allow a city every 4 tiles, you have obstacles everywhere: mountain ranges, forest belts, hills ... and of course cities! (What makes also all maps more conformal, btw.)
PanzerGeneral were sequences of fix maps (with a lot of space between a few cities) depending on how quickly objectives were achieved. The AI was not really brilliant, but able to use its standard Long moves and do proper reconnaissance & hit the human player effectively in weak positions.
OldWorld units & cities play a lot like civ5&6, but address the 1upt issues with Long moves and with fixed city sites. It is possible to have 1upt and adequate AI performance.
Looked here for infos about a 3rd aspect on 1upt, the system of limited "Orders" in OldWorld (which leads to the wish to move as few units as possible and decreases so "unit density") ... and do now just copy:
Indeed.I guess I'm just not looking for that in a Civ game, I'd much prefer to have a better diplomatic background with an abstraction than "human" interactions with AI avatars.
is an exageration.You simply can't make an emotional connection with abstractions like "the Roman Empire."
This is true, but I don't see the kind of changes necessary to give the franchise as a whole more flavor happening--or being done well if they tried. The focus on historical figures is about all the franchise has going for it; it would be unwise for them to abandon that. On top of that, the Civilization franchise currently sits at an interesting intersection between people interested in strategy games and people interested in narrative games (TBH I'm more in the latter camp than the former, even though I do play other strategy games).People are just used to CIV's own degree of "lack of personality and historical mess" that is saved mainly by its historical figure focus.
But just because there isn't a named leader doesn't mean you can't have a face, does it? Personally, I wouldn't mind it being "the Roman Empire" (in fact, that is how I think of them in Civ either way), and then you could still show a person when you engage with them. We could even have developing representatives throughout the eras, a bit like Civ2 advisors, although the development cost for that would probably go through the roof.I disagree. You simply can't make an emotional connection with abstractions like "the Roman Empire." In order for the game to have a personal dimension, you have to have a face to love, hate, or love to hate. I think Civ5 and Civ6 did a great job with that, and I think Civ7 needs to double down on that.
Civ2 advisors
BE happened; I don't trust FXS to write good original content. Besides, where's the fun in interacting with Nameless Advisor #73 instead of Elizabeth I or Augustus? The franchise would lose 90% of its appeal if it did away with historic leaders IMO.But just because there isn't a named leader doesn't mean you can't have a face, does it? Personally, I wouldn't mind it being "the Roman Empire" (in fact, that is how I think of them in Civ either way), and then you could still show a person when you engage with them. We could even have developing representatives throughout the eras, a bit like Civ2 advisors, although the development cost for that would probably go through the roof.
At least in theory for civ7 the solution is easy: analyse old 1upt games and do finally the full transformation with Long moves and appropriate distance between cities or go back to the original stacks ...so really [in civ6] 1UPT has no good reason to exist
I'm sure it would be more like Lady Liberty leads America or Mother Russia leads, well Russia.BE happened; I don't trust FXS to write good original content. Besides, where's the fun in interacting with Nameless Advisor #73 instead of Elizabeth I or Augustus? The franchise would lose 90% of its appeal if it did away with historic leaders IMO.
If they choose Marianne for France, there goes the E10+ rating.I'm sure it would be more like Lady Liberty leads America or Mother Russia leads, well Russia.