Navelgazer
Emperor
- Joined
- Jul 4, 2012
- Messages
- 1,080
So, I first got into this series in Civ4, and while I've been pretty obsessed with it ever since, one major aspect that I've never really gotten into is the Military side of things. I don't think I've won, or even seriously pursued, a military victory since Civ4, and I tend to take it as a point of pride to be able to make it through an entire game without ever getting into a war. I've generally found the military side of things to be kind of tiresome, and that it distracts me away from the building I'd rather be doing. I tend to focus on gold, science and culture, with the idea that, usually at least, if I get DOW'ed then I can levee or spam-purchase units where I need them in order to hit back hard and fast and end the war as soon as possible, hopefully with a new city in my empire for my troubles. But I never seek it.
And I still largely play that way, but Civ7 is bringing me around on the benefits to fighting, for a couple of reasons:
1. You got BERT in my Civ! There are a number of things from Beyond Earth: Rising Tide which it appears that Firaxis has salvaged for the Civ7 design (which is great for me, as I adored BERT and wish that it had been successful enough to get more love and attention than it did.) The Diplomacy mechanic is a big one, with different leaders having different proposals that they may spend influence to propose, and influence being a key economic currency. Civ has taken a lot of this, and added the relationship modifiers to supported proposals, allowing you ways to bounce back from hostile statuses. But also, BERT AI civs weren't afraid to go to war quickly and for fun and profit, and would also be willing to make peace quickly as well. With these mechanics in Civ7, along with the "reconciliation" endeavor, warmaking doesn't feel like something I'm going to be stuck dealing with for a hundred turns and then still having uninvolved civs hating me for hundreds of years later.
2. Commanders found the sweet spot. I know some folks still miss the stack of doom. I do not. It was an incredibly dull way to deal with warfare, and the change to the hex-grid and one-unit-per-tile combat helped a lot to make things more interesting and make both offensive and defensive use of the terrain. But 1UPT also led to carpets of doom which dragged the game down considerably and made movement feel impossible and overly micromanage-y. Commanders work as an elegant solution to find the perfect middle ground, for me. Well, they're not perfect - I think they suffer from some UI issues that I'm hoping will be fixed going forward, like a lot of things in this game - but packing up units, moving them quickly and compactly, and unpacking them where you want them to fight is great. Consolidating experience around an "officer" figure who can't perma-die is also a wonderful choice, allowing you (or me, anyway) to feel more confident being a bit more aggressive.
3. War Support. I love this mechanic. I tend to focus hard on influence anyway, because gobbling up city-states is a solid strategy if you can do it, but there comes a point where there are no more to grab, and only so much that you can spend your influence on while it stockpiles, and being able to spend it on making your wars go easier is beautiful. And even if you're not at war, you can use it to swing the tide of your neighbor's wars! Amazing!
Finally, and this is I guess part of point 1, after playing around on Governor difficulty long enough to get a feel for things and moving up in the difficulty now, I've found that even just on Viceroy, war is pretty much impossible to avoid. If there hadn't been so many quality of life improvements in terms of how war plays out, I think that would have put me off the game pretty fast. As is, it actually makes it more exciting for me, which is as it should be.
And I still largely play that way, but Civ7 is bringing me around on the benefits to fighting, for a couple of reasons:
1. You got BERT in my Civ! There are a number of things from Beyond Earth: Rising Tide which it appears that Firaxis has salvaged for the Civ7 design (which is great for me, as I adored BERT and wish that it had been successful enough to get more love and attention than it did.) The Diplomacy mechanic is a big one, with different leaders having different proposals that they may spend influence to propose, and influence being a key economic currency. Civ has taken a lot of this, and added the relationship modifiers to supported proposals, allowing you ways to bounce back from hostile statuses. But also, BERT AI civs weren't afraid to go to war quickly and for fun and profit, and would also be willing to make peace quickly as well. With these mechanics in Civ7, along with the "reconciliation" endeavor, warmaking doesn't feel like something I'm going to be stuck dealing with for a hundred turns and then still having uninvolved civs hating me for hundreds of years later.
2. Commanders found the sweet spot. I know some folks still miss the stack of doom. I do not. It was an incredibly dull way to deal with warfare, and the change to the hex-grid and one-unit-per-tile combat helped a lot to make things more interesting and make both offensive and defensive use of the terrain. But 1UPT also led to carpets of doom which dragged the game down considerably and made movement feel impossible and overly micromanage-y. Commanders work as an elegant solution to find the perfect middle ground, for me. Well, they're not perfect - I think they suffer from some UI issues that I'm hoping will be fixed going forward, like a lot of things in this game - but packing up units, moving them quickly and compactly, and unpacking them where you want them to fight is great. Consolidating experience around an "officer" figure who can't perma-die is also a wonderful choice, allowing you (or me, anyway) to feel more confident being a bit more aggressive.
3. War Support. I love this mechanic. I tend to focus hard on influence anyway, because gobbling up city-states is a solid strategy if you can do it, but there comes a point where there are no more to grab, and only so much that you can spend your influence on while it stockpiles, and being able to spend it on making your wars go easier is beautiful. And even if you're not at war, you can use it to swing the tide of your neighbor's wars! Amazing!
Finally, and this is I guess part of point 1, after playing around on Governor difficulty long enough to get a feel for things and moving up in the difficulty now, I've found that even just on Viceroy, war is pretty much impossible to avoid. If there hadn't been so many quality of life improvements in terms of how war plays out, I think that would have put me off the game pretty fast. As is, it actually makes it more exciting for me, which is as it should be.