I'm disapointed

Why keep an option for something many people expect from base game when you can charge them for it later? :mischief:
Can wait for 2026 and the expansion "CIV7: The Test of Time" that provide thematic sets of abilities, civics, units and infrastruture without the need to change civilizations. Civ7:TTT pay to keep your civ! :lol:
 
Yeah, but this time they deviated too far for me.
I've been playing Civ for over 25 years.
Nothing lasts forever.
I've played Civ from the very first one. If I want to play some older Civ version, I'll do. But from the new game I expect something new.

I understand what some changes could be triggering for some people, though.
 
oh ye... and the any ruler... for any civ... and then new civ every age... I don't know. Kinda breaks the immersion a bit here? Don't you think?
But united state of America in stone age fighting against carthage doesn't?


Also by open world I guess you mean removing the grid with free form movement like Total war or most it's? I don't think it's a natural progression and something that would be best
 
Im not disapointed, but Civ7 so far sadly doesn't give me any hype.
I was hoping that they would add more of colonizations economy into it with resources etc making the game a bit more complex.

Losing the civ identity creates so many questions. If Eqypt can become Songhai during a new era, can some other civ become Egypt when they swap eras? I guess not but doesnt that also put a limit on what civs you can play with becase they cant exist at the same time?
 
The biggest concern for me is there is no workers anymore. That seems to be something you do to be more compatible with console gaming. Unfortunately I knew Civ 7 would try to lean into the console market and I think this is one of the main reasons we are seeing such dramatic changes.
 
I will say however that it's hard to argue against people can just go back and play the iteration of Civ they prefer. Civ 7 can be experimental and hopefully it will be a great game. I just wish mods for multiplayer games in the old iterations were better supported. Me and my friends will probably play the version that supports multiplayer the best.
 
I will say however that it's hard to argue against people can just go back and play the iteration of Civ they prefer. Civ 7 can be experimental and hopefully it will be a great game. I just wish mods for multiplayer games in the old iterations were better supported. Me and my friends will probably play the version that supports multiplayer the best.

Yea at the end of the day, it's weird to say, this new game for sure seems easier to pick up and play MP, so I can get my newcomer friends to play it with me for one age for example
 
I don't like the reasoning behind the idea that the game becomes dull after a certain era, which led them to the implementation of multiple civilization-switching mechanic. What I never understood is why they don't just create more content for every civilization. For example, the USA could have minutemen as an early unit, or some sort of stronger settler unit, and then progress with two more modern-era units, like cowboys and a contemporary jet. Additionally, they could be given three unique buildings, balanced in a way that nothing is overpowered compared to generic units, but still adds more flavor to the game.
Also, give ancient/classical civilizations something that fits them in the contemporary era. For example, Egypt could have a modern unit, like a 19th-century Muhammad Ali cavalry(they already mixed ancient and modern Persia in Civ 6 which are kind of completely different cultures compared), or Rome could have an Italian battleship literally named Roma, similar to Minas Gerais in Civ 6.
Balancing should be made in a way that units shouldn't be much stronger, but they could have its own tweaks and unique abilities that would be carried by later upgraded units, maybe legions could repair tiles and later melee units its upgrades into, while they could only build forts in Classical era, something like that.
I hope they will make some kind of scenario or patch that will give us a chance to play with only one civ, even if that is not main path of the game right now.
Anyway, I think huge window has been opened for any other competitor to enter and grab a big portion of Civ player base.
 
For me, civ 7 seems like the biggest game design departure in the series since going for 1upt in civ 5. I mean, they seem to adjust and alter what has always been the core of the game, leading one civilization from stone age to modern era. As a person who didn't care much for 5 and really disliked 6 this may be a good thing. I'm actually quite excited for this iteration, but we'll se when the game drops. I think they make some brave and interesting moves with this one. Let's all just see how they pull it off.

The only thing I'm disappointed with is that they didn't steal the orders mechanic from Old World. This is by far my favorite 4x mechanic in any game and I would love to see it experimented with and perhaps improved upon.
 
Fxs managed to create even worse UI than in CIV VI - grey on grey with almost zero contrast.

The gimmicky - crises before transitioning between ages (The Crisis Begins, The Crisis Intensifies, The Crisis Culminates) - mandatory Crisis Policy to choose from - which bad outcome I would prefer.
Influence currency to make diplomacy more restrictive. (something like in Humankind)
Having meaningful and important decisions is what I want, but making it into forced, artificial triggers are not the way to do it.

It feels less personal - changing cultures might not be that bad of a thing, but leaders playing puppet theater while I only spectate. (not being addressed personally)

More monetization focused on small dlcs - I guess paradox model will come in this one, which also might restrict modding even more than before. (might, not necceserily will as we know nothing about modding at the moment)

No more builders - everything is being build from city. I still don't know how I feel about this - leaning towards it's better. (No chopping)
Resources are now assaignable to the cities, or sellable. (similar to Old World)
Happiness is back.
Settlement/City limit. (similar to Humankind)
Leader attributes or cultural civics is something that might be good. (something like choosing policies in CIV V)
Legacy paths - Science/Culture/Military/Economic victory. (mini quests for progression - build a wonder or have codexes in display or assaign resources)
No more barbarians - now they are independent forces that can evolve into city states through diplomacy. (feels a little better than in Humankind)

Navigatable rivers - me likey.
Commander - probably the best feature - gathering/deploying/mass attack/reinforcement/promoting units. (remedy for 1UPT)

There is still a subject of scale of the game and how map of the World (or any part) would look like. (if applicable)
Graphically maps are gorgeous.
Since we are months before release, everything is still a subject to change, and I would like to see a full game being played, but for now, I remain sceptic.
 
It feels less personal - changing cultures might not be that bad of a thing, but leaders playing puppet theater while I only spectate. (not being addressed personally)
I'm mostly optimistic about Civ7, but this right here is a big deal to me. :(
 
The biggest concern for me is there is no workers anymore. That seems to be something you do to be more compatible with console gaming. Unfortunately I knew Civ 7 would try to lean into the console market and I think this is one of the main reasons we are seeing such dramatic changes.
I don't think it has much to do with console gaming. Civ 6 was on console with workers just fine...and there are other civilian units. I don't quite understand your line of reasoning.

I think what it has to do with is streamlining and logically extending the district system. In Civ 6, districts and improvements were often times arbitrary distinctions and at odds in terms of scale as well. Getting rid of builders/workers was definitely the right way to go. I was hoping we'd get rid of civilian religious units too, but Missionaries are still there unfortunately.
 
I was hoping we'd get rid of civilian religious units too, but Missionaries are still there unfortunately.
I just hope passive spread gets buffed. It's useless in Civ6. With RV gone, there's no reason for that still to be true.
 

The Shawnee have a unique unit that replaces the missionary.
The screenshots in these articles make the game look much prettier and sharp than the gameplay reveals, and are probably a better indication of what the game actually looks like. That looks gorgeous.
 
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