Is a Civ4 modern successor possible?

Let me tell you a story and you can decide for yourself how true the narrative is.

Sid Meier pioneered a genre called 4x with the philosophy of maximizing "interesting decisions" the player is faced with. Interesting means two things here: not obvious and impactful.

To achieve this, mechanics are designed with the AI in mind. By this I mean that there is a relatively simple "hack" you can code AI behavior with to be passable, but the upper bound of human optimization is quite high. Worker tile management is the strongest example. It's relatively simple to tell the AI to farm enough tiles to the happy cap, build mines on hills and cottage everywhere else. Cleverly this can serve a double purpose, and the same code can allow new players to automate their workers entirely while they get a handle on the rest of the game. Meanwhile for experienced players the upper bound on efficient worker micro is endless. Even if you know what improvement you want on which tile, having to use workers makes it interesting. Even with just an opportunity cost the player must decide how many workers to build, whether chops to rush are more important than improvements, conserving worker turns based on terrain and the next planned improvement, will the city's borders pop, will extra population just be whipped away and the tile improvement can be delayed, is it worth growing due to happy/health caps, is it physically safe for the worker from enemy units, etc., etc. In other words, there is emergent complexity with tile management and every other system in the game and workers act as the bridge between the different systems. The genius didn't come overnight. Mechanics are built on each other and each iteration of the game keeps the good and experiments with the bad.

Other would-be competitors see no entrance into this market due to the expertise required for such an ambitious project. Firaxis could look bad on earlier entries in the series and the existing playerbase, while competitors would have to struggle to copy but not copy the core ideas. The barrier to entry was too high and the expected return too low - at best they could hope to mimic Firaxis and even that was a big gamble.

But as the series carried on Sid took a step back, the company was sold to a bigger company, designers came and went, and most damningly of all: this was no longer a game taking input from good players. Sulla was removed from the room.

As a result Civ V saw a catastrophic drop in interesting decisions. Instead of innovating in areas that need improvement (modern naval/air warfare, espionage, corporations, etc.) they reinvented the wheel. They broke the strongest parts of Civ IV (combat and diplomacy), changed civics to a weaker system in policy trees, and due to changing squares to hexes, they had to remove the entire cultural system from the game. On release the game had no religion, and the meta was to expand as densely as possible - only to dramatically reverse course later as social policies made 4-city empires busted. Tile yields and by extension worker micro matter much less because the production side of the game had to be gutted to prevent too many units cramming up the map. Neither the AI nor the player feels much like expanding..... in a 4X game.... I recommend reading Sulla's website for a more thorough takedown.

This fundamentally changed the civ player base. This is where apologists start their spin. Yes, *some* people didn't move from III to IV. No game is *perfect* on release, and I'm sure somewhere there's a holdout who thought Civ II was blasphemy. The lie here is in the magnitude and the type of player that didn't move on. No high level civ IV players moved onto V. Nada, zippo, zilch. BiC did a great post comparing the ratio of S&T to General Discussion comments on the forums in the different games. Look at those numbers yourself: strategic discussion clearly peaked in IV. Very similar trend with "Hall of Fame" discussion, which I believe Firaxis essentially discontinued because cheat detection isn't compatible with VI. Not my cup of tea, but I'm sure that personally hurt the moderators on here who are otherwise pretty positive with their public-facing comments. At the end of the day, 2K does not care if they lose ~10% of an existing player base but increase the overall pool of new players. That's a financial win for them of course. But if that 10% dropoff is primarily coming from expert players, that means the quality of the series has absolutely no chance in recovering - the expertise is gone. Not only is the expertise gone but the type of player has changed. New players bemoan "tedious micro" and "min/maxing" and talk about tall vs wide. The game's huge drop in difficulty made way for streamers, who by their nature are more social beasts than serious gamers. It turns out sandbox difficulty is great for meme material.

Vox Populi comes out with significant improvements that salvage V and improve the difficulty by at least a level. Still nowhere near IV, and most IV veterans do not then move onto VP. But there are people who started with V, got good at it, and were very happy that VP extended the difficulty and thus the life of the game.

Civ VI comes out and instead of a more modest drop off in difficulty between VI and V, it's a significant drop in difficulty between VI and Vox Populi. Furthermore, Firaxis has now learned that they can just ignore AI and eventually the community will do the hard work for them. Since they broke the AI's ability to fight in V it's fitting that they break it more economically in VI. Instead of using relatively simple tile prioritization rules that had carried the AI so far, they decide to gut workers further and innovate with "districts" - a system with a much lower optimization cap for the human, but one in which the AI struggles immensely as micro goes all the way back to where you settle the city or which wonders you build. And that's what we got with adjacencies. This causes yet again the veterans of V to reject VI as it's now 1-2 difficulty levels easier than VP. The player base is even less discerning - which sadly, is great news for Firaxis! They can now charge money for obvious filler material. Even worse than filler though, I would say all the weather nonsense inherently hurts the civ series. First off, climate change isn't interesting in a FFA game. Existential crisis for humanity, sure, but in a zero-sum FFA game the right choice is always to burn the world and rule over the ashes. Hurricans, floods, monsoons, tornadoes..... all of this toxic to decision making. There's a reason we turn off events in civ IV. It's because a volcano blowing up all your cottages isn't interesting - it's the death of planning. Emphasis on pretty pictures and feature bloat over all else.

Competitors take notice. Prior to this, the 4x market seemed closed off to them. There was already a flagship product, and a huge amount of expertise went into making a good game. But Firaxis proved with V and VI the financial feasibility of a non-strategic strategy game and the vultures came in to feast. Unfortunately these competitors are terrible. Paradox games are by their nature not about interesting choices or difficulty or game balance but about map painting. It's great, but it's sandbox by design and their DLC system feels exploitative. Humankind unbound by the "1 civ test of time rule" innovates with civ switching.... yay! Old World is made by Soren Johnson designer of Civ IV...... but Soren is not our savior. He didn't try to make a new Civ IV. Civ IV veterans turn off huts and events as a general rule and have been doing so for a long time. It would be hard for him to miss it if he was even casually lurking here. At first you might just think it's because barb events were unbalanced, and they sure were. The thing is *all* the events are bad. Random slave revolt costing you the game, obvious bad. But so too is a free truce to a war based on plane crash luck. Why would I bribe AIs into war if their war could be suddenly abrogated from such a dice roll? Why should I be saved by such a dice roll if the war is on me? The free health bonus largely unbalances health resources which already felt less important than happy resources. The events that buff your army are generally worthless, but amazingly OP if that's what you were going for anyway. What kind of option is axe rush and either win or lose the game based on that event firing? No event is good, they only range in their harm. And what did Soren do? He ignored his natural fan base and doubled down on making event-driven gameplay central to OW. I don't know if that's ignorance or ego, but it's awful. Capping worker actions with charges imposes a skill ceiling for no reason. Soren isn't my favorite Civ designer: Jon is. Jon admitted his mistakes and that's worth something to me at least.

Civ VII comes out and you all know the story by now. They stole independently developed years ago, the key feature of civ switching that ruined Humankind. Again, is this ignorance or ego? Either way it's insane. I care about it because civ switching is going to be incredibly artificial, gamey and the AI is going to be horrible at it compared to a player. I get that Firaxis doesn't care about that at this point, but you'd think they at least care about their modern fanbase many of whom are just philosophically going to be turned off by civ switching. The negative trend continues, now not only does this game need to be ported to consoles, but we need virtual reality apparently. Workers after being hurt in V, gutted in VI are now literally removed in VII. Gone is the main vessel of micro in the series, a dark symbolic moment for me. The game is something entirely else now, more of a sit back and watch the simulation type game where you're just adjusting the flavor in which your victory appears. Of course even then you're railroaded by overpowered uniques. See this is *really* their motivation behind civ switching - to triple the playable uniques. Without difficulty, replayability tanks - so to add more replayability they make each civ/leader very different from the other so even if you win easily you might want to play every leader a couple times..... and this blends really great into a DLC model charging you for the privilege to play a few new leaders.

The common top-down view of old hats not liking the new game, is that this is the civ cycle. But look at it from the side and it's really Civ's downward spiral. With each iteration the depth and difficulty of the series plunge, and the remaining group of players cares less and less about it. Judging from VII's top difficulty being absolutely crushed by some players on release, I'd say we're somewhere in Prince-Monarch range in Civ IV terms. That's how far it's slid. I get that many will be turned off by hater rants on games, especially at a time in the world when there are more serious problems.... but for a lot of us games are just such an escape from reality. I can respect that people want different things from different games. I have thousands of hours in Skyrim and it's certainly not for its depth or difficulty. But those goals seemed natural to want in a 4x strategy game supposedly designed around "interesting decisions". If this isn't our home, where is? The entire single player strategy game genre has been going backwards for over a decade. It's incredibly frustrating that the best game released in my adult life is FTL or something. On the one hand, I do want Firaxis to fail: I simply see no future with them at the helm. But I don't see a competitor willing (nonetheless able) to pick up the reins. And I don't think Firaxis will fail. The steam review tanking is from an unfinished UI. When lines literally don't line up, every type of gamer sees the problem and knows the game is unfinished. Otherwise I can't parse VII's steam rating with V, which was materially at least as bad at launch. Steam ratings are only from people who buy the game. Most of the people who understand the problems with modern civ aren't going to hand over more money to Firaxis just to voice their anger on Steam. The haters self-filter with each iteration as depth/difficulty drop. This is the real sin of Civ V - there's no room to reverse course because the player base has changed. If fighting the AI was hard again they figure they'd lose more players than they regain and they're probably right. From that perspective, the genre is doomed. Remasters are cheap ways to cash in on a legacy series, but they wouldn't really work with civ IV. Generally remasters are just new graphics, and the people they'd try to appeal to with this remaster are harder to please and don't care about graphics. Hope I'm wrong but I don't think it makes financial sense. I'd say keep an eye out for clever indie games in the broader strategy genre, and in the meantime let's do our best to make Civ IV eternal.
 
On Remasters: I would say they're easy money nowadays, not making one is like leaving money at the table. Remember, a modern game takes 4-6 years to make on average. With a Remaster, the game already exists and is ready, you just need to:
- Make it compatible with modern systems and hardware
- Fix bugs
- Remaster assets for modern-day graphics and resolutions

This makes it look easier than it is, of course, but my point is that you don't need to design and make a game. Its already designed and made for you, you just need to build from there.
Remastered games even come with their own in-built fanbase!

Competitors take notice. Prior to this, the 4x market seemed closed off to them. There was already a flagship product, and a huge amount of expertise went into making a good game. But Firaxis proved with V and VI the financial feasibility of a non-strategic strategy game and the vultures came in to feast. Unfortunately these competitors are terrible. Paradox games are by their nature not about interesting choices or difficulty or game balance but about map painting. It's great, but it's sandbox by design and their DLC system feels exploitative.
I think this is a simplistic view of Paradox GSG games, even if the newer games have issues.
It's a bit complicated to compare 4X and GSG, because 4X as a rule are meant to be symmetrical start strategy games. Meanwhile, GSGs are asymmetric by nature.

You forgot a competitor: Field of Glory: Empires. Probably the best strategy game the year it was launched.

No event is good, they only range in their harm.
It could be argued this is more of a problem with event design than with the concept of events themselves, and that planning for the unplanned is a part of planning.
I think the problem of events is that they're random things happening with no precedent nor warning. They're not systematic.
 
Civ VII comes out and you all know the story by now. They stole independently developed years ago, the key feature of civ switching that ruined Humankind. Again, is this ignorance or ego? Either way it's insane.
Well it all reminds me of another story..:)
Gumbolt likes Man United, so one day i looked up what's going on with them (cos i knew how successful they were ~20 years ago).
They were bought by an US business family who basically ruined the club (long story short).

So most fans are angry, desperate etc.
But that family made lots of money from Man United..so could we say they are stupid or ignorant?
They are prolly smart..from a ruthless business view.

Back to Civ..what they are doing with VII and dlcs also reminds me of purely profit orientated actions.
But i am sure they're not ignorant or careless.
Could they have done this 15 years ago? Nope..but i can only repeat my stance here: They don't have to make good games these days.
They just need enuf hype, bought reviews & advertisement:

Reviews​


“Civilization 7 is a blast to play”
4.5/5 – Windows Central

“Civilization 7 is a confident, sleek and another high watermark for strategy games”
5/5 – VGC

“Sid Meier's Civilization 7 has the series in its best shape yet”
9/10 – Destructoid

Copied off steam..
 
It's a small market now, PC.
I disagree, I think PC is a fairly healthy market nowadays.
You should have seen the "PC gaming is over" dark age during the mid 2000s:
- Devs wanting to abandon PC because of "piracy"
- Console-centered design everything, crud console ports galore
- Having to buy games in stores
- Indies? Lol, lmao even
- "Turn-based is obsolete"
- "Isometric is obsolete"
- Everything has to be FPS, multiplayer, action-paced or something

Seriously, you have no idea how horsehockey the mid-2000 dark ages were.

(cIV was released close to that era, that game is a miracle)

You also have things like ROGAlly and Steamdeck, which are PC-like experiences in portable devices.
I've been also hearing some noise about how the next Xbox might have Windows, therefore making it so that anything compatible with windows also works on Xbox... which means, Steam (and Epic, and GoG...) could work on Xbox, which means, Steam games could work on Xbox. Which also means you could buy a game once and play it both on your PC and your Xbox. Which means... Sony has to pretty much choose:
- Release on PC and also defacto release on Xbox (RIP Exclusives forever)
- Stop releasing anything on PC and get packed into a smaller Sony ecosystem while everyone else games on a vast shared PC-Xbox environment where Microsoft is king because Windows is theirs

Essentially, Sony has to kiss the ring of the Microsoft Windows-Xbox King or get packed into the ****shed forever. It's going to be the end of the Console Wars, with Total Microsoft Victory. They can't even try to do what Nintendo does, because Nintendo already Nintendoes that.

Anyway, my point is that PC as a gaming plataform has never been better.
 
Let me tell you a story and you can decide for yourself how true the narrative is.

Sid Meier pioneered a genre called 4x with the philosophy of maximizing "interesting decisions" the player is faced with. Interesting means two things here: not obvious and impactful.

To achieve this, mechanics are designed with the AI in mind. By this I mean that there is a relatively simple "hack" you can code AI behavior with to be passable, but the upper bound of human optimization is quite high. Worker tile management is the strongest example. It's relatively simple to tell the AI to farm enough tiles to the happy cap, build mines on hills and cottage everywhere else. Cleverly this can serve a double purpose, and the same code can allow new players to automate their workers entirely while they get a handle on the rest of the game. Meanwhile for experienced players the upper bound on efficient worker micro is endless. Even if you know what improvement you want on which tile, having to use workers makes it interesting. Even with just an opportunity cost the player must decide how many workers to build, whether chops to rush are more important than improvements, conserving worker turns based on terrain and the next planned improvement, will the city's borders pop, will extra population just be whipped away and the tile improvement can be delayed, is it worth growing due to happy/health caps, is it physically safe for the worker from enemy units, etc., etc. In other words, there is emergent complexity with tile management and every other system in the game and workers act as the bridge between the different systems. The genius didn't come overnight. Mechanics are built on each other and each iteration of the game keeps the good and experiments with the bad.

Other would-be competitors see no entrance into this market due to the expertise required for such an ambitious project. Firaxis could look bad on earlier entries in the series and the existing playerbase, while competitors would have to struggle to copy but not copy the core ideas. The barrier to entry was too high and the expected return too low - at best they could hope to mimic Firaxis and even that was a big gamble.

But as the series carried on Sid took a step back, the company was sold to a bigger company, designers came and went, and most damningly of all: this was no longer a game taking input from good players. Sulla was removed from the room.

As a result Civ V saw a catastrophic drop in interesting decisions. Instead of innovating in areas that need improvement (modern naval/air warfare, espionage, corporations, etc.) they reinvented the wheel. They broke the strongest parts of Civ IV (combat and diplomacy), changed civics to a weaker system in policy trees, and due to changing squares to hexes, they had to remove the entire cultural system from the game. On release the game had no religion, and the meta was to expand as densely as possible - only to dramatically reverse course later as social policies made 4-city empires busted. Tile yields and by extension worker micro matter much less because the production side of the game had to be gutted to prevent too many units cramming up the map. Neither the AI nor the player feels much like expanding..... in a 4X game.... I recommend reading Sulla's website for a more thorough takedown.

This fundamentally changed the civ player base. This is where apologists start their spin. Yes, *some* people didn't move from III to IV. No game is *perfect* on release, and I'm sure somewhere there's a holdout who thought Civ II was blasphemy. The lie here is in the magnitude and the type of player that didn't move on. No high level civ IV players moved onto V. Nada, zippo, zilch. BiC did a great post comparing the ratio of S&T to General Discussion comments on the forums in the different games. Look at those numbers yourself: strategic discussion clearly peaked in IV. Very similar trend with "Hall of Fame" discussion, which I believe Firaxis essentially discontinued because cheat detection isn't compatible with VI. Not my cup of tea, but I'm sure that personally hurt the moderators on here who are otherwise pretty positive with their public-facing comments. At the end of the day, 2K does not care if they lose ~10% of an existing player base but increase the overall pool of new players. That's a financial win for them of course. But if that 10% dropoff is primarily coming from expert players, that means the quality of the series has absolutely no chance in recovering - the expertise is gone. Not only is the expertise gone but the type of player has changed. New players bemoan "tedious micro" and "min/maxing" and talk about tall vs wide. The game's huge drop in difficulty made way for streamers, who by their nature are more social beasts than serious gamers. It turns out sandbox difficulty is great for meme material.

Vox Populi comes out with significant improvements that salvage V and improve the difficulty by at least a level. Still nowhere near IV, and most IV veterans do not then move onto VP. But there are people who started with V, got good at it, and were very happy that VP extended the difficulty and thus the life of the game.

Civ VI comes out and instead of a more modest drop off in difficulty between VI and V, it's a significant drop in difficulty between VI and Vox Populi. Furthermore, Firaxis has now learned that they can just ignore AI and eventually the community will do the hard work for them. Since they broke the AI's ability to fight in V it's fitting that they break it more economically in VI. Instead of using relatively simple tile prioritization rules that had carried the AI so far, they decide to gut workers further and innovate with "districts" - a system with a much lower optimization cap for the human, but one in which the AI struggles immensely as micro goes all the way back to where you settle the city or which wonders you build. And that's what we got with adjacencies. This causes yet again the veterans of V to reject VI as it's now 1-2 difficulty levels easier than VP. The player base is even less discerning - which sadly, is great news for Firaxis! They can now charge money for obvious filler material. Even worse than filler though, I would say all the weather nonsense inherently hurts the civ series. First off, climate change isn't interesting in a FFA game. Existential crisis for humanity, sure, but in a zero-sum FFA game the right choice is always to burn the world and rule over the ashes. Hurricans, floods, monsoons, tornadoes..... all of this toxic to decision making. There's a reason we turn off events in civ IV. It's because a volcano blowing up all your cottages isn't interesting - it's the death of planning. Emphasis on pretty pictures and feature bloat over all else.

Competitors take notice. Prior to this, the 4x market seemed closed off to them. There was already a flagship product, and a huge amount of expertise went into making a good game. But Firaxis proved with V and VI the financial feasibility of a non-strategic strategy game and the vultures came in to feast. Unfortunately these competitors are terrible. Paradox games are by their nature not about interesting choices or difficulty or game balance but about map painting. It's great, but it's sandbox by design and their DLC system feels exploitative. Humankind unbound by the "1 civ test of time rule" innovates with civ switching.... yay! Old World is made by Soren Johnson designer of Civ IV...... but Soren is not our savior. He didn't try to make a new Civ IV. Civ IV veterans turn off huts and events as a general rule and have been doing so for a long time. It would be hard for him to miss it if he was even casually lurking here. At first you might just think it's because barb events were unbalanced, and they sure were. The thing is *all* the events are bad. Random slave revolt costing you the game, obvious bad. But so too is a free truce to a war based on plane crash luck. Why would I bribe AIs into war if their war could be suddenly abrogated from such a dice roll? Why should I be saved by such a dice roll if the war is on me? The free health bonus largely unbalances health resources which already felt less important than happy resources. The events that buff your army are generally worthless, but amazingly OP if that's what you were going for anyway. What kind of option is axe rush and either win or lose the game based on that event firing? No event is good, they only range in their harm. And what did Soren do? He ignored his natural fan base and doubled down on making event-driven gameplay central to OW. I don't know if that's ignorance or ego, but it's awful. Capping worker actions with charges imposes a skill ceiling for no reason. Soren isn't my favorite Civ designer: Jon is. Jon admitted his mistakes and that's worth something to me at least.

Civ VII comes out and you all know the story by now. They stole independently developed years ago, the key feature of civ switching that ruined Humankind. Again, is this ignorance or ego? Either way it's insane. I care about it because civ switching is going to be incredibly artificial, gamey and the AI is going to be horrible at it compared to a player. I get that Firaxis doesn't care about that at this point, but you'd think they at least care about their modern fanbase many of whom are just philosophically going to be turned off by civ switching. The negative trend continues, now not only does this game need to be ported to consoles, but we need virtual reality apparently. Workers after being hurt in V, gutted in VI are now literally removed in VII. Gone is the main vessel of micro in the series, a dark symbolic moment for me. The game is something entirely else now, more of a sit back and watch the simulation type game where you're just adjusting the flavor in which your victory appears. Of course even then you're railroaded by overpowered uniques. See this is *really* their motivation behind civ switching - to triple the playable uniques. Without difficulty, replayability tanks - so to add more replayability they make each civ/leader very different from the other so even if you win easily you might want to play every leader a couple times..... and this blends really great into a DLC model charging you for the privilege to play a few new leaders.

The common top-down view of old hats not liking the new game, is that this is the civ cycle. But look at it from the side and it's really Civ's downward spiral. With each iteration the depth and difficulty of the series plunge, and the remaining group of players cares less and less about it. Judging from VII's top difficulty being absolutely crushed by some players on release, I'd say we're somewhere in Prince-Monarch range in Civ IV terms. That's how far it's slid. I get that many will be turned off by hater rants on games, especially at a time in the world when there are more serious problems.... but for a lot of us games are just such an escape from reality. I can respect that people want different things from different games. I have thousands of hours in Skyrim and it's certainly not for its depth or difficulty. But those goals seemed natural to want in a 4x strategy game supposedly designed around "interesting decisions". If this isn't our home, where is? The entire single player strategy game genre has been going backwards for over a decade. It's incredibly frustrating that the best game released in my adult life is FTL or something. On the one hand, I do want Firaxis to fail: I simply see no future with them at the helm. But I don't see a competitor willing (nonetheless able) to pick up the reins. And I don't think Firaxis will fail. The steam review tanking is from an unfinished UI. When lines literally don't line up, every type of gamer sees the problem and knows the game is unfinished. Otherwise I can't parse VII's steam rating with V, which was materially at least as bad at launch. Steam ratings are only from people who buy the game. Most of the people who understand the problems with modern civ aren't going to hand over more money to Firaxis just to voice their anger on Steam. The haters self-filter with each iteration as depth/difficulty drop. This is the real sin of Civ V - there's no room to reverse course because the player base has changed. If fighting the AI was hard again they figure they'd lose more players than they regain and they're probably right. From that perspective, the genre is doomed. Remasters are cheap ways to cash in on a legacy series, but they wouldn't really work with civ IV. Generally remasters are just new graphics, and the people they'd try to appeal to with this remaster are harder to please and don't care about graphics. Hope I'm wrong but I don't think it makes financial sense. I'd say keep an eye out for clever indie games in the broader strategy genre, and in the meantime let's do our best to make Civ IV eternal.
This is a wonderful post but I want to throw a couple of thoughts out there. I believe in the concept of events. But I see events as necessarily arising from organic game play rather than just arbitrary occurrences. Events that can be anticipated as a result of the gameplay and must be planned for, with risk/reward calculations and actual unit deployments in advance of the occurrence of the anticipated, but uncertain to occur event, this is, in my mind, a necessary component of next level play. Obviously, we will be moving away from the apples-to-apples comparisons, but this is a necessary step if we are going to see legitimate evolution.

Now, in regard to the market and what the player base wants and will support, I totally reject the idea that you have to plot a course within the limits defined by research. Build a great game. Build a great game and the market will move. Great products create their own market. Period.
 
There is a lot to say about @drewisfat's post. I think the economic / empire building micro is improved significantly over Civ VI even if it expands on the adjacency and multi-tile urban areas concept. I can elaborate later, but it would probably be similar to the points already made e.g. in Sullla's video early review of the game. The macro side may feel more railroaded because of the victory paths and age mechanics, but I would argue there is plenty of space for competitive players to be challenged to find optimal micro for achieving those specific goals in each age.

That doesn't excuse the lack of sufficient challenge offered by the AI at high difficulty. Some players would try to optimize without any AI to play against, but at least in Civ IV, hitting a difficulty wall where you can't beat the AI is a stronger signal that you need to rethink your approach. I see a lot of comments from players on the Civ VII forums about the game being too easy because they are swimming in gold and can just buy all buildings in every city. Of course that's probably an indicator that they are not researching science / culture fast enough, since in a more streamlined / fast play through the age you don't actually have time to accumulate enough gold / production to make everything... but maybe that's not obvious that your play is not optimal, if you still beat the AI at the highest level.

Something about the AI in Civ VII also doesn't match the conventional wisdom around here that the AI is weak because it can't handle adjacency mechanics or 1 UPT. The yields you see from the AI even around the upper-middle difficulties are quite good for their empire size... but they just don't expand enough. In Civ IV, if everyone has plenty of space, maybe I could keep up with an immortal AI during the expansion phase, but never with a deity one. In Civ VII, there is a soft cap on expansion with a happiness penalty, but the AI should get happiness bonuses at high difficulty to be able to out-expand the players. Instead they rarely seem to exceed it even though an average human player can easily manage 2 cities over cap, for example. Given how Civ AI is limited in actual strategic ability, the high difficulty AI needs to be able to grab more land/cities than the player to offer a challenge.

Civ IV AI survivor makes it quite clear that the deity AI is not that good, particularly at handling the acceleration mechanics (chopping, slavery, great people) that a human can use to offset its ridiculous deity bonuses. Civ VI arguably made it worse, because of the scaling costs that made it hard to do anything in later cities except with those acceleration mechanics (no slavery equivalent, but chopping, great people and governor micro are hugely important). Civ VII did away with chopping and a lot of other sources of "temporary boosts", and made the building placement less restrictive, so in a way I would argue it puts the AI in a more competitive place economically. I think the AI is just holding back too much on early expansion, and you have to wonder if that's intentional to reduce the player frustration of losing a game early as often would happen in Civ IV at high difficulty.
 
I think IV was already going in a bad direction with 3d graphics (they had to build in resource indicators because it's impossible to see resources otherwise!) and a huge install size. A "modern" successor would inevitably be worse.
 
I disagree, I think PC is a fairly healthy market nowadays.
You should have seen the "PC gaming is over" dark age during the mid 2000s:
- Devs wanting to abandon PC because of "piracy"
- Console-centered design everything, crud console ports galore
- Having to buy games in stores
- Indies? Lol, lmao even
- "Turn-based is obsolete"
- "Isometric is obsolete"
- Everything has to be FPS, multiplayer, action-paced or something

Seriously, you have no idea how horsehockey the mid-2000 dark ages were.

(cIV was released close to that era, that game is a miracle)

There have always been trendy, preconceived ideas in the video game industry that are widely accepted at a certain moment despite lacking solid evidence. Typically in the late 2000's and early 2010's, the consensus was that single-player games would die out, all replaced by online multiplayer games instead. That mindset was so dominant that even city-builders like SimCity were pushed into awkward multiplayer implementations, completely missing the point of what made the genre appealing in the first place.

In the same way, the idea that the future of 4X games is about becoming more casual, less challenging, shorter games played on smaller maps is backed by nothing happening in the modern gaming landcape. Quite the opposite, no matter the genre, we've never seen so many successful games where players willingly invest hundreds of hours into a single playthrough. Shrinking the scale of the game and dividing it into 3 different "mini-games" to help players “stay focused” goes against the very spirit of a game that spans 6,000 years of History.
 
"becoming more casual, less challenging, shorter games played on smaller maps"

Posts like the previous one are conflating a lot of things without really showing the underlying logic. Definitely, some of the more epic scale empires achievable in Civ4 are missing from the later titles. I don't think smaller scale with fewer turns necessarily means less challenge though. At some point, you're just repeating the same choices or actions across a large number of cities. A lot of the discussion on Civ IV strategy and tips rightfully focuses on the early turns, with a few cities and a smaller known world, where every decision is more impactful for the overall game. Old World provides a very clear example of a game that is coherently designed with a smaller temporal and spatial scope than Civ, and I don't think anyone would argue it's more casual or less strategically deep because of the different scale, or that it's more casual period. (Indeed, @drewisfat's assertions about the order system forcing a skill ceiling or comparing OW events with Civ IV made me doubt they played the game.) Even in the case of Civ VII, from the point of view of competing against other players in a GOTM setup (because we agree the AI is not punishing enough), I would argue the first age doesn't have fewer interesting decisions than a comparable number of turns played in Civ IV.
 
"becoming more casual, less challenging, shorter games played on smaller maps"

Posts like the previous one are conflating a lot of things without really showing the underlying logic. Definitely, some of the more epic scale empires achievable in Civ4 are missing from the later titles. I don't think smaller scale with fewer turns necessarily means less challenge though. At some point, you're just repeating the same choices or actions across a large number of cities. A lot of the discussion on Civ IV strategy and tips rightfully focuses on the early turns, with a few cities and a smaller known world, where every decision is more impactful for the overall game. Old World provides a very clear example of a game that is coherently designed with a smaller temporal and spatial scope than Civ, and I don't think anyone would argue it's more casual or less strategically deep because of the different scale, or that it's more casual period. (Indeed, @drewisfat's assertions about the order system forcing a skill ceiling or comparing OW events with Civ IV made me doubt they played the game.) Even in the case of Civ VII, from the point of view of competing against other players in a GOTM setup (because we agree the AI is not punishing enough), I would argue the first age doesn't have fewer interesting decisions than a comparable number of turns played in Civ IV.

My post was rather meant as an answer to those considering that a Civ4 successor would necessarily be "niche" as the mainstream audience would never be interested in a game with a larger scope. I don't see anything in the current video game landscape that would support that statement. That's all I was saying.

As for the fact that playing bigger doesn't bring anything as you only repeat the same thing multiple times, that's not true according to my personal experience. The ability to build larger Empires confronting larger AI opponents generally lead to a more advanced and more complete experience of the game rather than on smaller maps which only give a short glimpse of the game potential. Now to each his own, and if you're satisfied with shorter games on smaller maps, such an option would still exist.
 
I think IV was already going in a bad direction with 3d graphics (they had to build in resource indicators because it's impossible to see resources otherwise!) and a huge install size. A "modern" successor would inevitably be worse.
The advantage of 3D graphics, I feel, is that it's easier to churn out reliable 3D assets than make good-looking sprites. There's a reason dev studios were abandoning 2D so fast and hard in the late 90s/early 2000s.
The problem is that:
1. Early 3D was atrocious and aged horribly. I think everyone agrees that pretty much every single 3D game until Half-Life 2 or so looked like hot garbage in retrospect, while their 2D and 2.5D counterparts of the era look much better in comparison. Something like Duke Nukem 3D, Blood or Shadow Warrior looks much better than the OG Quake, Quake 2 or Chasm. 2000s 2D games were beautiful and had great art direction, something like Diablo II or Age of Wonders Shadow Magic took decades until 3D surpassed them in beauty and detail.
2. The problem wasn't 3D as much as the 3D transition itself. Chasing the 3D obsession killed a lot of studios and possible good games. Interplay/Black Isle's obsession with making a 3D RPG pretty much killed Black Isle Studios - they tried a stab at making a 3D Fallout in the late 90s, then TORN, then The Black Hound AKA Interplay's Baldur's Gate 3, then Van Buren/Fallout 3.
3. IV was performance-heavy for the time. I was there, and I remember having issues running it at good speeds.
4. Early 3D games kept making users fight the camera. NWN was horrible in that regard. There's a reason that "3D Isometric" perspectives are so common now, allowing the player to zoom and change camera angle if need be, but as a rule staying on an isometric-esque perspective.

I'm actually surprised more dev studios didn't do what games like Fallout Tactics and Alpha Centauri did - 2D gameworld, but characters use 3D models.

Personally, I'm not a big fan of the art direction of Civilization since III, I feel it got too caricatured and unserious, and colors too bright and pastel like a child's game.

(I wonder if AI might give new life to 2D sprite games? You could in theory make a sprite and just tell the AI to make a full spritesheet)
There have always been trendy, preconceived ideas in the video game industry that are widely accepted at a certain moment despite lacking solid evidence. Typically in the late 2000's and early 2010's, the consensus was that single-player games would die out, all replaced by online multiplayer games instead. That mindset was so dominant that even city-builders like SimCity were pushed into awkward multiplayer implementations, completely missing the point of what made the genre appealing in the first place.

In the same way, the idea that the future of 4X games is about becoming more casual, less challenging, shorter games played on smaller maps is backed by nothing happening in the modern gaming landcape. Quite the opposite, no matter the genre, we've never seen so many successful games where players willingly invest hundreds of hours into a single playthrough. Shrinking the scale of the game and dividing it into 3 different "mini-games" to help players “stay focused” goes against the very spirit of a game that spans 6,000 years of History.
Indeed, late 2000s-early 2010 consensus was beyond stupid. I still remember when they said turn-based was outdated and older turn-based games were turn-based because of "contemporary limitations". Then Firaxis released nuX-COM and pretty much made turn-based games "cool again". I don't like FiraXCOM myself, but it did make TB sexy again.

I agree, if anything, the gamers want bigger, more detailed strategy games. Short games are king in RTS but not in 4X and GSG, that was never the appeal there.

That said, more "detailed focus" games aren't about shrinking the scale as much as about giving more love to each epoch. There's a reason Civilization games start strong in the early and mid-game but fall off in the late game as the mechanics simply start failing hard to properly despict modern-day warfare and economics.
 

There's a reason Civilization games start strong in the early and mid-game but fall off in the late game as the mechanics simply start failing hard to properly despict modern-day warfare and economics.

Slaughter

Right. This where, Shafer I think it was, BTS left off with the AI unable to use modern weapons and of course there was the snowball problem and the meta brigade that beat the game in 3600BC with a Shaman rush. Nobody has ever addressed these issues, folks like Johnson seems to have done great work with the smaller game, but the answer to the questions on the larger game have eluded with some pretending that nobody cares about them and others trying gimmicky gimmicks to address it as we have seen, civ switching and ages and borrowing a lot of things from other games. Solving the larger game eludes us and if it is ever done it will seem like magic to many of today's gamers. Who get a bad rap from some of us older ones, they were raised on pablum so why expect them to have a taste for hard liquor?

Sooner or later remakes of old games will become popular and maybe dominant.
 
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