I mean, that's a legitimate description of late Imperial Russia.All these freethinking science boosting policy cards slotted right next to fracking SERFDOM. Ya, that’s definitly a possible society.
I mean, that's a legitimate description of late Imperial Russia.All these freethinking science boosting policy cards slotted right next to fracking SERFDOM. Ya, that’s definitly a possible society.
It's more and more about pride and prejudice
1. Casual players
2. Builders
1. That wasn't about console players. Read my post again, please. That was about casual players, especially casual console players. I understand console players. I'm one of them. I play some games on my PC, some my games on my Nintendo, I'm waiting still for my all games to be on Steam Deck available. I play Civ on my PC because of spreadsheets, for my convenience. I'm a casual player in some genres, e.g. in PUBG and I care there more about my outfit than about my weapons stats and I can't yet to win my first solo chicken dinner because of lack of skills, but I don't even think to call for an egalitaritism
I should be more precise however. By casual players I mean non-strategy-fan players. Anyway, if anyone felt offended by me, I apologize (my English is rather bad, I know).
There is not enough established strategy fan players for Civ 7 to surpass Civ 6 in terms of sales numbers. FXS have to aim for non-strategy-fan players. Some of them may then (sooner or later) find a taste for strategy games. Imagine a teenager who get a Civ 7 as a gift from relatives who choose the very game as an educative one - even if he/she prefers now car races or horror adventures there is a chance for him/her to play Civ 7 and find it cool and even recommend it to his/her friends. And Civ 7 at launch as a base game should be as easy to play as possible and even easy enough to win on lowest difficulty level which is not the case with Civ 5 or Civ 6. Later with expansions and DLCs and pass there will be perfect moments to increase the game's strategy depth by adding more layers to it. Now a visual things are more important. There are 3 no brainers: fix some leaders suboptimal models, change cameras angle when interacting with leaders ("Talk to me!"), rework too gray-ish and too microscopic UI.
About strategy depth - I think that has to be decreased in bas Civ 7 game at its launch = Civ 7 at its launch should be less deep strategically than Civ 6 at its launch. And micromanagement decreasing would be just a part of strategy depth decreasing.
This.
2. I didn't post builders were good. I didn't post builders were bad. I'm neutral towards builders itself as a feature. I think removing builders from base Civ 7 game works well for decreasing both: strategy depth and micromanagement.
I disagree with looking at builders problem only as a micromanagement problem (the case with a lumbermill). It's not just about using builders. It's about producing/training builders and using them. And using them itself could be seen as micromanagement, right. But to have a builder you have to produce/train the unit, wait several turns for it to be produced/trained, delaying production of other important things (a monument, a scout, a slinger etc.) - and that's just strategy, an impactful one. You have to prioritize and at the beginning of the game that's a difficult decision. Later (mid and late game) builders are mostly just a burden, right. Anyway, micromanagement =/= strategy depth. Micromanagement is often part of strategy depth. You can't remove only just micromanagement by removing builders - by removing builders you remove micromanagement and some strategy depth as well. I hope I'm making myself clear here now?
It's good we have this discussion. Changing votes means it's fruitful.
In my opinion Civ 7 is designed to be (for casual players) easier to play than previous Civs at the cost of its strategy depth.
Less micromanagement, less options, less choices, less decisions made by players, less long-term investments, less long-term strategies (e.g. hard tech reset with every Age) etc.
This is exactly why Civs 1-4 will always be superior experiences to me.
The sheer boardgame minimaxing munchkiness of 5 and 6 constantly takes you out of the experience.
I better tell Magellan to drop anchor and NOT circumnavigate just yet, because this era is about to end and I don’t want to waste era score.
All these freethinking science boosting policy cards slotted right next to fracking SERFDOM. Ya, that’s definitly a possible society.
Better get a flowchart out and spend an hour scheduling when and where that Chop Boosting Govenor moves from city to city
My observation is that there is a type of player who associates "more stuff" with more greater depth. Its easy to ignore that amount of strategic depth simple clean systems can give. We simply don't have enough information about Civ 7 yet. The systems shown off could have immense strategic depth, but we wont know that until we understand them fully.
I mean, that's a legitimate description of late Imperial Russia.
Well, it's simply a different target audience. Some people maybe want to puzzle & "play tetris" instead of imagining that they lead an empire.
And that's fine. The game is just not directed at me.
Simple example: I hated reassigning trade routes every xx turns. And I found the world congress annoying & unimportant. So my solution was to simply never build traders & ignore these game elements completely.
However, civ 6 makes sure to punish & force you whenever you ignore an annoying game element. You have to build traders, otherwise you magically can't build roads. You can't "opt out" of the world congress, you have to choose some stupid resolution.
And the simplest solution for me, in the end, was just to play Alpha Centauri & Beyond Earth.
No, but it was well known for its (generally Western-educated) intelligentsia in contrast with its positively backwards social structure.Is it? It’s not like Imperial Russia was renowned for science, technology and engineering.
Is it? It’s not like Imperial Russia was renowned for science, technology and engineering.
In Civ6’s case the extensive modding scene allows you to opt out of garbage like the World Council, or not being able to build roads, or UI that doesnt suck.
Long-term investment in Civ 6 more or less means you do all your planning in the Ancient era, and there's barely anything else left to tinker about when you're done with it. The soft reset that comes with a new age might actually imply you get to do something akin to district planning in Civ 6 three times, but you get a different flavour of it in each age. In the Antiquity age, you're planning districts from scratch (this is similar to Civ 6 district planning), but in subsequent ages, you're redoing districts by replacing old buildings with new ones, which will hopefully feel significantly different from building districts from scratch.less long-term investments, less long-term strategies (e.g. hard tech reset with every Age) etc.
Less micromanagement, less options, less choices, less decisions made by players
...
No builders/workers, no chopping
Promotions in Civ 6 aren't interesting. You almost always choose a single promotion path for any given unit class. The Civ 7 Commander will have multiple promotion trees, and while this doesn't guarantee promotion will be more interesting than in Civ 6, there's a good chance it will be.no unit promotions
Citizen management is only really interesting when you have fewer than a dozen citizens to manage. Beyond that it's more annoying than impactful on the outcome of the game.no citizens management
I'm sorry but if you think builder micro was unimportant, then you're simply not good at the game.Less Unimportant micromanagement decisions is More strategic depth.
More Important decisions is also More strategic depth.
But we can’t tell if the decisions will actually be Important, because that depends on balance (highly unbalanced decisions are obvious and not important)
This is fair. I personally disagree because I find the strategic element rewarding but it definitely takes up a lot of time.Builder management was important but god it was boring.
Builder management was important but god it was boring.
It was interesting to me, at least in the early and mid game. It's a bit tedious late game cleaning up after natural disasters.