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.