Is Civ 7 as a strategy game less deep than previous Civs?

Is Civ 7 as a strategy game less deep than previous Civs?

  • It is

    Votes: 24 10.8%
  • It's not

    Votes: 33 14.8%
  • Too soon to tell

    Votes: 166 74.4%

  • Total voters
    223
I quite enjoy civ 6 builders, even more once you get into the midgame and start researching technologies like apprenticeship that buff your tile improvements. Seeing the yields of a tile jump when you place an improvement is very satisfying, especially if one of the yields gets up to 5 and the icon changes to one big one instead of a bunch of smaller ones.

However, I'm not too concerned about builders as a unit being gone in civ 7. The new system of population growth improving your tiles looks pretty interesting. Since adding an improvement via population growth seems to culture bomb adjacent tiles, there should be times where tile A would be better to improve individually than tile B, but tile B gets you more or better additional tiles. I think this will be the substitute for deciding which tiles are the highest priority to improve and what the most efficient movement pattern is in the civ 6 builder system. And I agree with previous posts that this is the only place there's any real strategy in the civ 6 system, once you get your builder to a particular tile there is only one improvement that's even possible to build in the vast majority of cases.
 
I would be very very glad to see chops gone. It was always a broken mechanic

Maybe it will come back in future ages, as large scale deforestation for example, makes sense as part of that industrial revolution, global warming type triangle.
I.e. once you unlock a particular tech you can permanently remove a feature for production boost but it makes people unhappy and produces greenhouse gases and such
 
Maybe it will come back in future ages, as large scale deforestation for example, makes sense as part of that industrial revolution, global warming type triangle.
I.e. once you unlock a particular tech you can permanently remove a feature for production boost but it makes people unhappy and produces greenhouse gases and such

Then it needs to be balanced better, both for gameplay AND historical flavour

Managing a resource sustainably is far far more productive over any term longer than “next fiscal quarter”.
 
Maybe it will come back in future ages, as large scale deforestation for example, makes sense as part of that industrial revolution, global warming type triangle.
I.e. once you unlock a particular tech you can permanently remove a feature for production boost but it makes people unhappy and produces greenhouse gases and such
I think it wouldn’t be a production boost, it should just remove the Forest and replace it with Farms/Mines.
 
I think it wouldn’t be a production boost, it should just remove the Forest and replace it with Farms/Mines.

A small production boost, maybe twice what that forest plus a sawmill gives you over time, that comes with major ecological impact, like a -1 food to all adjacent tiles

The classics example is Easter Island chopping it’s forests to rush a monument, and then starving to death.
 
I would be very very glad to see chops gone. It was always a broken mechanic

Yep. It was broken and I don't shed any tears at its passing.
 
A small production boost, maybe twice what that forest plus a sawmill gives you over time, that comes with major ecological impact, like a -1 food to all adjacent tiles

The classics example is Easter Island chopping it’s forests to rush a monument, and then starving to death.

I think it was the Rapa Nui people chopping down the forests and then the rats, that they had inadvertently introduced, chewing up the young saplings so the forests couldn't regenerate.

Still, yes, it was chopping down a forest to rush a monument equivalent.
 
Yep. It was broken and I don't shed any tears at its passing.
it always felt so disingenous cuz chopping was often better than maintaining them even for civ/leader abilties
 
I feel like chopping always held back lumber from being a resource. However, I also don't see any apparent need for lumber as a resource in any Civ title. However, I have always thought that lumber mills should be a tile improvement that rivaled mines in the early game. This would make the decision to chop be much trickier. Especially, if techs unlocked an extra hammer or two later in the game. Lumbermills always came too late and they weren't even that good when they showed up.
 
I'll take a bold stance: I don't want either chopping or sawmills. I want coppicing as a way to have productive, sustainable forests. Too long have the denizens of my cities not had access to very straight bits of firewood! I mean seriously, why has this ancient technique not been present in Civ as either a terrain improvement, or tech, or civic, or social policy, or anything like that? It's an historical injustice that must be righted!
Old World has this.
 
Then it also my heart. Goodbye, cruel Civilization franchise!
It's a fantastic game. Very different from Civ, but it accomplishes what it sets out to do beautifully.
 
I have been meaning to pick it up, but I'll be honest and admit I've long had Millennia/Humankind/Old World confused in my head.
 
It's a fantastic game. Very different from Civ, but it accomplishes what it sets out to do beautifully.
it seems like a cool fusion of civ and crusader kings. i'm yet to play it but i'd be excited to do so.
 
I have been meaning to pick it up, but I'll be honest and admit I've long had Millennia/Humankind/Old World confused in my head.
Old World is the one that's good. :mischief:
 
Is it still getting DLC or is it done? Might grab a complete pack when the next steam sale rolls around.
A new DLC dropped a little while ago. They release infrequently.
 
I can vouch for Old World. A really fun game and with coppicing. 🙃
 
I think it was the Rapa Nui people chopping down the forests and then the rats, that they had inadvertently introduced, chewing up the young saplings so the forests couldn't regenerate.

Still, yes, it was chopping down a forest to rush a monument equivalent.

Isn’t Rapa Nui the indigenous name for Easter Island?

I feel like chopping always held back lumber from being a resource. However, I also don't see any apparent need for lumber as a resource in any Civ title. However, I have always thought that lumber mills should be a tile improvement that rivaled mines in the early game. This would make the decision to chop be much trickier. Especially, if techs unlocked an extra hammer or two later in the game. Lumbermills always came too late and they weren't even that good when they showed up.

Fortunatly if your are on Steam there are several mods that not only give you lumber mills early, but boost the yield

There is also a city state that gives lumber mills plus one production and culture

I'll take a bold stance: I don't want either chopping or sawmills. I want coppicing as a way to have productive, sustainable forests. Too long have the denizens of my cities not had access to very straight bits of firewood! I mean seriously, why has this ancient technique not been present in Civ as either a terrain improvement, or tech, or civic, or social policy, or anything like that? It's an historical injustice that must be righted!

How do you feel about Hugulkulture?
 
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