Leucarum
Deity
- Joined
- Dec 21, 2018
- Messages
- 3,321
It's quite possible to be down on civ switching and still expect you'll be playing Civ7. It's far from the only change thus far.
For me, the quality of life features in Civ7 - especially lessened micromanagement (no builders, citiy/town split) and army commanders - make me excited for the game regardless of anything else the devs may have added. Personally I'm also excited about mixing and matching leaders/civs, and think (other than one design issue that I'll mention later) they've done a great job with leaders.
I think encouraging the devs to increase player agency would go a long way to win waverers over. Historicity vs a free-for-all seems to be the biggest complaint, and could be a game setup choice. Similarly just presenting civ switching as a new cultural influence and allowing players to decide which one is dominant (i.e. do you keep your old city name list and art style for non unique buildings/units) I think would also help for players who feel strongly for or against specific civs. There's less of an ick factor for civs that historically got wiped out by another if you can just let that other civ be an "influence" and frankly it helps with roleplaying/alt-history and immersion... Even if there are no mechanical changes involved this just feels like a win-win for players and firaxis...
Being constructive, I think I have two other complaints with civ switching which aren't insane:
Civs in exploratiom/modern age which rely on specific map features. This is the game dictating how you play, it removes interesting decisions from the player if the map dictates these major choices. As an over-analyzer, I really want to be able to plan out my run in advance too and this has dented my interest in a lot of exploration civs. I'd love to see the player get more control over start biases (either directly by letting players set this in game setup or by ensuring a wider range of start biases are covered by leaders. If civs depend on a given start bias there should be a variety of leaders at launch with that bias, to allow a player to aim for a specific run. I'd add that civs in later eras who want to play the map must suck for the AI by historical paths pushing them into suboptimal civ selections, so I think free-for-all civ selection helps here too.
Secondly, Exploration age victory tracks were a big letdown. They are very prescriptive in playstyle, and I think Firaxis are already aware of this since Mongols and Songhai already have ways to advance which don't depend on the established route. Again this has dented my excitement in the civs in this age. While I'd like to see an expansion shake up the exploration age victory tracks, I think the more practical thing would be for new civs to explore alternative ways to progress along these tracks - especially in exploration!
For me, the quality of life features in Civ7 - especially lessened micromanagement (no builders, citiy/town split) and army commanders - make me excited for the game regardless of anything else the devs may have added. Personally I'm also excited about mixing and matching leaders/civs, and think (other than one design issue that I'll mention later) they've done a great job with leaders.
I think encouraging the devs to increase player agency would go a long way to win waverers over. Historicity vs a free-for-all seems to be the biggest complaint, and could be a game setup choice. Similarly just presenting civ switching as a new cultural influence and allowing players to decide which one is dominant (i.e. do you keep your old city name list and art style for non unique buildings/units) I think would also help for players who feel strongly for or against specific civs. There's less of an ick factor for civs that historically got wiped out by another if you can just let that other civ be an "influence" and frankly it helps with roleplaying/alt-history and immersion... Even if there are no mechanical changes involved this just feels like a win-win for players and firaxis...
Being constructive, I think I have two other complaints with civ switching which aren't insane:
Civs in exploratiom/modern age which rely on specific map features. This is the game dictating how you play, it removes interesting decisions from the player if the map dictates these major choices. As an over-analyzer, I really want to be able to plan out my run in advance too and this has dented my interest in a lot of exploration civs. I'd love to see the player get more control over start biases (either directly by letting players set this in game setup or by ensuring a wider range of start biases are covered by leaders. If civs depend on a given start bias there should be a variety of leaders at launch with that bias, to allow a player to aim for a specific run. I'd add that civs in later eras who want to play the map must suck for the AI by historical paths pushing them into suboptimal civ selections, so I think free-for-all civ selection helps here too.
Secondly, Exploration age victory tracks were a big letdown. They are very prescriptive in playstyle, and I think Firaxis are already aware of this since Mongols and Songhai already have ways to advance which don't depend on the established route. Again this has dented my excitement in the civs in this age. While I'd like to see an expansion shake up the exploration age victory tracks, I think the more practical thing would be for new civs to explore alternative ways to progress along these tracks - especially in exploration!
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