Legacy Points: Snowball Steroids

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I have been organizing my thoughts recently on different aspects of Civ VII's design to have more focused constructive feedback. I have a few concerns in multiple areas but I think the most blatant offender is that legacy points snowball the game a LOT more than the Age system could ever hope to stall it.

If you achieve these legacy points in multiple areas, you are already leading. You probably have more cities than those who didnt get as many. Military path ensures that you will have plenty of cities. Science path ensures you have a lot of science output to get codex's and cities to house them. Economic means more cities to assign resources to. This all means you are already going to start the next Age strong naturally by the very nature of what it takes to achieve these points. Even if you got no reward at all for achieving them, you would still have an edge in the next age. But then, they reward you with even more powerful bonuses on top of your empire already producing a higher base yield than your opponents.

Plus, remember getting these legacy points have the benefit of boosting you to victory at the end. (So they are kind of their own reward) But I would argue these immediate benefits do more for your victory than the end bonus.

This entirely blows any "catch up" idea out of the water at age transition with a system where "the rich get richer". However, there is a fun factor here. A while ago, there was a post about legacy points all being wildcard points essentially. I have mentally revisited this idea and think it would work well if the cost of everything went up. Essentially every legacy point is just a point to spend at the end of an age.

Solution Idea: Every legacy point gained would not unlock anything new except for the 3rd legacy point would still unlock access to a Golden Age. Rather everyone goes for as many points as they can achieve to help them toward the goal of end game victory. (They still count towards their specific victory project in the modern age.) Then on Age transition, all points are "wildcard" points for spending purposes. This way you can either double down on your preferred path, or perhaps shift focus this age into a weak point in your strategy last age. So everyone will have access to the options:

Culture
4 Points: Wondrous Heritage (+1 :7happy: and +1 :culture: on Wonders you control)
2 Points: Cultural Attribute Point (*)
2 Points: Diplomatic Attribute Point (*)

(Unlock) Golden Age:
8 Points: Amphitheaters become Golden Age Amphitheaters. +1 :7happy: and +1 :culture: on Wonders you control. May not purchase Wonderous Heritage.

Military
4 Points: Fealty (+2 Settlement Cap)
2 Points: Militarist Attribute Point (*)
2 Points: Expansionist Attribute Point (*)

(Unlock) Golden Age:
8 Points: Gain 1 Infantry unit for every settlement you captured in Antiquity. Gain +2 Settlement Cap. May not purchase Fealty.

Science
4 Points: Collector of Knowledge (+1:7science: for every Codex in Antiquity.)
2 Points: Militarist Attribute Point (*)
2 Points: Expansionist Attribute Point (*)

(Unlock) Golden Age:
8 Points: Academies become Golden Age Academies. +1 :7science: for every Codex in Antiquity. May not purchase Collector of Knowledge.

Economic
4 Points: Master Caravanner: (+5 Gold for every trade route in Antiquity)
2 Points: Militarist Attribute Point (*)
2 Points: Expansionist Attribute Point (*)

(Unlock) Golden Age:
8 Points: All of your cities from the previous Age remain cities. +5 gold for every trade Route in Antiquity. May not purchase Master Caravanner.


General
1 point: Settler (May only be purchased once.)
1 point: Move Capital (May only be purchased once.)

(* Attribute Points can only be bought 2 times each on Age transition. So, you can't buy 3 militaristic Attribute points. But you can buy 2 Militaristic and 2 Expansionist Attribute Points.)

The most points you can earn on legacy paths is 12. I also somehow tend to get 1-2 wildcard points per age in my games but have still yet to figure out how. So, I am not sure the maximum number of possible points here. In all my games I tend to have anywhere between 6-10 points on Age transition. So, a Golden Age under this system is expensive but doubles down and is very strong in that 1 lane - but it does require you to put almost everything into it.

The biggest problem I could see people not liking about this system is unlocking a Golden Age and not having enough points to buy it. However, this would mean that you did well in 1 aspect of the game and failed miserably at all the others. I could see lowering the cost to 6 for a golden age but I feel like the point of the golden age is to eat into the powerful player's points so that the players lagging behind can catch up. But the Golden Ages need to be worth that point investment. The downside to the Golden Ages is it almost locks you into 1 lane. You can't have 3 Golden Ages at once anymore. You may unlock 3 and can only afford 1. But you have 3 legacy points for end of game victories still. If you did unlock the Golden Age and couldn't pay for it, most of these options would allow you to either fill in some weaknesses or play to your strengths with what you can afford. And the 4 point options aren't bad and buying 1-2 attribute points can be valuable if prioritized correctly.

There are also those weird legacies that unlock through gameplay too that I would put at 3 points or something for an odd number. But I am not as familiar with those so I can't really speak to them without knowing what they do.

That's the idea. I wanted to float it to an open discussion to see what others thought of the idea. Curious to see what other think of this idea, or maybe another. I feel legacy points, as is, are a snowballing mechanic though.
 
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Personally would weaken the attribute point system, which ties into the legacy system. Keep them all smaller buffs
 
the problem
I don't agree that there is a problem. I certainly doubt the OP has enough data to make such a claim. In my games, most of the AI players keep pace with my legacy points. I even had a game where I was in second place, but managed an instant victory.

I do find it mildly humorous that we have people on the forums arguing that the first two ages don't even matter, then we have this post arguing that the results from the first two ages are overpowered.
 
I'm not sure if that is the best way to approach the problem. The more you weaken the legacy system, the less relevant the first two ages become, and the more it feels like the game is undoing your progress.
The legacy system doesn't undo your progress, the Age system does.

If we remove the the legacy system entirely (like in Civ 1-6) the first ages are always the most critical. How you expand, resources to get, techs to prioritize, wars you win to expand further, etc. This first half of the game often dictate the rest of the game and is really critical by design in all 4x games. The first two ages will always be the most relevant ages in the game.

Plus, the goal is to use the legacy system to even out power distribution. Not weaken it.

I wanted to svoid talking too much about the age system as I think it is more valuable to be tied to the crises system.
I certainly doubt the OP has enough data to make such a claim.

Society has proven that no data is needed to make a claim, sadly. But I tried to show supporting arguments that are very easy to see. In Civ 7: do well and you get legacy points. Legacy points are powerful bonuses. Do poor, you get nothing. Hence, the rich get richer. Not sure what other data I need.

But this is also why I put it in front of the community to get a wider perspective. I also have arguments about the golden ages too but decided to reserve those until discussion happens.

Edit: I am also curious to know if everyone else is having uncontested runaway leaders in every game. Usually I have 1 per mainland.
 
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I agree that legacy points increase snowballing, but I disagree that it's a problem.

1. You need some degree of snowballing effect to make early game meaningful. If anyone would start equal positios in the next age, previous age could be ignored.
2. Legacy points are exactly the place where this limited snowballing should be placed, because they are the concentrated result of pursuing the game goals of that age.
 
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The dubious claim is that this is a problem, not that it exists.
Exactly…the legacy bonuses are meant to make sure that you get benefits from previous ages, and that the Type of benefits matches the way you played.

The bigger problem of snowballing is settlements. They are a generic bonus, and the only way to lose them on age transition is the crisis…which should be Much harder for a large human player on high difficulty levels.
 
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I don't agree that there is a problem. I certainly doubt the OP has enough data to make such a claim. In my games, most of the AI players keep pace with my legacy points. I even had a game where I was in second place, but managed an instant victory.

I do find it mildly humorous that we have people on the forums arguing that the first two ages don't even matter, then we have this post arguing that the results from the first two ages are overpowered.
I love this as well
 
The problem isn’t the game it’s the gamers, and this doesn’t change depending on what civ you are playing. In CiV 6 if you play well you end up ages ahead in military tech and nobody can catch you. In civ 7 if you have a great early age you get bonus points. Either way snowballing hurts your game, but at least in the new game there is some rebalancing between ages.

Getting back to original point that the issue isn’t the game it’s the gamers. The problem is that as soon as the game comes out, we all got on this and other forums and started brainstorming ways to break the system. See it doesn’t really matter what game it is, if we all spend our time figuring out the best way to min max the game, it’s going to lose its difficulty.

I think Civ 7 has made major strides in counteracting this. The age system aims to rebalance the game throughout without removing what you have worked for completely. The legacy point and attribute systems gives you bonuses depending on how you play. I liken it to the difference between levelling up in Skyrim vs Oblivion for example.

The other thing I love about the game from a balancing standpoint is how in previous games you win by getting to a higher tier of units so your fighting swordsmen with muskets. Here you have the same units with only a few upgrades along the tech tree but you are given all these other ways to make your units stronger. My swordsmen are better then yours because I have more iron mines and I have been using diplomacy to undermine your position politically. This is just one example of how the game is less linear to previous and therefore more balanced, but also give us more ways to min max all the fun out of it.
 
Any new civ game I try the hardest difficulty level first to get a sense of good strategies as I work my way up. I was quite surprised that I won that game, first time anything like that has happened with any strategy game I’ve played. So I’m not super sure it’s actually a minmax thing where the gamers are shooting themselves in the foot by trying too hard, really.
 
The Attribute points need some balance. I think some of them are way too weak, and some are way too strong. unlocking the +50% influence on city-states is like a massive leap that I run quickly for.

But all in all, I think the current legacy points are fine as a start. Yes, they give you a leg up in the next era, but that's basically to reward you for the previous era. Sure, whatever you build you keep, but for example, if you don't give a real point of collecting codices to get you advanced on the science path, that really would reduce the need to actually do those challenges.

I do think that we should have a few more options for each legacy though. Like, I would kind of love having a few more choices in each. Like, in the Antiquity->Exploration culture path, you could get a choice of the following for 2 points each (give or take some balance):
-Unlock Piety for free; +25% production to missionaries
-+100% production to constructing culture buildings
-+20% production on wonders
-+2 culture on culture buildings

ie. you get multiple choices. One is a direct boost to the next tier's path requirements. One of them is just generally related to the theme, but not directly related to the next path. One of them is not related to the next era's bonus, but something maybe you want to use to shift tact. And another one is like a more generic passive bonus. That way, you have a choice if you have done well enough in the last era to either give you a little leg up on the next era's challenge, or you can basically swing that bonus into something that just helps your empire more generically. You still have the option to get the attribute points as a fallback, but doing this can give you maybe a little more agency about how you want your empire to grow.
 
Variety would be nice both with legacy point shopping and legacy victory conditions.

I am unable to see the perspective of this not being a problem from my perspective, personally. Any game system that rewards the leader with more powerful bonuses while offering the trailing players nothing always causes a snowball effect. Especially if these bonus costs are cheap. (Like 2/10 points)They do let you "shoot the moon" if you totally botch a path and spend everything for a dark age with a semi-powerful boost and a noticeable drawback. Which at times can even feel punishing instead of just spending your few points on direct bonuses.

I have never seen a "power nation" get "knocked down a peg" in Civ 7 unless it is 1 power nation crushing another power nation to secure their lead over all. Once a civ pulls ahead of the rest, it is never really in danger of the lesser nations and just gets further ahead. The ages create an illusion of balance because it stopped technology disparity from getting too large but city and yield disparity gets insanely gapped. The player waging war against idiotic AI tactics can shift some times due to AI ignorance but no small AI empire will gain on a larger AI empire with free open land being available.

I do not like game systems like this but I am not upset if I am in the minority. I will probably invest time in learning to mod and then adjust what I can where I can. I am still exploring the game and enjoying it. I have been back and forth on digging into modding now vs. waiting for the mod tools & support from Firaxis that is supposed to be "coming soon". But in the meantime, I have plenty in-game and IRL to keep me occupied. I am most excited to be able to rename cities soon. It has been interesting to see others' thoughts on the matter.
 
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Variety would be nice both with legacy point shopping and legacy victory conditions.

I am unable to see the perspective of this not being a problem from my perspective, personally. Any game system that rewards the leader with more powerful bonuses while offering the trailing players nothing always causes a snowball effect. Especially if these bonus costs are cheap. (Like 2/10 points)They do let you "shoot the moon" if you totally botch a path and spend everything for a dark age with a semi-powerful boost and a noticeable drawback. Which at times can even feel punishing instead of just spending your few points on direct bonuses.

I have never seen a "power nation" get "knocked down a peg" in Civ 7 unless it is 1 power nation crushing another power nation to secure their lead over all. Once a civ pulls ahead of the rest, it is never really in danger of the lesser nations and just gets further ahead. The ages create an illusion of balance because it stopped technology disparity from getting too large but city and yield disparity gets insanely gapped. The player waging war against idiotic AI tactics can shift some times due to AI ignorance but no small AI empire will gain on a larger AI empire with free open land being available.

I do not like game systems like this but I am not upset if I am in the minority. I will probably invest time in learning to mod and then adjust what I can where I can. I am still exploring the game and enjoying it. I have been back and forth on digging into modding now vs. waiting for the mod tools & support from Firaxis that is supposed to be "coming soon". But in the meantime, I have plenty in-game and IRL to keep me occupied. I am most excited to be able to rename cities soon. It has been interesting to see others' thoughts on the matter.
The only system in the game that is set up to knock down a power nation is the crisis. If it targeted power nations much stronger it could actually do that.
 
The only system in the game that is set up to knock down a power nation is the crisis. If it targeted power nations much stronger it could actually do that.
I agree but currently it hits all nations with a broad brush. It does not hurt strong nations hard enough to even the field. Circumstance can cause a crisis to hit a power nation or weak nation equally hard. It could also lean harder on one than the other equally from what I can tell. Both have opportunities to divert the damage done by the crises by selecting policies that hurt less.

I think it would need reworked to do this though as it seems the crisis is there to hit everyone equally hard from what I can tell.
 
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