Lonecat Nekophrodite
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- Jan 10, 2019
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Just finished Civilization VII as King Asoke. The World Renounce. Here is my reviews and commentations
Graphics
A Slight improvements over previous installments. No more Disney Cartoons (but what's next? Anime style Civ VIII ?). But it looks quite like Humankind. (except there are small, and big rivers). There are some gliches over mesh exclusions at distances. so you don't see infantrymen carrying guns in some play. Also in combat, while there are continious fightings in a melee but this serves only as a flavor. There's also 'accelelarted' moves. but player will experience difficult tracking enemy movements and deployments anywhere on the game screen.
There are tradeoffs. The world looks abit smaller, and more men on units.
And now there are more cultural variations both for units and buildings, but units aren't really THAT variates. I don't know if FXis now really did a proper research on 'What if' scenarios of units that their respecive civs never actually used it? Naval Units are still now less variated. particularly in Age II Asians used the same Carracks and Galleons as Europeans rather than invented their own designs. IRL Ming Empire NEVER copied Portuguese Naus and Galeaos designs even once.
Gameplay
This is the biggest Progress and Regress, Loves and Hates are.
1. Setting ups and Evolutions. Separating Leaders (Playable Character) from their associates civs compliclated setups. There's no 'recommended randoms' when choosing other players (single player games.) and with this there's a high possibility that setting ups can gives out a rather 'out of place' Leader-Civ combinations of other players chosing 'random'. Players still require to do this manually if he/she wants more desirable scenarios.
Yet it is now still possible to choose two identical PCs and civs in the set ups. you can even have One Greece led by Katy, and Two Romes, one led by Isabella, and the other led by Charlemagne.
But this system exists for reasons. permitting civ evolutions from time to time, the changes of age doesn't always give out desirable or consistent civ evolutions. While player can choose more associated civs to either Leader or default succession paths (or if other conditions are met, someone else, Such as it is possible to choose Normans if you play as Khmer under King Asoke. Either by improving three Irons, or build five walls.). Your rivals don't seems to do so. There are instance that even if Amina begins as Aksum, she choose Majpahit in the Age II, even two difference PCs that chose same Civs in previous age also evolved differently, in the same scenario Katy can still be Normans (and she loves this choice so much if you choose Greeks. This compelled Charlemagne (if he ever survive, though he tend to lose early) to choose somebody else but if he's around and if Isabella went to Age II as well, he will get Spain instead and Isabella may get Abbassids instead. (though Katy should get Mongolia or Ming in Age II).
This is what I've got playing Vanilla (called 'Foundations' here). and not DLCs.
And the Game World is too small. the biggest is 'Standard'. and no bigger so far. What's the FXis's intentions? more intense games in cramped areas? closely packed settlemetns and more player interactions? Players are expected to jump into PVP Wars with Warriors and Slingers (or Tier 1 equivalents of the next two Ages?) rather than Tier III Armies when everything is All Set?
2. Citybuildings. In the past player always begins with one settler, and in some games, a handful of guardians, and in every game stars. Now Founder only existed in First Age. Setting ups in Age II or III instead give out player a prebuilt capitol and a couple of cities and towns to begin with. this means player has no right to choose desirable locations. in some instances, player begins with his/her capitol is also a border city!
There isn't a change in settlement radious, still the same 3 hexes away as in Civ5. There are some changes in settlement buildings though
- Player can not build settlements or districts above resource plots, any resources discovered 'slightly later' destroys any structures above instantly! this is not what I like at all.
- Player cannot build settlements or districgts on the mountain tiles, but can now make use of these but only in the Age III (there should be tech or civic that permitted it once player researched it).
And this is part that Civ7 imitated Humankind.
1. There are 'Cities' and 'Towns'. and 'Town' itself seems to be slightly modified from Outposts in that game. but instead a town 'serves' the empire directly rather than a specific City. and Town existed only to.. say 'ease out nagging Microes', where it gros on its own, player only needs to invest in infrastructure (through gold only) when needed -- walls in case of frontiers or borders, or as part of 'Power from the Center' Crisis Management scheme if choosing Zhoulou.
2. Eliminations of Tile Developer units. Now TI is done directly by a settlement except in a few cases
2.1 Merchants can build additional road connections domestically. but 'roads' now required to be built from two referrence nodes. and required a settlement of origin to build it, also required a targeted settlement to become city.
With this. It is still possible to do the same Landgrab tricks as in previous early game but in the end player has to build a settlement 'in between' to hook two unconnected settlements together. (in case of settlements that needs sea lane connections. only fishing wharfs hooked two settlements together).
2.2 American UC. 'Prospector' (claims resources two hexes away from a fully grown settlement.
--More to come--
Graphics
A Slight improvements over previous installments. No more Disney Cartoons (but what's next? Anime style Civ VIII ?). But it looks quite like Humankind. (except there are small, and big rivers). There are some gliches over mesh exclusions at distances. so you don't see infantrymen carrying guns in some play. Also in combat, while there are continious fightings in a melee but this serves only as a flavor. There's also 'accelelarted' moves. but player will experience difficult tracking enemy movements and deployments anywhere on the game screen.
There are tradeoffs. The world looks abit smaller, and more men on units.
And now there are more cultural variations both for units and buildings, but units aren't really THAT variates. I don't know if FXis now really did a proper research on 'What if' scenarios of units that their respecive civs never actually used it? Naval Units are still now less variated. particularly in Age II Asians used the same Carracks and Galleons as Europeans rather than invented their own designs. IRL Ming Empire NEVER copied Portuguese Naus and Galeaos designs even once.
Gameplay
This is the biggest Progress and Regress, Loves and Hates are.
1. Setting ups and Evolutions. Separating Leaders (Playable Character) from their associates civs compliclated setups. There's no 'recommended randoms' when choosing other players (single player games.) and with this there's a high possibility that setting ups can gives out a rather 'out of place' Leader-Civ combinations of other players chosing 'random'. Players still require to do this manually if he/she wants more desirable scenarios.
Yet it is now still possible to choose two identical PCs and civs in the set ups. you can even have One Greece led by Katy, and Two Romes, one led by Isabella, and the other led by Charlemagne.
But this system exists for reasons. permitting civ evolutions from time to time, the changes of age doesn't always give out desirable or consistent civ evolutions. While player can choose more associated civs to either Leader or default succession paths (or if other conditions are met, someone else, Such as it is possible to choose Normans if you play as Khmer under King Asoke. Either by improving three Irons, or build five walls.). Your rivals don't seems to do so. There are instance that even if Amina begins as Aksum, she choose Majpahit in the Age II, even two difference PCs that chose same Civs in previous age also evolved differently, in the same scenario Katy can still be Normans (and she loves this choice so much if you choose Greeks. This compelled Charlemagne (if he ever survive, though he tend to lose early) to choose somebody else but if he's around and if Isabella went to Age II as well, he will get Spain instead and Isabella may get Abbassids instead. (though Katy should get Mongolia or Ming in Age II).
This is what I've got playing Vanilla (called 'Foundations' here). and not DLCs.
And the Game World is too small. the biggest is 'Standard'. and no bigger so far. What's the FXis's intentions? more intense games in cramped areas? closely packed settlemetns and more player interactions? Players are expected to jump into PVP Wars with Warriors and Slingers (or Tier 1 equivalents of the next two Ages?) rather than Tier III Armies when everything is All Set?
2. Citybuildings. In the past player always begins with one settler, and in some games, a handful of guardians, and in every game stars. Now Founder only existed in First Age. Setting ups in Age II or III instead give out player a prebuilt capitol and a couple of cities and towns to begin with. this means player has no right to choose desirable locations. in some instances, player begins with his/her capitol is also a border city!
There isn't a change in settlement radious, still the same 3 hexes away as in Civ5. There are some changes in settlement buildings though
- Player can not build settlements or districts above resource plots, any resources discovered 'slightly later' destroys any structures above instantly! this is not what I like at all.
- Player cannot build settlements or districgts on the mountain tiles, but can now make use of these but only in the Age III (there should be tech or civic that permitted it once player researched it).
And this is part that Civ7 imitated Humankind.
1. There are 'Cities' and 'Towns'. and 'Town' itself seems to be slightly modified from Outposts in that game. but instead a town 'serves' the empire directly rather than a specific City. and Town existed only to.. say 'ease out nagging Microes', where it gros on its own, player only needs to invest in infrastructure (through gold only) when needed -- walls in case of frontiers or borders, or as part of 'Power from the Center' Crisis Management scheme if choosing Zhoulou.
2. Eliminations of Tile Developer units. Now TI is done directly by a settlement except in a few cases
2.1 Merchants can build additional road connections domestically. but 'roads' now required to be built from two referrence nodes. and required a settlement of origin to build it, also required a targeted settlement to become city.
With this. It is still possible to do the same Landgrab tricks as in previous early game but in the end player has to build a settlement 'in between' to hook two unconnected settlements together. (in case of settlements that needs sea lane connections. only fishing wharfs hooked two settlements together).
2.2 American UC. 'Prospector' (claims resources two hexes away from a fully grown settlement.
--More to come--
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