Official announcement: Hot off the presses. Next Civ game in development!!!!!!!

Yep. I agree. Just happy with the news about Civ VII. They'll do a good job, I'm sure.

Does anyone know if Ed Beach will be the lead designer, once again or do they have someone new as is tradition?
 
Yep. I agree. Just happy with the news about Civ VII. They'll do a good job, I'm sure.

Does anyone know if Ed Beach will be the lead designer, once again or do they have someone new as is tradition?
According the Polygon article linked in the OP, Ed Beach will be the creative director for the next Civ game.
"Take-Two’s statement said that Ed Beach would continue as creative director for the next Civilization. Beach directed Civilization 6 and was a designer on 2010’s Civilization 5."
 
You argued this before. That "wide" play is somehow intrinsically natural and that any game design that disfavours it is "arbitrary". Your starting point is to naturalise a certain type of game design as inevitable expressed as "it's an inevitability because having more cities/territory is better".
Back then I suggested it could be attenuated by granting the points to the builder, not the owner. Pair that with a higher focus on wonders constructed, rather than buildings/districts (which they actually did for GS), and you could reduce the skew domination oriented Civs have considerably even in a game not designed with Score in mind.
Because 4X games (explore, expand, exploit, exterminate) are all about having more resources so you can then do more things. If you have more cities, you can build more buildings, more wonders, more units and so on. At some point, if want more cities so you can building more buildings(wonders, units, etc), you have to go conquer someone else because you don't have room to found new cities, its that simple. Even if you only get points for building things, not controlling things, then conquering more cities is still better because you can then build new buildings! Unless you only get points from cities you founded, which is an arbitrary limit.

One could rewrite it as "if you look through the "great' civilizations in history, their high point as a civilization almost always leads to a conquer/imperial phase". It's all so vague that for the most part you can switch around cause and consequence and the sentence will still be applicable.
No, its pretty much one-to-one conquest to cultural high point even if it isn't an immediate effect. During the late Republic, Rome's imperial conquests were so lucrative that the Senate cancelled a bunch of taxes. The reason why Rome had a million people living it during the early imperial period was because they could offer subsidized grain, the money to do so came from their massive empire, and the grain came from their conquered territories, Egypt in particular, and was cheaper than normal because they ruled over those lands. Athens' golden age was directly funded by its role as the hegemon of the Delian League, an Athenian empire in all but name. The Mongols are another obvious example. The Mughals in India as well. Medieval Baghdad's opulence and renown as a center of culture and learning was because it was the imperial capital of a large empire. Same for Ottoman Constantinople and other cities like Samarkand under Timor. Empire is lucrative, its what allows all of these great works of monumental architecture to be built in the first, in addition to the patronage of the arts and sciences by their rulers. That stuff isn't cheap and, historically speaking, the larger the territory you rule over the wealthier you are. And yes, I do believe if you are making a game based on history, you do need to, at least, get the big picture things right otherwise, why bother with history in the first place.

And the reason why I put "great" is brackets is because everyone has their own opinions about what constitutes a great empire and even whether or not its a valid concept. I was not questioning the fact that cultural high points are funded by conquests and large empires.

Why? You're just declaring it with such confidence.
"Player elimination" is itself a design choice.
Because in every game if you are eliminated from the game, you lose the game. Like, every game. Its how games work. Not to mention, what would you do after you were eliminated but before the game ended?

If the point is to accumulate score through time, why should the score be lost upon being conquered by another Civ?
Because you don't own it anymore. "Through time" means throughout the entire game so, if you don't control something why should you get points for it? Like, so many cities passed through various empires and nations throughout history, each adding to the city. Its like saying that since Antioch was founded by the Seleucid Empire, it should only be considered a Hellenistic Greek city, which is ridiculous.

The game attempts to specify what is "scientific" what is "cultural" and what is "diplomatic". I want it to NOT do that, or not as obtusely as it currently does.
Are you talking about the various victory types? Like, I'll give the culture victory is kind of obtuse in how it works and doesn't really rely on culture per-se but the others aren't obtuse in the slightest. Religion? Covert everyone. Domination? Conquer everyone. Science? Go to another world, a long time scientifically related ambition of humanity. Like, I'll give you that is an arbitrary win condition but then, they are all arbitrary because you aren't going to find universal agreement on what counts as a "scientific" victory, or any other victory.
 
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According the Polygon article linked in the OP, Ed Beach will be the creative director for the next Civ game.
"Take-Two’s statement said that Ed Beach would continue as creative director for the next Civilization. Beach directed Civilization 6 and was a designer on 2010’s Civilization 5."

That confirms what I thought. It's a departure from the norm as every other iteration had a new lead designer.

I am honestly not sure if this is a good thing. I love Civ VI and Ed Beach did a very good job (not to mention polishing up the turd that was Civilization 5 as best he could) but will he end up just making Civ 6.5?

I guess we'll know with the first reveal videos.
 
as I've exhausted the possibilities of discovering any new twists in playing Civ 6.
Which reminds me that good mod support would be an awesome addition to Civ 7. The tremendous wealth of mods available for Civ 3 and Civ 4 did a lot to extend the lifetime of those games, and I’ve really just scratched the surface of what they have to offer.

But your point about game fans is a good one. We often act very entitled and take a lot of things for granted.
 
Thomas Hobbes described life without a Leviathan as "Solitary, Poor, Nasty, Brutish, and Short".

I would describe the bulk of posts in this thread as "Multiple, Poor, Nasty, Brutish, and Long".

Alternatively, as "How many angels can dance on the head of a pin".

For my part, I'm simply delighted that Civ 7 - ANY implementation of Civ 7 - is welcome, as I've exhausted the possibilities of discovering any new twists in playing Civ 6.
What's wrong with the fans here discussing what they want in the game with each other :confused:
 
Which reminds me that good mod support would be an awesome addition to Civ 7. The tremendous wealth of mods available for Civ 3 and Civ 4 did a lot to extend the lifetime of those games, and I’ve really just scratched the surface of what they have to offer.

But your point about game fans is a good one. We often act very entitled and take a lot of things for granted.

Civ IV Fall from Heaven was an absolute gem. ❤
 
Rhye's and Fall of Civilization and all its derivatives are amazing and I hope we can see something like it in Civ VII.
 
Civ IV Fall from Heaven was an absolute gem. ❤
I actually haven’t played that one yet, but it is definitely on my to-play list. In the last weeks I’ve been discovering the original Master of Magic and enjoying it a lot. I guess it falls into the same category.

The Ancient Mediterranean Mod by Thamis for Civ 3 is my favorite. I discovered it at just the right time, when I was really infatuated with the ancient civilizations in the Mediterranean and Middle East.

 
I actually haven’t played that one yet, but it is definitely on my to-play list. In the last weeks I’ve been discovering the original Master of Magic and enjoying it a lot. I guess it falls into the same category.

The Ancient Mediterranean Mod by Thamis for Civ 3 is my favorite. I discovered it at just the right time, when I was really infatuated with the ancient civilizations in the Mediterranean and Middle East.

The original MOM was fantastic, too. Also loved Civ II Fantastic Worlds.

Hopefully Civ VII will be extremely mod friendly. 🙂
 
Which reminds me that good mod support would be an awesome addition to Civ 7. The tremendous wealth of mods available for Civ 3 and Civ 4 did a lot to extend the lifetime of those games, and I’ve really just scratched the surface of what they have to offer.
I doubt that will happen. Firaxis's trend after Civ4 is reducing mod support, and increasing DLC support.
And unless they use a C# .net framework, the ability to use Harmony or other patch-methods is severely limited.
Not to mention the trend of using more complex 3D graphics, animations and gfx scripts, makes it extremely difficult to insert new items of that nature.

I suspect you'll find a tightening of mod support, not better mod support.
 
I doubt that will happen. Firaxis's trend after Civ4 is reducing mod support, and increasing DLC support.
And unless they use a C# .net framework, the ability to use Harmony or other patch-methods is severely limited.
Not to mention the trend of using more complex 3D graphics, animations and gfx scripts, makes it extremely difficult to insert new items of that nature.

I suspect you'll find a tightening of mod support, not better mod support.
I doubt that they have a conscious decision of reducing mod support to support their DLC’s. While they have released many smaller DLC’s for 5 and 6, their DLC strategy seems to put focus on the bigger “expansion packs”, which is also what the community likes. With such a strategy, mods are probably good for selling more DLC’s, since many of them ends up requiring the latest expansion pack.

But it obviously requires a lot of work and focus to make the game as mod friendly as those two. I wouldn’t be surprised if Firaxis didn’t prioritize it this time either, but I don’t think that is set in stone in any way.
 
That confirms what I thought. It's a departure from the norm as every other iteration had a new lead designer.

I am honestly not sure if this is a good thing. I love Civ VI and Ed Beach did a very good job (not to mention polishing up the turd that was Civilization 5 as best he could) but will he end up just making Civ 6.5?

I guess we'll know with the first reveal videos.
The only other lead designer for Civ 6 was Anton Strenger, who did R&F and I believe the NFP. I thought he would be the lead until he left Firaxis at the beginning of last year, so Ed seemed like a no brainer to return after that.
 
I doubt that they have a conscious decision of reducing mod support to support their DLC’s. While they have released many smaller DLC’s for 5 and 6, their DLC strategy seems to put focus on the bigger “expansion packs”, which is also what the community likes. With such a strategy, mods are probably good for selling more DLC’s, since many of them ends up requiring the latest expansion pack.

But it obviously requires a lot of work and focus to make the game as mod friendly as those two. I wouldn’t be surprised if Firaxis didn’t prioritize it this time either, but I don’t think that is set in stone in any way.
I am assuming "mod friendly as those two" refers to Civ 3 & 4?

A perfect situation would be if Firaxis has done what Soren Johnson did with Civ 4, what we did with Old World, and what Amplitude did with Humankind, where the base game is actually setup as a mod. If the game is written such that the base game is actually a mod, then it would just flow on that the game itself is fully moddable. Of course graphics/audio moddability is a completely different thing to game infos moddability. And then there's the ability of a company to release the game source to allow modding references, without having to resort to Reflection. Sometimes it is just not possible.
 
The only other lead designer for Civ 6 was Anton Strenger, who did R&F and I believe the NFP. I thought he would be the lead until he left Firaxis at the beginning of last year, so Ed seemed like a no brainer to return after that.
Yes, it seemed that Abton Strenger was being groomed for the role but it didn't work out for whatever reason.

Ed Beach certainly has the most experience and was the obvious choice.
 
The Polygon article announcing the new game says "Beach directed Civilization 6 and was a designer on 2010’s Civilization 5." What's the difference between a game director and a game designer?
 
The Polygon article announcing the new game says "Beach directed Civilization 6 and was a designer on 2010’s Civilization 5." What's the difference between a game director and a game designer?

Well, Ed Beach stepped in after the unmitigated disaster that was the Civilization 5 launch and the lead designer Jon Shafer walking away less than a year later leaving Firaxis in a terrible bind. So, they were two different situations.
 
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