Player stats, sales, and reception speculation thread

If a million units were sold and less than six thousand are actually playing, yeah, I'd say abandonment is possible.
 
Maybe someone could look over the historic data and find similar launches that in the end were turned around into solid games. Examples would lift some spirits here. If they exist?
 
I don't think they will abandon Civ7. They will probably brainstorm some kind of way to salvage the player base numbers so that they can continue monetizing the game.

I wouldn't underestimate them in this regard. But it's definitely a make or break moment right now for them. People say this happened before on previous releases but I have never seen quite this bad for a Civ game and I'm not being biased in saying that, it's just pure numbers.
 
Maybe someone could look over the historic data and find similar launches that in the end were turned around into solid games. Examples would lift some spirits here. If they exist?
I think The Sims 4 is a good example, except that (I don't believe) its commercial success was ever questioned. The game was launched in a horrible state and has clawed its way back to an acceptable state, though it was released over ten years ago. The Sims 4 managed to hold onto its player base due, essentially, there being no competition in the genre and due to its rabid fanbase of The Sims enthusiasts. It's not a great comparison for a number of reasons.

But right now we don't know if Civ 7 is profitable. If it is, then it will continue to be developed. If not, then I have no idea what will happen next.
 
I don't think they will abandon Civ7. They will probably brainstorm some kind of way to salvage the player base numbers so that they can continue monetizing the game.

I wouldn't underestimate them in this regard. But it's definitely a make or break moment right now for them. People say this happened before on previous releases but I have never seen quite this bad for a Civ game and I'm not being biased in saying that, it's just pure numbers.
Well, don't you think they will have to reduce staff and the scope of their plans? You can't sell DLC to ten thousand fans and break even. I expect people are already leaving the team.
 
I think The Sims 4 is a good example, except that (I don't believe) its commercial success was ever questioned. The game was launched in a horrible state and has clawed its way back to an acceptable state, though it was released over ten years ago. The Sims 4 managed to hold onto its player base due, essentially, there being no competition in the genre and due to its rabid fanbase of The Sims enthusiasts. It's not a great comparison for a number of reasons.

But right now we don't know if Civ 7 is profitable. If it is, then it will continue to be developed. If not, then I have no idea what will happen next.
And, funnily enough, the reception to The Sims 4 spawned a bunch of life sims that are supposed to come out relatively soon, if they haven't already (most notably inZOI and Paralives). So, the poor reception to that game created competition. I think we'll see the same with civ-like games. Competitors will see this as an opportunity to make a game that's more inspired by the older civ games, and if executed well I would expect it to be successful.
 
Heads implode, shills flee, the flies sew their rows of maggots. The earth prepares to open, dust to dust, to receive,
conceived in sin and born in corruption and Civ passeth from the stink of the didie to the stench of the shroud.

Eh, not so bad.

Dogs and cats, living together. Mass hysteria!
 
I don't think they will abandon Civ7. They will probably brainstorm some kind of way to salvage the player base numbers so that they can continue monetizing the game.

I wouldn't underestimate them in this regard. But it's definitely a make or break moment right now for them. People say this happened before on previous releases but I have never seen quite this bad for a Civ game and I'm not being biased in saying that, it's just pure numbers.
If I was them, I'd make that hyper streamlined online mode. Heck I'd go full Civ Revolution with it. Then I'd make it (the one online mode) free to play with pay for more leaders (or, just by the full game). Within the "full game" bracket, no pay nonsense. Of course this would create a firestorm. Even so, Civ Rev brought tons of people into Civ V and many of them are here in this forum.
 
EDIT- I didn't realize I was two pages of discussion behind, sorry about that!

Regarding going all cities-
That's certainly the meta for high level min/maxer types but not for everyone .....

And @queenpea said 99% of the time covert to city.

I'm sure I'm not a top player, but I'm pretty damn good, and I disagree. Having a few good towns feeding your best production cities will let you get more specialists faster. If you've managed your adjacencies well they give huge boosts to science and culture, which ultimately are your way forward to all the good stuff. I think one of the newer strategies is to just snag a few choice techs and civics (obviously settlement limit increases since they are carried over between eras) and then just spam future tech and future civic.

I did one all city playthrough. I could raise an army faster, but my science, culture, and production per city were worse than an approach with towns. Hub towns are also the best source of influence. If you want to suzerain several independents, that's difficult without hub towns

That being said you definitely want more cities than towns. If they could fix the city connection problems and allow you to select where towns send their food, in (hopeful) combination with next week's patch, towns would be even better.
 
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If anything, the fact that Ed Beach is still with the studio may be a sign that they’re ok with the release so far.
Yeah well it helps they pulled the DLC that fewer people pre-ordered because no details abo it it had been announced. So there’s no actual post launch sentiment reflected in sales.
 
That being said you definitely want more cities than towns. If they could fix the city connection problems and allow you to select where towns send their food, in (hopeful) combination with next week's patch, towns would be even better.
I’ve noticed that many of us even who put in a lot of hours don’t actually completely understand specialist adjacency planning. In any event Dogo Onsen (still not bug fixed) and the fish factory bug seem to be how people are stacking up specialists.

Specialists are also less relevant until the modern era, which most people say should be skipped and is a chore.

It’s just this sort of less interesting while still esoteric specialist feature is the one single excuse people have to justify what towns do. And then the influence hubs are fine, but you have to study the mysteries to figure out how connections work.

That said if they buff growth then feeder farming towns will increase in prominence. And being able to totally control food would be a game changer as well.
 
Sorry, but Civ 7 is no longer a game to build a civilization to stand the test of time. That´s why the new slogan is: "Build something you believe in".

The problem is, how should I build something I believe in, if the new mechanisms in Civ 7 are defenitely not convincing me ? The immortal leader was always the worst element for me in every version of the civ series. In earlier versions I simply ignored that element by only looking at the other civs and ignoring their wrong leaders and in Civ 3 there is a chance to mitigate that problem by having at least 4 era-specific leaders for each civ.

And now I should only believe in those ridicolous immortal leaders and all the civs are only "sound and smoke" ? And with all this - in my eyes - nonsense I should be able to build something that I believe in ?? My answer is no !
Maybe it was a typo? Build something you can't believe in.
 
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EDIT- I didn't realize I was two pages of discussion behind, sorry about that!

Regarding going all cities-


And @queenpea said 99% of the time covert to city.

I'm sure I'm not a top player, but I'm pretty damn good, and I disagree. Having a few good towns feeding your best production cities will let you get more specialists faster. If you've managed your adjacencies well they give huge boosts to science and culture, which ultimately are your way forward to all the good stuff. I think one of the newer strategies is to just snag a few choice techs and civics (obviously settlement limit increases since they are carried over between eras) and then just spam future tech and future civic.

I did one all city playthrough. I could raise an army faster, but my science, culture, and production per city were worse than an approach with towns. Hub towns are also the best source of influence. If you want to suzerain several independents, that's difficult without hub towns

That being said you definitely want more cities than towns. If they could fix the city connection problems and allow you to select where towns send their food, in (hopeful) combination with next week's patch, towns would be even better.
Towns are very meh right now. They only pass good to cities once specialized, and specializing means that borders will stop expanding, and towns stop growing. This is a huge disadvantage with AI that favors forward settling. The best method is to specialize at the end of the age when towns are properly sized. This allows a snowball effect with specialists during the last third of the game, but it’s a very late return.
 
Towns are very meh right now. They only pass good to cities once specialized, and specializing means that borders will stop expanding, and towns stop growing. This is a huge disadvantage with AI that favors forward settling. The best method is to specialize at the end of the age when towns are properly sized. This allows a snowball effect with specialists during the last third of the game, but it’s a very late return.

Agreed the specialist snowball is late but it is huge. I like to feed my main cities so they don't need to waste production time on food buildings and don't need rural improvements at all unless they're resources or huge production tiles. I'm learning to only put buildings/quarters on farm tiles in the early game to maximize production. Mid game I will erase production tiles only for good adjacencies or first ring for the bonus to city center.

If a city must feed itself, you will need farm tiles, at least until mid-late game. A citizen working a farm instead of a production tile or a specialist is a wasted citizen to me in a good city.
 
Agreed the specialist snowball is late but it is huge. I like to feed my main cities so they don't need to waste production time on food buildings and don't need rural improvements at all unless they're resources or huge production tiles. I'm learning to only put buildings/quarters on farm tiles in the early game to maximize production. Mid game I will erase production tiles only for good adjacencies or first ring for the bonus to city center.

If a city must feed itself, you will need farm tiles, at least until mid-late game. A citizen working a farm instead of a production tile or a specialist is a wasted citizen to me in a good city.
Growth rates are so tight that food just doesn't matter one way or another. Buy food buildings with gold once your gold engine is running or when you run out of buildings to queue. Hammers then gold is just so effective.
 
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