Player stats, sales, and reception speculation thread

I find this kind of funny, honestly. Navigable rivers are a great idea in theory, but the feature is completely undermined by how terrible naval combat is. Since naval vs. naval combat is limited to melee attacks—and those do such pitiful damage—you can end up in a situation where a defending naval unit just sits still and heals every turn, and your attacking unit will almost never manage to kill it (you make 22-23 damage, but they heal 20 damage per turn).

In navigable rivers, the number of attacking units doesn’t even matter, because only one ship can attack at a time. That means you can block a river with a single ship, and as long as it heals every turn, it’s practically invincible. And if you’ve got two ships, you can just rotate them when one gets low on health. The result? Navigable rivers turn into impenetrable choke points.

It’s honestly wild how a feature with so much potential ends up being broken by such nonsensical gameplay mechanics.

This is Fireaxis in a nutshell. They come up with a great concept, then pick the worst possible way to implement it and do zero playtesting

I think the best implementation of tile improvement was done by Call to Power. Production had a slider to allocate production to Public Works, which is then used to improve a tile. I think its the most (dare I say) elegant solution to tile improvement mechanics.

Man, remember sliders?? holy moly - a really neat way to focus on certain aspects of your economy. What a cool way to simulate the struggle about guns and butter with a science/commerce slider.

The Civ7 system of only having to worry about tiles when you actually have the population to work one is the best.

The card slot system from 6 has grown on me a lot, but that is probably because of mods
 
"Us!?

There's no "Us" here. There's the good old fanbase, and the other half.
They were probably referring to the other half of "Us".
Because to "Us" it makes absolutely zero. I repeat, zero, sense, what the other half thinks or want. And that include the "devs" or "Firaxis".
We care about the core of Civ being broken up and we have been watching the sales plummeting in shambles all along.

Did they care make a pool, to see what fanbase feelings are about ANY of the major changes? NO.
I did, many times. Because I care.
I did it with workers.
I did it with fresh water, 1Upt, etc etc.

There's no "US" anymore. "We" are cracked in half.
What does any of that have to do with my post, though? Should I stop using basic English pronouns or something? I'm pretty sure that "us" is still the right word, even if you're not happy with the game.
 
However much profit-motive might have been the grounds for release-on-multiple-platforms or diorama graphics, I think Civ switching was a true game-design decision, based on the felt need for a new iteration to have some genuinely novel element, lest it be labeled Civ 6.2.

I’m not disagreeing with the main thrusts of your argument. But how is sinking what’s probably a ton of money into the diorama inspired graphics a profit motivated choice? If anything that’s probably the biggest sunk cost if this game can’t be saved. Honestly the expense of the graphic assets are probably one of the main things keeping the execs committed to trying to make 7 work. That’s why I wouldn’t be surprised if we get a complete rework of Civ 7’s game systems before they try to move on to 8.
 
But what they can do isn't what they have done or what they've (at least publicly) said they're going to do. So, I don't see this as a plausible motivation for how the game was designed.
I would be very surprised if part of their thinking wasn't the best way to monetise each DLC item.

I suspect their primary motivation for having different civs per age was this idea of creating shorter, more manageable and easy to pick up games (which I find ridiculous btw). However, I have little doubt that many of the decisions as to why the game is the way it is, are financial. So being able to sell many many more types of civ and leader in DLC format surely would be a big plus point for the idea of ages.
 
I suspect their primary motivation for having different civs per age was this idea of creating shorter, more manageable and easy to pick up games (which I find ridiculous btw).
I think Firaxis explained their motivation pretty well. They made age reset and civ switching for:
  1. Reduce snowballing with age reset
  2. Avoid problem with differences between early and late game civs with civilization switch
  3. Allow playing shorter multiplayer games with age reset
  4. Make people actually finish their games with switching their goals
  5. Age reset and civilization switch just work together well
I wouldn't say the motivation is bad. It's just that it's mostly targeting multiplayer. 3rd point is MP only, snowballing is bigger problem for MP and civ balance is more important for MP as well.

However, I have little doubt that many of the decisions as to why the game is the way it is, are financial. So being able to sell many many more types of civ and leader in DLC format surely would be a big plus point for the idea of ages.
I don't understand the distinction between financial and non-financial decisions. When you make commercial product your final goal is to generate revenue and make profits. There are multiple strategies possible, but every strategy has to be financially solid.
 
I don't understand the distinction between financial and non-financial decisions. When you make commercial product your final goal is to generate revenue and make profits. There are multiple strategies possible, but every strategy has to be financially solid.
I think the problem is pretty clear that many times the financial needs of the company may be in direct conflict with the desires of the player base. For instance many mobile games kick the player in the face with adverts and paid content and actively try to make the user experience as miserable as possible in order to get them to spend money. In this case I think Firaxis are really not aligned to the player's needs and have prioritised financial returns over user satisfaction.

Where Firaxis' strategy does not seem solid is that they have overlooked the most important part and gotten ahead of themselves. They have seemed to be prioritising a player base that I doubt they can grow (multiplayer) and focused on future revenue (DLC) whilst not concentrating on the core product. You can't get people to buy DLC for a product they don't like.
 
I think Firaxis explained their motivation pretty well. They made age reset and civ switching for:
  1. Reduce snowballing with age reset
  2. Avoid problem with differences between early and late game civs with civilization switch
  3. Allow playing shorter multiplayer games with age reset
  4. Make people actually finish their games with switching their goals
  5. Age reset and civilization switch just work together well
I wouldn't say the motivation is bad. It's just that it's mostly targeting multiplayer. 3rd point is MP only, snowballing is bigger problem for MP and civ balance is more important for MP as well.
I don't agree that any of those points are primarily for multiplayer. Snowballing is a big problem in single player games, too. While you might enjoy it, not everyone does. Some players like to still be challenged at the end of the game because otherwise the game gets boring. And some players don't like long games, too, so the single-age games might appeal to them!
 
Where Firaxis' strategy does not seem solid is that they have overlooked the most important part and gotten ahead of themselves. They have seemed to be prioritising a player base that I doubt they can grow (multiplayer) and focused on future revenue (DLC) whilst not concentrating on the core product. You can't get people to buy DLC for a product they don't like.
The game might not have been as well received as the developers hoped it would be, but I don't think it's fair to say that they didn't concentrate on making a good core product. They very clearly made put a lot of effort into it. You just don't like it.
 
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I think Firaxis explained their motivation pretty well. They made age reset and civ switching for:
  1. Reduce snowballing with age reset
  2. Avoid problem with differences between early and late game civs with civilization switch
  3. Allow playing shorter multiplayer games with age reset
  4. Make people actually finish their games with switching their goals
  5. Age reset and civilization switch just work together well
I wouldn't say the motivation is bad. It's just that it's mostly targeting multiplayer. 3rd point is MP only, snowballing is bigger problem for MP and civ balance is more important for MP as well.
I don't know if I agree that snowballing is just a multiplayer issue. It really made the end game uninteresting and probably contributed to players stopping early. As devs, if they were putting work into a 1/3 of the game that players never saw I can see why they'd want to try and address that. I'm dubious that multiplayer was their big drive, though undoubtedly a side goal, since the changes are just as valid for single player too..

I think the bigger issue is that they didn't achieve their goals.

  1. Reduce snowballing with age reset. Snowballing is just as bad, maybe worse. It just depends on building for age transitions which is a mindset shift...
  2. Avoid problem with differences between early and late game civs with civilization switch. I'll give them this one...
  3. Allow playing shorter multiplayer games with age reset. It still isn't satisfying to play single age games, but the era change is an obvious point to just stop playing altogether, rather than just take a pause.
  4. Make people actually finish their games with switching their goals. I finish way fewer games than I did in 6. So I don't think they managed that. Would be curious if my experience is shared with others though? I think eras just create such a natural stopping point, and also if you don't see a fun civ to continue with... Why bother? I think the momentos/unlocks were the main driver for finishing games for me.
  5. Age reset and civilization switch just work together well. They do I guess, but they've alienated so many players it wasn't worth it IMO.
 
The game might not have been as well received as the developers hope it would be, but I don't think it's fair to say that they didn't concentrate on making a good core product. They very clearly made put a lot of effort into it. You just don't like it.
It's debatable they did enough to ensure the core product was good before releasing it. Let's be honest, the nicest thing I can say about the games reception is that is 'mixed', and that is being generous. Clearly things have not gone the way Firaxis would have liked, and so they are in crisis mode.

'A lot of effort' is not the same as making the right choices btw. You could put a lot of effort into something that still ends up failing and not being good if the thing you want to build is a bad idea.

I still believe the developers were focused on a vision of the game that ultimately doesn't really work very well, and I'm not confident that this game is ever going to get a point where it is widely considered 'good'. I just think the ages idea is a bit of a dud, as much as I was willing to give it a chance. I believe much of that vision was fuelled by commercial concerns and satisfying the needs of the wrong type of gamers, by that I mean multiplayer and mix/maxer types. It sends the wrong message as to what the game needs to be.
 
Make people actually finish their games with switching their goals. I finish way fewer games than I did in 6. So I don't think they managed that. Would be curious if my experience is shared with others though? I think eras just create such a natural stopping point, and also if you don't see a fun civ to continue with... Why bother? I think the momentos/unlocks were the main driver for finishing games for me.
I've finished all but one game that I've started so far. That one game just wasn't going well. I finished probably 1/4 of the games that I started in VI. So, for me, the new system does seem to be working out better. I think that it's because I get a new kit when I'm starting to get bored with the old one.
 
It's debatable they did enough to ensure the core product was good before releasing it. Let's be honest, the nicest thing I can say about the games reception is that is 'mixed', and that is being generous. Clearly things have not gone the way Firaxis would have liked, and so they are in crisis mode.

'A lot of effort' is not the same as making the right choices btw. You could put a lot of effort into something that still ends up failing and not being good if the thing you want to build is a bad idea.
Sure, but your post seemed to suggest that the developers didn't try very hard to create the game because they were focusing on DLC. That seems absurd to me. What is a "right choice" is obviously very subjective.

I still believe the developers were focused on a vision of the game that ultimately doesn't really work very well, and I'm not confident that this game is ever going to get a point where it is widely considered 'good'. I just think the ages idea is a bit of a dud, as much as I was willing to give it a chance. I believe much of that vision was fuelled by commercial concerns and satisfying the needs of the wrong type of gamers, by that I mean multiplayer and mix/maxer types. It sends the wrong message as to what the game needs to be.
I really just don't understand why anyone thinks this game was motivated by multiplayer and min/max concerns. What's your evidence for this claim? Multiplayer support was barely even there when the game launched with no teams, no hot seat, and a limited number of players. The civilizations and leaders and city states are all kinds of imbalanced. Nothing about this game screams "multiplayer" to me. Certainly no more than every other Civilization game did.
 
Reduce snowballing with age reset. Snowballing is just as bad, maybe worse. It just depends on building for age transitions which is a mindset shift...

I don't think so. Age transitions have definitely reduced the impact of snowballing. It is still there - and it should be, since snowballing is the essential to 4X games. But there is now counterplay. Tech parity after the transition means that your spearmen will never get run over with tanks. Since everyone has to dig out of their post-transition hole, there are more opportunities to do something about a snowball. The only problem is that this has helped the human more than the AI, since the human is much better at exploiting these opportunities.

Now that I think of it, the game is only a small step away from "solving" snowballing: AI bonuses that scale with age! If you could play Antiquity at Sovereign, Exploration at Deity and Modern at some kind of Hyperdeity, you would get a much more constant difficulty curve.
 
I've finished all but one game that I've started so far. That one game just wasn't going well. I finished probably 1/4 of the games that I started in VI. So, for me, the new system does seem to be working out better. I think that it's because I get a new kit when I'm starting to get bored with the old one.
Cool. I'm glad it's worked out for you. It has definitely had rhe opposite effect for me though
I don't think so. Age transitions have definitely reduced the impact of snowballing. It is still there - and it should be, since snowballing is the essential to 4X games. But there is now counterplay. Tech parity after the transition means that your spearmen will never get run over with tanks. Since everyone has to dig out of their post-transition hole, there are more opportunities to do something about a snowball. The only problem is that this has helped the human more than the AI, since the human is much better at exploiting these opportunities.

Now that I think of it, the game is only a small step away from "solving" snowballing: AI bonuses that scale with age! If you could play Antiquity at Sovereign, Exploration at Deity and Modern at some kind of Hyperdeity, you would get a much more constant difficulty curve.
I'd argue it's made it worse since you don't go back to a level playing field, you go back to a state where the human has invariably prepared better than the AI. By saying you need AI scaling with time... Doesn't that prove that snowballing is still there?

And another question - is snowballing fun? The process of digging yourself out of the hole you find yourself in at the start of deity Civ is fun... Maybe embracing the snowball would have been the right call? I don't mind the era system, but a lot of players in my MP group, really miss the feeling of constant forward momentum. In 7 snowballing at first means prioritizing what remains at the transition rather than what helps you right now, so they've kind of hit the positive feelings you get from a snowball, without hitting the snowball...
 
I think the best implementation of tile improvement was done by Call to Power. Production had a slider to allocate production to Public Works, which is then used to improve a tile. I think its the most (dare I say) elegant solution to tile improvement mechanics.

Man, remember sliders?? holy moly - a really neat way to focus on certain aspects of your economy. What a cool way to simulate the struggle about guns and butter with a science/commerce slider.
If its the one i am thinking of, they handled combat well for the time as well.
 
The game might not have been as well received as the developers hope it would be, but I don't think it's fair to say that they didn't concentrate on making a good core product. They very clearly made put a lot of effort into it. You just don't like it.
Yeah, it just strikes me as the kind of fallacious logic that's abundant here that just because they don't like a design decision, it must have been a decision that was made in antithesis to players' interests.
 
I think the problem is pretty clear that many times the financial needs of the company may be in direct conflict with the desires of the player base. For instance many mobile games kick the player in the face with adverts and paid content and actively try to make the user experience as miserable as possible in order to get them to spend money. In this case I think Firaxis are really not aligned to the player's needs and have prioritised financial returns over user satisfaction.
Players would be happy if they receive huge games for free. Developers would be happy if players would pay them huge amount of sums for money. That's the conflict, which could only be resolved by compromise. And compromise means company tries to sell product, for which players will agree to pay enough to cover company expenses and a bit more. You can't go more or less financial here. When mobile games have tons of adverts and paid content, it's not greed, it's separate model - freemium, where vast majority of players don't pay for the game and ads serve dual purpose - get at least some money from free players and annoy them enough to convert to paying minority. Totally valid strategy if most of your players don't want to pay.

Where Firaxis' strategy does not seem solid is that they have overlooked the most important part and gotten ahead of themselves. They have seemed to be prioritising a player base that I doubt they can grow (multiplayer) and focused on future revenue (DLC) whilst not concentrating on the core product. You can't get people to buy DLC for a product they don't like.
I'm pretty sure they did a lot of research before doing this. They could make a mistake, but the thing is, we still have very little information about whether it's successful, or not. I made some post about this, but in short, the sucess will depend on sales which will come later on a bit different audience.

I don't agree that any of those points are primarily for multiplayer. Snowballing is a big problem in single player games, too. While you might enjoy it, not everyone does. Some players like to still be challenged at the end of the game because otherwise the game gets boring. And some players don't like long games, too, so the single-age games might appeal to them!
Snowballing is problem for both, but things like playing shorter ages or having more strict balance between civs are surely more MP-focused.

I don't know if I agree that snowballing is just a multiplayer issue. It really made the end game uninteresting and probably contributed to players stopping early. As devs, if they were putting work into a 1/3 of the game that players never saw I can see why they'd want to try and address that. I'm dubious that multiplayer was their big drive, though undoubtedly a side goal, since the changes are just as valid for single player too..

I think the bigger issue is that they didn't achieve their goals.

  1. Reduce snowballing with age reset. Snowballing is just as bad, maybe worse. It just depends on building for age transitions which is a mindset shift...
  2. Avoid problem with differences between early and late game civs with civilization switch. I'll give them this one...
  3. Allow playing shorter multiplayer games with age reset. It still isn't satisfying to play single age games, but the era change is an obvious point to just stop playing altogether, rather than just take a pause.
  4. Make people actually finish their games with switching their goals. I finish way fewer games than I did in 6. So I don't think they managed that. Would be curious if my experience is shared with others though? I think eras just create such a natural stopping point, and also if you don't see a fun civ to continue with... Why bother? I think the momentos/unlocks were the main driver for finishing games for me.
  5. Age reset and civilization switch just work together well. They do I guess, but they've alienated so many players it wasn't worth it IMO.
  1. I think that's the key point. Snowballing is as bad as before for SP games, but does it for MP? I don't play it, but I guess if all players are building for age transition, snowball effect will be quite small.
  2. Ok
  3. Firaxis didn't even finish implementing this feature yet, as we haven't seen the ability to end in any era yet and their victory conditions aren't yet implemented. It doesn't do good to the game, not having one of the advertised features in 5 months after release, but yep. Regarding stopping after age, I think it's pretty subjective, I myself really enjoy continuing my games after age end, I more often stop in the middle of exploration if I face really bad distant lands.
  4. I don't have any stats here. I'm surely finish my games more often than in Civ6, but global stats are hard to see yet
  5. Firaxis surely underestimated the amount of negativity they received, but it's hard to say how big role it played in the negative reviews. Initially, UI problems were way more common in negative reviews and I've just looked at the 10 latest reviews and age transition is mentioned only twice and one of them with mixed evaluation "The age system seems like an interesting take but..."
 
Players would be happy if they receive huge games for free. Developers would be happy if players would pay them huge amount of sums for money. That's the conflict, which could only be resolved by compromise. And compromise means company tries to sell product, for which players will agree to pay enough to cover company expenses and a bit more. You can't go more or less financial here. When mobile games have tons of adverts and paid content, it's not greed, it's separate model - freemium, where vast majority of players don't pay for the game and ads serve dual purpose - get at least some money from free players and annoy them enough to convert to paying minority. Totally valid strategy if most of your players don't want to pay.
There are plenty of examples of games that were paid games, that still leaned heavily into additional purchases to fuel company profits, and were ultimately unpopular because of it. I think it can be quite rife in the industry. Live service and multiplayer versions of games are very popular with companies because they provide long term regular revenue. That really doesn't always align with what gamers are looking for. I highly doubt the majority of the civ fanbase are looking to play Civ as a multiplayer experience, so making major design decisions based on improving the multiplayer experience, which have knock on effects on the single player experience, would be considered poor decisions.


I'm pretty sure they did a lot of research before doing this. They could make a mistake, but the thing is, we still have very little information about whether it's successful, or not. I made some post about this, but in short, the sucess will depend on sales which will come later on a bit different audience.
Maybe they did. I still think Civ 7 feels very far away from a game we will look back on in 6 years whilst still buying DLC.
 
I think that's the key point. Snowballing is as bad as before for SP games, but does it for MP? I don't play it, but I guess if all players are building for age transition, snowball effect will be quite small.
In my experience the age progression mechanic gets weird in MP and masks a lot of other stuff. In a lot of board games this sort of mechanic creates an interesting push/pull between players wanting to end a game, vs those who want to drag it out, but in 7 it's very uninteractive as a mechanism, and players can push it forward hard if they want, so when I tried it, it kind of becomes a race to get your snowball first if that makes sense?

I haven't enjoyed Civ7 as a multiplayer game. My usual MP group doesn't want to move on as long as Eras/Civ switching are in there either... So I can't see it becoming an MP game for me.
 
Snowballing is problem for both, but things like playing shorter ages or having more strict balance between civs are surely more MP-focused.
We'll just have to disagree about the shorter ages. I think they're a big benefit in single-player games, too, and they'll be even better once the developers add victory conditions to each age so that it can be played standalone.

Balance is also important for both types of games. But this game isn't even close to balanced, anyway.
 
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