Player stats, sales, and reception speculation thread

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One thing missed in the exploration age was the reason for it. Money. You have to create an identity of the leader/ruler and a relationship between money and power and then institute a game mechanic that directly connects trade to power and prestige. Colonialism was never about spreading culture it was about exploitation. But you can't model it in a game in purely abstract ways. You can't just give someone a virtual medal. You have to make it real with actual game mechanics. Perhaps a leader who has raised enormous sums in the New World can afford an armada to invade his rival. And then perhaps a storm sinks the fleet? Make it possible. That's a game.
 
There was a period from mid July to early August when player reviews had improved, with most days seeing more positive reviews than negative reviews. Then, since the second week of August, that has reversed and we're back to seeing more negative reviews than positive reviews most days, with some days heavily negative.

Spoiler Civ 7 Reviews Past Month per SteamDB :
How accurate is SteamDB's review numbers in comparison to Steam?

I checked it on the 12th because 2 positive reviews to 71 negative reviews is hard to believe, and it didn't sound correct.

On Steam it has 13 positive & 48 negative reviews which are Steam verified on the 12th August. I counted 17 positive & 61 negative reviews on the 12th August from both Steam & non-Steam verified.
 
How accurate is SteamDB's review numbers in comparison to Steam?

I checked it on the 12th because 2 positive reviews to 71 negative reviews is hard to believe, and it didn't sound correct.

On Steam it has 13 positive & 48 negative reviews which are Steam verified on the 12th August. I counted 17 positive & 61 negative reviews on the 12th August from both Steam & non-Steam verified.
On Steam proper, I believe the non-Steam/key purchasers can leave reviews but only verified Steam purchases count towards the aggregate review score.
 
I agree. (Soft) limiting districts in combination with the (soft) settlement cap that we already have could be an option. I'd actually take Humankind for a comparison here. Both that and civ 7 have unlimited districts, while their predecessors Endless Legend and civ VI had limited districts. Opening that limitation didn't fare too well in neither game.

One potential way to limit districts could be by making population a more contested resource: make units take up a population, and make urban districts also cost population instead of providing population. But this might just slow down the game too much.

In addition to districts, I think the snowball per tile is also a bit too strong in 7. In previous games, tiles with 5 resources were great in the beginning and still worth it in the mid game. In civ 7, you find tiles with 7 or 8 resources regularly, and many buildings provide 10+ resources as well. In the late game, a tile with less than 20 resources is actually bad. They tried to limit that with the age reset (building yields drop down, adjacencies lost, rural tiles reset), which seems a good way to me. But then they decided to just ramp it up in the next age for some reason. Yet, if yields reset, it would have been fine to make age 2 buildings just a bit stronger than age 1 buildings, and not twice as strong... so, I don't really follow the philosophy here.
Units purely out of production are modern autonomous killer drones seen in the war in Ukraine. All previous units for fighting required people to suit up and sally forth. It is fun gameplay, but once you see it in action in Civ Col, it is much more realistic.
 
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I was very critical about the civ switching and the ages system from the beginning. From the first announcement I knew that I dont want to play this game. And I cannot imagine that I'm alone with that. Even within Firaxis there must have been people who said "Ed, these are bad ideas. We will alienate our fanbase". But Ed and the higher ups didnt listen. Ed, because he fell in love with his vision. And the highe ups, because they knew that this system means that they can produce an infinite number of DLCs with minimum effort (no doubt that is how they pitched their idea in the first place). But again, I doubt that these changes to the core franchise were made without resistance.
Yes, and you are one person speaking from one person's perspective. Again, the customer lens as someone who only knows their own wants and maybe those of people adjacent to them, with no way of finding out whether they're right in the aggregate without the benefit of hindsight. Someone working on the product needs to be able to find out more and consider more angles.
 
How accurate is SteamDB's review numbers in comparison to Steam?

I checked it on the 12th because 2 positive reviews to 71 negative reviews is hard to believe, and it didn't sound correct.

On Steam it has 13 positive & 48 negative reviews which are Steam verified on the 12th August. I counted 17 positive & 61 negative reviews on the 12th August from both Steam & non-Steam verified.
I don't know, but in addition to SteamDB counting some reviews that Steam does not, I wonder if there is a timing difference between the two? For example, might one of them use your local time zone to count the start of each day while the other uses a fixed time zone? I don't know that this difference exists, but I've wondered if it might based on discrepancies like the one you pointed out.
 
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