I don't understand this question. Price and costumer base aren't independent. Customers that thought civ 7 (or 6) was worth the fully premium price bought it at release. Customers that evaluate a game differently buy when the price is down to that, which might have been as low as 5€ for civ 6 for millions of people for all I know. That's what sales are for: enlarging your customer base by people that would not pay premium price (aside from some psychology of consumerism in action that gets people to buy stuff in general). But isn't a lower customer base a good reason to increase the price? That's how premium products work very often, at least in my experience. I'm not saying that civ 7 turned out a premium product though nor that the customer base will always be smaller - but I think the competition in the 4X and historical strategy market is tougher than it was in 2010 or 2016.Why would they charge a premium triple-A price for a product with a lower customer base?
It's speculation on both our parts, but I don't think so. The experience from the past games show that the transition process is slow. Hence, I don't think that FXS expected a seamless migration. Yet, it might well be that they expected faster/more sales from their previous customers, but I can't know that.I think Firaxis thought that those who played Civ in the past would migrate seamlessly over to 7 and pay that premium and then some.
I think the more troubling part comes when you see that the audience isn't migrating to the new game even after a long time and multiple sales. For example, AoE2 and its earlier successors AoM and AoE3, which never really caught up in MP, or AoE2DE and AoE4 today. But I honestly think it's way too early for such a call with civ 7. If it has received a year or two of patches, was sold for 10€ in sales, and is still trailing around the current numbers though...