No harm taken of course, it's always good to debate these things!
This bit of your response I thought was interesting and worth drawing out though. Framing it as a profound identity crisis is a little off for me.
[...]
Maybe it's just because of some nationalistic impulse as a typical Englishman I want to enslave and destroy the french for eternity and this game limits that to one era, but I say that's my prorogative as a gamer that Firaxis have taken from me.
Thank you for making me laugh, while at the same time engaging in good faith with my argument, I want to respond in kindred spirit:
Maybe it's just because of some diversity-oriented impulse of someone who fostered his interest in history during the times, when the liberal / leftwing-mindset was still able to sustain its cultural hegemony, that I want Civ to mirror the historical "fact", that none of the civilizations people love(d) to play did exist from 4000 BC to 2000+ AD continuously and unchanged in their identity. The "typical Englishman" and their animosity toward the French is a very specific historical product nurtured by the 100-years-war (and god knows what, I am German, forgive my ignorance) that could not have arisen before the advent of nationalism. The English differed to a not so small degree from their Anglo-Saxon ancestors, who in turn differed profoundly in from the Britons whom they pushed into Wales and Cornwall.
I do perceive history to operate way more
discontinuous than depicted in prior iterations of Civilization and therefore I actually love the credo of "history is built in layers". I find it more
immersive, because I find it historically more plausible.
[Yet alas, I know there is a 'vibeshift' happening right now. And sometimes I wonder, whether Civ7's civ-switching mechanism and their honorable endeavour to portray under-representated civilizations in Civ7 (e.g.: Mississippi) - before including obvious omissions such as the Ottomans, Vikings, or Byzantium etc. - were decided for, when the mentioned cultural hegemony of associated ideas about history (=discontinuous) and identity (=fluid) were at its peak, but released when the vibeshift already began to kick in full force.]
I am going to reply to this
Its not thaty we dont see it, it adds nothing and removes a lot, thats the problem. We could already start a new game if we wanted to play with a different Civilization, it was just a few clicks away. But the new system removes the ability to build a Civilization to stand the Test of Time, which is why i played Civ for over 3 decades
So, for the add of NOTHING, you remove the core premise of your franchise
I understand some might like it, some people liked Beyond Earth too as well as Halo Infinite etc, but the issue is this system is not being liked by way too many people, and doubling down on it would be a huge mistake
I want to reply to this as well and argue that it does exactly the opposite. It removes something, true, but it adds A LOT in terms of strategic diversity.
What does it remove? It removes the problem, that you could easily miss the at times small timespan to truly play out your unique units or infrastructure, since it makes your civilizational abilities relevant in every age. It also removes the problem, that you can change your at times measly fate / handicap (of an adverse combination of starting location & civilization)
without pushing the restart button. This is much more relevant for MP, where quitting is much less tolerated than in SP, and I admit, that I am foremost playing MP with some buddies of mine. It is much, much easier to motivate those to stay in an ongoing game, which may look bleak to them
now, when they know (some part of) the cards are being shuffled again once the new age starts. I must admit, that I have under-estimated badly how much some of you like to snowball. But for heaven's sake, pls stop complaining in turn about an AI that cannot keep up with you ... Could the AI be better? Sure, but as is, the AI needs those anti-snowballing mechanics and your human counterparts do as well in case of playing MP.
What does it add? Strategic diversity ... spades of it.
I can react in a unique and meanigful manner to changing circumstances which in previous interations of the franchise would easily have prohibited me from truly playing out my civilization's strengths. e.g.: I am playing Mali in Civ6 and my opponent does settle the desert I so desperatedly crave, and I lack the means to take them by force. In Civ6 for many this would be a valid reason to restart the game. In Civ7 I may have to bite myself through one hard age, but I could forward to the next age, which will allow for the possibility of freeing myself from the fate of falling behind by starting anew: I would select a civilization which will hopefully allow me to catch up as its abilities may suit much better the given terrain/environment of other players.
I can actively hunt for synergies (such as Mississippis weak, but easily placable Potkop + culture Xerxes + chalcedonian seal + Shawnee for that sweet Serpent Mound in explorationage) and theorycraft in a much greater scope than any prior civ-game would have allowed. In that sense I'd say it also adds
mechanically to the game.
To conclude, I'd like to combine those two often-cited credos: You become much more adaptable
to build an empire to stand the test of time ...
because history is built in layers and Civ7 shoud reflect that.