Review Keys Out, Embargo ends on Feb 3rd

Do any of the new videos give a preview of the Mughals' various uniques?

Do any recent videos go past the victory screen to show what the end game summery looks like?
I'm personally hoping we go back to a Civ V evolving map end screen. I'm shocked Civ VI never brought that back.
Yes, I believe they've been posted in the small observations thread.
 
I doubt that "very limited replayability due to the Legacy always looking the same" can be easily fixed.
I think it's a subjective opinion of one reviewer. The rest of them actually praised replayability. And with map being the biggest source of variety in civ games I don't expect legacy paths to actually limit replayability.

Marbozir actually mentions that replayability in Civ VII is very good. Lifts my hopes up a bit :)
Him and several others.
 
Do any of the new videos give a preview of the Mughals' various uniques?

Do any recent videos go past the victory screen to show what the end game summery looks like?
I'm personally hoping we go back to a Civ V evolving map end screen. I'm shocked Civ VI never brought that back.
The Small Observations thread has screenshots showing their Ability, Tile Improvement, and Unit.
 
I doubt that "very limited replayability due to the Legacy always looking the same" can be easily fixed.
My understanding is that these paths are like the first building bricks of something that can be expanded upon. They hinted towards that when talking about the "Events" (like the monthly challenges they did in 2024 for Civ6), adding that those mechanisms could end up being added into the game if doing well.
 
The IGN review seems to state that the AI don't know how to win less so than 5 and 6...
I'm wondering how that can be true since we've seen AI conquer other cities in antiquity and explo ages, has anyone seen a AI take another player's city in a modern age video? (I haven't had the time to watch any of them).
 
There is a meter on the top left showing the age progression. No one should be caught by surprise by the age ending. Which makes it funny that the devs themselves were caught out in the livestream.

There is a "time skip" between each age, so despite the game state changing, you can imagine that the events played out off-screen.

Oh - I (and them) didn't mean the Age ends abruptly, but mean that the Age transition wipe the plate clean abruptly, especially for war.

Even if you are still fighting a war, the Age ending means everything returns to peace, all units return to home cities, etc. at the beginning of the next era.
 
I think it's a subjective opinion of one reviewer. The rest of them actually praised replayability. And with map being the biggest source of variety in civ games I don't expect legacy paths to actually limit replayability.
Unfortunately, this reviewer is not alone in this particular criticism.

CD-Action 60+% - https://cdaction.pl/recenzje/civili...m-zla-wiadomosc-to-najgorsza-civka-w-historii
[Google transl.] "we get quite a lot of variety... at least for the first 10-15 hours. Then, unfortunately, the game becomes more and more repetitive. Despite all these varieties, no Civilization has bored me that much."

GryOnline 60% - https://www.gry-online.pl/recenzje/...y-moze-to-i-wczesny-dostep-ale-za-to-w/z446d6
"- too similar legacy paths, which make subsequent playthroughs of the game repetitive;
- few options for generating maps - and those created by the game are similar to each other and therefore repeatable;"
 
Pretty much. Civ at release is always the worst version of the game (and the most expensive).
I remember really enjoying Civ5 at GnK and Civ6 at GS and basically forgetting about the game after a few playthrough between release and these expansions.
I only had that feeling with Civ5, but not Civ6. It felt complete upon release
The negative reviews have generally echoed one of my frustrations: that they aren't taking full advantage of the mechanics.

I agree with almost none of the design choices Firaxis has made with this entry. But, if they are going to do things that I fundamentally disagree with and alienate many longtime fans, they should at the very least do them boldly. For example, not having crises be an actual challenge for the player is a massive missed opportunity.

It just feels like they made some design choices and then felt ashamed of them or did them halfway to bring alienated fans like me back into the fold. The fact of the matter is that there really isn't anything they can do with this entry to appease fans like me at this point, so trying to do so only makes the game worse.
I have the same sentiments. This is why I feel lackluster about the new changes they brought to Civ7. I don’t have a problem with the civ switch mechanic, but it’s hard to distinguish that with Humankind, even with the added requirements and pathways. Unless you’re giving it much of a challenge or go audacious with it, it just feels more of the same with what has been done before.
 
There is a "time skip" between each age, so despite the game state changing, you can imagine that the events played out off-screen.
That’s frankly disappointing, it makes the game feel incomplete really.
 
The IGN review seems to state that the AI don't know how to win less so than 5 and 6...
I'm wondering how that can be true since we've seen AI conquer other cities in antiquity and explo ages, has anyone seen a AI take another player's city in a modern age video? (I haven't had the time to watch any of them).
AI conquering cities is no small feat. It was something thoroughly crippled starting Civ5, when cities became self-defending, auto-attacking fortresses AND not every unit was capable of city capture. Double wrench to the AI's head.
 
Marbozir's lengthy detailed "review" is good to listen to. Really gives you a detailed view of many issues to let you decide if this is a deal breaker or not.
Especially the UI issues.
The Civs themselves NOT BEING IN THE CIVILOPEDIA was the point where I shook my head, IN REAL LIFE.

What the ACTUAL hell?
 
Imo the mixed reviews are not only expected but actually a good thing, I'm pleased to see some proper criticism and hope that the design team take it seriously, especially with regards to the UI and pacing. Looking forward to giving it a go soon!
this is the first time firaxis has gone in swinging. i have my doubts but regardless of what happens to civ 7 this is a necessary growth experience for the company in terms of designing games
 
Having different win conditions (cultural, science, etc) has meant that the game has been on rails for multiple iterations already if you are going for a particular one.

If you decided to go for culture, for example, in Civ 5 or 6, you were in for an absolute snooze fest of a game while you did a few very particular things then clicked end turn a few hundred times. Actually playing the game merely got in the way of pursuing your victory condition.

Science was a little more fun, but once you got near the end it was just clicking end turn rapidly as you put all your units to sleep to make your turns go faster.

Religious victory was ... just the worst.

Military has always been the most about actually playing the game, but has been various levels of tedious in different iterations.

I do fear that essentially codifying the "meta" for each approach will make it seem even more on rails but by the same token the potential for "anti-strategies" is actually quite exciting imo, where you buck the legacy path and go for a dark age intentionally to make the next age really interesting.
 
Marbozir's lengthy detailed "review" is good to listen to. Really gives you a detailed view of many issues to let you decide if this is a deal breaker or not.
Especially the UI issues.
he’s always pretty honest and in particular has expressed his concerns with civ 7 pretty heavily throughout this media and launch cycle so i would def trust him
 
I'm confused about the criticism that each game starts to feel repetitious, given every iteration has ALWAYS had limited ways to win. And most of us developed go-to builds we could follow to always win, pretty much despite whatever the map throws at us Why wasn't THAT even more "repetitious"?
Because now it's repetitious three times per game
 
I'm confused about the criticism that each game starts to feel repetitious, given every iteration has ALWAYS had limited ways to win. And most of us developed go-to builds we could follow to always win, pretty much despite whatever the map throws at us Why wasn't THAT even more "repetitious"?
I think it may be a combination of fewer civs available to play (when divided up by ages), the map generation which trends towards large, rectangular blob masses, and the legacy paths which encourage you to tick certain boxes or move towards prescribed goals.
 
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