I am going to being with one small and not obvious one which has great implications imo, but I don't think deserves its own discussion thread:
At one point, when you see various policies (or civics?) you choose from, they don't just cause positives, but also negatives.
This has actually massive implications for the design of the entire game. Civ5 and especially civ6 were extremely "penalty-averse"; almost everything you chose were bonuses with no drawbacks besides opportunity cost of other bonuses. I actually really disliked this approach to civ6 design in particular, as it made the game feel even more like static sandbox with little challenge rather than dramatic history where you have to make tough choices with consequences. And in civ7 time will show us what other elements of design are impacted by that shift - especially as we now seem to have normal happiness system (thank God, after two games of weird abstractons) and one of policies is specifically lowering city happiness in some context...
What are your minor observations, especially those with major impact?
At one point, when you see various policies (or civics?) you choose from, they don't just cause positives, but also negatives.
This has actually massive implications for the design of the entire game. Civ5 and especially civ6 were extremely "penalty-averse"; almost everything you chose were bonuses with no drawbacks besides opportunity cost of other bonuses. I actually really disliked this approach to civ6 design in particular, as it made the game feel even more like static sandbox with little challenge rather than dramatic history where you have to make tough choices with consequences. And in civ7 time will show us what other elements of design are impacted by that shift - especially as we now seem to have normal happiness system (thank God, after two games of weird abstractons) and one of policies is specifically lowering city happiness in some context...
What are your minor observations, especially those with major impact?