Small Observations General Thread (things not worth separate threads)

mexico unlock.PNG

Mexico's unlock. Similar to America, but a different terrain type.
They could have snazzed up the picture if the buildings had been subtly hued to match the Mexican flag.
 
Exploration Age units' icons and names. Arquebusier is ranged. The Tier 3 cavalry unit is the Lancer.
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heavyarchercatapultunitnamesciv7.png

man-at-armsknightnamesciv7.png

crossbowmanrangeciv7.png

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Tea bonus ability
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A Religious Site can be picked as a focus for Towns. There is some other speciality for Towns, but it can't be seen.
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Medieval Bridge
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Hospital
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Projects are back and they seem to be continuous this time. No more project chosing every turn hurray!
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culturalfestivalcontinuousprojectsciv7.png
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Future Tech yields
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Exploration Age Cultural Suzerain Bonuses. Compare it with Antiquity's.
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Settlements can be traded.
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View attachment 716303
Mexico's unlock. Similar to America, but a different terrain type.
They could have snazzed up the picture if the buildings had been subtly hued to match the Mexican flag.
I am feeling that one complaint you could levy against Civ7 (and I will) is that they have gone for flavour over gameplay too much of the time. Unlocks are probably the clearest example, Mexico's or Spain's makes sense if you want something flavourful, but has 0 relationship to gameplay.

It's also there in some of the Civ designs I think. There's often a little bit more than there needs to be for good gameplay, and it's just to add a bit of flavour. I don't want historical innacuracies everywhere, but I think 7 has swung its pendulum too far the other way sometimes.

Rant over.
 
I am feeling that one complaint you could levy against Civ7 (and I will) is that they have gone for flavour over gameplay too much of the time. Unlocks are probably the clearest example, Mexico's or Spain's makes sense if you want something flavourful, but has 0 relationship to gameplay.

It's also there in some of the Civ designs I think. There's often a little bit more than there needs to be for good gameplay, and it's just to add a bit of flavour. I don't want historical innacuracies everywhere, but I think 7 has swung its pendulum too far the other way sometimes.

Rant over.
Flavor uber alles
 
spy.png


Quick translation:

ESPIONAGE REPORT

OPERATION SUCCESSFUL
SPY DISCOVERED

You have discovered that Augustus is carrying out the espionage operation Military Infiltration against you. Because of this discovery, Augustus receives a -4 influence penalty for 10 rounds. They have gained the following effect: They have received visions of our commanders.
 
Small detail, but I found it really funny that the wonder building animation decided to give the nave and the crossing of Notre Dame a flat ceiling rather than the usual vault.

2025-01-24 234333.png
 
View attachment 716321

Quick translation:

ESPIONAGE REPORT

OPERATION SUCCESSFUL
SPY DISCOVERED

You have discovered that Augustus is carrying out the espionage operation Military Infiltration against you. Because of this discovery, Augustus receives a -4 influence penalty for 10 rounds. They have gained the following effect: They have received visions of our commanders.
Oh, very interesting. An Influence penalty for espionage going wrong.
 
I am feeling that one complaint you could levy against Civ7 (and I will) is that they have gone for flavour over gameplay too much of the time. Unlocks are probably the clearest example, Mexico's or Spain's makes sense if you want something flavourful, but has 0 relationship to gameplay.
I'm not sure how much those unlocks should be related to gameplay. You have 2-3 options unlocked by default, so it's not like you're totally depending on them. And if your plan involves a civ like Mexico, while not having historical unlock from leader or previous civ, you totally could target those conditions. They are like city-state quests - not always fit your default gameplay, but it actually creates some choices.
 
(and a Canada would be Tundra in the Distant Lands** hopefully as a 4th age civ though)
Maybe we could get Samuel de Champlain to compensate for our lack of French leaders.
 
Curious that the Hospital creates -3 Happiness.
I'm not up to date on buildings tbh, but I thought that many buildings have a happiness maintenance (in addition to gold). I'm surprised that you of all people are surprised by it. Was I wrong?
 
songhai.png


Translation:

Unlocked

Civilization

These people who live on the river are also skilled horsemen... It can be said that they are experts in roaming and wandering. Most importantly, these people yearn to move. For now, this is very beneficial to the Han Dynasty's ports and markets, but who knows what ambitions these wanderers harbor in their hearts?

Songhai

Have three settlements with at least three navigable river tiles each.
 
I'm not up to date on buildings tbh, but I thought that many buildings have a happiness maintenance (in addition to gold). I'm surprised that you of all people are surprised by it. Was I wrong?
Some do, and I'm saying that it seems odd that a hospital should cost Happiness rather than adding it.
 
normans.png


Translation:

Unlocked

Civilization

As the last few horses enter the city, the city gates close with a thud. Ordinary people always think that merchants and travelers dream of distant lands and gold; but in reality, what they desire is safety. Under the protection of these walls, a new order formed through the construction of castles is taking shape.

Normans

Build five walls.
 
Some do, and I'm saying that it seems odd that a hospital should cost Happiness rather than adding it.
American company reflecting how American healthcare makes us feel 🫠
 
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