I have never enjoyed the "choose the least catastrophic penalty" sort of gameplay. I think that may be the one feature of Civ7 that I've heard of so far that seems like a really clear mistake.
I think they're looking at making them all benefits with penalties, so you have to weigh them against each other. And since I don't know which crisis will even happen, I can't exactly strategize around it, so possibly all the penalties are at least annoying.I have never enjoyed the "choose the least catastrophic penalty" sort of gameplay. I think that may be the one feature of Civ7 that I've heard of so far that seems like a really clear mistake.
I saw that too, but he said he wasn't sure, and I have since seen this contradicted by other sources. Ursa Ryan said he actually built Walls, and it wasn't a regular building and it affected all of his Urban Districts in that city.Watched through quill's video series, he mentioned that walls will be slotted in as a building into an open urban district. Multiple walls can be built by using slots in more then one urban district and in his words, all walls have to be taken down before a city can be captured.
Thoroughly agree, negative events for which you have no answer thrown at you by chance are generally Bad Design.I get that they're trying to model a catastrophic age transition like the Late Bronze Age Collapse or the Fall of the Roman Empire.
But "historically accurate" does not necessarily equate to "fun." Catastrophes can be fun to deal with, but it's a hard sell. If it's the result of a bad risk you took, or if it's a narrative thing that's well established, then it can work. This, however, seems to be just straight penalties that come out of nowhere.
From my understanding, it's similiar to how Age Transition happens.I would be all in for crisis if it was not hardcoded at turn X, and you got cards to chose.
If it was some kind of disease because of too many trade routes, or barbarian invasions because there are no more un-claimed tiles for them to live, or some kind of civil unrest if you have different govurment than your neigbours in modern age ... etc, etc
But this what they show is my least favorite new mechanic. You always know disaster is coming, cant do anything about it, must choose bad policy ....
But you always go to dark age bassicly ... thats problem.From my understanding, it's similiar to how Age Transition happens.
It's set at a fixed point in terms of say "score", where each turn 1 gets accumulated, so if nothing changes, it will happen in say 100 turns (just an example), but certian actions, say discovering a new tech/specific tech, or doing a specific action, like conquering, accelerates, meaning instead of it happening/commencing in 100 turns, it now commenced in 90 turns instead. So the threshold shifts based on how the Age plays out.
But the whole basis of this design is a Singularity Disconnect between each of the three ages requiring a reset of most of your Civ (Note that they mention Legacies between Civs which implies some connection between Ages, but no details yet), so basically you are going to get a Crisis or set of Crisis situations that your Civ as it is constituted for the previous Age cannot survive Intact.
But you always go to dark age bassicly ... thats problem.
Why dont have either crisis, or something on other side-like big human advancment.
Stuff didnt just happened in history because of bad things, also good things made history change.
Dark ages ended when renesanse started, it is not always that bad things make things happen.
I want fall of empires, I installed many mods for Civ6 which increases chances of you empire falling (like Uprising empires mod)Because the gameplay purpose of this is to reset the playing field, so you aren't just bored in the mid-late game because you already did everything worthwhile. That type of transition is about the fall of empires.
Furthermore, all game long you're advancing, and that's the premise of Civilization as a series. Having a couple falls is interesting. If you want positive transitions, I'm sure someone will mod it quickly enough.
It could (or should) depend on the state of your empire towards the end of an Age. If you're already ailing then that doesn't need a narrative, it's already there. But say in the scenario that you're having a successful game, it could go something like this:I'm hoping that they will set up the crises with some kind of dynamic narrative, but it's not clear to me how that would happen in a way that's not the same every playthrough.
Except it's not, and somebody already told you that, it's already written and it has already been said.But they need to be natural, not hard-coded ... thats my problem.
On excatly turn 223 crisis will happen, you cant do anything about it and you must chose bad policies ... thats my problem
...as if being averse to negative effects is somehow strange.I wonder if some people are just averse to any negative effects on their empire![]()
Maybe through capturing a city; your new districts take on your civ's look, but the original districts retain the original owner's look.View attachment 700956
In the trailer you can see a probably Roman city. But two of the urban districts have a different architecture from that of the rest, as if they were from another culture. For example, from Egypt or Aksum. Can multicultural cities be built?