Small Observations General Thread (things not worth separate threads)

Based on Marbozir's video, the key to peacemongering is maintaining enough Influence to decline the obscene amount of denouncements.
 
traditions in advanced starts depend on the leader. You randomly get either their historic or geographic choice‘s traditions.
I feel like it would be nice to be able to choose, if they're going to be there. Trying to get a good start and the Traditions you want sounds like it will encourage re-rolling...
 
1737944367164.png

Hmm the Andine style is the fashion of the moment in the Pacific I guess
 
And the dungeon +happiness. I know why it is listed that way for the mechanics, but in my head:

View attachment 716402
1737948171488.png

It is a slave pen. and the extensive uses of penal labor. And source of influence is that it can intimidate anyone around the leader that has one.
Does it has modern day counterparts? like prison of sort?

What a dungeon can contribute to any settlement's happiness is that it is a part of justice system, where undesirables will not bother folks no more.

In some other instances. A dungeon is an integral part of castle. Where else are a better place to contain criminals or slaves? those places are natuarally needs armed guards. Will there be Jailbreak narratives and choices?
 
Does it has modern day counterparts? like prison of sort?

In some other instances. A dungeon is an integral part of castle. Where else are a better place to contain criminals or slaves? those places are natuarally needs armed guards. Will there be Jailbreak narratives and choices?
Speaking in real-world terms, prisons are the originators of this idea, circa 18th century. There is no historical precedent for them.
Dungeons with torture implements and jails filled with bones of the life-long occupants are a literary invention. It's kind of like the western equivalent of a ninja. Something that did not exist, but is so well established in common consciousness that even museums are perfectly fine perpetuating the misconceptions and myths.

What I'm saying is, what you're looking at is a modern prison caked up in "mediaevil" makeup. :mischief:
Penal labor and punishment by imprisonment was not a thing. Slaves, likewise, wouldn't be housed in this sort of Disney attraction. For example, black American slaves lived in houses, not cells. Slaves need to be productive (i.e. somewhat healthy), cheap, etc. Which is anthithesis to some elaborate fantasy Alcatraz. What keeps them from running away is the entire system, threat of violence, reprecussions (including the chains), etc. Not a 24/7 surveillance by prison guards in full plate and 6 sets of portcullis.

/end history

I don't think we've seen any prisons in the Modern screenshots? It is possible the quarter simply keeps its appearance into the Modern era as well, right?
 
Based on Marbozir's video, the key to peacemongering is maintaining enough Influence to decline the obscene amount of denouncements.

I'll just view it as how the in-game mechanics express the concept of "using influence to support the pro-Your Empire party in the foreign courts."
 
Based on Marbozir's video, the key to peacemongering is maintaining enough Influence to decline the obscene amount of denouncements.
Do we know if they get influence back from declined denouncements or something? Would make more sense if so imo
 
Unrelated to the ongoing conversation, but after watching a couple of gameplay videos, I'm left a bit concerned by the fact ages seem to end centuries before they should. I saw an Antiquity playthrough end circa 1600 BCE, and skip right to 400 CE (almost 2000 years!) when the end-of-era proceedings were done. And likewise, I saw a different content creator end the Exploration Age circa 1200 CE, at least 500 years before it should. I'm pretty certain the Modern Age kicks off around 1700-1800 CE.

Both were Deity runs, and one at least was on Online speed. Could this be a quirk of those rather extreme settings, or is this wonky as designed? I feel like the game should be balanced so that the era deadlines are time-based, and conducive to a continuous timeline. Otherwise it's rather jarring.
 
one at least was on Online speed.
I think this is at least a partial explanation. That being said, this doesn't seem terribly off from a traditional Civ game where if you aren't researching Rocketry in 1000 CE then what are you even doing. (But I still plan on playing with Extended Ages or Long Ages or whatever the setting is called turned on.)
 
Looks like that's something they're definitely going to need to tweak, but there is apparently a game setting specifically for age length (separate from overall game speed). iiuc it changes how much age progression is influenced by player actions.
 
Unrelated to the ongoing conversation, but after watching a couple of gameplay videos, I'm left a bit concerned by the fact ages seem to end centuries before they should. I saw an Antiquity playthrough end circa 1600 BCE, and skip right to 400 CE (almost 2000 years!) when the end-of-era proceedings were done. And likewise, I saw a different content creator end the Exploration Age circa 1200 CE, at least 500 years before it should. I'm pretty certain the Modern Age kicks off around 1700-1800 CE.

Both were Deity runs, and one at least was on Online speed. Could this be a quirk of those rather extreme settings, or is this wonky as designed? I feel like the game should be balanced so that the era deadlines are time-based, and conducive to a continuous timeline. Otherwise it's rather jarring.
It's a Civ game, so the dates don't mean much. It's just window-dressing, really. But it is disconcerting that there are 200 turns per Age at standard speed and most players are finished on around 100.

Fortunately, there's a setting that apparently makes Age points accumulate more slowly, so you can stretch it out.
 
I think this is at least a partial explanation. That being said, this doesn't seem terribly off from a traditional Civ game where if you aren't researching Rocketry in 1000 CE then what are you even doing. (But I still plan on playing with Extended Ages or Long Ages or whatever the setting is called turned on.)
It's a Civ game, so the dates don't mean much. It's just window-dressing, really. But it is disconcerting that there are 200 turns per Age at standard speed and most players are finished on around 100.

Fortunately, there's a setting that apparently makes Age points accumulate more slowly, so you can stretch it out.
I know it's kind of a "staple", and a long-standing one at that. But I never quite considered it one of Civ's virtues. And if there's any entry so far which could rein it in to a sensible degree, it's Civ7.

Good to know there's a setting which governs the age pacing within the allotted time. Definitely going to look into extending that so that the expected timeframe is actually used.
 
It has me a little worried though; in that in the previous games the end of the game is kind of pointless, and they rightly want to remedy that.

In the streams I've watched, the end of the age comes quickly. Are there three ends of "games" where you don't really get to use the mechanics/units/etc. there at the end of the trees? That would be a shame. I'd hope that could get tweaked a bit down the line if so.
 
Unrelated to the ongoing conversation, but after watching a couple of gameplay videos, I'm left a bit concerned by the fact ages seem to end centuries before they should. I saw an Antiquity playthrough end circa 1600 BCE, and skip right to 400 CE (almost 2000 years!) when the end-of-era proceedings were done. And likewise, I saw a different content creator end the Exploration Age circa 1200 CE, at least 500 years before it should. I'm pretty certain the Modern Age kicks off around 1700-1800 CE.

Both were Deity runs, and one at least was on Online speed. Could this be a quirk of those rather extreme settings, or is this wonky as designed? I feel like the game should be balanced so that the era deadlines are time-based, and conducive to a continuous timeline. Otherwise it's rather jarring.
IMO this was the case in the past as well, but less noticeable because 1) you were playing a single continuous campaign, so any pacing issues would just accumulate until a single endpoint, and 2) it was really only the Science victory where the dates felt most jarring, due to its nature of filling up the tech tree to its fullest.

Now the game basically checks the pacing three times in a single playthrough, and in two of these instances they also have to reset the world progress at a much later point in the timeline.
 
IMO this was the case in the past as well, but less noticeable because 1) you were playing a single continuous campaign, so any pacing issues would just accumulate until a single endpoint, and 2) it was really only the Science victory where the dates felt most jarring, due to its nature of filling up the tech tree to its fullest.

Now the game basically checks the pacing three times in a single playthrough, and in two of these instances they also have to reset the world progress at a much later point in the timeline.
Well, yeah. You said it, it's three times as egregious now. :p

The simple alternative is just to dispense with a years-based timeline altogether, and just count turns. Why bother with a calendar when it's not in any way binding, representative nor immersive, and never has been?
 
  • Like
Reactions: j51
Unrelated to the ongoing conversation, but after watching a couple of gameplay videos, I'm left a bit concerned by the fact ages seem to end centuries before they should. I saw an Antiquity playthrough end circa 1600 BCE, and skip right to 400 CE (almost 2000 years!) when the end-of-era proceedings were done. And likewise, I saw a different content creator end the Exploration Age circa 1200 CE, at least 500 years before it should. I'm pretty certain the Modern Age kicks off around 1700-1800 CE.

Both were Deity runs, and one at least was on Online speed. Could this be a quirk of those rather extreme settings, or is this wonky as designed? I feel like the game should be balanced so that the era deadlines are time-based, and conducive to a continuous timeline. Otherwise it's rather jarring.
That is actually easily solvable now.
Because “Age progress” is a definable thing in game, advanced age progress for your turn can mean taking more years per turn to catchup. (since you normally start high and drop low in years per turn)

I don’t know if they will do it, but it wouldn’t be hard
 
Do we know if they get influence back from declined denouncements or something? Would make more sense if so imo
You get your Influence refunded if your proposed diplomatic action (including a denounciation) is rejected, but you get a cooldown before you can try it again. It's a net change of Influence in favor of the denouncer.
 
Back
Top Bottom