Will be grateful if you can share it via PM (text. image doesn't matter) (if it looks way too rough)
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...traditions in advanced starts depend on the leader. You randomly get either their historic or geographic choice‘s traditions.
And the dungeon +happiness. I know why it is listed that way for the mechanics, but in my head:
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Speaking in real-world terms, prisons are the originators of this idea, circa 18th century. There is no historical precedent for them.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?
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 imoBased on Marbozir's video, the key to peacemongering is maintaining enough Influence to decline the obscene amount of denouncements.
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.)one at least was on Online speed.
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.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.
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.)
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.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.
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.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.
Well, yeah. You said it, it's three times as egregious now.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.
That is actually easily solvable now.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.
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.Do we know if they get influence back from declined denouncements or something? Would make more sense if so imo