TheGrayFox
King
- Joined
- Aug 21, 2024
- Messages
- 774
It's quite baffling that some people are still saying that you "end" your civilization and forced to change your civilization as if you were playing an entire different game because it changes name and gains new bonuses, while also:
- keeping your cities with their names;
- keeping the unique social policies (traidition) of your previous civ;
- keeping the buildings of your cities;
- keeping the world wonders you built;
- keeping the relationships you had with your neighbors;
- keeping bonuses based upon how you played your previous era (economic, scientific, cultural, militaristic);
- keeping your leader...
I'm not going to touch the marriage analogy with a 10 foot pole because i really don't think its very good one but I am going to question how you could still be baffled by this. You can put as much lipstick on the pig as you want but at the end of the day your original civilizations is ended and you are being forced by the devs and their now arbitrary crisis mechanic to change your civilization between seperated game rounds.
Most of the things you listed above could all be applied to how civ swapping in Humankind worked and we all know how well that went over.
It's not a laughable comparison if you can get around the idea that you're playing an alternate history game, not a recreation of actual history. If "this didn't happen in history, therefore I don't want it in my game" is a show stopper for you, that's fine. This won't be the game for you.
To me, the worst part of the Civ-switching we've seen so far as the default historical options. You shouldn't be able to just go Norman to France as a default, it should depend on what happens during your game.
No one thinks civilization is a recreation of actual history and no one here is looking for strict historical accuracy from a civilization game, I don't understand the conversation always comes back to this strawman. The reason why this is a show stopper for many of us has to do with the devs trying to force an arbitrary and restrictive sense of narrative down our throats in a 4x sandbox and making changes which undermine 20 years of series precedent while trying to peddle what amounts to gamey nonsense (ex: eras, crisises, and abbasids > Buganda) under the guise of "more historical"
There is a reason why the devs made "historical route" the default. You are probably one of very, very few that actually want Firaxis to seperate leaders from their civilizations and have civilizations be swapped like hats based on arbitrary conditions in between seperated game rounds.
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if you wanted to build out and channeling your commerce through sliders, and specialists if you were going to build up. (
,
,
, etc) This meant you relied more on
and you could mix and match these two styles in between if you wanted, making every play style viable if you knew how to manage it. You didn't necessarily HAVE to pick one play style or the other. Revolutions were culture based and Civ 6 actually improved this IMO with loyalty. However, to cut costs on expanding out you could "break off" part of your empire and make it a colony that would bring a new leader into the game and essentially just vassal them to you. However, if their power exceeded a barrier a vassal could declare its freedom from you. However, in 4 it was too easy for puppets and colonies to snowball your power onto the global scene if you knew how to leverage it. This would create games where half of the map is in your pocket, divided between 5 empires. At this stage the game is pretty much already won, and you can easily complete a "religious (AP) victory" or play out the game you already know you are going to win. There is plenty of room for improvement in its system for sure, but I will vouch for its versatility in playstyle and I really love Civ 4's diplomacy model.