The many problems with Modern era

pjotroos

Warlord
Joined
Jun 6, 2020
Messages
144
Apologies if some of this comes with a distinct sense of a deja vu, but I've been checking recent threads, and this is something that regularly comes up tangenially, but is never the key topic of dicussion. It's also something that's been at the back of my head for a while, and I wanted to see if it resonates with anyone else. So, my brave thesis is:

Modern Era provides no new gameplay, and that meaningfully contributes to the sense of overall dislike for the eras system

Obvious caveats aside - some people will never enjoy civ switching - for most of us that do like it, I imagine the start of Exploration continues to be exciting in the ways that start of Modern is not. Here's few reasons why:

1. You are done settling anything that matters. Antiquity Era gives you the core of your empire, but you are restrained to your home continent, and (unless you invest heavily in happiness) the relatively low settlement cap. Exploration opens up the rest of the map, and gives you much higher settlement cap. While it goes further still in Modern, I rarely feel the need to make use of it. And that's because:
a) All land types are already viable from antiquity. Any civilization can settle desert, or tundra, or jungle, and thrive. You can have your core Aksumite cities in the tundra, your Mississippians in the desert, and it won't meaningfully set you back. The only terrain type that opens up later is mountains. Everything else, you've already been working. But also...
b) All resources are freely available in all terrain types (or if they aren't, I couldn't tell you what the restrictions are) and none of them are required. There is no stalling the industrial revolution. There is no gold rush. We don't need to fight over the oil in the tundra and the desert, because we don't need the oil in the tundra and the desert. Our factories will churn all the same, even if all we feed them is oranges and flowers.

This feels like a major misstep. Exploration forces us to claim a new land by withholding some of it previously. Modern could have had the same, even if the rules were less strict. We know it can be done because Civ VI did it. Make desert, tundra and snow prohibitively bad to settle for most civilizations before modern. Replace the farms, the mines and the lumber mills with outposts that give you the urban population, and the resources, but no extra yields. Slam a massive happiness penalty for having your town center on those tile types. And then in Modern, place the coal and oil there, make the land viable, and make those resources a requirement for completing Modern Era objectives. As an added bonus, it opens up a lovely design space for future civs like Mali or Inuit, by giving them early advantage, similar to Inca and mountains.

2. You have already done all your urban planning. And I don't mean "with map tacks". I mean that the right type of building is already on the right tile, along with some specialists. And that's because:
a) The restrictions don't change. Your Antiquity cities can grow three tiles away from the centre for their rural tiles, and three tiles away from the centre for their urban tiles. You can only place a district next to another district, or a wonder connected to a district. None of that changes in Exploration or in Modern. Even if you made sub-optimal placement choices in Antiquity, they would have been corrected in Exploration. Nothing needs to move in Modern.
b) The rules don't change. Production and Science buildings get extra yields from resources, and so on. Everything gets extra yields from wonders.
c) The specialists don't change, beyond the tile limits. 2 science, 2 culture, bonus to adjaciencies, food and happiness cost, and whatever the policy cards say.
d) The number and type of buildings barely changes. You get couple extra warehouses in each era, and the win condition districts in modern (railway, airport, spaceport). You get some very minor fluctuations (water building in production in exploration, but gold in modern). But you always have your two culture buildings, two science buildings, two production buildings, and so on. And you are never meaningfully restricted from having all of them - not by time, or land, or gold, or happiness penalties.

Again, this feels like a series of missteps. It's one of the major reasons we can snowball as hard as we do. It's the reason for the endless city sprawl, all the way from Antiquity, that makes the game look so ugly to some. And it's massively ahistorical. The ancient settlements should be far apart. They should be reasonably compact. And we should have meaningful reasons to move things around. The eras system allows for era-specific rules on placement, and I'd like to see more of it. To wit - you can only place buildings on the first ring in Antiquity. There's only one building per type to accomodate it. There is no adjaciency bonuses yet. Wonders and Unique Districts can go on the first or second ring. Third ring is purely for agriculture. You don't have enough space to build all buildings in every city, so you need to prioritise. Rome and Khmer get to build on a second ring in the capital, Carthage gets to use all three. There are no specialists, unless you're Khmer. In exploration, the rules change to second ring for buildings, and third ring for wonders. The buildings now get adjaciencies, and specialists can be used, but specialists don't multiply adjaciencies - science win is tweaked to account for that, but it becomes more about the bonuses from masteries and actually stacking specialists on tiles for the science and culture, and less about enormous multipliers. In modern, all rules apply as normal. Your specialists get freed up and can be reallocated. In addition, you can now build wonders on top of obsolete districts. It is the proper city planning era, and settlements districts can start merging into each other for the first time.

3. The win conditions are poorly implemented. This is the big one, and the one discussed most, so I won't elaborate massively, but just to reiterate the key points:
a) They are very rushable. The more experienced players can complete the legacy path by turn 20-30 on standard. You effectively skip the era.
b) They are very samey. Accumulate X amount of points, then do the One Last Thing (wonder, project, banker).
c) But the key point in the context of the point is this - The previous progress cannot be felt. Following the same path in previous eras doesn't help in a tangible way. The objectives entirely self contained. I think the past legacy points give you something like +10% production each, and similar discount for the banker. Did anyone ever feel that difference?

Science is the only one that feels right, and gets you to play through the relevant bit of the era. You need to complete all of the research. You need to optimise production in at least one city, since you'll be using it a lot. Factories help. Ideology helps. And crucially, having lots of science in the previous era also helps - for each Future Tech researched, you get one Modern research project boosted, so it slingshots your start. I'd like to see more of that reflected in the others
- Military win is about conquering cities, so make that progress track longer, but give us one progress point along it for each city previously conquered and military legacy point accrued. And then get rid of the Operation Ivy wonder. Manhattan Project gives us a nuke. We win by dropping that nuke on a capital following a different ideology - meaning we now need bombers near frontlines, rather than some generic production somewhere. And we make sure that everyone has an ideology, by making Ideology the first civic of Modern, and forcing everyone to pick one when it's completed.
- Culture win is about gathering artifacts, so give us one artifact at the start of the era for each culture legacy point. Make World Fair always take a set, small amount of uninterrupted turns (production doesn't matter), but it can only be progressed if we have 15 more relics than any other civ. If someone's making progress on completing it, the counterplay is to get more artifacts. Make future civic cost flat, and always have it give us set amount of artifacts.
- Economic win is mostly okay, except it's just a subset of scientific win - the techs are on the required path, and you want your factories regardless for their innate benefits. And the banker doesn't scale with anything, save for the number of other civs. Each of them take two turns (one to move, one to place). You can't speed it up with any amount of money (and the money you do need is negligible). The only way you can speed it up is by fully conquering someone. Therefore, this is the bit I would target. And for anyone with basic economic knowledge reading, I apologise for the gibberish it will be. To wit - you find the World Bank in your own capital, by using the great banker there. In order to be able to spawn him, you need 500 bonds. Each legacy point gives you 25 bonds. The only other way to generate bonds is by using your factories to print them - and you get one bond paper for each imported resource, two if they have the same ideology. In other words, you want to trade a lot, and you need to divert your factories from giving you gameplay bonuses in order to facilitate it. You won't just get to 500 naturally, in the process of working on science or military win.

In short - the current version of modern era is just building the same buildings as before, on the same spaces, in the same cities, with specialists already waiting. I use any extra population to place more specialists on the same tiles, for the same bonuses. I specialise most towns from turn one, since all of the resources are already claimed. Nothing exciting is held back from Exploration. If I go for military victory, I pre-place my armies, beeline Fascism and conquer exactly 10 easy-to-conquer cities early. If I go for culture victory, I skip ideology and focus on collecting exactly 15 artifacts quickly. I use all my gold for more explorers. Otherwise, I get bunch of railways and factories in all my cities and stuff them with bonuses to yields. I use all my gold to get more factories. If I don't want to do the banker, I beeline Communism. If I do, I skip ideology, since I won't need it. And then I pick the one last wonder or project and shift-enter for 3-12 turns. If I go for economy win, I do my one banker action each turn before pressing shift+enter. It looks the way it looks because I'm already done settling, I'm already done city-planning and I'm already done snowballing, and because there's nothing the AI can realistically do to stop me once I hit my win condition, but I still need to pass the production check (or the world tour), that completely obscures whatever legacy bonuses I've accrued. The Era system can be lots of fun. It's the Modern Era that gives it a bad name.
 
Last edited:
I agree on all points.

But I'd like to add another one that's more inherent to civ as a series, a basic design flaw so to speak: choices stop mattering. Due to the snowball of actions and outcomes per turn (every unit and city generates another action per turn), what you do in the late game is often inconsequential, because its impact in the overall course is too small. While it can matter in the beginning whether you scout north to south or east to west, or whether you go sawmill or library first, these choices aren't impactful anymore in modern and once you have 25 settlements and 50 units on the map. Sure, always buying the science building first as soon as they unlock might give you a turn or two towards finishing the victory, but it's hardly a game changer at this point, and also not interesting to do. The order of civics and techs would still be impactful, but it is rather trivial in the modern era if you are going for science, economic, or cultural victory. The victories lock the pathway with a little variation. The policies give more of a choice, as relatedly does which ideology to choose. But it's also not like there is a lot variation there in my games, because I just prefer certain options. So, what's left is war and tactical decision. But even there, you can just throw enough units and leveled up commanders at the wall.

I'm not advocating for limiting actions per turn in a hard way, as in Old World. But I think towns go into a right direction here: instead of doing blueprint #1-8 in every game, you need to decide when to switch into support mode and which one you chose. Maybe (big maybe) it would be more interesting to do the same with cities in the modern era: cities need to be specialized in order to build the respective buildings. Want a laboratory? Only in science hubs! But these have a higher upkeep, build units more slowly, and can't build production, food, or gold buildings (which could also make the economic game more interesting). That way, maybe a few choices in the third era would matter without being just straightforward and obvious.
 
Yeah, it's a classic problem of any game like civ. When you're getting 12 science per turn, the choice between 3 science and 4 science on a placement truly matters. But when you're making 300, or 1500, it doesn't actually matter anymore.

Some options that would help the OP's complaints:
1.
a) I do like all terrains being more viable, but I agree as well that the current terrain types are very same-y. Like I actively love being near a vast desert, because you're very likely to get camels. There's no incentive to settle around the edges of it to get the better terrain. Maybe it would be as simple as giving you like -1 happiness per tile on like tundra and desert in the earlier eras, and you ease that off in the later eras. So you can still settle it, but it's sub-optimal
b) Civ has always had trouble with the industrial revolution. 6s modern resources at least limited you, so if you needed a bigger army, or were running a lot of coal plants, you did need to go out and settle them. I mean I do sometimes go settle a city to bring a handful of coal or oil for the modern era, but it's bonus is pretty middling. Even if you don't want to tie them to units, maybe you could have some sort of "power" capacity, where you can't slot more factory resources than you have like coal+oil in your empire (or like each of them would give you 2 global factory resource slots, and you have other buildings that would give you more). Either that, or give a bigger boost to them - have coal+oil give you +1 production on each factory. So at least then, settling a coal might give a decent boost globally to your empire that it might be worth settling.

But otherwise, I do think it would be good to have some sort of "exploration" aspect to the modern age. Maybe oil is hidden, and you need to build prospectors to find them. Although you also don't want to add busy work just for the sake of busy work, another option that could give some variety would be to make the tech tree like some massive web of things, so you have a lot of avenues to explore. Do you really research down the aircraft line, or put your effort into factories, or focus on mass media? Do you start researching into computers and electronics, or refine the arts, or really go down a chemistry valley? That could even be a slightly anti-snowball mechanism, since maybe you put all your effort into rocketry, but if your neighbour discovers submarines, they can sneak in and attack without being detected, even if you're launching spaceships.

2. I like OPs suggestions on building rings by era. Sadly I don't think that's a change that can come in without breaking everything, but it would give a natural scaling impact, and would also add some interesting decisions in the later eras re: overbuild, vs build out. Although you'd need some deeper changes, since a lot of settlements might get trapped by mountains or resources early on. But a little more variety in how things function by era could give a changing landscape.

3. I think because the modern era is kind of boring, the victories being rushable makes sense. But yes, I do think tying things to how you have done the length of the game could also help. At the very least, you could have it so that instead of it being 15 artifacts, maybe it's like 30 artifacts by default, but each cultural point you earned in an earlier era counts as 2 towards the victory. So if you went 6/6, you need 18. But if you were 0/6, then you need all 30. Or your dig time for each artifact is 8 turns minus each legacy point.
But yeah, a little more dynamism in the victories wouldn't be a bad thing.
 
To your first point, It would be fun if, like you say the least habitable spaces become productive and these are the spaces you are expanding to.

Yes we have the search for artifacts (Which needs further improvement) however the modern era could also include more exploration elements.
Searching the polar regions trying to force a "Northwest Passage"
Exploring mountain ranges, or under the sea.

If mountains or ice block a direct trade route, you could explore them to find a pass or an opening, or use engineering to build canals and tunnels. (Give scouts or merchants an ability where they start an active search on a group of tiles, it fails you try again.

To the last point, they should require a tech near the very end of the tree, as well as completing the project in order to win.
I'd prefer requiring 2 of the 4 projects to be completed to win, forcing you to focus on more than one aspect.
 
I also agree on all points. I don't necessarily think modern being poor is a result of bad design though, I think its just another part of the game being "uncooked", where the bosses are rushing it out before its finished. But yeah, it's a major problem to the point where as a player I have dozens of unfinished games due to wanting to avoid the slog and being more inclined to start a new game in antiquity.

Victory suggestions:

Science victory: Actually don't mind this staying about the same here, at least one of the victory conditions should continue in the classic franchise style.

Economic victory: I agree that the current version is too much like science. Sending a banker to various positions on the map isn't meaningfully different than just waiting for a building or space project to finish. I don't mind the design of the player needing to bribe the AIs with gold or influence though, its just at the current levels its trivially easy. After factory resource requirements are met, let yourself be able to "bribe" any civ at any time (and yes have it be based much more heavily on relationship) but have the amount be much higher (at least quadruple).

Military victory: Again, "build a thing and/or complete a project" is too much like science. Once I get to that point in the game I'm just keeping all my units on hold position, every city is just researching projects, and every specialist is instantly placed in a random location just in order to save myself as much real life time as possible. I think its perfectly fine to have military victory be simply about taking cities, but the size of the city should matter. Something like you get 1 point for just any city, 3 points for a city over pop 25, and 5 points for a capital.

Cultural victory: Here we need a massive overhaul. This victory type is so bad that I can't possibly believe it was a design intention. Why don't we just use that something that already worked and just import the civ6 design. Make tourism easier for the player to understand but that's about it - have wonders, culture buildings, resort towns, artifacts, etc. contribute to tourism and have the player just win after a certain threshold. Have artifacts actually be exciting. Instead of +2 culture every time we get +20 culture OR we spawn 5 migrants OR we get +50 food. Badly need the art and music for this victory type as well.

The "get points to complete a legacy path" design I think is actually fine, just we just need more different ways to get points.

Other suggestions:

Utilize migrants more - Too often I want to work a juicy tile square but it's simply always better strategically to place a specialist. I don't think we necessarily even need to have a unit on the map, we could have narrative events, wonders, or whatever give migrants to cities as if a migrant unit was already activated.

Raiders from afar - There's plenty of "borrowing" from Humankind we need to borrow more from Old World. Hostile city states are very rarely a problem, there needs to at least be a chance of meaningful military conflict even when we're at peace with other civs. Spawning rebel units for various reasons would achieve this well.
 
Great post @pjotroos !

I agree with all the issues you've raised, and I like many of the suggested improvements in this thread.

I've got one more thing to add that bugs me about the Modern age (which ties in with other issues listed here): All modern buildings are available so quickly! There's no real need to prioritise which path you want to take on the research tree, because you only need to research 9 techs before you can build them all!

I just did a comparison to highlight how many techs you need to research - and at what level in the tech tree - to construct all buildings:
- Antiquity: 13 techs, up to the 5th level
- Exploration: 12 techs, up to the 5th level
- Modern: 9 techs, up to only the 3rd level

It just illustrates how the modern age mechanics feel really rushed in this game... And 5 months later there's no improvement towards this :shifty:
 
I disagree that the game design is 'uncooked' or unfinished. It is finished, just Wrong. Not wrong in providing multiple Ages/Eras, or multiple Civs to play, but in providing utterly rigid mechanics in almost every aspect of the game design.

One Legacy Path per Legacy per Age, no alternatives except for a very few unique Civs in a fraction of the Legacy paths.

A rigid pattern of Units and Upgrades, most of which as a result are historically ludicrous.

A set of Civs that in their basic characteristics are almost all largely identical. A few points of bonus here and there is no difference at all, and the difference between a Civ from one Age and a Civ from another Age is comically small.

Same with Leaders: for all the possibilities opened up by choosing non-political types as potential Leaders, they are in the long run, remarkably inconsequential in the way they play.

More crucially, the differences between Ages are of little consequence. Legacies in every age amount to ''gather, place, done". Cities build the same from 4000 BCE to 1950 CE, just with different buildings - the same adjacencies, distancing and rings, city hinterland are all in place from Turn 1 to End of Game. Little game humans apparently don't know anything more about exploiting terrain in 1950 CE than they do in 4000 BCE, nor do they have any more efficient transportation to extend the city hinterland from Antiquity to Modern. For all the various technologies provided, nobody in game ever applies gunpowder or nitrocellulose to blasting tunnels through mountains for roads or railroads, or using canals to extend navigable rivers, nor does anyone modify the coast for better harbors - things people have been doing since Antiquity IRL.

Finally, the map remains rigidly Unchanged from first to last except for shuffling Resources around at Age Change. Not one &^%$& Harbor ever silts up, not one river ever changes its course, not one desert expands or contracts, not one forest or plain or tundra/taiga ever starts encroaching on neighboring terrain. This is, bluntly, Historical Fantasy that makes the game far more boringly predictable than it ever had to be or should have been.

For a game that Requires a Crisis Period to implement the Civ Switching and Age reset, the game manages to leave out of the game completely most of the changes thrown at human civilizations by Nature that forced the civilizations to respond and change, which IMHO goes a long way towards making the current Age Resets so arbitrary and meaningless and such a source of criticism.
 
What a great writeup! I wouldn't complain if your suggested improvements were implemented. While I'd prefer there not to be hard Age transitions, under the current design framework, making the Ages more distinct in terms of city planning is a great way to go about things. As you pointed out, in VI, the need to secure resources to build an army and maintain a functioning industry was very tangible and it's totally lacking in VII. There's just nothing really going on in Modern besides, "okay, time to win."
 
I also agree in that modern could use areas that weren't colonized before to be useful of unlockable. I could see things like most biomes having a "restricted" tile, or a waste of somekind to keep it from being used during the first two eras, things like:

  • wasteland desert
  • Thick tropical jungle (think the Amazon or the Darien Gap)
  • swamps
  • polar tundra.
  • high altittude valleys
It could then be interesting to have a couple civs in the first two eras that can early settle thos areas tho.
 
I always thought it might make sense to have some type of mechanic in the modern age where the overseas colonies you were incentivized to settle in exploration now want their independence. You could give a player a lot of options as to how they want to address that - aggressively put them down, grant them independence, incentivize them to stay with influence, etc. That would be a logical extension of how the game currently goes, I think, and would add a new wrinkle to the modern age to make it feel as fresh as the previous two do.
 
I also agree in that modern could use areas that weren't colonized before to be useful of unlockable. I could see things like most biomes having a "restricted" tile, or a waste of somekind to keep it from being used during the first two eras, things like:

  • wasteland desert
  • Thick tropical jungle (think the Amazon or the Darien Gap)
  • swamps
  • polar tundra.
  • high altittude valleys
It could then be interesting to have a couple civs in the first two eras that can early settle thos areas tho.
Going back to before the nominal Start of Game (4000 BCE) there have always been peoples who had developed the skills and technologies to survive in marginal biomes that would not support other people without those skills. The Greenland Norse settlements spring to mind, that did not have and failed to adopt the techniques of the natives and so failed to survive in the marginal environment where the natives thrived both before and after they were gone. Desert pastoralists/nomads survived in deserts where 'civilized' peoples died - as in at least two armies in the Gedrosian desert and several Chinese expeditions into the Taklamakan.

The most extreme example of differences in ability to use extreme environments, though, has to be the rain forest/tropical jungles of South America, where along the Amazon and its tributaries we now know there were urban-density concentrations of 10s of thousands of people who fed those concentrations by manufacturing their own topsoil in an area (jungle) notorious for not having soil worth anything. Early Europeans hearing stories of these masses flatly did not believe tales of teeming hordes of people living in settled sites along the rivers because it was simply not possible for the Europeans to do so.

The primary difference historically, though, has been between the ability to survive as small groups in extreme environments and the ability to support urban-sized concentrations there. The arctic Tundra (permafrost and so agriculture-less) supported reindeer-herders for centuries, but no groups larger than could be supported by a single herd. It was only in the late 19th and 20th centuries CE that people could support cities in that environment, when technology allowed them to bring in food by ice-breaker or air or rail to support larger groups.

So IF the game had any pretentions of historical accuracy (pardon me while I stop to giggle) the icy Tundra tiles would have 0 resources or bonuses of any kind except maybe for specialized IPs until the Modern Age.
Likewise, the featureless desert or resourceless jungle would be of no value unless you developed the specialized skills (Technology/Civics) to survive there - and they would, until the Modern Age, require that you remained pastoral, as the Arabian and North African desert-dwellers did, or adopt a very labor-intensive form of agriculture, as the Amazon basin jungle-dwellers did.

On the other hand, there are some really fascinating results from this kind of differentiation in adaptation to the environment. One of the earliest examples of a major irrigation dam was the Great Dam of Ma'rib which made it possible to support an estimated 50,000 people with irrigated agriculture in modern Yemen on the edge of the great Arabian desert: adaptation to extreme environment did not necessarily mean they gave up the ability to produce Wonders specialized for that environment . . .
 
I agree but would add one more to the list.

Modern really suffers from micromanagement I find. In antiquity and exploration empires are at the right size to be fun. Modern is pushed over the limit IMO, even if it is better than previous civs. Reducing excessive micro was one of their goals and they definitely succeeded in the other ages. I'd like to see options to automate town growth, to automatically assign all of factory resource X to a city... etc...

I'd be very hesitant to add more to modern if it adds to micro. The one virtue it has is that it's very short.

As things stand I hardly even play modern. I'd say 70% of my games are antiquity only, 25% I do exploration too, and then maybe 5% I'll play modern. A lot of it is uninspiring civs, and me not wanting to lose the civ I am playing... But even then I have to really feel like I'm in an unique game setup to want to play on.

And modern being bad would be less of a problem if it didn't mean 1/3 of the civs are only playable for the least inspiring part of the game.

I'm honestly not sure exactly what I'd reccomend... But I think maybe exploration pushes you to grow too much. Maybe exploration could use a new type of settlement like an outpost that only exists to send treasure resources back and isn't a city. Then you could not have as many increases in settlement limits so modern has less micro. And also modern could see tensions with those outposts turning into cities but with lots of unrest? Very much spitballing there... But I think some of the problems with modern are reaping thw harvest sown in exploration...
 
I'd like to see options to automate town growth, to automatically assign all of factory resource X to a city... etc... (...)
The factory thing is genuinely baffling, actually. It's not on my mind when I'm not playing, but very few things (in VII, VI or V) feel worse than having to move 7 of a factory resource between two cities. Great shout.

As for towns - like I said, I normally just specialise them all in modern, just so I can avoid doing the growth events. It might not always be optimal, sure. Doesn't matter anymore, the game's won.
And modern being bad would be less of a problem if it didn't mean 1/3 of the civs are only playable for the least inspiring part of the game.
Yeah, that's a big downer. Any Modern civ in those DLC packs feels like a letdown. I'd happily take Antiquity and Exploration only from here on out, and stick to the 12 Modern ones we already have.
 
Yeah, that's a big downer. Any Modern civ in those DLC packs feels like a letdown. I'd happily take Antiquity and Exploration only from here on out, and stick to the 12 Modern ones we already have
Yeah. Selling us more civs for modern is definitely a feels-bad right now. And it can't be great for those players whose civ(s) of choice are modern...
 
Games need tension. Tension is very nearly everything. If people aren't quitting games because they are losing, then the game has failed. If you aren't unexpectedly losing to another civ by military means, at least sometimes, the game has failed. If your empire isn't unexpectedly disintegrating internally, at least sometimes, the game has failed.

If you can successfully predict how the game will play out the game has failed. If you find multiple (or all) victory types achievable in virtually any game, the game hasn't failed, it has revealed that it's not really a game.

The changes that some of you ae suggesting do not go nearly far enough. Not saying that the suggestions are bad. Everywhere I am using the word game here I am thinking "strategy game". Isn't it supposed to be more than a city building game? There shouldn't even be victories until the end of the game.

BTW, Boris's comments are good enough to show you how little content is really included in this "strategy game".

Can anyone claim to have actually made a strategic choice that almost failed but led up to a triumphant moment when you just barely survived to go on to win by a whisker? Can we agree that something like that is what we are after?

Older iterations of Civ had plenty of that.
 
I always thought it might make sense to have some type of mechanic in the modern age where the overseas colonies you were incentivized to settle in exploration now want their independence. You could give a player a lot of options as to how they want to address that - aggressively put them down, grant them independence, incentivize them to stay with influence, etc. That would be a logical extension of how the game currently goes, I think, and would add a new wrinkle to the modern age to make it feel as fresh as the previous two do.
I like this idea a lot, and Independent Peoples could be greatly expanded to fit this role. Some kind of loyalty mechanic as you describe could cause cities to turn into independent peoples with large armies all over the map. I think it would fit the "Age of Revolutions" theme they seem to be inspired by for Modern while leveraging existing mechanics.
 
I always thought it might make sense to have some type of mechanic in the modern age where the overseas colonies you were incentivized to settle in exploration now want their independence. You could give a player a lot of options as to how they want to address that - aggressively put them down, grant them independence, incentivize them to stay with influence, etc. That would be a logical extension of how the game currently goes, I think, and would add a new wrinkle to the modern age to make it feel as fresh as the previous two do.
This is one setting I expected to be included in a new version of the civ series. :thumbsup:
 
The problems we see in Modern era of Civ7 were always present in late game. Civ7 is actually having better distribution between phase of strong decisions and the straight one.

It would be good to find a solution, but I'm not sure there's one. Colonies seeking independence is a nice idea and as far as I know some games tried to implement it in some form, but it's perceived really bad by players. Also, such events feel much more scripted than the current Civ7 ages.
 
It would be good to find a solution, but I'm not sure there's one. Colonies seeking independence is a nice idea and as far as I know some games tried to implement it in some form, but it's perceived really bad by players. Also, such events feel much more scripted than the current Civ7 ages.
Depends on the players I guess. Civ players seem to dread nothing more than a dynamic evolution of the political map and a game in which you lose territory or cities. People that play Europa Universalis should be more used to losing things – even though independent colonies have become very rare in that game. But people that play the Crusader Kings franchise should be very accustomed to losing all kinds of things a few times during the game: territory, troops, power, titles, skills, abilities. The up and down (and preparing against the down being too bad) is generally seen as a big part of the fun in that game.

I think if there is a way to interact with a potential independence beforehand – e.g., events in which you can choose between more yields in DL vs. giving them more autonomy (= less yields for you) or sending gold and/or troops to appease, declaring a city a DL-specific capital – this would give you a choice: try to keep the DL integrated but for a price or fight them to reintegrate them after they declared independence. Hopefully, this would also not feel too scripted if done well, as potential triggers/weights could depend on a myriad of factors: population in DL vs. homeland, amount of treasure fleet points in previous age, troops built in DL, DL culture or gold output, number of resources, number of cities vs. towns in DL, distance between HL and DL...
 
Back
Top Bottom