sTAPler27
Prince
- Joined
- Mar 18, 2018
- Messages
- 338
I originally really liked what we saw of the victory requirements from the Antiquity Age because they felt generic enough to be applicable to the history of any civilization. But with the Exploration age having you gain points from conquering land on foreign continents alone or having treasure fleets bring you stuff from your colonies it more or less making it so if you aren't playing like the British, French, Portuguese, Spanish or Dutch did in our world then you're going to suffer for it. Not only does it mean games are going to feel more similar but also in ways that don't really tap into that alternate history feel because you'll more or less get rewarded for playing exactly like the colonial powers of the real age of exploration. And I get this is a game but the use of specific gameplay terms to mark success I feel will make gameplay feel clunky. It doesn't matter if you've conquered your entire continent because success is only measured by conquering territory on different continents. And it won't matter if you have the highest gold per turn because ultimately it matters more if you're getting that gold via treasure fleets. I think these are great mechanics but they should be new side objectives not the mai npath towards success.
This was an issue similar to Civ 6's era's system, where even if you had the largest population, the most gold and excess happiness it didn't matter ultimately towards triggering golden ages because those weren't the marks of success the game deemed worthy of points. This was considered stagnation by the game logic which would plunge you into a dark age. While Humankind's gameplay could feel very samey itself it did ultimately reward you for doing the mundane things that would be a mark of a thriving civilization, a growing economy, well fed people, expanding your influence and building up your city infastructure. All of the cultures from that game had specialties but with no one mark of success any player could succeed so long as they used their strengths to strengthen the other facets of their empire. Meanwhile in Civ 7 the civs who participated in the behaviors associated with that era of time will succeed because the gameplay is designed for them to. It doesn't matter how strong the Inca are compared to the Spanish because there are set conditions that dictate who will win by the age's standards. The Inca could own 90% of a continent with each city thriving but if Spain conquers 10% of that continent they'll be deemed more succesful.
Overall there need to be more measures of success beyond parallels to real history or else this game will turn out less like an alternate history sandbox and more like a game trying to take the place of a 4X map game like EU without fully committing to that genre. A game of Civ 7 should feel less like an alternate universe with points of divergence and more like a picasso of history in which their are things to pick out and recognize but are ultimately jumbled in a way sensible but alien to our world.
This was an issue similar to Civ 6's era's system, where even if you had the largest population, the most gold and excess happiness it didn't matter ultimately towards triggering golden ages because those weren't the marks of success the game deemed worthy of points. This was considered stagnation by the game logic which would plunge you into a dark age. While Humankind's gameplay could feel very samey itself it did ultimately reward you for doing the mundane things that would be a mark of a thriving civilization, a growing economy, well fed people, expanding your influence and building up your city infastructure. All of the cultures from that game had specialties but with no one mark of success any player could succeed so long as they used their strengths to strengthen the other facets of their empire. Meanwhile in Civ 7 the civs who participated in the behaviors associated with that era of time will succeed because the gameplay is designed for them to. It doesn't matter how strong the Inca are compared to the Spanish because there are set conditions that dictate who will win by the age's standards. The Inca could own 90% of a continent with each city thriving but if Spain conquers 10% of that continent they'll be deemed more succesful.
Overall there need to be more measures of success beyond parallels to real history or else this game will turn out less like an alternate history sandbox and more like a game trying to take the place of a 4X map game like EU without fully committing to that genre. A game of Civ 7 should feel less like an alternate universe with points of divergence and more like a picasso of history in which their are things to pick out and recognize but are ultimately jumbled in a way sensible but alien to our world.