Tune in November 7 for an Exploration Age livestream!

It seems as currently, the distant lands civs don‘t compete for the legacy goals. It‘s not just the treasure fleets, also the military goals wouldn‘t work if distant lands/homeland aren’t switched/dynamic for distant land civs. Or did anyone see Confucius in the legacy path scores?
I'm not sure if they looked at it after they had met Confucius

Also those Legacies are not Competition... except for Wonders, me getting one doesn't slow down anyone else. (and they mentioned other civs from the Distant lands beating them at Antiquity wonders on that live stream

Because of that, I think you only know the ones you have contacted, but they are still doing the Legacy paths.

If not, then that is supremely disappointing..... they might as well just have shoved all 5 civs on the "homeland" and kept the "distant lands" full of IPs.
 
Just finished the stream and caught up to this thread. Lots of new info.

Future Civic/Tech speed up the end of the age for 10 turns, and probably the reason the age ended on the 130s even though the regular speed means it was supposed to, at the earliest, end at 150 depending on how much players advanced on legacies. That will likely be an incredible toll in MP as they mentioned, but not that good for me who like longer games.

The legacy screen at the end of the first age showed 15 wonders, so at least that amount confirmed for ancient age, if none of the other leaders but the top 3 got none, which we don't know.

This stream answered the difference between ageless and persistent (albeit the persistent ones still are listed as ageless on the building UI, so probably persistent count as ageless for anything that affects ageless). Persistent are ageless buildings that are available to be build even after you got to a new age, basically the "warehouses" buildings. And that should mean the other ageless buildings, wonders and unique buildings, can't be built on the next age, even if the ones built stay on the map.

This stream also confirms that overbuilding can be done over any non ageless building, and not something like an upgrade, where you could only overbuild a library with an specific science building or just any science building, as some theorized.

IP from an age disappear at the start of the next and new ones spawn. This was theorized but not confirmed before now, I think.

Each new commander of same type has an increase cost that can get to non feasible amounts, an interest way to soft cap their production.
I hope there's an option to rename cities. I thought we saw that feature in the last actual stream didn't we?
Don't think we got confirmation of that so far. If you mean the Ancient stream, we just saw the same as this one, where you can get an auto reanme and change of capital on age transition.
3 different crises in the antiquity age. The barbarian one looks fun.
Curious about what are the three type of possible crisis for each age and can see that easily increasing with future dlc
Unique voiced endings for each civ? Even though it's only one line, that's cool.
I like the video at the end of the age. And it looks like it is civ specific. It adds a lot more atmosphere to age transitions.
And also seems to be another thing to emphasizes the actual narrative they want for the change of culture. Some people are reading it as your old civ being conquered or falling instead of changing culture with times and/or to adapt to new realities. The video saying Greece flourished more strongly points that the latter is the interpretation they went with for Civ 7
Mexico confirmed.
::Modern Civs last slots competition intensifies::
Homelands, landmass you start on.

Distant lands is everywhere else, where you in ancient times could not go.
Which can include some islands that are still part of the initial continents on the continent lens, but still count as distant lands for most gameplay purposes, I think.
What was that Isabella specific legacy? +15% food for -10% gold? So, leader-specific legacies seem to be a thing.
The leader specific legacy had legend on it's name, which is also how they named the system of using the same leader many time for multiple games. So these options may be related with that. Also interesting some legacies options will be based on what crisis you had on previous age.
every player can get a religion ... is that because of the lower player numbers?
Probably more likely because the religion layer isn't as important / religion combat isn't that much of a thing now.
New world has new types of resources not available in the homelands.
Sugar and spices mentioned as treasure resources.
Sugar, Spices and Cocoa at least are treasure ones. Which I guess, means they likely are locked in instead of random every game, so the player get used to which ones they have to keep an eye on.
Depending on map type you choose the new world is either a carbon copy of your homeland, or totally different.
That seems very interesting for map creations, in a way a trade for the type of maps like pangea that are no more.
A little confused by this Q and A: "Are your home continent resources counted as treasure resources for people from distant lands" ANSWER: "Not true currently, but we're looking into potential ways into making something like that work".

So how does it currently work? Does the concept of distant land not exist for AI on that side of the map? Did I miss something (tuning in and out).
It seems as currently, the distant lands civs don‘t compete for the legacy goals. It‘s not just the treasure fleets, also the military goals wouldn‘t work if distant lands/homeland aren’t switched/dynamic for distant land civs. Or did anyone see Confucius in the legacy path scores?
This part got me very confused. I think what Ed meant was that there isn't currently a way for you to play as a distant land civ, even in multiplayer (as the same map size has a smaller amount of civs for first two ages). But then for the AI players it will probably work in some way. But it not being the reverse makes it a bit strange, as they would them have huge advantages generating trade ships in the same region. Also some civs bonuses are based on distant/homeland difference, so would make things strange if an AI from a distantland start from your pov then get their bonuses working very differently.
Simplifying it would have been fine; giving everyone a religion and tying everything to religious competition is my problem. There are interesting ways religion could interact with victory conditions without requiring founding a religion. :(
One thing I think we need to consider when thinking about relgion in Civ VII, is how much not having a separated faith resource change things. Religious buildings now give hapiness and there isn't a specific religion district that is one option of a limited amount you can build on a city. So now, building religion buildings will be something you do even if for when you need hapiness in cities, so it is a part of tghe gameplay more tied to the other systems, I think.
 
Crises look quite gentle?
No negative income, no tile pillaged?
I hope there are difficulty settings for this

I fear it's gentle in part for the ai to be able to handle it
 
Moderator Action: Thanks for Mexico.

I have copied (not moved) the religion screenshots here https://forums.civfanatics.com/threads/november-7-livestream-religion.692993/ .
I have copied (not moved) the fleet commander screenshots here https://forums.civfanatics.com/threads/november-7-livestream-fleet-commanders.692994/

@ Civ7 mods, could you please see what other screenshots from https://forums.civfanatics.com/media/categories/civ7-developer-livestream-november-7-2024.87/ need organizing in some way? Please check if any current threads need to be updated (incl. the ones I just created).

 
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Crises look quite gentle?
No negative income, no tile pillaged?
I hope there are difficulty settings for this

I fear it's gentle in part for the ai to be able to handle it
For a mandatory event that you have no control over to be too punishing would be pretty crappy design. I can already see these being very annoying as it is.
 
I don't know, all those active crisis policies on the right look quite bad to me, and certainly count as negative income
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Yeah but at the same time... some of them will probably have no effect whatsoever on your game depending on what you have constructed, if you use/fight the IPs etc... So I'm thinking that it's probably more 2 really hurtful policies slotted and not 4 in the end...
 
I'm not one of those people who is overly obsessed with Civ IV (it does some things well but I also prefer aspects of the later games), but I do think that is still the best implementation of religion in that a) you can choose your state religion, and b) the importance of this choice is primarily diplomatic, it's not about increasing yields or some kind of religious contest.

Interesting stream though, lots to digest!
 
A little confused by this Q and A: "Are your home continent resources counted as treasure resources for people from distant lands" ANSWER: "Not true currently, but we're looking into potential ways into making something like that work".

So how does it currently work? Does the concept of distant land not exist for AI on that side of the map? Did I miss something (tuning in and out).
That and the loading screen between age make me fear they faced some kind of technical limitation for the gameplay they designed.

I'm not against asymmetrical gameplay (on the contrary, it's IMO one way to have dynamic difficulty with current AI), but I feel that's a bigger core concept change in the series than civ switching, if this interpretation is correct.

And then, why bother with full civs on the distant land ?

That would also explain the human player limits in the first ages.
 
Well it was a contest in the sense that each city could only ever have 1 religion. And the religion branch of civics did convert religion into substantial yields (ie, +25% production for cities with the state religion) in a non-diplomatic way. Beyond that, the gold generated at the Holy City per city that followed the religion was huge! It could easily overcome every maintenance cost and let you run at 100% science for ever. There's a reason Great Prophets were called Great Profits lol. I think Civ5 improved things by having pantheons and then choosing beliefs which gave religions more character. It was the missionary spam and religious combat that went in the wrong direction IMO.
My memory of IV is clearly too hazy, I just remember religion being a big part of diplomatic relations, which I feel has been lost. Choosing beliefs is ok, but I didn't like in VI that a belief could only be chosen once. Why can't multiple religions have work ethic?
 
Exploration Age Spain, but Greek Antiquity music still playing.
I like that actually, it won’t be repetitive other. Plus, it’s twice the amount of unique music by Exploration, and three times as much in Modern. So I don’t think there’s gonna be much repetitiveness
 
I'm not sure if they looked at it after they had met Confucius

Also those Legacies are not Competition... except for Wonders, me getting one doesn't slow down anyone else. (and they mentioned other civs from the Distant lands beating them at Antiquity wonders on that live stream

Because of that, I think you only know the ones you have contacted, but they are still doing the Legacy paths.

If not, then that is supremely disappointing..... they might as well just have shoved all 5 civs on the "homeland" and kept the "distant lands" full of IPs
If Confucius or Amina would be able to gain points for the legacy paths in the exploration age, they would create age progress for the militaristic legacy path - regardless of whether they‘ve been met or not. But the progress was at 0. It can be that they had less cities in the DL than required for the first progress (and no religion yet when the screens where shown). But to me it looks like DL civs don’t work well with the economic and militaristic path and will thus not create progress. Also, if they did „compete“ in generating progress points, the second age would be shorter than the first due to more players gaining points and accelerating the ending. That also doesn‘t sound right, somehow.
 
Simplifying it would have been fine; giving everyone a religion and tying everything to religious competition is my problem. There are interesting ways religion could interact with victory conditions without requiring founding a religion. :(
I think everyone having ability to found a religion is better
It was so strong than missing it was quite frustrating

What I'm more annoyed with is that you can't convert holy city
 
A little confused by this Q and A: "Are your home continent resources counted as treasure resources for people from distant lands" ANSWER: "Not true currently, but we're looking into potential ways into making something like that work".

So how does it currently work? Does the concept of distant land not exist for AI on that side of the map? Did I miss something (tuning in and out).
I find it a bit concerning

I'm curious to what might be the reason it's not in already, feels like it's something quite important
 
I'm not one of those people who is overly obsessed with Civ IV (it does some things well but I also prefer aspects of the later games), but I do think that is still the best implementation of religion in that a) you can choose your state religion, and b) the importance of this choice is primarily diplomatic, it's not about increasing yields or some kind of religious contest.

I was just going to mention Civ 4. I prefer that implementation, though with one caveat. It got a little silly with the same civ being able to found so many religions (I know there is some real world examples of this, but for gameplay reasons it's not the best). I mainly want religion to be something for flavor, not as a victory condition. And I want it to impact diplomacy a decent amount.

We can already see having it as a victory modifier means the AI is quite aggressive at spreading theirs which can get annoying always having to move your own missionaries around to counter it.
 
For the same reason that your workers tear down their pyramids one second before they've finished building them if they hear that someone on the other side of the world got there first. Making something a race adds tension, provides an interaction between Civs outside of direct diplomacy / war, and forces the player to react and adapt on the fly.
Isn't there more strategic depth to giving a player 5 interesting choices for their religion vs making it a race to get the "best" out of 5 choices?

The race for wonders is a bit different imo, in that there definitely should only be one of each. I think adding this race element to religion is a mistake, personally.
 
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