What’s new in 8 years?

Yeah, I wouldn't mind a small return to some of the health and pollution systems of those earlier games. One of the items in 6 that always disappointed me was how weak sewers are. For how much impact they have had on being able to sustain modern cities, in-game they're just super weak. They give you less than a Granary does. Even if you don't want to bring in a whole special event for disease (something like every turn, any city size > 10 without a sewer has a chance to spawn a plague which would last for a number of turns and reduce population and output), I'd love a system where getting those "modern" buildings end up being almost required to get cities to the higher population levels.
Yeah, to me the Sewer's impact seems more akin to the impact of ancient sewer systems than more extensive modern ones, whereas its placement in the tech tree suggests it is intended to represent the latter.

To some degree, I would agree... except there isn't as strong of a correlation between population growth and CO2 emissions as you think. I would much rather have global warming be linked to wealth creation, at least past a certain point. The vast majority of greenhouse gas emissions come from either wealthy nations or wherever wealthy nations have outsourced manufacturing duties to
That's why I mentioned, "at similar levels of prosperity". Which isn't something Civ has ever put a whole lot of detail into modeling. Consumer goods, as a whole, have been pretty much ignored. Sure, you have luxury resources, which affect happiness, but there's not much in the way of economic modeling going on.

It's another direction that could be interesting and spice up the later game. Maybe too in-depth given the breadth of the audience though?

If you had that, I think it should be tied in to CO2 emissions. But since I don't really expect that to be present, I'd be satisfied with population and transportation as a proxy.
 
I really don't want to derail this thread into a religious war.. that would be more suited to Off Topic part of the forum.. but I think while many are in awe of the Sagrada, I can't imagine it is inspiring religious conversion in many. It is, however, a very beautiful building though and definitely a Culture/Tourism Wonder.

Always tought of it as a wonder to help turn religious investment into tourism (Sort of what Cristo Redentor already does in VI, though)
 
I really don't want to derail this thread into a religious war.. that would be more suited to Off Topic part of the forum.. but I think while many are in awe of the Sagrada, I can't imagine it is inspiring religious conversion in many. It is, however, a very beautiful building though and definitely a Culture/Tourism Wonder.

Why should this cause a "religious war?" Cathedrals have been prominently featured in Civ since the beginning, in particular Notre Dame. In Civ 6, you could make them as your tier 3 religious building. There's nothing offensive or controversial about it unless a person brings that controversy with them. Religion is a part of the human experience. There's no reason why we should feel afraid to suggest that spirituality is something by which a civilization could be measured (as a victory condition), nor that it should simply cease to exist after the Enlightenment Era.

My goal with the suggestion was to think of something very modern that could be used as a "unique wonder" to help push a religious victory to completion in the late game. I struggled to come up with something else that had anywhere near the same impact. Televangelism hasn't. It's been too limited to the US. Wahabbism hasn't. Islam is actually losing adherents in recent years. The only sect that I can think of that is still actively building large temples or religious buildings aside from the Sagrada Familia is the Mormons, and they're far too niche to be featured alongside the world's major religions in a game like civ. Since Civ focuses so much on buildings, this seemed like a good fit - and not merely as a means to push a cultural victory/tourism/etc. It is a religious building. It was built by religious people and funded by the faithful. It's more than a mere tourist attraction like the Las Vegas Sphere or the Eiffel Tower.

One thing that stood out to me as missing in Civ VI's global warming model was the impact of transportation. Military vehicles - ships, tanks, etc. - contributed to global warming, as did power plants, but there was no modeling of the impact of road networks, the ability of public transit and/or electrification to reduce that, or even the direct impact of larger populations of people at similar levels of prosperity increasing global warming due to, for example, having more homes to heat during the winter, and buying more goods that have downstream CO2 impacts.

I honestly wish they wouldn't put such a mechanic in the game at all. My own disagreements with the theory are beyond the scope of this forum, but let's look at Civ 6's implementation as an example. The theory is the CO2 is the global thermostat. CO2 goes up, temperature goes up, polar ice caps melt, all natural disasters get more frequent and severe. But what if CO2 goes down? Shouldn't that mean temperature goes down, polar ice reforms, natural disasters become less frequent and less severe? But in Civ 6, it's a one-way mechanic. Even if you pour all of your empire's industry into carbon capture and drive the CO2 numbers well into the negatives, none of the process reverses. According to the theory, we should be able to induce a disaster-free utopia, or even a "snowball" Earth if we take it far enough. Scientifically speaking, if we drop the concentration of atmospheric CO2 below 150 ppm, photosynthesis stops, and all multicellular life on the planet dies. If we're going to model the theory, then model the theory.

From a game design perspective, it's counter-intuitive. It's only used as a restraint on human industry in Civ 6. Instead of encouraging you to secure the win, they produce crippling penalties for using all those cities you built up all game and for using a modern military to make it harder for you to finish out that scientific or domination VC. This might be fine if the goal was to serve as an anti-snowball mechanic, to give players who fell a bit behind a chance to keep it competitive at the end, but the penalties are applied to all players in the game, so there's no catching up. And worse, it's a mechanic over which the player has no control. If a player is particularly concerned about triggering the mechanic and uses every strategy at his disposal to make his own CO2 contribution nil, he still receives exactly the same irreversible penalties as everyone else. From a game play perspective, that's a really terrible design to punish all players for one or two player's strategic choices/trade-offs. They get the benefits, you get the penalties, and again, it's a one way mechanic, so once anyone triggers the penalties, everyone is stuck with them.

It's a terrible concept. It's unbelievably unfun to play with. If I could disable it without disabling the rest of the expansion's features I would.
 
I took the OP question in a different direction - what things have changed in / among nation-states in the last 8 years that might affect the game? I'm wondering if proxy wars or new espionage missions might be possible. Get a militaristic city-state or smaller AI-run civ to declare war against an enemy of yours, whether through diplomacy or some other means. The Gulf War (way back in 1991) involved a coalition of larger nation-states against a belligerent. The invasion of Ukraine (2022) involves nation-states using trade agreements to send arms and tech to another nation-state. Perhaps a new casus belli or a new type of trade agreement or both?

I agree with the post about drones becoming more prevalent in warfare. In Civ6, drones are merely a support unit, increasing range, as a next-gen observation balloon. Civ3 had cruise missiles, which were single use, longer range, artillery-ish units. Both Civ4 and Civ5 had "guided missiles", which were similar. Having a second-gen attack drone that could have orders like "sentry", loitering over a tile and increase visibility; "ground strike", like a single-use bombing attack, needing to be resupplied; "rebase" to move to a city or airfield tile improvement.
 
Having a "support me in me in my war" emergency or agreement is a good idea. I believe something like that was discussed in the Armana letters so it's not a new idea.
 
Some great topics here about new tech and world events but I’m wondering if there has been any archeological discovery that changed the perception of the past?
 
Apparently CIV VII should change the build animation for the Pyramids to include a water rig to transport the big stones.
 
Apparently CIV VII should change the build animation for the Pyramids to include a water rig to transport the big stones.
Yep, latest excavations and explorations have revealed canal networks to bring stone and other building materials as close as possible to the Pyramid sites before resorting to overland lugging. Either need an 'extra' canal-construction phase related to the Wonder or include all the extra effort in the potential site - any Pyramid with a hill between it and the nearest river, or more than, say, 2 tiles from a river becomes prohibitively expensive in time and resources required!
 
I don't know enough about archaeology to opine on what new discoveries might be worthy of incorporation into this version of Civ, so I just did a quick search of a couple of pop-archaeology lists, which may or may not be worthy representations of recent advances in our knowledge:




Of the items listed in the above articles, the cave paintings from Sulawesi seem the most interesting to me, but I'm not sure how they would fit in the game, as they're neither a natural wonder nor a human-built wonder from the appropriate time frame (unless the start of Civ 7 gets pushed back in time). Other than that, maybe some of the new Egyptian excavation sites get added to the Egypt city list, and I suppose if we ever got an Akkadian civilization, the new discovery near Dohuk could get included in their city list.

Maybe others spot something else that might show up in Civ 7?
 
I subscribe to a couple of Archeology magazines to try to keep up with events, but details are frequently years behind in getting published, and then only in expensive academic Journals that I have to travel 40 - 50 km to Seattle to read in the University library there.

The major things I have noted lately with potential Civ effects are:

1. Discovery of major constructions in the area of the Mayan cities, including long-distance elevated stone-based roads and extensive fortifications on the landscape, formerly hidden under jungle. It may require rethinking how Mayans are depicted in game, because there appears to have been a lot more interaction between the cities, much larger populations, and possibly more 'Imperial' politics than City State.
2. Similar, LIDAR studies in Southeast Asia have revealed whole new cities hidden in the hills under the jungle canopy, but these are so hard to follow up on that I haven't seen a lot of analysis on what they might mean to modeling the Khmer and other SEA civilizations.
3. Evidence of massive urban areas in the Amazon basin (as in, population in the 10s or 100s of thousands). This has less direct effect, because apparently we don't have a clue about language, Leader, or even names of their settlements for these peoples, so Civ cannot include them specifically. But it does change what we thought was possible in jungle/rainforest environments for building cities and feeding massive populations there - could change how Civ models the map and what the AI/gamer is allowed to do with it.
4. As mentioned already in this Thread, details about the construction of Wonders and other structures are changing. The Egyptian Pyramids relied on construction of canals to bring tons of building materials as close to teh building site as possible. Waterproof concrete was not a Roman specialty, but was used by Nabateans and Assyrians several centuries before Rome did, and for the same purpose: to build waterproof channels for irrigation and water supply. So, having a Volcano handy could be a pre-requisite for building an ancient Aqueduct? There are more possibilities for restricting the current virtually unlimited Wonder-Spamming in the game.
5. They have recently discovered evidence of large stone-wall-protected cities in Bronze Age southeastern Europe. These people may be a bit too early for a 4000 BCE-starting Civ (even aside from the usual language, Leader and naming problems), but they are evidence for a lot more population on the landscape with some very impressive architecture from Start of Game. The hoary old Start Empty On First Turn Civ map may have to be revised considerably.
6. The Sassanid Persians built some impressive border fortifications out in Central Asia, several hundred kilometers long with spaced forts containing large garrisons - Hadrian's Wall writ Large. The Chinese Long Wall is still by far the most famous and includable in game, but combined with Roman border fortifications in Britain and along the Rhine, Russian medieval/Early Modern timber and earth fortified lines south of Moscow, and other fortified 'border lines' it may be past time to include some mechanism for building them in Civ VII.
 
I subscribe to a couple of Archeology magazines to try to keep up with events, but details are frequently years behind in getting published, and then only in expensive academic Journals that I have to travel 40 - 50 km to Seattle to read in the University library there.

The major things I have noted lately with potential Civ effects are:

1. Discovery of major constructions in the area of the Mayan cities, including long-distance elevated stone-based roads and extensive fortifications on the landscape, formerly hidden under jungle. It may require rethinking how Mayans are depicted in game, because there appears to have been a lot more interaction between the cities, much larger populations, and possibly more 'Imperial' politics than City State.
2. Similar, LIDAR studies in Southeast Asia have revealed whole new cities hidden in the hills under the jungle canopy, but these are so hard to follow up on that I haven't seen a lot of analysis on what they might mean to modeling the Khmer and other SEA civilizations.
3. Evidence of massive urban areas in the Amazon basin (as in, population in the 10s or 100s of thousands). This has less direct effect, because apparently we don't have a clue about language, Leader, or even names of their settlements for these peoples, so Civ cannot include them specifically. But it does change what we thought was possible in jungle/rainforest environments for building cities and feeding massive populations there - could change how Civ models the map and what the AI/gamer is allowed to do with it.
4. As mentioned already in this Thread, details about the construction of Wonders and other structures are changing. The Egyptian Pyramids relied on construction of canals to bring tons of building materials as close to teh building site as possible. Waterproof concrete was not a Roman specialty, but was used by Nabateans and Assyrians several centuries before Rome did, and for the same purpose: to build waterproof channels for irrigation and water supply. So, having a Volcano handy could be a pre-requisite for building an ancient Aqueduct? There are more possibilities for restricting the current virtually unlimited Wonder-Spamming in the game.
5. They have recently discovered evidence of large stone-wall-protected cities in Bronze Age southeastern Europe. These people may be a bit too early for a 4000 BCE-starting Civ (even aside from the usual language, Leader and naming problems), but they are evidence for a lot more population on the landscape with some very impressive architecture from Start of Game. The hoary old Start Empty On First Turn Civ map may have to be revised considerably.
6. The Sassanid Persians built some impressive border fortifications out in Central Asia, several hundred kilometers long with spaced forts containing large garrisons - Hadrian's Wall writ Large. The Chinese Long Wall is still by far the most famous and includable in game, but combined with Roman border fortifications in Britain and along the Rhine, Russian medieval/Early Modern timber and earth fortified lines south of Moscow, and other fortified 'border lines' it may be past time to include some mechanism for building them in Civ VII.
Yeah I watched a few super interesting National Geographic documentaries on Disney+ on LIDAR research in south/central America for your point 1 and also for your point 2. It's totally awesome what they found. There was also another one on the Nabataea Civ and it was even more impressive. I think Nabataea become a possible CIV for CIV7 with what they found, as it becomes a lot clearer that they are responsible for a lot more then Petra and did a lot of terraforming/rain water control.

If anyone is interested the doc series are called Lost Cities with Albert Lin and Lost Treasures of the Maya.
 
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I subscribe to a couple of Archeology magazines to try to keep up with events, but details are frequently years behind in getting published, and then only in expensive academic Journals that I have to travel 40 - 50 km to Seattle to read in the University library there.

The major things I have noted lately with potential Civ effects are:

1. Discovery of major constructions in the area of the Mayan cities, including long-distance elevated stone-based roads and extensive fortifications on the landscape, formerly hidden under jungle. It may require rethinking how Mayans are depicted in game, because there appears to have been a lot more interaction between the cities, much larger populations, and possibly more 'Imperial' politics than City State.
2. Similar, LIDAR studies in Southeast Asia have revealed whole new cities hidden in the hills under the jungle canopy, but these are so hard to follow up on that I haven't seen a lot of analysis on what they might mean to modeling the Khmer and other SEA civilizations.
3. Evidence of massive urban areas in the Amazon basin (as in, population in the 10s or 100s of thousands). This has less direct effect, because apparently we don't have a clue about language, Leader, or even names of their settlements for these peoples, so Civ cannot include them specifically. But it does change what we thought was possible in jungle/rainforest environments for building cities and feeding massive populations there - could change how Civ models the map and what the AI/gamer is allowed to do with it.
4. As mentioned already in this Thread, details about the construction of Wonders and other structures are changing. The Egyptian Pyramids relied on construction of canals to bring tons of building materials as close to teh building site as possible. Waterproof concrete was not a Roman specialty, but was used by Nabateans and Assyrians several centuries before Rome did, and for the same purpose: to build waterproof channels for irrigation and water supply. So, having a Volcano handy could be a pre-requisite for building an ancient Aqueduct? There are more possibilities for restricting the current virtually unlimited Wonder-Spamming in the game.
5. They have recently discovered evidence of large stone-wall-protected cities in Bronze Age southeastern Europe. These people may be a bit too early for a 4000 BCE-starting Civ (even aside from the usual language, Leader and naming problems), but they are evidence for a lot more population on the landscape with some very impressive architecture from Start of Game. The hoary old Start Empty On First Turn Civ map may have to be revised considerably.
6. The Sassanid Persians built some impressive border fortifications out in Central Asia, several hundred kilometers long with spaced forts containing large garrisons - Hadrian's Wall writ Large. The Chinese Long Wall is still by far the most famous and includable in game, but combined with Roman border fortifications in Britain and along the Rhine, Russian medieval/Early Modern timber and earth fortified lines south of Moscow, and other fortified 'border lines' it may be past time to include some mechanism for building them in Civ VII.
Fantastic. Any magazines you recommend?
 
I honestly wish they wouldn't put such a mechanic in the game at all. My own disagreements with the theory are beyond the scope of this forum, but let's look at Civ 6's implementation as an example. The theory is the CO2 is the global thermostat. CO2 goes up, temperature goes up, polar ice caps melt, all natural disasters get more frequent and severe. But what if CO2 goes down? Shouldn't that mean temperature goes down, polar ice reforms, natural disasters become less frequent and less severe? But in Civ 6, it's a one-way mechanic. Even if you pour all of your empire's industry into carbon capture and drive the CO2 numbers well into the negatives, none of the process reverses. According to the theory, we should be able to induce a disaster-free utopia, or even a "snowball" Earth if we take it far enough. Scientifically speaking, if we drop the concentration of atmospheric CO2 below 150 ppm, photosynthesis stops, and all multicellular life on the planet dies. If we're going to model the theory, then model the theory.

From a game design perspective, it's counter-intuitive. It's only used as a restraint on human industry in Civ 6. Instead of encouraging you to secure the win, they produce crippling penalties for using all those cities you built up all game and for using a modern military to make it harder for you to finish out that scientific or domination VC. This might be fine if the goal was to serve as an anti-snowball mechanic, to give players who fell a bit behind a chance to keep it competitive at the end, but the penalties are applied to all players in the game, so there's no catching up. And worse, it's a mechanic over which the player has no control. If a player is particularly concerned about triggering the mechanic and uses every strategy at his disposal to make his own CO2 contribution nil, he still receives exactly the same irreversible penalties as everyone else. From a game play perspective, that's a really terrible design to punish all players for one or two player's strategic choices/trade-offs. They get the benefits, you get the penalties, and again, it's a one way mechanic, so once anyone triggers the penalties, everyone is stuck with them.

It's a terrible concept. It's unbelievably unfun to play with. If I could disable it without disabling the rest of the expansion's features I would.
I agree that it should be reversible if enough carbon capture happens. It would be interesting to allow it to go below industrial levels and cool the earth, although I'd argue a minimum level below which carbon capture projects are impossible makes more sense - I'd at least hope humans are smart enough not to carbon-capture our way into oblivion.

The "even if you contribute zero, you are still affected" mechanic is consistent with actual global warming. Is that too realistic for gameplay purposes? Maybe? There are diplomatic influence penalties for being a heavy carbon emitter, so there are some benefits to being a low/non-emitter. At the same time, it's a valid strategy to build floodwalls and go all-in on emitting carbon - if your rivals have more low-lying cities than you do, it's arguably even a good strategy. I'm rolling coal in my multiplayer game, calculating that investing in cultural buildings is more likely to achieve victory than the diplomatic benefits I could achieve by reducing my emissions.

Making it optional is something I'd have no issue with, just as espionage was optional in IV. But despite its imperfections, and wishing for better in VII, I appreciate the attempt to model it in VI.

----

Which reminds me of something else new in the last 8 years. The importance of natural gas as a form of energy. In VI, you can accumulate large stockpiles of strategic resources - coal, oil, uranium. In the real world, we saw that Europe's reserves of natural gas were measured in months, and once trade with Russia plummeted, there were serious concerns about whether the reserves would be sufficient for the winter of '22-'23.

Civ VI gives +10 stockpiles for every resource for every tier of military building. This could be expanded on significantly in VII. Some resources are relatively easy to stockpile - make a big pile of coal on the ground, for example. I saw one of those the other day in real life. But liquid resources, like oil and natural gas, often require dedicated infrastructure, and the rate of consumption can make it challenging to have years (turns) worth of stockpiles if there isn't a significant effort to build that out. Hearts of Iron IV makes the effort to model this with oil - you get a little bit of storage with general infrastructure improvements, but if you really want to build a major reserve beyond what your own resources or trade partners can provide, you have to spend significant resources building that out.

Something like this in VII could add leverage to petro-states, and, if natural gas is added as a resource (which I'd argue it probably should be), natural gas states. Do you import cheap natural gas from your large neighbor, stick with your polluting coal reserves, or build out nuclear or renewable resources? Beware if you choose the former, and there is a zeitenwende (changing of the times, when your provider ceases to be reliable).
 
Fantastic. Any magazines you recommend?
Archeology - the magazine of the Archeological Institute of America (which is by no means limited to rthe Americas, the latest issue's lead article is on the latest excavations at Nineveh, and​
World Archeology - which gives a nice capsule view of all the latest news everywhere.​
As stated, the real problem is that while these give me a snapshot of what's going on, to get the details (as of the latest Nineveh finds just made in the past year) I will have to wait for publications in scholarly journals that may take another year or more to get published, or subscribe to academic publication sites that charge fees for the privilege or expect you to be associated with a University, which I haven't been for over 45 years.​
 
3. Evidence of massive urban areas in the Amazon basin (as in, population in the 10s or 100s of thousands). This has less direct effect, because apparently we don't have a clue about language, Leader, or even names of their settlements for these peoples, so Civ cannot include them specifically. But it does change what we thought was possible in jungle/rainforest environments for building cities and feeding massive populations there - could change how Civ models the map and what the AI/gamer is allowed to do with it.
I could think of at least two possible leaders for an Amazonia civ. According to Gaspar de Carvajal's accounts (not completely truthful but not without vindicated merit either), he describe the expedition meeting at least a Chief Aparia and a Chief Machiparo (who's dominion included a fortress and a number of settlements which were not even the most impressive structure he saw along the Amazon). The unique unit could be based on the band of warrior women they encountered, the amazon got it's name after them after all.
 
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I am all down for Amazonian women UU. Firaxis can model them after the death by snu snu characters from Futurama!
 
I could think of at least two possible leaders for an Amazonia civ. According to Gaspar de Carvajal's accounts (not completely truthful but not without vindicated merit either), he describe the expedition meeting at least a Chief Aparia and a Chief Machiparo (who's dominion included a fortress and a number of settlements which were not even the most impressive structure he saw along the Amazon). The unique unit could be based on the band of warrior women they encountered, the amazon got it's name after them after all.
South American proto-historicals are 'way outside my area of expertise, but it appears that the new LIDAR-found sites are in the upper reaches of the Amazon, in modern Equador, or over half a continent away from the Omagua associated with Carajal's accounts but otherwise matching his descriptions pretty well, including possible use of terra preta soil enrichment. Since their language, Omagua/Cambeba, is part of the Tupi-Guarani family that is widespread throughout South America, it should even be possible to cobble together some Leader statements for them. There are also depictions of (later, post-Columbian) Omaguans by Catlin and other artists, so secondary descriptions by a starving Spaniard are not all we have to go by to reconstruct Units or individuals.

All of which makes a Rainforest Omaguan Civilization from the Amazon much more possible, although a City List may have to be reconstructed from later Omagua/Cambeba village names and 'legendary' cities like Manoa and Omagua ('El Dorado' equivalents)

Terra preta has to be part of their Civ Unique: something like the ability to turn terrain types like Plains, Grassland, Forest, Rainforest, hilly or flat, into extremely Food Productive tiles that can grow Anything - the 'terra preta tile can act as a Farm or Plantation as desired
 
Which reminds me of something else new in the last 8 years. The importance of natural gas as a form of energy. In VI, you can accumulate large stockpiles of strategic resources - coal, oil, uranium. In the real world, we saw that Europe's reserves of natural gas were measured in months, and once trade with Russia plummeted, there were serious concerns about whether the reserves would be sufficient for the winter of '22-'23.

Civ VI gives +10 stockpiles for every resource for every tier of military building. This could be expanded on significantly in VII. Some resources are relatively easy to stockpile - make a big pile of coal on the ground, for example. I saw one of those the other day in real life. But liquid resources, like oil and natural gas, often require dedicated infrastructure, and the rate of consumption can make it challenging to have years (turns) worth of stockpiles if there isn't a significant effort to build that out. Hearts of Iron IV makes the effort to model this with oil - you get a little bit of storage with general infrastructure improvements, but if you really want to build a major reserve beyond what your own resources or trade partners can provide, you have to spend significant resources building that out.

Something like this in VII could add leverage to petro-states, and, if natural gas is added as a resource (which I'd argue it probably should be), natural gas states. Do you import cheap natural gas from your large neighbor, stick with your polluting coal reserves, or build out nuclear or renewable resources? Beware if you choose the former, and there is a zeitenwende (changing of the times, when your provider ceases to be reliable).
I may be wandering a bit off topic, but this does remind me of how providing electricity to cities in Civ6 wasn't nearly as impactful as it is in the real world. Even in games I took into the future era I rarely bothered to provide electricity to every city. Coal/oil are important, of course, in the game, but not nearly as important as they are in reality. Considering how fundamental electricity and fossil fuels are to our modern world it seems Civ7 could do a much better job of modeling that.
 
I may be wandering a bit off topic, but this does remind me of how providing electricity to cities in Civ6 wasn't nearly as impactful as it is in the real world. Even in games I took into the future era I rarely bothered to provide electricity to every city. Coal/oil are important, of course, in the game, but not nearly as important as they are in reality. Considering how fundamental electricity and fossil fuels are to our modern world it seems Civ7 could do a much better job of modeling that.
I think it ties in with a general Civ-related problem: an enormous underestimation of the cost and consequences of providing Lifestyle Upgrades, especially since the Industrial Era. First artificial gas, then electric street and house lighting, which changed the very structure of everyday life; then the advent of electrically-operated Home Appliances of all kinds; then personal Transportation: the automobile, and all the massive building of roads for them, city streets for them, traffic police and lights and parking places for them, and the continuous supply of fuel, lubricants and repair facilities for them. Finally, Personal Electronics in the past 50 years: home music, news, and entertainment producers (radio, TV et al), cell phones, home computers, electrification of home being replaced by electronification and automation of homes.

All of these required (and in game should require) an enormous outlay of resources and effort to provide, and not providing them should have enormous consequences for the satisfaction and happiness of your population - and in the productivity of the population and economy of your Civ.
 
Catalytic- "It's a terrible concept. It's unbelievably unfun to play with. If I could disable it without disabling the rest of the expansion's features I would."

There are mods on the Steam Workshop that allow you to essentially turn off the Climate Change mechanic, but keep all the other features. I think the mods are called "Reduced CO2 Mod" and there are different levels to how much the CO2 is reduced. I just turn them all on and I never have to worry about it.
 
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