0urBall
Warlord
8) Just One More Turn
Is the right/only answer
8) Just One More Turn
Paradox is really taking their lunch at both historical and alt-historyNow im one of the biggest whingers aroynd about civ switching, but im not sure id say this is how I'd describe the immutable part of Civ that it has butchered.
Yes the flavour should be built around the civilization (ergo, and not the leader first and foremost).
Yes you should lead the same entity from stone age to information age (at least, but I don't think from earlier or to later would be an issue)
"The civ can get new bonuses or change some bonuses but the core identity of that civ should remain. The player should feel like they are playing their civilization from start to finish."
- absolutely
"This means that the art, flag, name, unique buildings, unique units and primary civ trait should remain the same throughout the game."
- this is where my core disagreement comes in. I think as long as you have agency, and the options you can pick to make changes are laid out from the start and specific to the Civ you've chosen I would be happy. It might be fun to switch Civ, if I chose to, and if I feel it fits with what I'm going with. But it should feel like a natural flow from the previous Civ, and other Civs should also only change in a way that feels natural. That's of course hugely subjective and a crowd will now tell me Egypt to Songhai is natural because rivers or something. That's more than anything why they should either steer well clear or over deliver on Civ options at an affordable price.
After all, how many polities is EUV launching with now? Firaxis need to compete with their competition. Lower the costs of delivering and price for selling more Civs and just pump out Civs, and maybe you'd win around your audience
You mean like victories?I would add that the game should involve a sandbox gameplay. The game should not contain quests or anything like that that could "railroad" the player's gameplay into any "forced" path
You mean like victories?
I get that you probably didn't mean it like that, you meant "quests that you personally don't want to see in the game". But to my mind, there's no difference between win conditions (and while I started with Civ 1, I mostly grew up with SMAC and winning by Transcendence rather than outright military dominance) and smaller versions of that that incentivise certain decisions while rewarding you with positive outcomes for making those decisions.
(honourable mention to Beyond Earth, specifically BERT, for the questlines it introduced combined with early-game map exploration that made that part of the game highly enjoyable for me)
Anything the game tells you to do is technically "forcing" you. This includes: founding cities, building a military, and pursuing victory-related objectives. Are you saying that an essential requirement for Civilisation is that it should not, at all, stray beyond these absolute basics (build cities, build military, pursue win conditions), and never include any other way of incentivising specific mechanics or outcomes? I feel like there needs to be a clearer line than listing a few things from VII you didn't like.
How can you ignore them? I mean, except by intentionally losing the game I guess.You can outright ignore victory conditions
The decision of what to build is "improvement, building, or Wonder."Are worker/builder units an important part of the civ formula? I know they were a big part of previous civ games. In a way, they were sort of iconic to the franchise. And they allowed players control over what time improvement is built in each tile. Civ7 not just got rid of builders but also got rid of the decision of what to build on each tile. I think you could make a case that while worker/builder units are not essential to the civ formula, the ability to decide what is built on each tile is essential to the civ formula. Personally, I don't mind not having to micro builder units but I do wish there was a way to decide what to build on a tile.
You can absolutely ignore the victory conditions. Define Losing? What game?How can you ignore them? I mean, except by intentionally losing the game I guess.
I like your list in general, but this one in particular made me smile. Yes, goodie huts!Goodie Huts
You can also ignore legacy paths and do your own thing in civ 7. How does the mechanic of distant lands and treasure fleets limit your gameplay exactly? Is it just worse map scripts?You can outright ignore victory conditions and do your own thing in previous Civ titles, you were’nt being railroaded so severely even map generation was distorted
Well, you can absolutely do this in VII as well. Which is why I was asking.You can absolutely ignore the victory conditions. Define Losing? What game?
I've never thought of civ as a game to win. Its a software based fun machine.
You can do this in all Civ games, which makes me wonder if you can add "Casual" to any list of core tenets. I get that that is a dirty word in some circles but I dare to say Civ has always been a causal pastime.Well, you can absolutely do this in VII as well. Which is why I was asking.
Distant Lands and Treassure Fleet are a problem because it restrict players. You suddenly cant have a true Pangea map, and if you dont have "rewards" for those systems, then they have no points
You could always Settle in another continent. That feature was always in place. What Distant Lands and Treasure Fleet does is turn something you already had the OPTION to do it and turn it into a quest, into a chore. Another case where the previous design was superior than the current one
You're moving the goalposts from victory conditions, here, to two other things.You can outright ignore some, all or none of the victory conditions in previous titles and do your own thing if you wanted.
I play like this all the time.
I cannot ignore my civ getting deleted and replaced via developer fiat regardless of the situation on the board.
Twice
I can’t ignore the godawful map scripts that hard forces two blocky continent clumps and one or more vertical island chains, all to cram this hilariously Eurocentric “New World and Caribbean Islands” mechanic down my throat.
Distant lands and treasure fleets are not quests. They are game mechanics. The legacy paths are the quests. If you turn off the legacy paths, then distant lands and treasure fleets are not forced at all. My suggestion is keep distant lands and treasure fleets with rewards but without legacy paths so you don't need to do them to "win" that Age, you can do them just for the rewards. Specifically, treasure fleets can give you gold. If you are able to colonize the distant lands and get treasure fleet resources, then you can get lots of extra gold, like in real history. But the player is not forced to do them to win that Age. And you can give the player other ways to get lots of gold, without treasure fleets, through religion or diplomacy or war. This way, the player that does not colonize distant lands or do treasure fleets can still get extra gold and is not at a huge disadvantage.
Your civ is never deleted or replaced everything is still there after age transition some buildings become obsolete just like past titles, they just stop to load the new assets.You can outright ignore some, all or none of the victory conditions in previous titles and do your own thing if you wanted.
I play like this all the time.
I cannot ignore my civ getting deleted and replaced via developer fiat regardless of the situation on the board.
Twice
I can’t ignore the godawful map scripts that hard forces two blocky continent clumps and one or more vertical island chains, all to cram this hilariously Eurocentric “New World and Caribbean Islands” mechanic down my throat.
Keeping those mechanics disable a real Pangea map
And if the rewards are too big, they srtop being optional which is why i say they are quests. I dont know, i think they add too little to justify killing a whole map, making other map generation more complicated and adding yet another big thing to balance