What Are The Simplest Big (Impact), But Minor (Few) Changes That Might Fix Civ 7?

tman2000

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Having indulged many times in "it's basically a new game" concepts for Civ 7, I'd like to engage with the idea of making very simple changes that have a big impact on what's causing problems for Civ 7.

For me, I'd get rid of specialists. Specialists are tied to all the pain inducing mechanics of the game like many of the legacy paths, yield stacking, the food problem, age-transition headaches like a happiness cliff, and I think it's symbolic of the banal, repetitive, surface level progression that makes Civ 7 so boring for so many people.

While the "simple" idea is to just get rid of specialists, this necessary would require some changes. At a minimum, techs, wonders and policies relating to specialists would have to be altered. Also, the Exploration Science path would have to be reinvented.

I strongly suspect "they tried to get rid of snowballing but it happens anyway" is due to specialist stacking. I wonder, without the fish exploit/bug and specialists, how yields might look in Modern.

This also begs two questions:
  1. If specialists are removed, has anything been lost, and what should replace it?
  2. With specialists gone, are there less simple, bigger changes to be made?
For the first question, I think specialists are tied to the food production mini-game with the town and city ecosystem. Farming towns, ultimately, are meant to help you get specialists. I'm not sure this is is so great. We end up with things like Grocer's, Dogo Onsen, and the fish factory bug leading to most specialist snowballs. I think even fans of the game who have defended its food system specifically by citing things like the fish factory bug would agree that without these buffs, food production is slow and boring and single tracked. Ultimately, then, the wider system specialists support isn't that great.

So, are there bigger changes to make? Again, look back on all our discussions on food production, towns vs cities, and the changes they've already patched in. So far, it seems to me that Firaxis is making these changes to appear to be responding to our complaints. I wish instead they'd just overhaul this problematic system and make it good. It's Civ 7 so I know we won't get famine and negative population growth. Still, I think there's more which can be done with towns and food. Specifically, a better visual representation of how food is distributed, and ways to control where food is sent. I've once recommended that they add a new layer to Civ 7:

EMPIRE INFRASTRUCTURE AND CITY INFRASTRUCTURE

Empire infrastructure are simple improvements that maybe are buildable in your capital as projects, which add things like improved roads. Improved roads would increase the distance food can be sent from towns to cities, leading to a food management mini-game. This will make town planning more interesting, better define towns vs. cities, improve the situation with the growth curves, and replace the need for specialists as a food endgame. If you can manage food production to make growth better, then you nerf growth a bit in contrast. Slow empire growth was their goal from the beginning, but it was painful. Giving us a way to mitigate slow growth, as a trade off with other strategies, brings food yields back into contention with the other yields. Which is also balanced by not having specialists. While I can't think of any empire infrastructure other than roads and maybe aqueducts, in the future in expansions you can have flood control, irrigation and canals.

To replace specialists, you should have city infrastructure. These are large projects aren't buildings, but city-wide features like "avenues" or "sewer system". They require minimal visual representation. They replace some of the concept of specialists (sewer = food, avenues = trade, plazas = culture, workshops = science). I'd compare them to wonder-like projects that boost all of some yield in a city, where there's no limit on building them (i.e.: each city could build any of them, and other players having them doesn't restrict you from building them, resources and hammers are your constraint, and if you built all city infrastructure in a city in an age, you'd build nothing else at all).

Finally, one thing specialists do is play with adjacencies. With no specialists, I'd instead add variety to existing buildings by adding some new adjacency rules. This is a way of making buildings more unique with more synergies, without having to change their functions or yields as they are now in the game. You'd of course need a more robust UI to communicate these adjacencies and to assist with placement planning.

With just removing specialists, you'd remove stupid snowball yields, and remove one of the more banal features of the game, causing people to focus more on unique towns and military combat. However, with some of the relatively simple, almost moddable additions I've proposed to replace specialists, you'd have a much more fun game.

Beyond specialists, I would just literally get rid of religious war, just take it out because it's annoying. Obviously it should be replaced with a better system, but even just changing the function of missionaries (like, you get 3 of them then after that it's natural religious pressure and you're done at that point) to be less involved would improve the game.

What sort of simple basic changes (with some leeway for more potentially) do you think could fix Civ 7, rather than big huge dynamic sets of changes? And, classic no civ switching mode is fine to discuss, but we have another thread for that specific topic in detail.
 
If they flesh out the paths (which I think they will) it'll make them much more interesting and fun. I like the idea of having these little mini-jobs to do in theory, but what they actually are right now is kind of blah.

(as an aside, I quite like specialists, though I do agree that like anything else they need some tweaking. I thought they were very underutilized in 6 even though they'd been around in civ for basically forever.)
 
If they flesh out the paths (which I think they will) it'll make them much more interesting and fun. I like the idea of having these little mini-jobs to do in theory, but what they actually are right now is kind of blah.

(as an aside, I quite like specialists, though I do agree that like anything else they need some tweaking. I thought they were very underutilized in 6 even though they'd been around in civ for basically forever.)
I think the hopes they'll improve or revamp all the systems are low at this point. They have to entice more people back before major expansions. I suppose they might have a single DLC that revamps one single system as a test, but it would be unlikely to sell very well.

I do agree that being flat and poorly realized, most of the legacy paths detract from the game specifically for that reason. My mind finally quit being enthusiastic for Civ 7 when I was doing an exploration run and realized I had to go convert cities again. It was an actual painful chore that I had ignored the last few games and got to the point where I realized I'm faking the experience by not engaging with a core feature, I'm repeating my same game over and over.

I think with builders gone, and negative population growth through famine gone, the entire premise of specialists is moot. They only exist to stack adjacencies and in a very boring way that connects to a poorly realized food system, and the effect of doing well with them is to snowball before Modern even starts.

So, like I said, with no builders, then maybe replace the function of specialists with city infrastructure that builds like a wonder and boosts certain yields. This fits the vibe of Civ 7 for two reasons:
  1. Population doesn't go down due to low food. Improvements don't unimprove. Therefore, specializing into art, science, engineering - you specialize into it once, you don't despecialize (though with an age progression, you might need to upgrade to the contemporary infrastructure). Building avenues increases trade - it's like assigning some merchants - but they don't unassign, because that's the ethos of Civ 7.
  2. There's no continuous function for how much specialist benefit you get. Just one amount of boost per yield per age available in the form of these projects.
You could even pay for projects partly with food at happiness cost, replacing specialists as food consumers. Except, this is a temporary cost during building, meaning more dynamic use of policies and food distribution to accomplish projects.

You say you like specialists, and I agree they have a more detailed tactile sense of reward than most of Civ 7 has. However, is the overall effect they have on game progress actually fun, or do they sort of ruin it?
 
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  1. An option to unbalance the yields across biomes/terrain types: there would be more strategy if--as in Civ6--some tiles are objectively better than others and/or are better for certain goals than others. As boes pointed out recently, if every tile is good, none of them is good; and when none is better than another then there is no playing the map so a whole layer of interesting choices is removed from the game.
  2. Make strategics strategic again. I'm sure the devs have read "Guns Germs & Steel": it should matter whether domesticable mammals (e.g., horses) are present or not as to how your culture develops.
  3. Double the number of civs that are available as part of the base game--and make them unique (i.e., each one can break some rule or other in an interesting way).
  4. Ditch the adjacency mini-game--or at least make the yields for different tile improvements more distinctive. When everything gives a little of everything (or so it feels) then placement choice just becomes about picking the biggest number, and there's no strategy there.
  5. Better map generation--by which I mean geographically interesting, unbalanced maps that change how to play the game.
 
If by "minor" you mean low effort, here's my list of high-impact, low effort changes:
  1. Drop Legacy Paths but keep the win conditions for each Age
  2. Have the win condition reward be that in the next age that buildings of the same type don't become obsolete
  3. Implement Rocket's BetterWonders (it's mostly metadata, so it's an easy change)
  4. Extend land Trade routes by 10
  5. Remove Cities reverting to Towns
  6. Revert the Future Tech/Civic nerf
  7. Drop the penalty for razing cities
  8. Exploration: Add a "Joint venture" diplomatic action that lasts 10 turns, costs 220 influence, and grants two treasures if allied, one if not
  9. Require Treasure Convoys to embark from a friendly port (yours, an ally's, or a loyal city-state's)
  10. Captured treasure should count 3X
  11. Add a 10-turn religious conversion cool down for towns, 15 for cities
  12. Have Missionary costs scale the same way Merchant cost does
They'll probably need to re-tune the tech and civic costs for the resulting boost in yields.

Most importantly, set up an open beta channel on Steam and have this available for playtesting for at least three months.
 
I don't see how removing specialists is a small thing. It's one of the core game features, the whole city-town thing is focused on converting town food into higher level specialist yields. A lot of policies and abilities are tied to them. I'd say it's on the same scale as my wish to get rid of distant lands as a feature.
 
I don't know if replacing specialists with infrastructure is a small change, but I like it. Outside of just yield chasing and snowballing, one issue I have with specialists is that the level of visual feedback for implementing specialists is so dull, and is mostly pretty irritating to work with. So you see a number on a district and you add another specialist to make that number higher. That is dull. I would love to be able to physically build up my urban districts more to make them more distinctive when they are at a higher level.

That also ties into one of my other major criticisms of the game, the grey / brown sludge that the map turns into when you get urban sprawl. It is very difficult to make out building types at a glance, so at the very least, some sort of coloured roof or flags or borders to signify which type of building is where would help.

Probably well out of scope, I would like 3 buildings on a tile as well, maybe more. The balance of Rural vs Urban tiles needs a rethink and I would like to see denser, taller cities, rather than wide ones that look like a disease across the map
 
I don't know if replacing specialists with infrastructure is a small change, but I like it. Outside of just yield chasing and snowballing, one issue I have with specialists is that the level of visual feedback for implementing specialists is so dull, and is mostly pretty irritating to work with. So you see a number on a district and you add another specialist to make that number higher. That is dull. I would love to be able to physically build up my urban districts more to make them more distinctive when they are at a higher level.
So, you wouldn't change much of the gameplay? Just that instead of placing an invisible pop on a tile, you would like to be able to upgrade on of the buildings on the tile, which comes with visible feedback?
If it is just one building (compared to both), it would change gameplay somewhat, and maybe for the better (more choices). Additionally, it would mean that overbuilding would be more of a decision ('do I want to demolish the upgraded but outdated building on that tile?'), and the yield reset at the beginning of modern might be a bit stronger (which would be welcome). At the same time, it would make specialists/upgraded buildings in antiquity worse.

If the upgrades should be visually distinctive, there's quite some new artwork needed, e.g., every building from exploration onwards needs 3 levels.
 
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Playing around with it, honestly I think they still just need to fix a few bugs, and balance things out a little, and that can have a massive impression.

I know it was mentioned on Reddit, but fixing that bug where some of the buildings effectively have a global impact when they definitely should not, really brings things back to much more reasonable levels. I was playing around, and yeah sometimes placing a laboratory was increasing my science by 300+, because instead of giving you a base yield to the city and then 1 per quarter in the city, it was giving 1 per quarter for your entire empire. I have to believe it's a bug, since you can actually fix it by changing all the buildings that it impacts to impact just the "COLLECTION_OWNER_CITY" and not "COLLECTION_PLAYER_CITIES". It doesn't stop all the snowballing, but it at least makes things not run out of control.

The second change is a balance to Gold and Silver, to have them only give you +5%, not +20%. It's just too easy in the game to get like 5 or 10 copies of them, and they just make purchasing trivial. But with only 5%, you still have to actually build up a balance to buy, and you still have production as a valuable resource.

And I think from there, just more fixes/tweaks like that go so far to making sure you actually have to dig out in the game. Maybe if you don't like specialists, you can increase their maintenance cost more (maybe they should be 2/2 in antiquity, 3/3 in exploration, and 4/4 in modern, so there's a cost to them). Or give them some other weird functionality - maybe you could give them less or no yields by default, but then they would act as a +1 adjacency for neighbouring buildings too. So you have a case where you have to spread them around a little bit, since sometimes having it give adjacency to the buildings around it probably would be more valuable.
Probably well out of scope, I would like 3 buildings on a tile as well, maybe more. The balance of Rural vs Urban tiles needs a rethink and I would like to see denser, taller cities, rather than wide ones that look like a disease across the map
I do think sprawl is something they also need to fix before too long. I haven't tried it out, but I remember seeing one of the mods which basically converted the warehouse buildings to not count in urban districts, and I think that makes 100% sense. Give each tile room for 2 normal buildings plus 1 warehouse building (like we add walls to an urban tile), and you eliminate a decent amount of sprawl. In a more perfect world, I'd consider raising the building limit per era (2 in antiquity, 3 exploration, and 4 in modern), but that might be too hard on the UI. Just hiding the warehouse buildings IMO is ok.
 
The problem with all those ideas is that in game design everything comes through playtest. We could throw in great ideas, but whether they work or not could only be seen through testing.

There are some things which could improve quality of life outside of gameplay, though, or on it's border. Better reports, more info on age and game end screens are very welcome. Ability to switch tiles between settlements (create district on other settlement's empty tile, or converting other settlement's rural district to urban) would improve the game even though it's on a border between UI and gameplay.
 
@UWHabs i guess that graphically, it would be easier to add the warehouse to a related rural district? E.g., granary on farm or pasture, fishing quay on fishing boats, brickyard on mine or quarry, etc. With unique improvements hiding them (just as they are hiding the underlying improvements). That way you can keep the warehouse visible while not needing to adapt it to 200 possible combinations of buildings and unique districts.
 
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I do think sprawl is something they also need to fix before too long. I haven't tried it out, but I remember seeing one of the mods which basically converted the warehouse buildings to not count in urban districts, and I think that makes 100% sense. Give each tile room for 2 normal buildings plus 1 warehouse building (like we add walls to an urban tile), and you eliminate a decent amount of sprawl. In a more perfect world, I'd consider raising the building limit per era (2 in antiquity, 3 exploration, and 4 in modern), but that might be too hard on the UI. Just hiding the warehouse buildings IMO is ok.
Warehouse buildings are actually a quite annoying concept. They are ageless and end up just taking up space and feel annoying in subsequent ages. I like the idea of making them invisible, or maybe the ability to build them in your city centre. Honestly the more I think about it the more I like city centres and districts!

So, you wouldn't change much of the gameplay? Just that instead of placing an invisible pop on a tile, you would like to be able to upgrade on of the buildings on the tile, which comes with visible feedback?
If it is just one building (compared to both), it would change gameplay somewhat, and maybe for the better (more choices). Additionally, it would mean that overbuilding would be more of a decision ('do I want to demolish the upgraded but outdated building on that tile?'), and the yield reset at the beginning of modern might be a bit stronger (which would be welcome). At the same time, it would make specialists/upgraded buildings in antiquity worse.

If the upgrades should be visually distinctive, there's quite some new artwork needed, e.g., every building from exploration onwards needs 3 levels.
Oh I would change the gameplay as well, though that requires a bit more of a think. My point is that I think it is underestimated how much the visual feedback of the game is linked to the enjoyment of the game. I took great joy in the first few hours of Civ 7 building all the new buildings and seeing what my cities looked like. It's just that I realised them all look the same and kind of ugly, and I couldn't see where anything is really.

So really, in terms of quicker fixes, I think a bunch of UI and UX improvements could massively enhance the game. Tool tips are rubbish and too slow to come up, what about nested tooltips with more detail from the civopedia? Can we make it more obvious who units can attack and make the process less sluggish when attacking and moving? Can we actually inform me when my units are attacked and show me where it happens. There is so much they can do with just the interface that would make huge improvements, without needed to tinker with the core gameplay.
 
I dont agree with the premise of the question.
You seem to be assuming that there are some low cost options that Firaxis could tweak that would have big impact (possible), but you then add that it should be able to "fix" civ 7.
I do not think that there is any low cost option that Firaxis can do to "fix" civ, as unfortunately the only option here is to do big fixes that cost a lot.
Its pretty clear that the game suffers incredibly hard from giving a railroad experience rather than a sandbox experience, and unless they compeltely rework the current era system and legacy points/win conditions, that's not going to change.
It also suffers from the "history in layers" approach that wasn't that well received by the community in general, and again they would either have to compeletely scrap or redesign the civ switching mechanic and hard era resets.

These two things obviously cut very deep as the entire game is designed around those two futures, and hence there is no "quick and cheap fix" that can save civ 7.
The only option is to completely rework the game for the next expansion, and I have serious doubts if that is even possible due to how ingrained these mechanics are.

Just an example of how trash this game design is: They can't even design proper random maps in this game, because of how the "distant lands" mechanic related to the era system, sort of forces land maps to be laid out in a predictable manner.
 
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Warehouse buildings are actually a quite annoying concept. They are ageless and end up just taking up space and feel annoying in subsequent ages. I like the idea of making them invisible, or maybe the ability to build them in your city centre. Honestly the more I think about it the more I like city centres and districts!


Oh I would change the gameplay as well, though that requires a bit more of a think. My point is that I think it is underestimated how much the visual feedback of the game is linked to the enjoyment of the game. I took great joy in the first few hours of Civ 7 building all the new buildings and seeing what my cities looked like. It's just that I realised them all look the same and kind of ugly, and I couldn't see where anything is really.

So really, in terms of quicker fixes, I think a bunch of UI and UX improvements could massively enhance the game. Tool tips are rubbish and too slow to come up, what about nested tooltips with more detail from the civopedia? Can we make it more obvious who units can attack and make the process less sluggish when attacking and moving? Can we actually inform me when my units are attacked and show me where it happens. There is so much they can do with just the interface that would make huge improvements, without needed to tinker with the core gameplay.

Yeah, those are some other big options. Once your city starts sprawling, trying to figure out where there's hidden cliffs, which tiles units can or cannot fire between, which tiles end movement, etc... is such a pain. I'm in an urban area, should it still matter for movement whether a tile is vegetated or not? Given that I can't even tell what buildings are where, a little bit more gamey graphics where I can quickly at a glance tell which tiles are proper quarters, which have an overbuildable building, where my science buildings are, etc... would be nice changes too for me.
 
Limit the missionary number possible to have at a time to 3, like in Civ IV, at the very least. Or remove them altogether, replacing them with the trader mechanics or merely a diplomatic action with a cost rebalance and possibility to run more of such projects at a time.
The current missionary and religion mechanics is one of the worst ones, if not outright the worst one in the game. Pushing around a billion of missionaries from mid-Exploration to its end is the most unfun whack-a-mole thing.
 
Limit the missionary number possible to have at a time to 3, like in Civ IV, at the very least. Or remove them altogether, replacing them with the trader mechanics or merely a diplomatic action with a cost rebalance and possibility to run more of such projects at a time.
The current missionary and religion mechanics is one of the worst ones, if not outright the worst one in the game. Pushing around a billion of missionaries from mid-Exploration to its end is the most unfun whack-a-mole thing.
I think mechanically, the trader mechanic from the first two eras would be a good fit, while the UI should be from the modern era. I.e., you order the missionary to move to a valid target. The unit then walks there over the map, which will take some turns. But you do not have to confirm again once it has arrived. It would at the same time make it less tedious, and also more interesting, as you can convert far away cities (or ones without a temple) far slower than your heartland that missionaries can get to in 1-2 turns.
 
  1. Ditch the adjacency mini-game--or at least make the yields for different tile improvements more distinctive. When everything gives a little of everything (or so it feels) then placement choice just becomes about picking the biggest number, and there's no strategy there
I like this sort of thing in general. Tone down the yields and then make big yields come through more distinct, unique things.

I agree with you in that the overbalancing of the game means nothing is bad and everything is just a little bit good and so there's no real texture to things.
 
I agree specialists are terrible and one of the reasons why the modern era is easily the worst. Seeing a juicy tile in antiquity, then getting the population to take it, and instantly grab that resource that you can decide to place somewhere while popping your city and seeing it grow is a pure dopamine hit. Placing a specialist in a random square gray box is not that.

I wouldn't get rid of specialists entirely but certainly would not have them as a replacement for normal rural city growth. Maybe even every growth event you get both a specialist and a migrant-equivalent pop, but maybe there's a city population minimum where this happens (15 or so?).

Also there should be a way to bar specialist placement on some buildings possible just to make placement easier. For example I don't think the capital or districts with only warehouse buildings should be allowed to have specialists.

-------

Missionaries are also terrible and severely OP at the moment. I like the idea of simply capping missionary count at three or so. Maybe some civs (Spain for instance) get a higher cap. Rural/Urban difference doesn't seem to have enough going for it. Scrap it. I would also like to see better balancing among pantheons and religious beliefs, and some way to randomize the choices. At the moment a few are just clear front runners, so the other ones will simply never be picked.
 
If by "minor" you mean low effort, here's my list of high-impact, low effort changes:
  1. Drop Legacy Paths but keep the win conditions for each Age
Not sure I understand. Aren't the legacy paths just hand holding to the win condition, and cant' you already turn them off? How do you actually get rid of the paths while maintaining win conditions?
  1. Have the win condition reward be that in the next age that buildings of the same type don't become obsolete
Isn't this already true for the science track, do you want to make it universal?
  1. Remove Cities reverting to Towns
I see that complements the above.
  1. Drop the penalty for razing cities
Or, just have more nuance of whether to raze the city or restore it to a previous owner or something
  1. Exploration: Add a "Joint venture" diplomatic action that lasts 10 turns, costs 220 influence, and grants two treasures if allied, one if not
Simple new idea, cool.
  1. Add a 10-turn religious conversion cool down for towns, 15 for cities
Nice. I keep thinking like that but this is a simpler fix.
  1. Have Missionary costs scale the same way Merchant cost does
Same.
Most importantly, set up an open beta channel on Steam and have this available for playtesting for at least three months.
A lot more of this.
 
I don't see how removing specialists is a small thing. It's one of the core game features, the whole city-town thing is focused on converting town food into higher level specialist yields. A lot of policies and abilities are tied to them. I'd say it's on the same scale as my wish to get rid of distant lands as a feature.
I'd say getting rid of distant lands is definitely a simple but impactful change.
 
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