What burning question(s) about Civ 7 gameplay you still have?
I wonder how resources stack with multiple copies. I know the military bonus stack so you can have +2 combat strength with 2 copies. With Marble do you get +10% production on Wonders placed in Grassland, Tundra and Marine tiles production per copy? That seems very powerful. If it's true are resource copies distributed in a way to make it hard to get multiples?
Do Codices and Relics persist beyond their relevant Age?
There appears to be a limit on the number of Trade Routes you can have. What determines the Trade Route limit?
How many Trade Routes can a Merchant or Trade Ship create?
Can you make your trade Route range longer, perhaps by making Trading Posts like in Civ 6?
Do Trade Route travellers still move one tile at a time?
Can you cancel your Trade Routes?
How many roads can a Merchant make?
Do roads affect how fast an Army Commander can summon a reinforcement unit?
Can you diplomatically ask other civs to stop trading with a target civ?
How are Military buildings different from Production buildings?
Can you overbuild buildings of the same Age?
Is there a benefit for destroying Independent People camps instead of befriending them?
Are Independent People aggressive like barbarians?
What happens if you eliminate all the other civs on the map in Exploration?
Are there marine tiles that can end naval and embarked units' movement?
Do all naval units have ranged attacks?
Do naval units take cities in the same way that land units do (destroying fortifications and moving into all districts?)
Are siege units still unable to move and shoot on the same turn?
Are ranged units still unable to enter enemy city tiles?
Do fortification improvements (Han and Ming Great Walls) count as districts that must be conquered to capture a city?
Is there any way to give city walls a ranged attack a la Civ 6?
Are existing unique military and civilian units' special traits and abilities passed to generic units in the next Age? (Example: a completed Burning Arrow's ability to ignite tiles is transferred to the Heavy Archer it becomes in Exploration)
Can units pass through other civs' fortified districts when not at war?
Do unique buildings and tile improvements that receive added bonuses from researched civics keep those added bonuses in later Ages?
Are civs locked to three unlock conditions max? If someone mods in a bunch of American leaders or Chinese leaders, you'd presumably want all of them to be able to unlock their respective vanilla civilizations. Will unlock paths and conditions change/expand as more civs are added through DLC?
I dont have any specific questions currently but more general ones. I want to see how meaningful player decisions are. How is the AI. How much busywork is there. What crazy combos are there. Is it fun.
I suspect not, since the Scientific Legacy Golden Age bonus for Antiquity and Exploration allow for the Academy and University respectively to "keep their base yields, adjacency bonuses, and effects in the next age." This suggests to me that the codex slots disappear from the Academy - and additionally, in the Exploration stream when Carl was looking at the great works screen there didn't seem to be any sign of codices..
(Side note: Not sure I'm a fan of the super tall column with only two words per line, it makes for a very scroll wheel intensive read )
Is there an advanced city view that has more useful information?
What actually goes into completing the Victory Projects?
I suspect not, since the Scientific Legacy Golden Age bonus for Antiquity and Exploration allow for the Academy and University respectively to "keep their base yields, adjacency bonuses, and effects in the next age." This suggests to me that the codex slots disappear from the Academy - and additionally, in the Exploration stream when Carl was looking at the great works screen there didn't seem to be any sign of codices..
(Side note: Not sure I'm a fan of the super tall column with only two words per line, it makes for a very scroll wheel intensive read )
For me, the big one is, has it worked? They've been pretty clear in their intentions to solve my two biggest problems with the franchise (snowballing and end game monotony), to what extent have they achieved this?
To be more specific, I'm very intrigued by diplomacy. It sounds great on paper but how does it actually work in practice? Will it finally feel like I can influence world events without directly going to war?
Is is just two key words to descibe them, or does it mean playing them will give free legacy points in those categories, or playing that civ can give legacy points only in that category?
Is is just two key words to descibe them, or does it mean playing them will give free legacy points in those categories, or playing that civ can give legacy points only in that category?
As I understand it, attribute points come largely from the narrative system and the traits influence which events you will get. The events are still random, so a leader can still get attribute points outside of their two traits, but they will get more events and more points in the two corresponding trees.
Is is just two key words to descibe them, or does it mean playing them will give free legacy points in those categories, or playing that civ can give legacy points only in that category?
Each leader and civilization in Civ VII is designated with two of six attributes. These attributes are: Cultural, Scientific, Diplomatic, Economic, Militaristic, and Expansionistic. Each attribute is associated with a tree of bonuses that are unlocked one at a time with attribute points. You earn these attribute points through narrative events, as well as buying them with legacy points and building some wonders. The attributes associated with your leader and civilization are the ones you will primarily receive from your leader and civ's special narrative event chain. Other narrative events...
The most important for me is "will we have a choice to customize the name/colors of our civilization?"
That's my single most wanted feature as it would ensure i will be happy with civ-switching.
The most important thing, by far, involves numbers. We keep hearing about various advantages for civs, leaders, buildings, traditions, etc. But it is all but impossible to put into perspective how good these things are without some idea of the numbers.
I'm also interested to know how towns fit in with cities. If I have one city and ten towns, of course all ten towns feed that one city. But if I turn one of those towns into a second city, what happens? Does the support from the remaining nine towns get split equally between the two cities? (Wow, that would make me think twice before adding a second city! This would really hold back my capital.) Is this based on proximity? ((Guess I better think strategically as to where I put towns and which one I turn into a city.) Or do I get to choose which towns support which city? (In which case, civs that intrinsically do well with more cities will look a lot more advantageous to play)
If you mean the AI, I think chances are the AI doesn't have an unlock system. They can become any civ regardless of what they did through the previous age, so if you and other civs blocks all the options they would pick if following the leader and previous civ free unlocks, then they would just get any civ not yeat picked by anyone else.
On MP, everything is unlocked for everyone and players can have the same civ so there isn't really any barrier there.
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