Lots of good stuff.
On balance, it seems very much like Civ 6 but with some changes directed at sorting some real pain points in Civ 6.
* Cities. Having differentiation between Cities & Towns is a good idea - better than the Civ 6 solution just endless running projects in non core cities. Reworking district, improvements and builders could be very good, but depends how it’s done (see below).
* Combat. Lots of good QOL changes. I’m a bit sad about not leveling up units, but I think moving that to a general, and re-tuning the 1UPT v unit stacking could be amazing (and Civ 6 had already done a good job mixing 1UPT and stacking).
* Diplomacy. The diplo influence looks like the best bits of Civ 6’s diplomacy system. The changes to city states look good too. Interested to see if we have anything like envoys or something new and see how spies and those things work.
* Evolution . Civs ‘evolving’ over time looks potentially really good - whether it is good or not will be how well FXS can tune it, so it feels like your Civ has continuity and evolves and not like you’re making some Frankenstein’s monster civilization.
I’m keen for more information on how Ages work and how you interact with the map esp tweaks to districts and improvements. And there’s some other stuff that I’m not sure about.
* Ages. At the moment, it seems like Ages may feel very disconnected and you might lose the feeling of playing all of history. eg it seems like you access different tech trees for different ages, meaning there’s not huge tech tree running from ancient history to modern / future. That would kinda suck - I love scrolling / seeing one huge tree - it has a lot of grander and ‘wow’ factor.
* Map. My other concern is just there is much less emphasis on ‘playing the map’ like Civ 6, and much less hard situational ‘spikes’ choices.
* Currency, Resource. I liked Civ 6’s approach to currencies, two similar but different ‘science’ currencies (science and culture), and three similar but different ‘but units and stuff’ currencies (hammers, gold, faith). I also liked amenities and strategic resources generally and the interaction with housing. I hope Civ 7 keeps the best of these systems and creates more interesting tradeoffs but it’s really unclear how the game’s economy will work.
Overall, I think Civ games are much less interesting when choices boil down to ‘oh, I’m doing science, so I’ll pick the scientific government; oops, someone declared war on me, I’ll just switch to the combat government’. It’s a better game when the choices are more complex or have messy or situational trade-offs, eg ‘eh, I’m at war - the military government will give me a combat boost, but the industry government will help me build units and I can use a policy card to still boost combat, but the military government doesn’t need the combat policy card which would give me space to slot an economic policy so I can keep my science going’.
I’m mostly leaning positive or if not at least curious. I’m pretty sure FXS realised ages / changing civs would be controversial, and could potentially mess up the game given past / other experiences, and so have thought this stuff through. It makes me think of Civ 6 when they brought back disasters or implemented loyalty or the World Congress
/ Diplo Victory - the acknowledged this stuff hadn’t worked in previous games, and so worked really hard to make them work in C6 (and, IMO, they did work pretty well in C6).
So, yeah. Mostly looking forward to Civ 7. Much more than I thought I would, frankly