What will be after 1.2.5

Porry

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What do you think the developers will focus on with next month's update?
I hope they finally get victories for each age or that they update and expand the legacy paths.
 
The new continents and islands map makes it very hard to gain treasure resources so maybe a tweak to it. I'd like to see a reduction in the new gold costs for buildings, and more info on upcoming maps. A new roadmap would be nice too now that R2R is complete.
 
Roadmap definitely needed
on it should be (* for things they mentioned already but haven’t done yet)

*-Age specific Victories (and improve the Modern Age ones)

*-Hotseat

*-“Improving Identity” (lots here)

-Making AI more competitive in multiAge games (probably with Difficulty level bonuses based on how poorly they did last game)

*-Improving Religion

-MORE UI (to the point it actually is really useful in understanding the game and not concealing stuff)

-planned future DLC (including a Free Holiday civ)

-balancing Cavalry with Infantry
 
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Well, at the bottom of the last "From the Devs" article they hinted at one big upcoming change:
In addition to continued iteration here, the team is hard at work improving the presentation and usability of the Settlement Banners, Overbuilding experience, and a whole new Commerce hub.
So there will be a new "commerce hub", maybe in the next update? Without any details, I would assume that this relates to resource assignment and trade routes?
 
We still have some promised things:
  1. Hotseat was in the roadmap. I think developers faced issues with switching views on their game engine, but eventually I expect it to be delivered.
  2. Ability to end in any age was in the original gameplay reveal. I believe it was delayed after seeing all the complains about modern victories, so it will likely come with victory rework as the next big thing, not necessary in the next patch
  3. Last patch notes mentioned changes to biomes. No details yet, but since developers mentioned them, I assume these changes passed the playtest and will be released soon.
  4. Last patch notes promised more map types. Again, no details, but we clearly could expect Islands map with Voronoi generation as the better version of Archipelago.
I don't think any other big issues passed playtest to speak surely about them. And also, there are much more potential UI improvements and bug fixes to fill even patch without big things.
 
Last Patch also mentioned further updates to the UI, of which the introduction of a proper commerce hub was highlighted, and which I find most necessary.
+ religion
+ Piracy-feature as hinted per datamining
 
Last Patch also mentioned further updates to the UI, of which the introduction of a proper commerce hub was highlighted, and which I find most necessary.
+ religion
+ Piracy-feature as hinted per datamining
I wouldn't rely on datamined features, they often don't survive playtest.
 
Well, at the bottom of the last "From the Devs" article they hinted at one big upcoming change:

So there will be a new "commerce hub", maybe in the next update? Without any details, I would assume that this relates to resource assignment and trade routes?
They said in the first "From the Devs" (https://civilization.2k.com/civ-vii/from-the-devs/loading-screen/) that the Loading Screen UI change was a first test for new "Future UI", which would be then applied to various area. We've got the Settlement Growth/Production one, so yes I expect the other areas to come update after update.
  • Ability to end in any age was in the original gameplay reveal. I believe it was delayed after seeing all the complains about modern victories, so it will likely come with victory rework as the next big thing, not necessary in the next patch
I also remember that they wanted to add month-long Events & Challenges, with, I quote, "Things that we'd love to get your feedback to see if they might make sense in a future update." (https://civilization.2k.com/civ-vii/game-guide/dev-diary/victories-post-launch/), and I can't help to think at more Legacy Paths.
  • Last patch notes mentioned changes to biomes. No details yet, but since developers mentioned them, I assume these changes passed the playtest and will be released soon.
They want the map to play a more important role, but let's be honest, after the start of Antiquity the map biome yields are peanuts compared to Warehouse bonuses, and at some point map adjacencies are also negligeable.
 
They want the map to play a more important role, but let's be honest, after the start of Antiquity the map biome yields are peanuts compared to Warehouse bonuses, and at some point map adjacencies are also negligeable.
Civ7 shifts attention from biomes to resources and I can't say it's bad thing itself, but it would be nice to have ways to adjust your strategy based on your biomes. In Civ5 you could get Desert Folklore and suddenly your questionable desert start turns into religious powerhouse. I believe things like this could be quite fun - ways to focus your empire on your primary biome.
 
They said in the first "From the Devs" (https://civilization.2k.com/civ-vii/from-the-devs/loading-screen/) that the Loading Screen UI change was a first test for new "Future UI", which would be then applied to various area. We've got the Settlement Growth/Production one, so yes I expect the other areas to come update after update.

I also remember that they wanted to add month-long Events & Challenges, with, I quote, "Things that we'd love to get your feedback to see if they might make sense in a future update." (https://civilization.2k.com/civ-vii/game-guide/dev-diary/victories-post-launch/), and I can't help to think at more Legacy Paths.

They want the map to play a more important role, but let's be honest, after the start of Antiquity the map biome yields are peanuts compared to Warehouse bonuses, and at some point map adjacencies are also negligeable.

I wonder if at least the base yield per terrain type should scale by era? It's still not much, but if tundra was worth 1 culture in antiquity, 2 in exploration, and 3 in modern, at least it's more than a rounding error once you get to the mid-game.

But yeah, once you get to the late exploration or modern, especially with the increased base yields, adjacencies are starting to feel a little weak. With bonuses and policy cards, if my choice is a +8 observatory or a +9 observatory, and my civ is pulling in 450 science a turn, that's not really worth it. Even if you packed in 4 specialists, that extra adjacency is only worth like 3 science total, which might even be less than the base science yield from overbuilding. Never mind the "hidden" yields like the +1 science per quarter that you get from a university, you really start getting some very diminishing returns on placement and how much the map matters. Never mind that when you get to modern, I basically stop caring about resource slotting, just put the production resources into my best cities, and just kind of ignore the rest except when a factory comes online. Again, when you're into the modern era and your big cities are getting 400 food per turn and need thousands of food to grow to the next level, worrying about 3 food vs 6 food from a resource really stops mattering.
 
They said in the first "From the Devs" (https://civilization.2k.com/civ-vii/from-the-devs/loading-screen/) that the Loading Screen UI change was a first test for new "Future UI", which would be then applied to various area. We've got the Settlement Growth/Production one, so yes I expect the other areas to come update after update.

I also remember that they wanted to add month-long Events & Challenges, with, I quote, "Things that we'd love to get your feedback to see if they might make sense in a future update." (https://civilization.2k.com/civ-vii/game-guide/dev-diary/victories-post-launch/), and I can't help to think at more Legacy Paths.

They want the map to play a more important role, but let's be honest, after the start of Antiquity the map biome yields are peanuts compared to Warehouse bonuses, and at some point map adjacencies are also negligeable.

I wonder if at least the base yield per terrain type should scale by era? It's still not much, but if tundra wa0s worth 1 culture in antiquity, 2 in exploration, and 3 in modern, at least it's more than a rounding error.

But yeah, once you get to the late exploration or modern, especially with the increased base yields, adjacencies are starting to feel a little weak. With bonuses and policy cards, if my choice is a +8 observatory or a +9 observatory, and my civ is pulling in 450 science a turn, that's not really worth it. Even if you packed in 4 specialists, that extra adjacency is only worth like 3 science total, which might even be less than the base science yield from overbuilding. Never mind the "hidden" yields like the +1 science per quarter that you get from a university, you really start getting some very diminishing returns on placement and how much the map matters. Never mind that when you get to modern, I basically stop caring about resource slotting, just put the production resources into my cities and don't worry about the rest.
 
But yeah, once you get to the late exploration or modern, especially with the increased base yields, adjacencies are starting to feel a little weak. With bonuses and policy cards, if my choice is a +8 observatory or a +9 observatory, and my civ is pulling in 450 science a turn, that's not really worth it. Even if you packed in 4 specialists, that extra adjacency is only worth like 3 science total, which might even be less than the base science yield from overbuilding. Never mind the "hidden" yields like the +1 science per quarter that you get from a university, you really start getting some very diminishing returns on placement and how much the map matters. Never mind that when you get to modern, I basically stop caring about resource slotting, just put the production resources into my cities and don't worry about the rest

Those increased base yields I think are also partly why urban centers are so much more appealing than they used to be relative to getting cities. Getting the 1st level of a building accross most of your empire, without driving up the +10% cost per city is really good.

Especially In Antiquity I find myself playing like I'm Carthage until I hit 2nd tier buildings. I think maybe it'd be better to have one of each tier 1 buildings folded into different town types rather than having an urban center which lets you build them all?
 
Especially In Antiquity I find myself playing like I'm Carthage until I hit 2nd tier buildings. I think maybe it'd be better to have one of each tier 1 buildings folded into different town types rather than having an urban center which lets you build them all?
I think different town types need to have other ways to differentiate other than buying buildings. The cost of those buildings and places for them are the major things to consider Urban Centers. Other need to be in different areas.
 
I wouldn't rely on datamined features, they often don't survive playtest.

You are of course right, and I am biased since I am hoping for it, but the hints from their last video plus the discussion of next civs to be added seem to support the possibility that piracy could be introduced to the Exploration Age.
 
I think different town types need to have other ways to differentiate other than buying buildings. The cost of those buildings and places for them are the major things to consider Urban Centers. Other need to be in different areas.
I think they kind of do? Some are less useful than others. Urban centers though have probably become significantly better than all the others in this patch IMO. Try a game as Carthage focussing on using them if you want the clearest example. I had no difficulty keeping up & overtaking the AI.
 
Civ7 shifts attention from biomes to resources and I can't say it's bad thing itself, but it would be nice to have ways to adjust your strategy based on your biomes. In Civ5 you could get Desert Folklore and suddenly your questionable desert start turns into religious powerhouse. I believe things like this could be quite fun - ways to focus your empire on your primary biome.
Right, I forgot resources. But a Cotton on Desert or on Grassland is the same and I forget the biome unless a wonder adds something to what is improved/built on it.
I think different town types need to have other ways to differentiate other than buying buildings. The cost of those buildings and places for them are the major things to consider Urban Centers. Other need to be in different areas.
I like Urban Center as a specialization for a town which I consider to turn to a city later, that way it is well started.
You are of course right, and I am biased since I am hoping for it, but the hints from their last video plus the discussion of next civs to be added seem to support the possibility that piracy could be introduced to the Exploration Age.
The only real hint was for Ottomans (civ icon in the gameplay). Otherwise the shelf figurines were in the middle of some sort of timeline display, around 2021, so probably not Civ 7 related.
 
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