What will be after 1.2.5

We know new resources are coming, and with the hint of Ottomans it looks that the leaked file may indeed be the next plan, so I assume that next pass will contain the free-standing civs and leaders with Naval/Pirate theme, which may line up with the references found in 1.3.0, and then 1.4.0 may indeed be Atomic Age.
I really don't see Atomic Age as DLC or patch, it's likely to be full expansion, so 2.0.0. And before this we'll likely to have 2-3 DLC packs.

Normal practice is to have as many DLCs as possible before the expansion, because that way there's no dilemma between adopting expansion mechanics and selling DLC to base game owners. Maybe after this expansion focused on 4th age we'll see an interesting option for DLC packs, where will be 4 civs, 1 per age, but you could buy just 3 if you own base game only.
 
I don't like this unification. Looks pretty boring and very likely to have lead to some no-brainer decisions. I'd prefer just tuning other towns as they are now to match average strength of urban centers to create some kind of dynamic balance.
Yeah reconsidering it, keeping the non-Warehouse buildings strictly limited to Cities and Urban Centers is probably for the best... I just think that to deal with the fact that Cities make buildings 10% more expensive across your whole Empire, Urban Centers could make Their Buildings more expensive (maybe they get +25% extra cost per non-warehouse building as opposed to +5% that there is in cities)
 
I've found 4 new resources that are practically fully implemented (and a mention to 1.3.0 for them), and some work on an Earth Map that will probably take some time.

I'm looking forward to what they mean with "Overbuilding experience", hopefully is being able to pick which one to overbuild, or even allow overbuilding over ageless buildings.
 

Where's Ed?


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When was the last time Ed Beach appeared in one of the videos? My recollection is that it was in March, am I remembering that correctly?


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Does anyone else find it strange that he's MIA? It's all fine and good to get some of the area owners to speak on their items, but it feels like all we've been getting is "10,000 feet" presentations when what we need is the 25k and 50k level discussion.


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Hopefully Matt Schembari can step into that role. With all of the changes that have occurred, including making swaths of the game optional via settings, right now I really can't say I understand what they intend the game to be.
 
Does anyone else find it strange that he's MIA? It's all fine and good to get some of the area owners to speak on their items, but it feels like all we've been getting is "10,000 feet" presentations when what we need is the 25k and 50k level discussion.
I think it's totally fine to have different team members presenting different patches. Makes the team much more transparent.

I'm sure Ed will appear once there will be bigger PR events.
 
Or at least a wonder on non-ageless obsolete buildings...

Yeah, there's definitely times that I have only obsolete buildings on a tile, and would love to be able to use that spot for a wonder. They'd need some tag on that tile that if the wonder fails, it reverts to an empty Urban district, but it's a good in-fill option potentially.
 

Where's Ed?


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When was the last time Ed Beach appeared in one of the videos? My recollection is that it was in March, am I remembering that correctly?


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Does anyone else find it strange that he's MIA? It's all fine and good to get some of the area owners to speak on their items, but it feels like all we've been getting is "10,000 feet" presentations when what we need is the 25k and 50k level discussion.


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Hopefully Matt Schembari can step into that role. With all of the changes that have occurred, including making swaths of the game optional via settings, right now I really can't say I understand what they intend the game to be.
There was a message from Ed when they mentioned they were considering a Collapse Mode for Age Transitions.
 
Definitely improving AI in the last era. I feel like in the last era I am playing alone with myself. It is bad at fighting and does not use airplanes.
I definitely agree there and it would also be awesome if they would program the AI to use aircraft carriers and other units.
 
I think the 1.2.5 patch was great. What I really like to see next is:
AI using aircraft
A clickable unit list
More content / expansion

If you're playing on PC, beezany's city hall mod already offers a clickable unit list with no gameplay changes.

Edit- this is actually part of the Map Trix mod. Both are fantastic though.
 
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I think the 1.2.5 patch was great. What I really like to see next is:
AI using aircraft
A clickable unit list
More content / expansion
AI using aircraft would be good....
Proper unit managment is vital to avoiding frustrating tedium past Antiquity. (either that or make modern units cost ~10x as much)
 
I definitely agree there and it would also be awesome if they would program the AI to use aircraft carriers and other units.
I agree, but I think this should not be done without the introduction of ground/ship based air defense. Because right now both your whole army and navy is completely defenseless against even a single biplane.

While I appreciate that air units are supposed to play a bigger role in Civ VII, right now it is frustrating if the enemy unlocks Flight a little bit earlier than you in mulitplayer and is capable to selectively target your key units from a distance with impunity.

I think at least the light navy class vessels should get an AA capability. And for land there should be an AA gun that you can build. And this should be unlockable without the need to research Flight, maybe even via the Civics tree. Because tech-wise, an AA gun is nothing more than a gun pointed towards the sky, so one should not be required to have any specific tech to shoot at aircraft at this point in the game.

I could even imagine things like more powerful immobile Flak-batteries as a tile improvement as well as bunkers to protect your commanders from air attacks in or around your cities.
 
I agree, but I think this should not be done without the introduction of ground/ship based air defense. Because right now both your whole army and navy is completely defenseless against even a single biplane.

While I appreciate that air units are supposed to play a bigger role in Civ VII, right now it is frustrating if the enemy unlocks Flight a little bit earlier than you in mulitplayer and is capable to selectively target your key units from a distance with impunity.

I think at least the light navy class vessels should get an AA capability. And for land there should be an AA gun that you can build. And this should be unlockable without the need to research Flight, maybe even via the Civics tree. Because tech-wise, an AA gun is nothing more than a gun pointed towards the sky, so one should not be required to have any specific tech to shoot at aircraft at this point in the game.

I could even imagine things like more powerful immobile Flak-batteries as a tile improvement as well as bunkers to protect your commanders from air attacks in or around your cities.
There's a thin line between "there should be some defense against air units" and "air units are useless".

Air forces are huge investment, they require tech, full tile buildings, carriers and so on. If there's any way to counter them, the investment very easily become not worth it.
 
There's a thin line between "there should be some defense against air units" and "air units are useless".

Air forces are huge investment, they require tech, full tile buildings, carriers and so on. If there's any way to counter them, the investment very easily become not worth it.
I cloud turn that argument around and say that there is an equally thin line between too little air defence and overpowered air units.

But I think that between the extremes of useless air units and overpowered air units there is a broad range in which a reasonable balance can be found.

I agree that air units are expensive and a considerable investment. But I think they justify this investment by the power they have.

But this does not mean that this power should be without any risk. To the contrary, I think precisely because they are so expensive and powerful, their use should involve a risk.

I am fine with the fact that a bomber squad can easily take out a capital ship from afar. But right now, unless the enemy has an aircraft carrier of his own with fighters, this type of attack is completely without risk. And I think this shouldn’t be the case.
 
I cloud turn that argument around and say that there is an equally thin line between too little air defence and overpowered air units.
Overpowered air units are much less of a problem, because:
1. They could be countered with other air units
2. You still have a lot of other units, because air ones appear later
3. You still beed other units for things like conquering settlements

An interesting example is CivBE, where air units are clearly overpowered, but it's not an issue.

But I think that between the extremes of useless air units and overpowered air units there is a broad range in which a reasonable balance can be found.
There's another thing, the feature needs to be pushed to be very strong first, before such balancing. For example, recent patch forced us to finally use towns to max by making them very strong. They will be tuned down later.

Air units are far from this position. Most civ players don't play MP and in SP you could totally not build any air units at all. I usually don't build them on Immortal.

So, I really think that Firaxis need to enforce AI usage of air units first and only after players will learn to use them a lot too, could be the time for precise balance.

I agree that air units are expensive and a considerable investment. But I think they justify this investment by the power they have.
If it's already a question (it is, im many situations), when it's surely not an issue, which desperately needs balancing.

But this does not mean that this power should be without any risk. To the contrary, I think precisely because they are so expensive and powerful, their use should involve a risk.
In finances, all risks could be directly converted to costs. Having either risks or costs is enough, both aren't absolutely necessary.

I am fine with the fact that a bomber squad can easily take out a capital ship from afar. But right now, unless the enemy has an aircraft carrier of his own with fighters, this type of attack is completely without risk. And I think this shouldn’t be the case.
But what is the problem with countering air units with other air units? If you're way behind in tech you usually don't want to attack and for defensive it's ok to get air units later, less numerous and without commanders other than aerodromes.

I don't play MP and don't know how bad it is there.
 
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