You are thinking of CTP perhaps?
If there ever is a civ remaster, I'd actually like to have CTP2, but this is probably the least likely.
Ya you are probably right
He has many good points that show that the game's main problems are neither ages, nor civ switching, nor console release. But rather that it has many weaknesses – weaknesses that could be fixed, most importantly!
What I find more concerning: reading through the comments, I got the impression that many there are very vocal about how proud they are of not buying the game. This means, in their eyes, the game now needs to fail, otherwise they can't continue being proud of that decision. That's a concerning stance from my view, but also quite funny because they put themselves into a lose-lose situation.
They have absolutly no reason to buy the game *right now*.
From Saxy Gamer's video, I like his phrase concerning terrain (about the 12:00 mark) "interactions with the map."
I've really only played two games in the series, 3 and 5, and for me, much as I like 5, there was a dropoff between the two on this point. In 3 (as I remember it; it's been a while), you had plains and grasslands. They started with 1food 1prod or 2food, but you could mine (+1prod) or irrigate (+1food) either one. This did mean that you could effectively even out what the terrain provided you, but it also meant that you could make a strategic decision about what you wanted to totality of your terrain ultimately to yield you.
In 5, there's only one kind of thing you can do with each kind of tile. You can only put mines on hills. Moreover, there pretty much is a best order in which to develop tiles, luxes first, strats next, farms next to rivers next, farms elsewhere and mines next. So you're pretty much playing out a program--not much real decision-making.
I get it that all of this is out the window in 7, where there aren't workers any more. (Around 17:00, he mentions the missing builders and the number of forms of player involvement that eliminates).
But my sweet spot would be between 3 and 5, where you had real choice in how you developed a tile. I played 4 a tiny bit and I remember that there you had to do long-term investments. You could start a village that would eventually grow into a town. And you could know what the yields would be at each of those stages. I don't remember it well enough.
Anyway, my ideal civ game would have a good number of opportunities for "interactions with the map." I just wanted to say I liked that phrase.
Honestly 8 should start out with 3 as a base and move forward from there.
3 did a LOT right, the Luxury/Science/Gold slider with Elvis/Scientist/Tax Man specialists is still the best “economic” system Civ has to date.
It’s simple, elegant, impactful and leans *into* the strengths of being on a computer, as opposed to the clunky “Cards” or “trees” or other square board game mechanics shoe horned into the circular computer ecosystem.
Same thing with culture flipping, each pop and tile having a seperate cultural identity that can be impacted. Far more granular and intuitive than the clunky Loyalty system.
Ed Beach is building a car in 2025 with manual drum brakes, manual linkage steering, leaf spring suspension, carbeurator engine with manual timing and gravity fuel feed, hand crank window etc and wondering why it’s failing.
Yeah I think Civ 6 is a game that really leaned in to making players adapt to the map, where your location absolutely influenced the choices you made and what kind of civ you are. I think that was really powerful and a good choice.
So it’s pretty deflating to play Civ 7 and have your location feel almost irrelevant. Ideally your civ would be specially suited to some climates, but right now the effects are so minor as to barely be noticeable.
Engaging with the map like this is why Civ6 is the Civ game I play the most along with 3, despite the economic/government system being flunky card nonsense and the AI being a joke
The sales figures show how powerful a draw it is.
His big point is that all of the forms of "optimization" really have the effect of eliminating meaningful choices by the player.
Around 30:00 (sorry, you're all just having to deal with my running commentary on the video), he points out an important fact about age transitions. Not only are they frustrating at the moment they happen (which I know the devs have tried to mitigate), but they impact your play for multiple turns beforehand: why bother starting a war if you know that, in the course of it, it's going to be stopped, all of your and your opponents' units reset? What most of us Civ-lovers love is precisely the long-range planning that the game involves: "Yes, if I do this now, it will cost me a lot of hammers, but 30 turns from now that will set me up for a massive advance in science." A game dynamic that interferes with such long-term planning really is counter to the spirit of the game.
I have no idea how the hell this wasn’t instantly obvious during playtesting of the game.
It should have been obvious the first time it was whiteboarded
Hey this car has drum brakes, manual steering and leaf suspension. The handling is goint to be complete ass. BUILD IT ANYWAY.
Make a Classic Mode that is essentially all the techs and civs available during an Ancient Age that essentially lasts the whole game and ditch everything else.
That might save you.