Evie
Pronounced like Eevee
Shocking. The person who want classic mode or nothing still want classic mode or nothing, and protests whenever anyone else discuss any option that isn't that.
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Ages seem ok in theory. In reality they just lead to lots of bad gameplay incentives. I just played through antiquity as Greece and by the time crises rolled around I realised there was nothing really worth building or doing any more. So I basically end turned until the age ended.
That for me is far more problematic than Civ Switching.
I agree with general concept of bonuses changing as time goes. But I believe the solution for Civ8 will depend on how many years will pass and how much resistance civ switching will have by this time. If people who dislike civ switching by that time will be like those who oppose 1UpT now, we'll just see new iteration of this idea. If people who dislike civ switching will continue to be numerous, Civ8 could implement some smoother approach with some core identity being unchanged and some additional age-specific traits gained in process.
Yeah, basically a big issue with it is the lack of civs for many paths, and the only way to "fix it" is to keep buying DLC that adds them.
The more I think about it, the more I think they should have started with a smaller geographic roster, even if it means cutting out some staples on release (which they already ended up doing anyways). Start with civilizations that compliment the mechanic, maybe sprinkle in some outliers like America or Carthage, then later expand the roster to represent more groups. The current selection of civs has the worst of both worlds imo, because almost no one is properly represented. People who want to play long-lasting civilizations like Greece are out of luck, while people who want to play Songhai are forced to watch their West African civ turn into a almost completely unrelated culture on the other side of the continent.
I've read all the data you plugged in before , no I'm not going to take chatGPT prompt you wrote using data like "Civ VII at only one point during its launch briefly topped physical release chart in the UK only" to extropolate baseless estimations and speculation.
The game sold significantly less than its predessecors, even using actually somewhat credible estimations algorhythms like gameayltics
Stop talking down to us. We are using all the same data you plugged into ChatGPT prompt you wrote to justify your own baseless position. All the data together all points to a flop, you're are the only person still doing mental gymnastics and trying to pull million+ secret console players out of thin air to avoid facing this reality
I commented a bit about something like this in the other thread but:The only ones that think more paths would fix anything are the ones that already like civ switching. The problem is the immersion breaking, the player feeling like its losing what they chose to start the game with, the player feeling stuff they worked for is being taken away, the fact that you cant build an empire to stand the test of time (and Firaxis knows that which is why they changed the slogan) which was the SOUL of the franchise
If you have the option to keep the same Civ from start to finish then yes, the concept of building a civilization to stand the test of time comes backI commented a bit about something like this in the other thread but:
Let's suppose they add the option to mantain your civ during each era change, maybe with some unique events, traditions and challenges for doing so. wouldn't that actually enhance the "build a civilization that stands the test of time" feeling? because you actually managed it while other civs where switching.
In past civs, really all civs standed the test of time unless you wiped them out early.
Not to invalidate anyone's view but I don't understand how civ switching "in any form" can be immersion breaking. America was once part of England's empire which was once part of Rome's. How mechanics are implemented matters - and can (and does) destroy immersion. Everyone's taste in games is different and some will be drawn to things other won't like. (Ex: I still like Humankind for the most part) However, George Washington leading archers in Bronze Age America, I consider equally as "immersion breaking" as civ switching is in Civ 7.
I think trying to figure out how to make these Age transitions feel fun is worth the time and frustration investment. There are so many ways to implement these ages that it is virtually infinite. To rule out an infinite amount of possibilities is the definition of short sighted. What if in the exploration age Commanders radius increased by 1 tile. Then in the Modern Age, Commanders could be assigned to a Military Academy (or Port) to give a permanent boost to unit strength, even allowing you to upgrade all older units to the new unit strength version. What if on age transition, every player can spend a legacy point to grant 5 free units of their choice for every city of theirs they had captured by an opponent. Plus, have other legacy point options that are there to help those who are struggling instead of those who are winning. There are many ways you could do this and many other ways you can inject flavor and change the entire tone and pacing of the game. To rule everything out with a broad brush - just because the release of the game was so shallow and bland does not mean you have to scrap the whole project. As others have said, this feels like an early access game - sadly. There are many examples that show that early access games can go from very basic and shallow foundations to really enjoyable games. It is all about how the development team moves forward. Throwing your game's model in the trash and making Civ 7 a shoddy variation or Civ 6.5 will just doom it to forever be just a crappy imitation of Civ 6. Civ 7 needs to be what it was designed to be, but it is a very basic idea currently and it makes it hard to tell if the team had/has a clear vision of what all this game was supposed to be originally or if their plan was simply to release it and just slap duct tape in places based on consumer appeal. We can't know for sure, but we are all speculating in both directions pretty heavy as a community right now.
I think it's interesting that the positive votes are at about 50%, on this most grognardy of Civ sites. I have seen a lot of angry people saying that 'nobody likes the changes', and it's clearly not as simple as that.
It's clear that this is not an 'objective mistake'. Controversial, absolutely, but not a hated or unwanted addition to the game.
If it was aimed to me, when i said it was immersion breaking i meant the action that takes you away from the game to a new selection screen to select the new Civ. I cant think of anything more immersion breaking than that
About the different ages, i really dont like that we keep talking about them in an Eurocentric way. The "Exploration Age" is not real, the World never really had such an Age, its a completely Eurocentric way to look at history. Expanding on it by giving Commanders +1 radius would be adding more to the insult to the rest of the World
About spending points to units, again, its immersion breaking since you will need to do it in a screen outside the game. I dont like abrupt interruptions, i want my Civ game to be a smooth and fluid sandbox experience, with the least amount of interruptions possible
Why help the player who is behind? Because the devs kept saying that the age system was made specifically to fight snowballing victories. The whole point is to help the guy who fell behind in Act 1 not be a guaranteed loss. The reward for the player doing well is the part where you win the game. It wouldn't make sense to give football players sticky gloves because they scored more points in the 1st quarter. Then give them a free 1st down if they are leading at the end of the first half. All you are doing is ensuring they stay in the lead.About points helping those that are behind, why? Why reward the players that are not playing well? Games should reward players that play well, not those that play bad. If you made an effort to gain an advantage, you shouldnt be arbitrarily punished for it
Maybe there is a good implementation of Age transitions and Civ switching, my point is that the attempt to find it already destroyed two games, one i didnt care much about, but when such attempt destroyed a game of one of my favourite franchises, then i wish Firaxis stops trying to find the unicorn and risk ruining even more games, and not saving the current one
Finally, its false that the only way for Civ 7 to be different than Civ 6 is with Age transitions and Civ switching, that is a fallacy. Those features were bad, the playerbase CLEARLY rejected them, trying to double down on things that were rejected by your players is IMO, a bad decision
If it had a Classic Mode, I would at least buy it.Give the haters a classic mode they will probably scoff at and get bored with within a year.
I think part of your misunderstandings, may be in part be due your inaccurate opening paragraph.Not to invalidate anyone's view but I don't understand how civ switching "in any form" can be immersion breaking. America was once part of England's empire which was once part of Rome's. se who are struggling instead of those who are winning.
Here’s my opinion:
Civ switching is mostly positive, I like having different bonuses that stay relevant through the different ages and losing the bonuses from the previous age doesn’t bother me. I'm also not bothered by choosing three different civs that are not historically related. For some reason the system just makes sense to me if I consider it within the game context, I don't know how to put it. Side note: my very first civ game was Civilization Revolution, where your civ had gained a new bonus every time you entered a new age. I always loved that aspect of the game.
The problems I have lie in the ages system. I agree with the intention of making late game decisions more important and having some soft resets to limit snowballing. However, something seems off with the execution. It's hard for me to pinpoint exactly what's the core problem, but here's some things I don't like:
The positive thing is that it seems they're actively trying to work on incremental fixes on age transitions and legacy paths, so I'm still hopeful they can find the right balance to make the game more enjoyable for me. I didn't play a game on 1.2.3 yet so I can't say what's the impact of the continuity setting and the change to obsolete building yields.
- Buildings unlocked late in the tech tree are almost worthless because they are becoming obsolete with the next age transition. You should be excited to unlock advanced techs and higher tier buildings, in reality it has very little impact on your gameplay, and that feels wrong from a player perspective. This is probably correlated to the next point:
- The pacing of the ages seems off somehow, again I cannot tell what exactly is the problem but I'm not convinced about the interaction/balance between the legacy paths and the age duration. I always have the impression of gaming the system to end the age early which makes me miss a section of gameplay that should be there in the last part of the age. This impression is stronger for later ages:
- Ancient age seems mostly fine, I usually can complete a couple of legacy paths and the age lasts 110-130 turns
- Exploration age feels too fast, legacy paths are so easy that you can complete all of them and end the age in 60-80 turns
- Modern age is even worse because you can just focus on your chosen win condition and end the game in 30-60 turns. This is especially bad because it makes basically the entire content of the modern age (wonders, civ abilities/uniques) feel way less important.
Yeah, all the issues are related, pacing between the ages definitely needs some more balance. I like the exploration era, but to me, it's the first era where things can really swing out of control fast. Like even if I snowball in the antiquity,
I do wonder if maybe the legacy paths should also scale with difficulty levels somehow. Like if it was 5 tiles with 40 yields as a base, but at Immortal it was 8 tiles with 45 yields to get the full points, and at Deity it was 10 tiles with 50 yields? Then at least at the higher levels you're not speedrunning the legacy points, and might have a few more games where you get shut out. If you do that, and maybe scale some of the tech costs and yields, it would be nice to stretch the exploration era more into the 80-100 turn range at least, and also make it hard enough that it doesn't feel like a failure if you don't go 4/4 on the legacy paths.
If I had to grade your intervention it would be a "out of context".ling instead of those who are winning. There are many ways you could do this and many other ways you can inject flavor and change the entire tone and pacing of the game. To rule everything o