Snowygerry
Deity
That is true yes, there are many "magic" effects, and it's not always clear where they come from, governors grant special abilities, but so do wonders and city states, religion and golden ages etc.I voted for VI. It's not because it doesn't feel like a Civ Game per se, but because it has many mechanics that feel random in relation to other mechanics (as posters above said) and imho don't belong in a Civ game, the ones that spring to mind immediately are gouvernors (which I flippin' detest) and leader agendas.
Gouvernors just feel.... wrong. Way to gimmicky and annoying to handle for me, but impactful enough that I can't just ignore them.
Leader agendas on the other hand just tend to entirely dominate the relationship with another leader, and I think they were handled better in VII, where they're generally more sensible and with enough work you can still befriend and even ally a leader though you fail their agenda.
(...)
Why is it my workers that could move 5 hexes just a turn ago are suddenly reduced to two ? How was my next door neighbour I intended to rush able to build a city wall in a single turn ? For beginning players these things are not always clear.
Edit, for example in my current game I get free promotions, turns out that is an effect from my military alliance with Victoria which I have maintained throughout the game reaching level 3, this also gives me 15% production toward military units IF either I or my ally are at war, and +5 combat against units of players at war with me or my ally.
In a long game on a large map there are likely hunderds of such effects in play at any one time, almost impossible to keep track of them all and plan accordingly, you really just have to roll with it and see what gives...
The end result is indeed a certain randomness that wasn't there in previous versions of the game, I agree.
Last edited:
