Which of your predictions were correct, and which were incorrect?

Krajzen

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This is going to be very fun. I expect this thread to continue for quite some time, as we slowly get more and more info.
Anything goes, from big predictions to small ones. Bonus points if you provide link to your original post.

Safe to say 99% of us didn't predict civ switching, for better or worse, now let's hope it's going to be good and/or we'll be able to play in the classical mode ;)

Personally I managed to predict correctly (though I don't have time and energy at this moment to find those posts of mine)
- Firaxis is going to change 1UPT into something more or less Humankind inspired (though that's not very hard prediction)
- Strangely, I have once made the very specific prediction of generals with their own promotion trees leading armies, and it is exactly what we saw - unfortunately I won't be able to find my post where I mentioned it once, but I remember it as I really liked that notion, so I am happy now :D
- Only when we saw the logo: that there will be three eras, ancient, medieval+exploration and modern, with unique mechanics for each, as it is Firaxis idea how to divide the game into stages, deal with the pacing and especially endgame fun.
- Next logical step after districts of civ6 being build from city screen: workers/builders axed entirely, as they are purely redundant at this point.
- Government and happiness systems are going to be changed once again, as they are every game
- The game will be designed from the ground to enforce disturbances of snowballing and endgame tedium (thank God)
- Barbarians and city states being combined into minor nations which are more dynamic (though I think that was easy prediction to make after barbarian clans mode)

Meanwhile I have incorrectly predicted
- "Unstacking pops" (pops having physical locations, individual social class, ethnicity etc)
- Diplomacy being massively reworked as main feature (idk we maybe get it still)
- I am also not sure about revolutions and internal dissent
- A ton of leaders
- Some super fundamental shakeup of basic yields and city development
 
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I don't know that I expected it, but I've said a while ago that I wish they would make more significant changes between eras - essentially apply Sid's "one third new, one third same, one third changed" maxim to the start vs end of the game itself, rather than between games

I also expected the builders to be potentially axed. As well as some sort of leader "skill progression" as they have shown, as it seemed like the next step after the governors.

I never in a million years would've expected the change your civ route. I was expecting, if anything, a change your leader/change your leader "persona" route.
 
I purposely didn't make any predictions for Civ VII because it was difficult to tell what direction the developers would go after adding so much content to Civ VI. But my gut told me that they would have to do something radically different to differentiate VII from VI and it appears they did just that.
 
Less of a prediction and more of a comment I’ve made before that I wanted districts to become generic and contain slots for buildings that could be chosen instead of predefined, with the possibility of synergy. I was shocked and pleasantly surprised that was actually the case because it was something I wanted in my dream turn based 4x! It’s so much better than the color/function coded districts for 6.

Along similar lines…I once had what I thought was a crazy and unworkable idea of a civ “set”, so start as the Anglo-Saxons, then English, then British with the possibility of transitions based on a historical path and/or your environment but I dismissed it as either unworkable or too HK coded which would have been dissatisfying…and then Firaxis hands us something similar to that idea. That was another “…are you reading my thoughts” moment!
 
I did not predict that we'll get a Humankind-inspired mechanic. What I did predict, however, is that I would be hesitant to pre-order it, and based on my impressions my intuition was right.
But was it inspired by Humankind? I'm sure this game was in development for a few years. I think this was more likely inspired by the various Rise and Fall mods of the past. Except they needed to do this in a way that would allow players to play through the entirety of history.
 
But was it inspired by Humankind? I'm sure this game was in development for a few years. I think this was more likely inspired by the various Rise and Fall mods of the past. Except they needed to do this in a way that would allow players to play through the entirety of history.
It's fair to speculate that it might not have been inspired by Humankind. And I've been a Civ player long enough to wish for Rise and Fall mod mechanics to be implemented into the actual game. But I think it is rather likely that it was, considering that the development cycle of Humankind and the development of base Civ7 occurred at the same time.
 
Not predictions, but I got the following from my wishlist:
- Builders removed
- Citizen tile assignment also removed. Close enough to what I wanted, which was a way of having this feature phased out naturally as the game progresses.
- More purpose given to naval units

Also, I was thinking the other day it would've been cool to have a civ in Civ 6 that can benefit from two pantheons (e.g. in a conquered city, maintain city founder's pantheon in addition to benefitting from player's pantheon). It looks like Maurya has a similar ability.
 
I got right:
- stacking units to armies
- map elevation

I also guessed a health mechanic but we don't know about that yet.
 
I got right:
- stacking units to armies
- map elevation

I also guessed a health mechanic but we don't know about that yet.
And army then is limited built?.
I'm not sure about military upgrades. is it now done automatically or still manual upgrades?
and goood thing is that silly promo classes is now gone. I HATE IT! too much micro to be of any fun.
 
I figured builders were likely gone and that proper armies would be the logical next step.

I did not predict that they would take one of the worst and most hated features of HK and port it to 7. *Ugh* 😣
 
I was expecting the game to keep some of the previous civ's buildings after conquering one of their cities, like a memorial or the remains of an ancient civilization.
 
I didn't actually make a prediction - but I was hopeful for more elevation in maps and navigable rivers. There was a discussion thread a while back where I mentioned the idea of camels as a resource. So that was a nice surprise.
 
I predicted no barbs, and I'm actually shocked to see it happen! I also have a feeling the Mughals are in the game because we've got the Taj Mahal and Red Fort wonders, so I'm not right yet, but it is still possible lol.
 
I remember suggesting multiple times civ unique civics, I'm really happy that finally made it in, I'm all for more flavour for each civ.
 
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