I continue to make posts on very specific topics which I think hone in on dark chaos plaguing the Civ 7 game design and controversy in the community. I'd hope for and would like the game to be changed then become fun and popular in the end. I don't think anyone has really figured out how that would happen yet, so Firaxis would have their work cut out. There have been lots of interesting and fun ideas though.
Here's one I'd like to ask about, even to the age-transition skeptics.
What if there were 4 ages, and each was limited to one "X" of "4X". Rather than reset the age at the end, you add a new "X" to the mix. Would that be fun? Here's how I see it:
Right now Civ 7 is three mostly parallel ages with the same cadence and the same inadequate and interrupted 4X experience jammed in. Would you accept a "hard" age transition system if instead the 4X experience was explicitly divided between the ages?
For what it's worth, there are rumors that Firaxis's first expansions would have involved more religion, maybe crusades, and also a piracy expansion. If this is true, splitting Exploration and Medieval might be the easiest major addition for Firaxis to accomplish, since the content was prepared to make it large enough to be split. If they have four ages, they might be able to adjust settlement limits, social systems and diversify tech to produce a "4X, 4 Ages" calibration.
For instance, they could create a single line tech tree for Modern that's maybe 7 upgrades. Modern would be a race during World War, and little more. It could be intentionally shorter or smaller in scope even if sometimes Modern wars lasted long. That would correct for the snowballing concern.
Finally, they could make all civs "bridge". So all Civs have the potential to exist in up to two acts for which they are suited. Egypt and Rome could each exist in Ancient and Modern. The Normans in Medieval and Exploration. Great Britain in Exploration and Modern. This sort of idea. Providing a bit more strategic and gameplay flexibility even while maintaining age-based civs. This raises an interesting question of what is the nuanced difference between an Expand and Exterminate civ versus an Exploit and Expand civ.
Here's one I'd like to ask about, even to the age-transition skeptics.
What if there were 4 ages, and each was limited to one "X" of "4X". Rather than reset the age at the end, you add a new "X" to the mix. Would that be fun? Here's how I see it:
- Explore - Antiquity - Scouts, finding resources, geography, wonders, other players, barbarians. Your goal is to develop a picture of your long term strategy and alternatives, and start building them. City size and settlement limits will be harsh. Military units are mostly for fighting barbarians, but you might take a city or two or overwhelm a weak player. You'd fight for a key location or resource, one or two only.
- Exploit - Medieval - Religious systems, expanded exploration, complex social and cultural systems you commit to, economic infrastructure defining your long term resource commitments, expanding and empowering cities and filling in your interior after your border is established. Here is where you gain a sense of what your final strategy will probably be, and build up the infrastructure to support that strategy. This is a very constrictive age with minimal exploration, and therefore an emphasis on military defense.
- Expand - Exploration/Colonization - Ocean travel, complex alliances, advance military and siege equipment, emphasis on tactics, global trade networks, the ability to massively break past settlement limitations, unequal military power leading to the fall of many powers and rise of a few empires. The early consolidation of resources into massively productive monopolies. This era introduces more chances to explore and also adjust your strategy (exploit) if you need to pivot or change your fortune. While Act 2 introduces "systems" the Act 4 features will less be systems and more a kind of thermometer or measuring stick on your success that rewards you. For instance, you will not build a rail network, but rather your colonial resources and Act 2 policies maybe modified by Act 3 will pool into an aggregator menu that then moderates the growth of your industry. This is very much a shift in pacing and tenor leading into World War. It won't be a hard interruption or reset, but the game will start to provide fewer options for pursuing alternate strategies and there will be fewer meaningful choices and more executing on the results of your strategy.
- Exterminate - Modern/World War - Use your global colonial presence and resource access to fund industrialization then leverage into military strength for a final battle royale of alliances. There is low flexibility in this age, but depending on the strategy you've set up since Act 2, you might be able to leverage scientific, cultural or economic power to win in spite of the World War going on around you. This is a tactical age, where culture can be leveraged against economics, economics on military, and so on and so forth. However, there is no more strategic planning. You are deploying pooled resources in a dynamic and finite way.
Right now Civ 7 is three mostly parallel ages with the same cadence and the same inadequate and interrupted 4X experience jammed in. Would you accept a "hard" age transition system if instead the 4X experience was explicitly divided between the ages?
For what it's worth, there are rumors that Firaxis's first expansions would have involved more religion, maybe crusades, and also a piracy expansion. If this is true, splitting Exploration and Medieval might be the easiest major addition for Firaxis to accomplish, since the content was prepared to make it large enough to be split. If they have four ages, they might be able to adjust settlement limits, social systems and diversify tech to produce a "4X, 4 Ages" calibration.
For instance, they could create a single line tech tree for Modern that's maybe 7 upgrades. Modern would be a race during World War, and little more. It could be intentionally shorter or smaller in scope even if sometimes Modern wars lasted long. That would correct for the snowballing concern.
Finally, they could make all civs "bridge". So all Civs have the potential to exist in up to two acts for which they are suited. Egypt and Rome could each exist in Ancient and Modern. The Normans in Medieval and Exploration. Great Britain in Exploration and Modern. This sort of idea. Providing a bit more strategic and gameplay flexibility even while maintaining age-based civs. This raises an interesting question of what is the nuanced difference between an Expand and Exterminate civ versus an Exploit and Expand civ.