Yield Inflation is killing the fun in Civ7

m_mus

Warlord
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Mar 15, 2019
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So, as the title indicates, I'd like to open up a discussion over yield inflation.

For context: With 1.3.0 I started a new game and paired Himiko (variant: Queen of Wa) with Tonga. Since RL didn't allow me much playtime before 1.3.0 I felt rusty and chose Immortal on 'Continents & Islands' on online-speed. I also chose the regroup-option. As mementos I chose +1 Diplo-Point & 100 influence after suzeraining a new CS. As usal antiquity was great fun. Took me some time to get Tonga going, but at the age's end I had suzerained 13 CS, explored 95% of the map already, led in every relevant regard and completed 3 of 4 legacy paths (military aside). Predictably, the 'Regroup'-option notwithstanding, I completely dominated Exploration-age with Hawaii from the get-go. Currently I am roughly at 50% age progression, but to be honest I don't know whether I will continue this game into Modernity, as I feel that I have won already. Though the insufficient challenge by the AI is its own topic, it of course ties into this dynamic as well.

Within this game, I am dominating yield-wise. Looking at the relevant markers of science and culture I am already nearing scores (both over 500) which I usually had in Civ6 only when I approached the endgame. And this is killing much of the fun for me. Why?
Well, most importantly the thrill of optimizing my city-planning for high adjacency-yields seems rather pointless, as another 10+ science for a well placed university does feel much, much less relevant in relation to the already achieved empire-wide yield. I mean, when I placed such a university in Civ6 (because I had strategically suzerained 2 science CS, sent 3 envoys to each, and maybe I had bought the Great Scienctiest with faith buffing universities ...) at a time, when I am somewhere between 50-150 science overall, this felt so much more consequential for its greater impact. Additionally, I have already won the game. What's the point of another increase then?
In that regard, the necessity for not only exploring (done that in antiquity thanks to Tonga) but also settling new city-locations does not arise with the same urgency as it would have in Civ6. At the beginning of the Exploration Age, I was able to settle a coastal town which would have greatly excited me in Antiquity for its potential as a city: Great-barrier-reef adjacent, additional reefs and maritime ressources plus a wonderful mountain range inland for juicy culture & hapiness adjacencies to top it off. This excitement simply wasn't there, when I actually settled the location in Exploration Age. Again, I was able to snowball my yields already by simply overbuilding in the two cities I had from Antiquity. This third city wasn't necessary at all.
The greater versatility of gold compared to Civ6 exacerbates the problem further: I don't need to buy builders and move them manually around to optimize my tiles. Usually this did not only take gold, but it also took time. In Civ7, once I reached an inflated gold-yield, I can use that gold to inflate my other yield further. During Antiquity I had actually settled one inland-townto connect the two coasts of my continent. This settlement was a prime-spot for monasteries. I put down 10 monasteries in one turn, further boosting my science by 40. Took me the gold-yield of 4 turns to do so. In Civ6 this would have taken me much more time, as I would have had to move my builders from tile to tile, maybe even chopping down wood or harvesting a bonus-ressource, before I'd be able to put the desired improvement down.
And not only is the settling of cities mostly as unnecessary as is an optimized city-planning, but also other instruments I'd normaly use to optimize my empire. Policy-cards, suitable CS, Alliances etc. In Civ6 I'd wrench my brain to theory-craft on all these levels. In Civ7 I feel much less nudged to do so. The game feels much less engaging from a certain point onward.
One could argue, that a more challenging AI would help with this problem and yes, of course I could play deity again. Yet I suppose there might be players who also want the feeling of being challenged below the highest difficulty-level ... and also the current yield-inflation does prove that the devs' intent to prevent snowballing in Civ7 did not only not work. It actually feels much worse in Civ7. And this is although I chose the regroup-option which was specifically designed to counter Civ's inherent tendency for snowballing.Sometimes I think, that a tweak to crises could help. As in: crises target the stronger civilizations more than the weak ones. As in: barbarians rather go on to loot wealthy civilizations or plagues rather strike more devastatingly areas that are more densely populated. I do realize that this can easily feel frustrating, if no reward is granted, if one survives such a 'stronger' crisis. Yet how to design such a reward which does not alleviate snow-balling in the next age by bloating your yields?
To summarize: I'd like yields to be toned down in such a regard, that city-planning is still important and consequential after Antiquity.
What are your impressions regard yield-inflation? Do you experience it as well? Is there a way to play with it and still having fun? What do you feel that should be done to adress the issue?

TLDR; Yields are too high too early, taking away the necessity to strategize, theory-craft and optimize. The game feels much early less engaging than previous iterations of Civilization.
 
Well, most importantly the thrill of optimizing my city-planning for high adjacency-yields seems rather pointless, as another 10+ science for a well placed university does feel much, much less relevant in relation to the already achieved empire-wide yield.
A lot of empire-wide yields come from multipliers, i.e. resources. So, well-placed university actually increases yields pretty noticeably if its output is multiplied. With bonuses from scientific CS, policies and the like, your university could bring 20+ science.

Also, it's important that it's Civ7 approach to specialization. Randomly placed university will not bring you much, but if it has great adjacencies and the city is stuffed with science-busting resources, the university will be felt.

Additionally, I have already won the game. What's the point of another increase then?
Being able to beat AI in yields on pretty high difficulty level is surely a problem, but it's a problem of balance tuning, not yield inflation itself. For one, there's a big problem with Tonga being unbalanced at the moment.

Outside of those balance issues, the situation with "already won the game" usually happens in Civ6 much earlier.
 
It is a general problem, when you are getting 200 science, worrying about a little adjacency stops mattering. My brain still wants my university to get +3 adjacency, and I will still refuse to put it in a slot where it gets nothing, even if I know that doesn't matter.

The slightly annoying problem is that I think some of the key to combatting inflation is more inflation. If specialists gave the full adjacency instead of half, then the placement would matter more. That, and I do think like in all games in the past, gold just keeps accumulating, and it makes it too easy to just slap down everything ASAP. Or basically if you stockpile gold, it means you don't need to worry quite as much about stuff like having a standing army ready if an opponent declares war, or being able to pop in that university the turn you unlock them.
 
A lot of empire-wide yields come from multipliers, i.e. resources. So, well-placed university actually increases yields pretty noticeably if its output is multiplied. With bonuses from scientific CS, policies and the like, your university could bring 20+ science.

Also, it's important that it's Civ7 approach to specialization. Randomly placed university will not bring you much, but if it has great adjacencies and the city is stuffed with science-busting resources, the university will be felt.

Good point. You are right, that such a university yielding "10" on paper, is likely worth the double, given the multipliers you mentioned. In that light, it's more impactful than first characterized by me.
Maybe this allows me to see another point that contributes to me losing the feeling of being "engaged" by the game: you are also right, the university is of course not randomly placed, but - in case of cities already present the prior age - exactly there, where in Antiquity as well the adjacency was high. So while I find myself intrigued by city-planning in Antiquity, this feeling is almost completely gone in Exploration and Modernity, as I am only executing the very same design of adjacencies established one age prior. 'Overbuilding' happens much more on autopilot than 'building'. This is another issue.

As someone who remembers Korea when they were added in Rise & Fall, I'm not sure I think this is a new problem. Tonga are noted to be pretty strong as well.

Not to dismiss your point, but you're also using mementos that are known to help snowball very hard, especially when combined with diplomatic leader and civ.

Point taken. In my defense, I didn't know about Tonga's potential before selecting them, but you are right, they are kind of busted as is ... as well as at least my second "100 influence per CS"-memento. At least that I knew before.
Makes me whish again that an already established suzerainty could be contested by the AI. If for example I had to spend some of this excess-influence on keeping the CS for myself, I would not have been able to suzerain 13 CSs in total and inflate my yields by their boni that much. This would make other leaders/civilizations strong in the Diplo-game Greece or Tecumseh less busted, easier to counter and therefore more interesting to play (against).
 
I don’t think the yields are too high*, I think
1. the AI yields are too low in the later ages
2. the costs of some things are too low in the later ages

I think this can be fixed by giving the AI bonuses that increase with each age (instead of constant all game)…and increasing the cost

so instead of an AI bonus of +20% or +60% all game depending on difficulty level , it is
+20%-+30%-+40%
or
+60%-+90%-+120%
(if you play a 3 age game)

And do the same for costs…if you start in Antiquity, Exploration/Modern civics/techs could be +X%/+2X% more expensive based on Difficulty level .


*Gold is a bit of an exception…they started to help with increasing maintenance costs, but they probably need to do more (like units cost+50% maintenance outside of friendly territory, and +50% if in enemy territory OR adjacent/near unit they are at war with)
 
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From my perspective, playing on deity, a couple months ago I didn't surpass AI yields until around mid exploration. My play has improved to where I'm getting roughly even with them in mid Antiquity.

CivFanatics aren't your average player. I'd hate to see them run off by changes that feel bad. I'd much prefer additional difficulty levels to challenge those of us who play well.
 
From my perspective, playing on deity, a couple months ago I didn't surpass AI yields until around mid exploration. My play has improved to where I'm getting roughly even with them in mid Antiquity.

CivFanatics aren't your average player. I'd hate to see them run off by changes that feel bad. I'd much prefer additional difficulty levels to challenge those of us who play well.
I'd also experiment with AI bonuses growing over time more actively (like how Vox Populi does it).
 
I agree.

I largely stopped caring what resource is assigned where from mid-exploration. So long as I plop down enough warehouse buildings in enough towns, and make sure to grab the city-state bonuses, the yields take care of themselves, even on Deity. So long as I generate enough scientists, I'll get my science & culture. By modern, with a couple of policy cards and Notre Dame, each specialist is giving you a baseline of 4 science and 7 culture, and whichever extra yield your ideology grants, so you can play Pin a Tail on the Donkey with allocating them and still do alright.

With the recent changes to building costs, and how they interact with obsolete buildings, the only yield that matters is production.

More than anything, though, it just feels like AI stops competing. There is a proper race for suzerainty of IPs in antiquity, but in exploration they don't really bother, so I can get any bonus I want. There is a decent land near their borders, but they will just stay at 3-4 settlements forever. They'll grab Haʻamonga ʻa Maui and House of Wisdom super early, and sometimes El Escorial, but all the other wonders are there for the taking. It doesn't really matter much whether I'm generating 600 or 700 science if they're all at 300 or less. It would it the best ones were between 650 and 800.
 
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I agree with you on your main points, but disagree on wonders. This feels like it has been toned down recently, but if you have one, or universe forbid two, AI wonder hounds in your game (deity disclaimer), they will have wonders complete before you can even research the associated civic or tech. There are several that I've never been able to complete. I will congratulate anyone who manages to build Mausoleum of Theodoric, and even then, that player is probably both using a civ+leader that boosts in that direction AND getting lucky.
 
I think one of the bigger issues is the AI doesn't compete as much as it should for City States, the game becomes unbalanced when you have a god-level ability, I look forward to Hotseat once it eventually releases because it's a nice way to see what happens when everyone is on the exact same level.
 
I agree with you on your main points, but disagree on wonders. This feels like it has been toned down recently, but if you have one, or universe forbid two, AI wonder hounds in your game (deity disclaimer), they will have wonders complete before you can even research the associated civic or tech. There are several that I've never been able to complete. I will congratulate anyone who manages to build Mausoleum of Theodoric, and even then, that player is probably both using a civ+leader that boosts in that direction AND getting lucky.
Oh, yeah, I meant from mid-exploration on. Antiquity requires you to beeline hard if you're after a specific wonder, and even then, there are a few you will never get - Hanging Gardens, Theodoric, Nalanda, Colossus, Pyramid of the Sun. But then they just fall off - even with Shaman Himiko, Hatshepsut or Rizal in the game, I always have most of late exploration and modern wonders available.
 
Right on, makes sense. I got Nalanda yesterday on a Teach+Tonga game! I was pumped.
Which is sort of my point. On a difficulty when getting Nalanda feels like this, getting Notre Dame should feel like this. I play Immortal for well-matched antiquity, and Deity for a challenging one. I would expect to have equally well-matched, or challenging, exploration on that same difficulty, but that's not what happens. Doing well in antiquity (2 legacy paths, 6-8 settlements) translates into easy exploration, regardless of the difficulty you selected. The performance of AI in exploration should be tuned to match a successful player in antiquity, not a struggling one, because that's how most of us will be getting there.

(I actually had a regroup/no timer game recently where I completed no legacy paths in antiquity, and only had two decent cities, along with 5 mediocre towns - I was excited to see how exploration will feel, and it honestly felt no different; 3 legacy paths complete, and 22 treasure fleet points)
 
So, what do you do with games you've won by mid exploration? Do you finish them proper? If so: what keeps you motivated?
 
Personally lately I've been finishing exploration then starting a new game, I don't like playing modern, I can't stand not getting all the legacy paths, which takes forever. I want the leader experience points but maybe I could get them faster by just ignoring modern and starting a new game.
 
Which is sort of my point. On a difficulty when getting Nalanda feels like this, getting Notre Dame should feel like this. I play Immortal for well-matched antiquity, and Deity for a challenging one. I would expect to have equally well-matched, or challenging, exploration on that same difficulty, but that's not what happens. Doing well in antiquity (2 legacy paths, 6-8 settlements) translates into easy exploration, regardless of the difficulty you selected. The performance of AI in exploration should be tuned to match a successful player in antiquity, not a struggling one, because that's how most of us will be getting there.

(I actually had a regroup/no timer game recently where I completed no legacy paths in antiquity, and only had two decent cities, along with 5 mediocre towns - I was excited to see how exploration will feel, and it honestly felt no different; 3 legacy paths complete, and 22 treasure fleet points)
I think the biggest issue is that yields don't rubber band well. If you exit an age with high-yields ranking, you'll enter the next age with the same position, honestly age-specific bonuses to increase yields should actually be applied.
 
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