I'd like to hear from the players which of the manifold changes that civ 7 has implemented is beloved. We've had a lot of discussions which changes are controversial, but there are so many new or revised concepts in this game. So, to the people who played the game, which ones are your three favorites?
For me, it's like this:
1. More unique civs. Each civ has many bonuses now, and most are at least two-dimensional. I also like how the bonuses are not there per se, but need to be unlocked via the civ-specific civic tree, and then only some are passive but the rest are traditions that need to be slotted. This, imho, brings so much more depth to the game, as the differences between the civs become generally much larger (with exceptions like civ 6's Mali or Babylon) and most civs have themselves more replay-ability (especially when considering mixing traditions from previous civs into the mix). We sometimes lost one important characteristic of civs from previous games though: the power spike. Now most civs have a similar power spike, there are only few which take longer in the age to really shine, like Rome.
2. No promotions on standard units. This made war so much more fun to me. Now, with cheap units that I can use as cannon fodder or sacrifice to take cities faster, war is so much more fun. Gone are the days in which I have to be super careful with old units, and draw out battles and sieges because I need to make sure not to loose them when they get in a bad situation. Now there are much more units on the field, more casualties, more replacements, and more fun (for me). As much as I like commanders, I think this change is even more important for me (but, of course, they go hand in hand).
3. Decoupled civs and leaders. I know that this one might be more controversial, but for me this opens up so many customization options. It's of course also an interaction between 3 civs and 1 leader, so it's not just the decoupled leaders per se. The system gives more choice to me as the player, and allows me to add another dimensions to the already at least two-dimensional civs. Do I want to be more of an allrounder and have a leader with a different strength? Or do I want to focus on synergies in one specific area? I think there is room for improvement with the leaders (e.g., more uniques in the attribute trees), but so far, the mix and match has been great fun, and a motivation to start a new game in which I want to try a modified strategy and see if I can win harder with that.
There would be more with larger influence (towns vs. cities, overbuilding, legacies, ages per se, commanders, growth), or small ones (e.g., navigable rivers, treasure fleets, celebrations,), but I think 3 is a good number to select.
For me, it's like this:
1. More unique civs. Each civ has many bonuses now, and most are at least two-dimensional. I also like how the bonuses are not there per se, but need to be unlocked via the civ-specific civic tree, and then only some are passive but the rest are traditions that need to be slotted. This, imho, brings so much more depth to the game, as the differences between the civs become generally much larger (with exceptions like civ 6's Mali or Babylon) and most civs have themselves more replay-ability (especially when considering mixing traditions from previous civs into the mix). We sometimes lost one important characteristic of civs from previous games though: the power spike. Now most civs have a similar power spike, there are only few which take longer in the age to really shine, like Rome.
2. No promotions on standard units. This made war so much more fun to me. Now, with cheap units that I can use as cannon fodder or sacrifice to take cities faster, war is so much more fun. Gone are the days in which I have to be super careful with old units, and draw out battles and sieges because I need to make sure not to loose them when they get in a bad situation. Now there are much more units on the field, more casualties, more replacements, and more fun (for me). As much as I like commanders, I think this change is even more important for me (but, of course, they go hand in hand).
3. Decoupled civs and leaders. I know that this one might be more controversial, but for me this opens up so many customization options. It's of course also an interaction between 3 civs and 1 leader, so it's not just the decoupled leaders per se. The system gives more choice to me as the player, and allows me to add another dimensions to the already at least two-dimensional civs. Do I want to be more of an allrounder and have a leader with a different strength? Or do I want to focus on synergies in one specific area? I think there is room for improvement with the leaders (e.g., more uniques in the attribute trees), but so far, the mix and match has been great fun, and a motivation to start a new game in which I want to try a modified strategy and see if I can win harder with that.
There would be more with larger influence (towns vs. cities, overbuilding, legacies, ages per se, commanders, growth), or small ones (e.g., navigable rivers, treasure fleets, celebrations,), but I think 3 is a good number to select.