(May 12th, 2025, 20:52)Sullla Wrote: I finished typing up the report for my first solo game on Deity difficulty in Civ7. Did the most recent patch improve the gameplay? You can judge for yourself:
Thanks for the review. Sounds like they are trying to patch some of the worst of the UI issues. However, it doesn't sound like an answer to the split ages is coming
The split ages are core to the gameplay, with the civ switching, the building system, legacy system, and tech trees. I don't think it's ever going away (though a mode where your buildings DIDN'T lose their yields, and instead they just connected up the tech trees while dramatically inflating costs in the "later" eras, would be interesting - you could transition to the "age of exploration" and take a new civ as soon as you reached the relevant techs to get there, while civs that fell behind would truly fall behind and even be annihilated. It's the exact opposite of the design Firaxis wants, though, since it'd magnify snowballing instead of dragging it out).
(May 12th, 2025, 20:52)Sullla Wrote: I finished typing up the report for my first solo game on Deity difficulty in Civ7. Did the most recent patch improve the gameplay? You can judge for yourself:
Thanks for the review. Sounds like they are trying to patch some of the worst of the UI issues. However, it doesn't sound like an answer to the split ages is coming
The split ages are core to the gameplay, with the civ switching, the building system, legacy system, and tech trees. I don't think it's ever going away (though a mode where your buildings DIDN'T lose their yields, and instead they just connected up the tech trees while dramatically inflating costs in the "later" eras, would be interesting - you could transition to the "age of exploration" and take a new civ as soon as you reached the relevant techs to get there, while civs that fell behind would truly fall behind and even be annihilated. It's the exact opposite of the design Firaxis wants, though, since it'd magnify snowballing instead of dragging it out).
That is pretty much the way the Caveman2Cosmos mod for civ 4 does it. Every era the tech tree branches out, but then they eventually lead into a bottleneck tech (first era it's sedentarism, then metal working etc.). Said tech is very expensive (about ten times more than regular techs of the era) so you can just beeline up one branch and rush it, but it means you don't pick up some potentially good techs and it's usually better to improve your economy before managing the transition.
Not a mod that clicked with me, but it does have some fun mechanics hiding behind its kitchen sink design.
It's funny to read these civ7 reports as someone who has never played the game. Mementos, attribute points, influence, endeavors, distant lands... what is all of this stuff? I can kind of get the feeling for it, but it's hard to really appreciate the strategy without spending a lot of time looking up this stuff to see exactly what it does.
It seems like a game where they really want the players to all have roughly the same number of cities for the entire game, and are doing they're best to rubberband that without hard capping it. Maybe they should just come out and hard cap it.... no more than X cities per player, and anyone who loses a city will automatically be given a new one at the start of the next age. Make it less of a war game and more of... I don't know, a series of different games I guess.
I enjoyed CIV V quite a bit, but it was even worse there.
There were buildings which needed you to have a specific building in every city, before you could build them.
In a funny way to encouraged conquest, as you could puppet conquests and then not worry about them.
But boy, you did not want to found cities late into the game without a LOT of money.
There is stuff to like in CIV VII. I like the influence idea and the war support from other people. I would have done that with money, but ah well.
There is also the puzzle aspect of the districts, now with buildings.
The age idea is fine, but rubberbanding the AI back towards equality feels really crude and breaks the games back.
(May 25th, 2025, 12:53)haphazard1 Wrote: That bonus from city states seems...well, a bit overwhelming compared to everything else.
If you get enough strategic luxuries (Iron/Horses/Oil) you can get about as crazy without Independent Power shenanigans. I had a game where Iron was my clustered resource and it was... very silly.