I’m not the most avid enjoyer of either of these franchises [just a personal preference, I find civ to be too “board game” like, when I prefer more simulation like games], but I was trying to think of why the new system [civ switching] felt off to me. Maybe this was obvious to other people but I finally realized what bugged me about it.
It’s just too rigid. You’re always switching from Rome into spain or something like that. But the problem is that it doesn’t feel like your civ is evolving, because it isn’t. It’s just changing into a different one.
Imo, the best way to make these systems is to not have a “civ” at all. Rather decide the characteristics of your civ. This could be as broad as “sailing culture” to replicate civs like the Polynesians and phonecia, or it could be as specific as to what writing system you use, or if you even have one. But instead of just being “Spain but slightly different” it actually feels like you’re going on a journey and forging your own civilization through a story. This would be great if you could get some anthropologists to work on it, along with political economists.
In another example, maybe certain traits could be decided over a long period of time. I.e, being stable could give you a trait that promotes staying at peace and not expanding, but at the cost of making changes in government harder and harder the longer you are in that position [i.e, pre-1911 china].
Or they could be instigated by some event and become more ingrained if they aren’t changed. For example, you could choose between forms of government justification. Perhaps you would have bread and circuses, which would make you really stable as long as you have a surplus of food and amenities, but unstable if you lacked them. Conversely a divine right of kings would make people more docile in general but requires an organized religion and you need some religous or legal justification for wars against people on the same continent [or something. Idea is WIP obviously]. The game should also force some amount of instability on you, but should also make that a good thing in some cases. If you have a government that’s too stable, like mentioned above, then maybe you slow down tech and cultural advancement, or economic ones. Or at a certain point it’s just impossible to keep your government if the modern economy is incongruent with your civ. [This shouldn’t require a complex pop system or anything. Just as you advance through the tech tree your settlements will have a system of deciding economic and political power of classes(as in, economic decides who the main producers of society are and political decides what change can be enacted). So if x settlements have dominant proletariat economic power but dominant Bourgeois political power, then in times of instability there can be a revolution to replace the Bourgeois power with proletarian power. [Note:this should actually be a tiered system, or have a third thing called control I.e, peasants and serfs could be the dominant economic power but can’t actually take political power without the help of another class like the Bourgeoisie or proletariat. So a settlement could have peasant economic power, Bourgeois political fervor, and land owner political control.]
Obviously this does lose a large chunk of the appeal of civ being more board game like and leading a civ with a leader who both give bonuses you need to play around to win. But I feel like both humankind and civ 7 need to go “all in” on the idea for it to work, rather than going half and half and pleasing no one.
[Note: Obviously all of the ideas here are half baked examples. This came to me right after i woke up from a nap. Also no I will not try developing it myself because I’m not an anthropologist and more importantly my coding skills are less than abysmal. I more just wanted to rant because trying to figure out my problem with both of these games was bugging me]
Yeah I took one look at Civ 7 and immediately said nope. Automatically turning into an entirely different Civ with each age by itself sounds awful (especially with Native American civs turning into USA…what?). It think it speaks volumes that Civ 5, which released in 2010, is right now still holding twice the number of concurrent players on Steam that Civ 7 has.
I’m a massive Civ fan and have been for half my life at this point and I was totally flabbergasted at how awful 7 turned out.
I didn’t expect it to be some kind of historical materialism simulator because 6 definitely felt like more of a (liberal) history-themed board game and I loved it for that, but holy hell what a disaster. I refunded the complete edition after like 4 hours and am really glad I did. I feel like every time I learn something new about the game it’s some horrible design choice like removing canals, or making economic victories dependent on railroads (???), or getting rid of the policy system, or getting rid of city states… the list goes on and on. For every good idea they had, like replacing barbarians with Independent Peoples, there’s like 4 dealbreakers.
Making your whole civ reset when the age changes is straight up braindead and feels like both a terrible misinterpretation of how and why crises unfold throughout history and also a band-aid solution to prevent anybody from getting “left behind”. At that point why not just have every civ win the game? It’s just so obvious that they made a game for smarmy streamers like Sips to “break” so they can slap it on their youtube channel and get 10 kajillion updoots and thereby get tons of free marketing.
And the UI my GOD. Hands down the ugliest UI in any civ game or any other 4X game I’ve played from the last 15 years. Sins of a Solar Empire looked better. Civ 5 looked better. It fr looks like an indie game made by a single person (and even then that’s no excuse because games like Stardew exist).
I could go on and on but you get the picture; Firaxis decided to rip off a lesser title like Humankind while also trying and failing to re-invent the wheel. 7 looks worse and plays worse than Revolutions and that was a nintendo DS game that cost a fraction of what I paid for 7.
Apparently [according to a glass door review] the ui was so bad because a lot of the project was scrapped after a designer had an ayuhaska trip and decided to change a bunch of things
Are you fr cuz that would explain a lot lol. The ui looked so refined in 5 & 6 by comparison
Here’s the link. On a second read it’s not specific for civ 7, but in any case it’s interesting
https://www.glassdoor.com/Reviews/Employee-Review-Firaxis-Games-E260324-RVW95876271.htm
[Link to reddit if you don’t have a glass door account] https://www.reddit.com/r/civ/s/gRqGAj7zGr
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Empire Earth, which was an RTS, allowed players to create custom civilizations with any of the many bonuses, up to a point limit (it also led to several hilariously broken custom civs). Sounds like none of the long, turn based civilization games offer anything similar and, indeed, that makes them more rigid. Come to think of it, most 4x type games that have some sort specific race/civ bonus don’t offer customization, or are very limited.
I mean some rigidity is perfectly fine, especially in a game like Civ where the whole purpose is that you get to play as Rome and conquer the modern world. But in order to “play as Rome” you need to the game mechanics to limit you as the Roman civilization to make sure that you are distinct, at least initially, from say China, or France, or the Aztec or whatever. A fully “custom civ” would be extremely out of place in a Civ game, not to mention would certainly be imbalanced.
Ironically, the first 10-20 turns is where the majority of civilizations in Civ games are the most equal: 1 settler, 1 warrior, found first city, send warrior to explore around. A lot of civs also stop feeling different (at least up to Civ5) when you’re in the end game, as, once again, most civs are sporting the same units and same buildings.
Not only that, you already make a lot of customization to whatever civ you pick as you play along. RL Rome didn’t build the Pyramids of Giza or the Angkor Wat, nor had Japan as a next door neighbor, nor adopted tengrism as state religion, nor implement communism as an ideology or form of government. Making a fully custom civ is simply allowing players to choose and customize the base, the starting details.
Balance is always a problem, so how (un)balanced a fully custom civ depends entirely on what other customization options can synergize with it.
While you are correct that by the end of the game each civ looks the same, and at the beginning of game the initial starting strategy is basically the same, a lot of the civ customization is the flavor. England for example has a distinct art style, they have english music, their flag, and even their unit art. In Civ4 they reach their peak power at an era appropriate time, (red coats and banks) whereas Rome get’s their legions at the beginning of the Iron Age.
I played Humankind on release and yea it was a mess, but it worked somewhat because it was doing something intentionally different from the Civ formula and the expectations were that it wasn’t Civ. As someone who loves Civ4 as the pinnacle of the series, I greatly appreciated Humankinds attempt, even though the game isn’t all that great. I still have ~100hrs in it though.
Civ7 was the last straw for me. Firaxis do not have any talent left and they are coasting on the brand. The entire idea of changing civs throughout the game is anathema to the entire concept of a Civ game. They’ve lost the plot. Forget any of the other mechanics they’ve implemented or moving away from board game mechanics, if they can’t capture the extremely rough alt-history appeal of the franchise, they’ve lost anything that makes Civ interesting. They aren’t making a civ game anymore.





