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Civilization 7 Is in Development

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161–170 of 224 posts

Re: Civilization 7 Is in Development

#161
post #88

After playing Europa Universalis, I don’t think Civ is doing it for me. Here are a few issues: - You can’t automate many tasks. This is especially true in Civ 6 where you have to re-select everything. I’m not certain who thought this is a good idea. - As you progress in the game, the turn time become ridiculously long. - For it to be reasonably fast, you are limited in term of map size and the number of opponents. -…

There's definitely more stuff going on in EU but I think Civ translates to multiplayer much better

Re: Civilization 7 Is in Development

#162
My biggest gripe about the Civ series is that it felt empty after a while. I love hearing the stories other players experience when playing, but there was never a good way to recreate and share those experiences.

What Civ needs is challenges and leaderboards. Pre-configure scenarios that everyone can play and compare their experiences together. Score each play on a number of criteria (cities built, fastest tech, army size, etc), and maybe even have custom achievements for that particular scenario - like how fast you fully explored the particular valley the scenario starts you in, or how quickly you defeated the aggressive city state that starts next to you.

Not only should randomly generated maps be shareable, but Sid Meier should have weekly scenarios that involve hand crafted challenges. Not just normal games with the AI trying to act like a human, but the AI existing as part of the map. Example: at turn 50, an aggressive hoard comes down off the mountain attacks your civ. When you reach the other side of the mountain, there will be a Civ with 4 cities and an advanced army. You have certain diplomatic options available (like a quest to fulfill) or you can try and challenge them. How you handle these various challenges will impact future scenarios.

The important thing is that the AI isn't trying to play the same game. It's just there as part of the map to give the player an interesting experience.

Re: Civilization 7 Is in Development

#163
post #140

Sorry I developed a Dwarf Fortress addiction in the meantime so I don't have time for this anymore It's not you Civ, it's my dwarves

Similar for me but with Crusader Kings 3. I can't imagine playing Civ now without murder, marriages, a dynasty to care for etc. Crusader Kings has prompted me to read dozens on history books due to how engages you with real historical events in a way that no Civ ever has beyond checking a wiki page on a world wonder or some such. My perfect game would be Crusader Kings with a bit of Civ flavour: add the tech tree, wo…

Have you played Old World? Created by the Civ 4 designer, and more of a Civ-with- CK elements than the reverse, but I've stopped playing Civ since it came out.

Re: Civilization 7 Is in Development

#164

My biggest gripe about the Civ series is that it felt empty after a while. I love hearing the stories other players experience when playing, but there was never a good way to recreate and share those experiences. What Civ needs is challenges and leaderboards. Pre-configure scenarios that everyone can play and compare their experiences together. Score each play on a number of criteria (cities built, fastest tech, army…

> Civ series felt empty after a while

Want to replay your favorite old map from Civ 7? Sorry, the servers have been turned off, back to Civ 17 and the Season 3 Persons Wonders and Specialists pack for $79.95...

Not everything has to have "multiplayer elements".

Keep great single player games offline.

Re: Civilization 7 Is in Development

#165

It would be really interesting if some of the advances in AI could make their way into the game. Make the gameplay more human by incorporating recent advances in ML-based gameplay e.g. Diplomacy and Poker. Create more variety of dialogue using transformer models. Make in-game diplomacy more nuanced. There’s a lot that could be done.

This is how I want them to use AI in the coming game: give me a prompt to ask questions about my civilisation and everyone else's. * Which one of my industrial zones has no workshops yet? * What luxury resources am I receiving via trade? And with which players? * What bonuses am I getting from the wonders I've built? I can get all that information myself, but it takes a lot of clicking around - provided that I rememb…

That would be really neat if you could use that to have advisors who don’t feel so pointless - let you give instructions, perhaps with a confirmation rather than having to micromanage the things which don’t matter as much (“build x, y, and z in cities which have lots of culture and aren’t near the border”).

Re: Civilization 7 Is in Development

#166
I don't mind Civ6 for solo play, but for multiplayer it's a no-go for me. Turn lengths get to be so goddamn long because everyone is worrying about all the mini-game mechanics.

Civ5 is what is used for multiplayer in my group. The mechanics are simpler and there are far fewer decisions to make as you get into the end game.

If I was going to make a 4x, I would make multiplayer the #1 priority and I would focus on the turn length. There are plenty of 4x titles out there if you and a buddy want to burn an entire afternoon playing through one turn each.

Re: Civilization 7 Is in Development

#167

My biggest gripe about the Civ series is that it felt empty after a while. I love hearing the stories other players experience when playing, but there was never a good way to recreate and share those experiences. What Civ needs is challenges and leaderboards. Pre-configure scenarios that everyone can play and compare their experiences together. Score each play on a number of criteria (cities built, fastest tech, army…

> Civ series felt empty after a while Want to replay your favorite old map from Civ 7? Sorry, the servers have been turned off, back to Civ 17 and the Season 3 Persons Wonders and Specialists pack for $79.95... Not everything has to have "multiplayer elements". Keep great single player games offline.

Agree.

And as an aficionado of sandboxes and software toys who's been playing Civ since Civ I, it would feel far emptier to me to turn Civ into yet another PvP/meta/challenge oriented snoozefest.

Re: Civilization 7 Is in Development

#168
post #122

Civ 4 was peak Civilisation in my opinion. Everything about it felt polished, fun, and intentional. Great music and voice acting, wonderful expansion packs, great multiplayer that didn't require any other service, great scenario and custom maps.

and then they had this weird idea that a successful strategy game should abandon everything and, instead, should become a micromanagement game with very little possible automation (the builders system instead of workers)

> and then they had this weird idea that a successful strategy game should abandon everything and, instead, should become a micromanagement game with very little possible automation

See also: Victoria 3

Re: Civilization 7 Is in Development

#169
post #10

Earlier quoted context omitted.

Yeah, I really didn't like the feel of Civ6. It felt a bit too confining? I'm not sure exactly why.

Because they streamlined it too much so that even weak consoles like the Nintendo Switch can run it. I love the Switch, but don’t cripple Civilization so it can run on it

A lot of strategy games have been doing this recently and I don’t get it.

Paradox decided to release CK3 on console, but it lags so far behind the PC version (which itself already lacks content) and I haven’t bothered to try it.

Now I hear that AoE2 is being ported to consoles and it just doesn’t make sense at all unless you’re planning on requiring the player to hook up a keyboard and mouse. I don’t see any way a controller can provide a good RTS experience.

Re: Civilization 7 Is in Development

#170

I don't mind Civ6 for solo play, but for multiplayer it's a no-go for me. Turn lengths get to be so goddamn long because everyone is worrying about all the mini-game mechanics. Civ5 is what is used for multiplayer in my group. The mechanics are simpler and there are far fewer decisions to make as you get into the end game. If I was going to make a 4x, I would make multiplayer the #1 priority and I would focus on the…

You can significantly reduce turn length by activating "quick movement", "quick combat" in multiplayer (all players must activate it).
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