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Sid Meier's Civilization VII - Page 2

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Fleetfeet
Profile Blog Joined May 2014
Canada2552 Posts
June 15 2024 05:45 GMT
#21
I fucking hate culture victory and culture lategame in civ 6. I don't know what it SHOULD be, but both stacking museums/galleries and rock bands are just irritating mechanics. I also accidentally win via culture more than anything else.

Haven't tried Old World yet, but it is on my list.
Mafe
Profile Joined February 2011
Germany5966 Posts
June 15 2024 14:30 GMT
#22
On June 15 2024 14:45 Fleetfeet wrote:
I fucking hate culture victory and culture lategame in civ 6. I don't know what it SHOULD be, but both stacking museums/galleries and rock bands are just irritating mechanics. I also accidentally win via culture more than anything else.

Haven't tried Old World yet, but it is on my list.

I found myself with a similar issue, but more generally that lategame for most victory types (except domination) is rarely interesting. In case of a culture victory, there is some supportive stuff you can/should do like trading with all civs, place improvement like city parks or gain suzerainty of city states that give tourism-yielding improvement, regularly check enemy governments to adjust yours for maximum tourism or go for national parks if you still have locations. Then you could go for more exotic stuff like biosphere based tourism or build leftover wonders. But in my games, most of this is set up well before the actual predictable and inevitable victory occurs so at some point and therefore the game devolves into an end-turn-simulator.
andrewlt
Profile Joined August 2009
United States7702 Posts
Last Edited: 2024-06-15 20:14:30
June 15 2024 20:12 GMT
#23
On June 14 2024 21:17 deacon.frost wrote:
Show nested quote +
On June 14 2024 16:02 evilfatsh1t wrote:
yeah civ 5 happiness sucked. i was glad they changed it in civ 6 but in civ 6 after a couple hundred hours my eventual conclusion was that districts sucked.
it was interesting at first because of the extensive planning you had to do, but after a while its just tedious and probably a bit too powerful. also i disliked the pacing of the tech and civic trees. the problem was probably connected to how powerful districts were and how quickly you could research tech/civics but youd find yourself unable to upgrade your army at the pace which things were being researched.
for me civ 5 leaned towards building tall whereas civ 6 was the opposite and you had to expand very wide. my first wish for civ 7 would be that the game allows you to build tall or wide depending on your civ or particular strategy, rather than the mechanics of the game quite obviously pushing you into 1 direction over the other.

Yes, Civ6 was wide > tall, but later on there were some changes. Maya is probably the best example as you are actively punished for going wide, but there are other civs capable of doing that which were added later on. There more civs which can be played tall - probably other good example is Inca.

You probably cannot play tall for the cultural victory, with Khmer you can do go military/religion tall. But once you go military, it goes wide

Edit: also the latest civ additions added some tall civs - Yongle(China), Tokugawa(Japan)


I think Civ 6 is a bit more balanced in this regard. I hated the ICS strategy of earlier civs but I also hated how dominant the 4-city science victory was in Civ 5 for a very long time. I like to make my core cities tall. I just hated how limiting 4 cities are.

Yongle is definitely fun. I still need to try Tokugawa. I actually found Hojo interesting even though he has some ICSish mechanics.
Fleetfeet
Profile Blog Joined May 2014
Canada2552 Posts
June 15 2024 21:53 GMT
#24
On June 15 2024 23:30 Mafe wrote:
Show nested quote +
On June 15 2024 14:45 Fleetfeet wrote:
I fucking hate culture victory and culture lategame in civ 6. I don't know what it SHOULD be, but both stacking museums/galleries and rock bands are just irritating mechanics. I also accidentally win via culture more than anything else.

Haven't tried Old World yet, but it is on my list.

I found myself with a similar issue, but more generally that lategame for most victory types (except domination) is rarely interesting. In case of a culture victory, there is some supportive stuff you can/should do like trading with all civs, place improvement like city parks or gain suzerainty of city states that give tourism-yielding improvement, regularly check enemy governments to adjust yours for maximum tourism or go for national parks if you still have locations. Then you could go for more exotic stuff like biosphere based tourism or build leftover wonders. But in my games, most of this is set up well before the actual predictable and inevitable victory occurs so at some point and therefore the game devolves into an end-turn-simulator.


Totally. I do find biosphere tourism, wonder-related stuff, and city-state suze all interesting. I also find the endgame for science fun (up until the point you're literally just waiting for your rocket to get there) because it requires a refocus from science to production on some cities, which necessitates interesting planning. Religion is okay also, the minigame of apostles and alternate battle is good enough imo. By far my least favourite victory types are culture and diplomatic - culture because its endgame rock bands are annoying mechanically, and diplomatic because it feels super undercooked.

The game devolving into an end turn sim is imo an issue of AI and perfect information. If the AI was at all competitive and you didn't know exactly how close to winning the pressure to optimize your endgame for science/culture would add any tension, instead of the current incentive of "well I have to press end turn fewer times."
Yurie
Profile Blog Joined August 2010
11822 Posts
Last Edited: 2024-06-18 17:29:28
June 18 2024 17:28 GMT
#25
On June 14 2024 18:10 Silvanel wrote:
Old World > Civ VI
Really, it is much better game.

Not really excited for Civ VII, I dont see them vastly improving over previous iterations. There are more changes/improvements between some DLCs in Stellaris then between various iterations of Civ's. Somehow, even after all this years they cant seem to create workable diplomacy. It's just sad.


How important are characters in Old World? I see it has an inheritance screen in its screenshots on Steam and that directly bounces me off. I think there is too much focus on people in Europa Universalis IV where you basically just have a ruler and some marriage diplomacy. (Generals / Naval commanders having names don't really matter.)
Latham
Profile Blog Joined May 2007
9560 Posts
Last Edited: 2024-08-20 22:27:48
August 20 2024 20:24 GMT
#26
Here is gameplay!


Artstyle looks still cartoonish/Mobile Game-ish, but also a step in the right direction and an improvement over Civ 6.
Maybe some ReShade to make the colors less vibrant and more washed out.



More hands-on experience from a Youtuber who got to play it himself:
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
evilfatsh1t
Profile Joined October 2010
Australia8649 Posts
August 21 2024 07:29 GMT
#27
i agree that the art style looks better already in civ 7. still more reminiscent of civ 6 than civ 5 but i think overall its an improvement. i also agree with the criticisms about the models though, they could be much better.

didnt watch enough to comment on gameplay much but in the first 5mins of the 3rd vid im already raising my eyebrows. why the hell are you able to pick a leader for a civ when the leader has had absolutely nothing to do with said civ? and youre apparently able to change civs during the game? wtf is this
Bacillus
Profile Joined August 2010
Finland1927 Posts
August 21 2024 16:32 GMT
#28
On August 21 2024 16:29 evilfatsh1t wrote:
didnt watch enough to comment on gameplay much but in the first 5mins of the 3rd vid im already raising my eyebrows. why the hell are you able to pick a leader for a civ when the leader has had absolutely nothing to do with said civ? and youre apparently able to change civs during the game? wtf is this

Yeah, the leader - civ roulette sounded horrible for me. It kind of reminds me of the less pleasant parts of Civ 6 where you've got crazy number of all kinds of options, but in reality only a few viable ones and limited depth gain once you see past the superficial complexity. (Or that's how I've understood the issue at least, never really learned Civ 6 inside out to say for sure).

On a quick glance, the UI also seems really raw and unfinished at places. I guess there's plenty of time to refine that still.

I think I'm fine with the visual style. I just wish they can nail the overall tone better than Civ 6 did. On 6 they seemed to bounce between epic, silly and cartoony and it never really struck a good balance on them.
Latham
Profile Blog Joined May 2007
9560 Posts
Last Edited: 2024-08-22 21:58:13
August 21 2024 19:02 GMT
#29
Here's a pretty comprehensive list of new features in Civilization 7 that I dug up on reddit:

  1. NO HOUSING - Happiness is back
  2. NO BUILDERS, NO WORKERS (1 population = 1 improvement) - In civ 7 any tile in your nation owns you automatically get the yields from, its all constantly worked.
    "Double change, you dont get autonomy on which tile you can work and its much more noticable early game, antiquity age will feel more different" - Ursa
    "Cities dont grow on culture, its based of actual city growth, when city grows you get a tile and then you choose an improvement and you get it, those yields are expanded upon as you progress throughout the tree" - Boes
    "All buildings are on tiles now. Every single one." - Ursa
    "For every population you get you improve one tile" - Ursa
    "They aim for the system to be a lot less hassle late game, you stop caring about turn 150 on civ 5, meanwhile in civ 6 everything was based on builders. They tried to address stuff late game, so basically you get less on your plate. Late game it will be brilliant but early game... we will see what people think of it". - Ursa

  3. Battle - Just like civ, instead of having units promote the army commander gets experience and he gets his own tree that boosts other units around him (for example archers can get +1 range) - "Great generals on steroids" - Ursa
    Armies still take one tile, but general can use "gather troops" to get all troops on tiles around him to gather on him and lead them.
    You can have multiple army commanders and it apparently helps with late game not being as tedious.
    "It looks so cool when units walk in formation around commanders. You can also use commander to gather troops from around the map" - Ursa
    "Top 5 change for me in civ 7" - Boesthius
    "Combat felt very much like civ 6 outside commanders" - Ursa, "agreed, felt the same" - Boesthius

  4. Buildings - Apparently unique buildings to a civilization are 'ageless', but some buildings will disappear(or change?) when you start a new era.

  5. Romes unique military unit was a legion and it was getting more and more powerful as the age went on (so it didnt become obsolete throghout the age) - I assume once you hit new age and swap civilization you will lose that unit, though I have no idea how that can be implemented.

  6. 'It feels like civ' - Apparently Ursa says it felt like he was playing civ, not a new game or Humankind

  7. AI was apparently good - they played prince and Ursa claimed it was 'frightening'. One of the devs said he can beat deity on civ6 but cant do that in civ7 (my question would be if that can be achieved

  8. Scout can use one turn to survey the area around him (apparently it gave info about key tiles in 6 tile radius)

  9. Leader changes - "Leaders themselves stay the same through the game, its just the culture that changes" - Boesthius

  10. Game will take a lot longer - "They [the devs] are tired of us winning the game in 200 turns" - Boesthius
    "Ages are much more segmented, you can play a game of one age and it can feel like its own experience, much more isolated" - Ursa

  11. Tall or wide? - "Devs knew about civ 6 wide problem. In civ 7 you start with SETTLEMENT CAP. Rome started with 3 and by the end of the first age (~135 turns) I got to a cap of 7.
    [Note: Does that mean civ7 campaign would last about 400 turns? - Ursa said they are aiming for 500-600 turns on standard speed.]
    "Myself I got to cap of 8, so it varies." - Boes
    "NOT A HARD CAP. It is a soft cap and once you get over that cap your cities get unhappy and your yields are down." - Ursa

  12. NO LOYALTY IN THE GAME.
    "I would know because one AI plonked a city just between my two I owned." - Ursa

  13. TYPES OF SETTLEMENT - "When you settle a brand new city its similar to humankind/millenia - it doesnt turn into a city, it turns into a town. It takes time for a town to be turned into a city. What you do with that outpost, whatever it is focused on (mines, fields, happiness etc.) those yields are sent to your empire.
    When you change a focus of your town it stays like this until the end of the era and then you can switch it" - Boes
    "I dont know how I feel about it, I wouldnt mind if there was any way for it to change" - Boes
    "You can turn towns into cities, your towns dont count towards the city cap" - Boes

    "My capital early was 23 population." - Boes
    ***"***One city challenge is possible again" - Ursa

  14. PANTHEONS, NO FAITH. - "To get it, you had to research misticism and build and altar" - Ursa
    Pantheons are rebalanced, there is no free settlement pantheon again, just 10% boost for settlers, in his game Ursa picked extra yields for farms and it apparently was broken.

  15. CRISES - As age gets towards an end you get 3 levels of crises which grant you a negative effect, for example for Ursa in Rome the Legion cost twice as more, its done to build up towards a fall of civilization and chosing a new one. You are forced to choose a negative, Ursa like it, Boes did not.
    Ursa felt like it was just an incovenience, but not really that hard. Eventually it builds up to your civ "falling" and changing.

  16. New age - There is a certain amount of success carry over, but it is a rubber-banding mechanic. Everyone starts new age with new tech tree, new civic etc. It is a hard reset, but what you did on map will stay.

  17. Multiplayer/CPL - The "pro" game wont work for whole campaign, Ursa guesses there will be leagues around each age.

  18. UI - ***Everyone disliked the UI. "***Too much and too little on the screen at the same time, one thing that was annoying, there is way too much grey on grey on grey, nothing pops out to you, there is no vibrant colors, nothing to show this." - Boes
    "They went for brutalistic look of civ 5 UI [Writer note: FUCK]" - Ursa
    "UI is in progress according to devs" - Boes

  19. No traders - Instead you get merchants, they wander around the map, plonk themselves in the foreign city, it gives them gold and it gives you a copy of all the resources in that city. Felt not fleshed out in design perspective just yet.

  20. Victory conditions - "You can only win the game in the last age, up until that point you get legacy paths (science, culture, economic, militaristic). There is no religious and diplomatic wincon, econ is back in the game. In the ages the different four pillars give you quests and if you do that you unlock points, the more points you get the more stuff you unlock to take further in the game" - Ursa
    "Almost like score victory-esque, but we did not see a way to win just yet so that is unsure." - Boes
    "There is a chance there is something else in next 2 ages, but from what we saw we dont expect that" - Ursa

  21. Leaders promotion tree - Was huge, had 6 different trees with 12/13 promotions in each, they were all very different.

  22. Treaties - Only saw open boarders as selectable, there was a denounce nearby army greyed out.
  23. Endeavors

    Spend influence to start a cultural exchange or open markets. You could accept, deny, or support. Normally the suggester would get 4 culture per turn and the target would get 2. If the target supported with their own influence however, both people would get 6.

  24. There were also some sanctions but they were greyed out.

  25. Proxy Wars - You could pick a side in a war you weren't involved with and support them. It had the ability to change the war weariness of a side.


Where I stole this from: https://www.reddit.com/r/civ/comments/1ex8zxq/civ_7_gameplay_details_ursa_ryanboesthius/

Note from myself: I think I heard in one of the videos someone posted that there are no barbarians now? Something to that affect. I think they merged barbarians with city states to form these completely random and aggressive mini-countires?

Also can't cut down forests to boost production of buildings/units anymore.
Can't buy tiles. Instead you do these production zone bombs on your outer borders to scoop up land, a little like culture bombing from previous titles. Initially its just rural zones, later on its rural/urban zones.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
EchelonTee
Profile Joined February 2011
United States5245 Posts
Last Edited: 2024-08-22 02:15:44
August 22 2024 02:15 GMT
#30
I'm pretty excited. A lot of changes that are scary, but I'm down for a shake up. I wouldn't want just a remixed Civ V or VI.

In previous games I loved early game micro with builders and chops, losing that hurts. Conversely the modern age was always quite boring IMO, the game is usually decided by then and you're just going through the motions. So if they make the 3rd age actually good, could be an OK trade off.

Civ changing is the most controversial new feature. I'm in a wait-and-see position for now, I think it could be implemented well, but it will feel weird not carrying the same Civ throughout a whole game.
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
Comedy
Profile Joined March 2016
456 Posts
August 23 2024 12:28 GMT
#31
Loved civ 2,4,5, could never get into VI.

VII has me worried it'll dig deeper on the things I Didnt like about VI. I just want to play the game I've loved almost my whole life.
Gahlo
Profile Joined February 2010
United States35143 Posts
August 26 2024 01:13 GMT
#32
I just want it to have a decent tutorial.

Every now and then I try to dip my toes into CIV and while I enjoy the early game with expoloration and what not, by the time mid and late game comes around I have to learn a whole bunch of systems that require a youtube series to know what things actually do.
evilfatsh1t
Profile Joined October 2010
Australia8649 Posts
August 26 2024 04:06 GMT
#33
to be fair i think its going to be difficult to have a tutorial that teaches players how to best utilise a system.

governers in civ 6 was pretty self explanatory as a system but you cant get a tutorial for why magnus is so good or when to get pingala. if they did then the tutorial would be too invasive
andrewlt
Profile Joined August 2009
United States7702 Posts
August 26 2024 15:48 GMT
#34
There are some good ideas there but there are new features that are worrying from an execution perspective.

The one thing I'm most worried about is them trying to promote tall once again. I hated that part of Civ 5. I don't go ultra wide but I like to have around 10-15 cities in a typical Civ 6 game. I wouldn't mind fewer if there is more to manage in each city. 7-8 doesn't sound bad but hopefully they don't make domination too punishing. It's one of the more interesting ones right now.

On August 26 2024 13:06 evilfatsh1t wrote:
to be fair i think its going to be difficult to have a tutorial that teaches players how to best utilise a system.

governers in civ 6 was pretty self explanatory as a system but you cant get a tutorial for why magnus is so good or when to get pingala. if they did then the tutorial would be too invasive


Agreed. Tutorials are too basic and you would still fall to all sorts of newb traps. I like reading guides because they are better at giving me a sense of what strategy to use. I come back and play Civ 6 for 50-100 hours every year the last few years. Every time I come back, there is a learning curve to familiarize myself with the game again.
EchelonTee
Profile Joined February 2011
United States5245 Posts
Last Edited: 2024-08-30 05:17:38
August 30 2024 05:16 GMT
#35
I had a sudden flashback to advisors in Civ 2 and Civ 3. Using them as a "guide" as a kid sure was an experience xD

Personally I prefer Tall - Venice One City "Challenge" is something I really enjoyed. The city spam of Civ 6 got a bit much to me especially with all the district planning you want to do in advance. Hopefully they can find a decent medium. Seems like even if you dont want too many cities in VII, towns can go beyond that limit and allow for some flexibility
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
evilfatsh1t
Profile Joined October 2010
Australia8649 Posts
August 30 2024 05:40 GMT
#36
yeah i previously posted here that i would like a nice middle ground between wide and tall and it seems that civ 7 kind of has a good idea on that. towns and cities being distinguishable and there being a soft cap on cities (which are the ones that really become tall), while towns not having the same restriction still allows for wide gameplay
Latham
Profile Blog Joined May 2007
9560 Posts
Last Edited: 2024-09-01 10:56:52
September 01 2024 10:30 GMT
#37
More videos with news about civ 7:





We got to see a few new civs (Japan, Normandy, a few different Indias)
       It was strongly implied that Japan, China and India could remain themselves throughout all 3 ages, but they'd have a slightly different (historically acurate) name. For example "Han" China, "Meiji" Japan, or "Chola" India etc. depending on the age you're in.
       When playing versus the AI and advancing eras, YOU will always be the first person to choose how your civilization evolves, before the AIs can choose so to not let them steal your dream civilization and fuck up your plans.
       It was strongly implied AIs will try to follow the logical and historical evolution of their respective civilization. The chances of the AI advancing from Egypt to Mongolia are very slim. They'd really have to have no other option to choose from, to go that route.
       They are VERY excited to see which civilizations the modding community will add themselves.
       Denuvo will be in at release. Also, no hot-seat multiplayer (at least on release).
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
andrewlt
Profile Joined August 2009
United States7702 Posts
September 03 2024 15:38 GMT
#38
On August 30 2024 14:40 evilfatsh1t wrote:
yeah i previously posted here that i would like a nice middle ground between wide and tall and it seems that civ 7 kind of has a good idea on that. towns and cities being distinguishable and there being a soft cap on cities (which are the ones that really become tall), while towns not having the same restriction still allows for wide gameplay


Same with me. When I play domination, I tend to raze most cities keeping only very few. I find the district planning the most fun part of Civ 6, which is my favorite in the series. I find too few cities too limiting in that I could only plan a few different cities. Too many and it becomes exhausting. The removal of workers would really help reduce the annoying micromanagement in the midgame and beyond.

I like to have my cities have as much of their 3 rings as possible instead of smacking them too close together. Using towns to grab resources sounds awesome.
Bacillus
Profile Joined August 2010
Finland1927 Posts
September 03 2024 18:51 GMT
#39
On September 01 2024 19:30 Latham wrote:
       When playing versus the AI and advancing eras, YOU will always be the first person to choose how your civilization evolves, before the AIs can choose so to not let them steal your dream civilization and fuck up your plans.

This feels pretty messy. Some people definitely want to play their dream civs and usually you've had the lower difficulties to allow without much obstruction. Meanwhile elevating the player like that on harder difficulties seems pretty weird.

I don't know, the more wary side of my brain wonders if the AI is still operating with so many advantages that they're going to hit certain milestones way before the player and as a result the player would have whatever scraps was left after every AI player gets to pick theirs first.
Fleetfeet
Profile Blog Joined May 2014
Canada2552 Posts
September 03 2024 22:44 GMT
#40
On September 04 2024 03:51 Bacillus wrote:
Show nested quote +
On September 01 2024 19:30 Latham wrote:
       When playing versus the AI and advancing eras, YOU will always be the first person to choose how your civilization evolves, before the AIs can choose so to not let them steal your dream civilization and fuck up your plans.

This feels pretty messy. Some people definitely want to play their dream civs and usually you've had the lower difficulties to allow without much obstruction. Meanwhile elevating the player like that on harder difficulties seems pretty weird.

I don't know, the more wary side of my brain wonders if the AI is still operating with so many advantages that they're going to hit certain milestones way before the player and as a result the player would have whatever scraps was left after every AI player gets to pick theirs first.


Makes some sense - it certainly is an 'issue' in civ6 Deity. There are certain wonders you'll virtually never get because AI starts making them turn1 with 3x your production, certain pantheons that are gone 90% of the time for similar reasons, and contesting for space for your cities is an issue - the AI will settle foolishly and aggressively, often screwing up your city planning.

That said, I don't think that's a bad thing overall. The AI throwing a spanner in your works is kind of the point of having enemies. Also, in the case of civ7 it sounds like dramatic branches in your civ choices happen during age transitions (which in previous civ are simultaneous for everyone) and that the players get first choices.
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