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Civilization VII - coming February 11th

Joined
Mar 3, 2010
Messages
9,561
Location
Italy
1738601042928609.png

Wtf?

i read the first four words and my inner willis was ready to answer "1", then i kept reading and why in the flying fuck an item with irregular volume and variable mass is measured as a liquid?
 

flyingjohn

Arcane
Joined
May 14, 2012
Messages
3,259

Shamelessly ripping of chan:
>cannot ever switch tiles between cities
>score victory cannot be turned off, kinda mitigated by increasing age length
>all wars instantly end during an age transition, with your units sent out of enemy borders
>archipelago map gen looks more like small continents
>ai more willing to give away cities, even without being in war with you
>sieges are much easier: no city bombard, siege units more tankier, and avg gold income very high
>gamebreaking potential is massive: is easier than previous civ games
>mementos must be grinded to use for all leaders. Expect 100~ hours min to get all for one leader
>multiplayer: cannot start with more than 5 players when starting in the antiquity age
>mult. with advanced start will always spawn in major civs w/ ai
>ideology victory replaces domination victory

UI is a fucking mess
>inconsistent enemy highlighting - city-states/tribes are colored red while major civs aren't
>no map search to quickly find resources, natural wonders, etc.
>no on-map ui indicator for ageless buildings, have to memorize what is or check the prompt when queueing another building
>no civopedia page for civs' unique traditions (social policies), have to look at civ at game setup for info (in-game)
>can't rename cities or commanders

Positives
>variety of playstyles combining traditions, mementos n shiet. Modding potential is high (once tools are released...)
>quick/online speed more feasible, espec. w/ the ages system. Online takes around 4-5 hours, standard 10-15
>easiest civ to get into
 

whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
17,950
Location
bulgaristan
Codex Year of the Donut
Bad design decisions that we are probably stuck with:
>all wars instantly end during an age transition, with your units sent out of enemy borders
>archipelago map gen looks more like small continents (this is caused by the mandatory undiscovered continent - old world and new world are always 2 big rectangles)
>multiplayer: cannot start with more than 5 players when starting in the antiquity age (again required by the size of the old world)

Bad design decisions that they can perhaps walk back:
>cannot ever switch tiles between cities
>score victory cannot be turned off, kinda mitigated by increasing age length
>ideology victory replaces domination victory
>sieges are much easier: no city bombard, siege units more tankier, and avg gold income very high
>mementos must be grinded to use for all leaders. Expect 100~ hours min to get all for one leader

Everything else will be fixed by the developer or mods, its just number manipulation and LUA scripting.
The leaders leveling/memento system, depends on how its implemented, might just have a mod that unlocks them. Or a modded map that lets you grind experience absordly fast, so you can unlock them that way.
The hard reset on era completion is the big core spine of the game, that I think won't work well. Can't change that either, its too core to the new design.
 

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