Sid Meier's Civilization VII | Review Thread
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[email protected]replied to [email protected] last edited by
Had the same thought. Plus, according to some of these reviews, there's no information age units, so that gives them a possible fourth era to work with in upcoming DLC.
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[email protected]replied to [email protected] last edited by
Culture victories are never really explained, but that was also a Civ5 issue. I never completely figured out how luxuries/amenities are distributed between your cities, and cities don't show a breakdown, just how many they have. I do like 6 better than 5 over all, though, but I'm also not OP.
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[email protected]replied to [email protected] last edited by
IIRC from when I first got the game, the tutorial hadn't been updated to account for changes from patches and expansions. It was probably fine for launch day, but decidedly not for the final game.
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[email protected]replied to [email protected] last edited by
Wait until there's a steep sale on the Complete Edition later on. I only paid $5 for Civ5 Complete, and I think $15 for Civ6 Complete.
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[email protected]replied to [email protected] last edited by
Best advice. Get strung along for a few years until they make it whole.
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[email protected]replied to [email protected] last edited by
The way of the future
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[email protected]replied to [email protected] last edited by
I don't understand why we let Civ get away with amputating gameplay from the end-of-lifecycle previous game to repackage as new DLC again? If they hit upon great ideas in an expansion, why is that not folded into the core product like most decent games do with sequels?
They started with a triangle for 6, slowly carved it down to a semi-smooth, functional circle, then turned around for 7 and said "how about a cube this time?" Stop reinventing the wheel and finishing refining it.
Honestly, the development mirrors my playthroughs of 4Xs: start with something funky and a lil different, struggle to make it work, and then restart when I'm close to done.
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[email protected]replied to [email protected] last edited by
I've done zero research into the new release. Does it add much in the way of major game changing alterations? I'm thinking along the lines of how the district systems dramatically the feel of the game
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[email protected]replied to [email protected] last edited by
I haven't delved into it much but the big change this time is that as eras change, so do leaders. So you can change from one leader to another mid-game for different bonuses and strats.
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[email protected]replied to [email protected] last edited by
Yeah. Lots of changes. They reduced the number of ages down to three, Antiquity, Exploration, & Modern. In each age, you play a different civ. For example, you could start Antiquity with the Romans, transition into Spain for Exploration, and finish as Mexico in Modern.
Leaders and Civs are detached, so now you can play as Benjamin Franklin of Egypt or Napoleon of Japan. Leaders stay with you the whole campaign.
Settlers create Towns now instead of Cities. Towns are like puppet cities from Civ 5 in that they act autonomously. They mainly serve to harvest and send resources to your Cities. If they grow enough in population, you can spend money to convert them into Cities.
District system has been reworked. Now there's only two types of districts, Urban and Rural. Rural districts take the place of resource improvements, since there are no more builders. Urban districts get two building slots, and from what I've seen some buildings do get adjacency bonuses.
There's a new unit called Commander that lets you stack your other army units on top of it and transport them across the map. Still have to unstack your army to engage in war.There's more changes, but these are main ones that jumped to mind in terms of dramatically changing the feel of the game.