Shillitron wrote: ↑ August 20th, 2024, 21:03Holy **** Civ 7 looks like trash
> Leader Models look unfinished - like really really bad
> Using "non-leaders" as civ leaders now, wanna expand their historical figure pool to "philosophers, thought leaders, influential people, religious figures" Basically an excuse for more diversity / female representation
> Already shilling a DLC pack for preordering - enjoy having 80% of the game spread out across 80 DLC packs at 10 bucks a pop
> You don't pick a civilization with bonuses, they ripped off that other game where your civ changes each age
> only 3 Ages "Agriculture, Exploration, Modern" Something like that..
> You pick a civ each age with bonuses / resources / techs for that age only
> Only 3 ages lmfao
The chat was hilarious.
"Wonder if Yasuke will be the Leader they pick for Japan"
"Whens Civ 8 coming out?"
"Don't preorder!!!"
Additional Info
( My original post still stands though)
The Good
- Map Artwork looks pretty good
- Districts are "gone"
Rural Districts = Resource Bonuses which seem to add way more varied bonuses & game mechanic tie ins that "slot" into cities, not just a global flat bonus
Urban Districts = Bonuses that come purely from buildings, so if you build several buildings that synergize science, this is a "Science District"
<See Quote Below for more details>
- City states and Barbarians have been combined into "Isolated States" which are way more varied and have way more gameplay mechanics.
- Goody huts far more varied in their bonuses and expanded in functionality? Not clear but seems ok
- Combat units have more abilities other than just +5 attack. (Example: Scout can spend a turn to expand vision or find goody huts)
Neutral
- Barter window between civilizations gone (Replaced with some diplomacy style system instead) This might end up being **** but the trade system isn't great either, it's ripe for abuse against AI and pretty meta gamed online.
- Happiness and Governor policies work together essentially combining Civ 5 & 6 functionality
- More narrative events between civilizations? (I like the immersion of civs having their own goals and fighting / advocating for different things - if it's annoying pop up window flavor text every 3 turns though - it'll quickly becoming tiring)
- Moving citizens around between tiles gone (Some people might miss this - I hated it late game)
- Combat units don't level up, all XP goes to your general units who have their own skill tree. This might be crap or really good - not sure yet.
The Bad
- Workers gone completely (Annoying late game but extremely fun early - game, huge decline IMO)
- tile improvements gone?
- Amenities are gone?
- Religion gone or changed? (They said they will provide more info on Religion soon - but initial playtester feedback said they can't see any way to start your own religion)
- Everything in my original quote, Ages, Civ Changing, Leader Models, etc - These seem to be universally hated by the community, not just me.
How Urban & Rural Districts Work:
Cities are still sprawled across multiple tiles like in Civ 6, but there are now only two types of districts: Urban and Rural. Urban districts can hold up to two buildings at the start of Antiquity, increasing over time, and might gain special meta attributes based on what you build there. For Egypt, I was able to establish a unique funerary district by building both of their civ unique buildings in the same place. So a "science district" isn't a thing you plop down that is going to start out being focused entirely on science. It's just an urban district that you chose to specialize toward science with synergistic buildings.
Rural districts are more or less what used to be called tile improvements. Remember builders? They're gone! Moving citizens around between tiles? Also gone! Instead, what now happens is, when you would gain a new citizen through population growth, you immediately plop down a new district (which will be empty if it's urban – you still need to spend production on city buildings), or possibly add a specialist to an existing one if you have unlocked the civics for it.
In the build I played, you could only place districts adjacent to existing ones, which on the one hand creates tighter and more believable urban cores. I didn't really think this restriction made sense for rural districts, though. I'd like to be able to place those a bit further out, since the look of outlying mines and farms, I think, creates a really nice scene. And the way it is currently, you can't really save room for future urban sprawl, so I ended up with kind of a weird-looking checkerboard of urban and rural, which doesn't feel especially authentic.



