Reason: Fixed a typo
Some proposed changes to Civ 7
- no more builders/workers
- tile improvement options occur immediately with city population growth
- no more external Civ 6 style districts
- buildings are built on tiles outside the city, two per tile
- no more Loyalty system
- Civ 6 disaster system persists in some form
- soft cap on Cities that can be settled, Happiness penalties for exceeding cap
- towns exist as resource colonies that can farm a single type of resource, but can only be changed once per era
- no more manual City Management of tiles, cities get all resources from all tiles owned
- city borders expand with population growth
- no more Amenities, now there's simply a general Happiness mechanic
- apparently no more Bonus or Luxury resources
- navigable rivers added
- no more global Great People, some Great People available in certain eras to specific civs
- specific civs have massive bonuses to build civ Specific wonders - ie Egypt & the Pyramids
- new Commander mechanic - General who can load/unload up to eight combat units inside them and march them to battle
- Commanders now upgrade, units don't
- no more Faith as a resource
- Religion doesn’t seem to be available in the first Age
- no more Religious Victory
- new Economic Victory has been added
- overhauled Diplomacy system where players have to spend Diplo currency to trade with opponents, Open Borders, etc
- new Humankind-like system where players choose an initial leader who stays permanent, but options are available to change or adapt civs with each Era change - Ancient Egypt can become Songhai or the Mongols (if horses found)
- game now divided into 3 eras - Ancient, Exploration, Modern
- all civs progress through era change simultaneously
- rubberbanding mechanics with era changes to try to avoid snowballing, opponents get to catch up on Tech Tree with era change, etc
- the end of each era presents a scripted Crisis that the player has to resolve
- the developers are trying to discourage speedrunning, each era lasts 125-150 turns on Standard
- multiplayer players are mad - Ancient era only allows 5 players to start then map & # of civs expands as new eras progress
- no more hot seat
- concern that Civ 7 will restrict modding possibilities even further
- game is launching with DRM Denuvo spyware
- lots of scummy preorder and DLC tactics - hiding two leaders behind preorders, planning something like 6 DLC packs over first half year of release, selling DLC tile set cosmetics, etc
79 days ago
10 score
Reason: Original
Some proposed changes to Civ 7
- no more builders/workers
- tile improvement options occur immediately with city population growth
- no more external Civ 6 style districts
- buildings are built on tiles outside the city, two per tile
- no more Loyalty system
- Civ 6 disaster system persists in some form
- soft cap on Cities that can be settled, Happiness penalties for exceeding cap
- towns exist as resource colonies that fan farm a single type of resource, but can only be changed once per era
- no more manual City Management of tiles, cities get all resources from all tiles owned
- city borders expand with population growth
- no more Amenities, now there's simply a general Happiness mechanic
- apparently no more Bonus or Luxury resources
- navigable rivers added
- no more global Great People, some Great People available in certain eras to specific civs
- specific civs have massive bonuses to build civ Specific wonders - ie Egypt & the Pyramids
- new Commander mechanic - General who can load/unload up to eight combat units inside them and march them to battle
- Commanders now upgrade, units don't
- no more Faith as a resource
- Religion doesn’t seem to be available in the first Age
- no more Religious Victory
- new Economic Victory has been added
- overhauled Diplomacy system where players have to spend Diplo currency to trade with opponents, Open Borders, etc
- new Humankind-like system where players choose an initial leader who stays permanent, but options are available to change or adapt civs with each Era change - Ancient Egypt can become Songhai or the Mongols (if horses found)
- game now divided into 3 eras - Ancient, Exploration, Modern
- all civs progress through era change simultaneously
- rubberbanding mechanics with era changes to try to avoid snowballing, opponents get to catch up on Tech Tree with era change, etc
- the end of each era presents a scripted Crisis that the player has to resolve
- the developers are trying to discourage speedrunning, each era lasts 125-150 turns on Standard
- multiplayer players are mad - Ancient era only allows 5 players to start then map & # of civs expands as new eras progress
- no more hot seat
- concern that Civ 7 will restrict modding possibilities even further
- game is launching with DRM Denuvo spyware
- lots of scummy preorder and DLC tactics - hiding two leaders behind preorders, planning something like 6 DLC packs over first half year of release, selling DLC tile set cosmetics, etc
79 days ago
1 score