Sid Meier's Civilization

Honestly, I'd actually be fine with a Civlike ending in the 1800-1900 range if they made prior ages more involved. WW1 being the conclusion of a game is an idea I'm surprised no one has really explored.
With what you said and what you quoted, I think the issue moreso late game being boring, if you haven't gone total war it's likely you're going for another type of victory and managing your cities becomes secondary to your objective despite still being the only gameplay. You're not settling new cities, you're just micromanaging buildings.
 
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Honestly, I'd actually be fine with a Civlike ending in the 1800-1900 range if they made prior ages more involved. WW1 being the conclusion of a game is an idea I'm surprised no one has really explored.

I really enjoyed PIE's Ancient Europe for CIV, which runs from 6000 BC to AD 700 and gives you more than enough time to play around with "late game" units, it just got an update two weeks ago, so it's still being worked on. Not quite what you're looking for, but a real problem with late game units in Civ is that they should be overtuned so games can end quickly, but are often quite underwhelming, and you don't get to mess with them much as you've either already lost, or are closing out some other victory type. Even viable comeback strategies like a Nuclear Blitzkrieg run into issues, getting to nukes first is easy on lower difficulties, but the game never makes it that far, and on higher difficulties, the AI reaches nukes first as they usually have a considerable tech lead.
 
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Honestly, I'd actually be fine with a Civlike ending in the 1800-1900 range if they made prior ages more involved. WW1 being the conclusion of a game is an idea I'm surprised no one has really explored.
Why? I really like WW1 as the ending to a Victorian Era or even potentially a longer colonialism game, but it was just the first act of more stuff popping off. I feel like the Cold War/Information Age/Pax Americana is the natural stopping point since you have a story of the world building up to catastrophic ideological conflict and one side of it (historically, choices being liberal democracy and two varieties of socialism in fascism and communism) coming out on top as lone superpower. One side clearly wins. Of course we’re not at the End of History IRL, but since we don’t know what happens next, it makes sense for a game to be built around that kind of narrative.
 
but it was just the first act of more stuff popping off.
Really depends on which way you look at it. WW2 wasn't an inevitability and if WW1 can be dismissed as just a prequel to WW2 then WW2 could inversely be dismissed as just a sequel to WW1. It wouldn't preclude having a story of an escalating ideological conflict either; the Paris Commune was half a century prior to the Petrograd Soviet, the French Revolutionary Wars were obviously ideological and even before that you had the English Civil War - you'd just have to be a bit more creative in structuring it than the basic liberalism/fascism/communism. Maybe have it be something more broad like revolution/reaction and you can tailor it across a few centuries (perhaps have a third reform branch that both sides can dip into to moderate).

At any rate, I think the best point is that WW1 was the definitive curtain call to the old world and old methods of warfare. Multiple centuries-old empires were put to the test of industrialized, total warfare and crumbled. If there is any better way to meaningfully put to the test whether or not you actually have built a civilization that can stand the test of time, it's in having to commit it against the near-apocalyptic and unprecedentedly wanton destruction that the first WW1 brought about, and in weathering the anti-civilizational ideologies it unleashed. There's also simply the matter of scaling; I think most people agree that the Info/Modern eras are boring because by the time you've gotten to them there's already a clear winner. Mulitpolarity is part of what makes Civlikes fun; the fight to decide who gets to set up the bipolarity is, imo, more important than deciding which of those two come out on top.
 
Really depends on which way you look at it. WW2 wasn't an inevitability and if WW1 can be dismissed as just a prequel to WW2 then WW2 could inversely be dismissed as just a sequel to WW1. It wouldn't preclude having a story of an escalating ideological conflict either; the Paris Commune was half a century prior to the Petrograd Soviet, the French Revolutionary Wars were obviously ideological and even before that you had the English Civil War - you'd just have to be a bit more creative in structuring it than the basic liberalism/fascism/communism. Maybe have it be something more broad like revolution/reaction and you can tailor it across a few centuries (perhaps have a third reform branch that both sides can dip into to moderate).

At any rate, I think the best point is that WW1 was the definitive curtain call to the old world and old methods of warfare. Multiple centuries-old empires were put to the test of industrialized, total warfare and crumbled. If there is any better way to meaningfully put to the test whether or not you actually have built a civilization that can stand the test of time, it's in having to commit it against the near-apocalyptic and unprecedentedly wanton destruction that the first WW1 brought about, and in weathering the anti-civilizational ideologies it unleashed. There's also simply the matter of scaling; I think most people agree that the Info/Modern eras are boring because by the time you've gotten to them there's already a clear winner. Mulitpolarity is part of what makes Civlikes fun; the fight to decide who gets to set up the bipolarity is, imo, more important than deciding which of those two come out on top.
See, I agree with all that, but I see that as playing out through the whole World Wars and Cold War era. If your game up and stops at WW1 tech and aesthetics, you've just started in the crisis. Britain and France, for example, are only in the beginning of the end of their colonial empires. The polarity aspect is something I think comes about because of game balancing is an inherent problem in any strategy game with a long runtime; you can see the same in a Paradox game or a Total War game where it's just plain hard to balance something around realistic outcomes, and I think a huge aspect of that that goes overlooked is that only a human player has the singleminded focus to run a state as though it is a game. States compete, but you don't have the same kind of sustained and coherent effort from generation to generation. They're not relentless in the same way.
 
What is the general consensus on the next one, Civ 7? I had reservations about 6 and how dramatically the game was going to be changed and by and large I actually enjoyed 6 a lot, it reminded me a lot of the Civilization tabletop game, a lot of the systems seemed to work a lot better (with the exception of the constant fucking retarded amount of time you wind up having to dedicate to counter-espionage) to me and it allowed for a lot more interesting gameplay once you get beyond the point where the hyper aggressive AI will go after you. I could see the unlocked leaders thing being interesting, or just retarded. Also, I'm personally over the ridiculous number of African civs, I can't imagine anyone was asking for them and their unique buildings are just culture bonus buildings usually so they wind up playing very boringly.

My personal favorite civs are Civilization: Call to Power and Civ 3 and its expansions, I remember really enjoying the fall of Rome, rise of Rome, Norse and feudal Japan scenarios.
 
but I see that as playing out through the whole World Wars and Cold War era.
Sure, but I guess it just comes down to expectations - people associate those gameplay concepts with that era just because Civ's the only one that's really done it and they only do it in those timeframes. If you don't have those you would have to put in the effort on the prior eras and really sell WW1 and its peace proceedings equivalents as the game's conclusion, but I think that would still be a draw in of itself.
you've just started in the crisis.
True, but only from the advantage of retrospective; the signatories of Versailles and the architects of the League of Nations thought otherwise. Similarly, Civ 1 launched the year the Soviet Union collapsed and the End of History zeitgeist came into full swing; the idea that fundamentalist Islam would resurge as a major historical force a decade later and that liberalism would start choking the life out of the promise of hovercars on our moon colonies was probably unthinkable to Sid when he was making the stuff for the Space Age. Ultimately I think it's easier and more impactful to simulate what the player understands is a momentary triumph as a conclusion to a game like this then meaningfully simulate the constant booms and busts of the last century when it should be the final lap for people to finish their victory conditions.
What is the general consensus on the next one, Civ 7?
I fully expect a dumpster fire on launch and an unfixable mess mechanically due to retarded decisions with the fundamental design.
 
What is the general consensus on the next one, Civ 7?
I'm personally over the ridiculous number of African civs
They haven't learned the lesson from Humankind. People either want a sandbox with civs or want actual custom nations. At least you don't have to switch civs between eras, but it's still annoying if you'd rather start as specific civ and can only unlock it later on. It removes player choice.
They could do custom nations without going the EU4 route too. They could make unique units/buildings unlockable by having certain resources or settling certain lands, like if you have horses you get to choose which unique unit you'd want for cavalry, or settling mountains gives terrassed fields. Players either want to dick around in a specific system or have as much choice as possible in a sandbox. Changing civs and to plan cities for the late-game right when you settle removes player choice and discourages fooling around, you have to play the specific way they intended. I'm fine with the african or lesser known civs, but I'm very tired of random consorts being chosen as the civ leader just to have 50-50 male and female leaders. Sid better not shove Eleanor of Aquitaine randomly again.
 
I'm just popping in to say the talk on ending a Civ game around WW1 makes me remember a fan-made Civ II scenario that was meant to be a much better-built version of the Age of Discovery one packed with one of the expansions and focused on the usual quintet of England/France/Spain/Portugal/Netherlands and game time stretching from 1492 to 1914:

-it had a worldwide map (of course!),
-the initial focus was on the Western Hemisphere and free Settler and military units were plopped down in each nation's colonized areas in scripted events to simulate colonization there while the Old World - full of Barbarian cities - had tech levels matching yours to discourage anything but trading posts or occasional city captures,
-scripted events attempted to wash over your New World colonies with utter hordes of Barb units to simulate the independence of the USA/Spanish Viceroyalties/Brazil,
-at this point your new scenario-specific tech and units were becoming way more powerful than the ones in Africa and much of Asia (if I remember, they scripted in newer, stronger units in Europe and East Asia to keep all but gamey players from overrunning them), to encourage you to capture the existing cities there,
-it specifically noted at the last playable turn in a message that "unlike in reality, quick-thinking diplomacy saves the European colonial empires from the horrors and eventual breakups from the Great War."

I actually found the scenario quite charming and it actually did do pretty well in terms of atmosphere with unit graphics and pop-up events to simulate the older colonization of the Americas and thence New Imperialism. Little events popping up stating "a hardy band of patriotic mercenaries arise to protect England's colonies" (free military units) or "powerful Portuguese nobles finance expeditions to the New World" (free Settler units in Brazil) were genuinely charming and simulated the feeling of overseas empire-building quite well even if they weren't 100% accurate to real history. I'd have to remember if they copied the official Age of Discovery scenario with that "Neutral Alliance" and "Native Peoples" as Players Six and Seven to further ease up gamey European players' attempts to conquer Eastern Europe or China or so, I just specifically remember many of the small Barbarian cities in Africa, southern Asia, patches of the New World as obvious "capture these!" cities for the player and fairly empty land for the scripted Settlers to pop in and begin forming cities on.
 
After all the recent talk of tubman and the like, I revisited Civ V.

I love the simplicity and overall feel especially with the amazing soundtrack. Just a really nice relaxing game with a noble regal feel to all of the leaders. Really seems like the devs actually cared about history and had respect for the leaders and nations they're representing.

And now in 2025 we have.... Tubman.

Tubman
 
Just a couple of more thoughts on Civ 7.

With the leader choices, it seems they are targeting people that aren't interested in history. Good strategy for a history game!

The people they are trying to impress will retweet/rebluesky the Tubman announcement then go about their day and never think about Civ again.
 
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With the leader choices, it seems they are targeting people that aren't interested in history. Good strategy for a history game!
They've been doing that since the first Civ game. They picked evil bastards like Stalin, Mao, and Gandhi because they're who what most non-history buffs know. The Zulu were chosen as the token black civilization because of a movie.
 
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>Already advertising the content they cut to sell as dlc
>First british leader is Ada Lovelace

She's not completely insignificant, but she's a mathematician. There's literally thousands of more appropriate and famous brits to go in the game. I really dont get this obsession with going for left field picks
Fuck, if they wanted a scientist as a leader, you have Newton or even Lovelace's colleague Babbage
 
She's not completely insignificant, but she's a mathematician. There's literally thousands of more appropriate and famous brits to go in the game. I really dont get this obsession with going for left field picks
Fuck, if they wanted a scientist as a leader, you have Newton or even Lovelace's colleague Babbage
Its actually baffling to see the choices nu-Firaxis made regarding the leaders in the game. If they really (and I mean really desperate) want a Pinoy leader, why Rizal? Guy only managed to make the Spanish seethe when his novels exposed the phoney Church but was not leader material. They could have chosen either Emilio Aguinaldo or Andres Bonifacio (or pick both and have a what-if scenario where Emilio's mom didn't convince him to kill his co-partner for the KKK leadership) given their importance to the nation's rebellion against the Spaniards.

Its clear to me the devs have no idea what history is other than the most superficial garbage possible.
 
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