Sid Meier's Civilization

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I’ve never been a big fan of strategy games, maybe because I’m a retard who doesn’t take the time to learn how to play them, but I LOVED Civ V. It was elegant, it made sense, and it was highly replayable.

I was naturally very excited when Civ VI was announced but I hated it. I tried it twice, the last time being like two years ago with all the DLC, but the systems didn’t click with me. AI was weird and I found myself feeling like I was “dragging” through a game, nothing like Civ V.

Civ VI was also a lot more cartoonish and it lost a lot of that elegance I liked from V. Was it pedantic? Yes, but the narration was amazing, and so was the music, the quotes, the paintings when you unlocked a world wonder.

I just read about Civ VII and I’m not sold yet. I don’t like that they removed eras and it looks more PC. Even Civ VI felt woke by pushing so many black female leaders, but now your civilizations can become other civilizations or something and I don’t understand why.

Are you guys looking forward to it? Should I give Civ VI another try? Should I just go and undust Civ V?
 
Rn is the most controversial time for me to say this but in 5 years there will be people saying 7 is the best in the series.
You will get shills for it, yes. That won't change that the idea this is just contrarian fans is a reductionist understanding of Civ's history and base, and probably projecting the console wars backwards to boot. Someone could play 2 and then enjoy 3; by the same token someone could play 3 and think 4 was better. Despite what cherry-picking instances of tryhard rivalry on mid-aughts webforums would have you believe, that was the general trajectory of the pre-5 fanbase, and even many people who love 4 can enjoy 5 (I do).

4 was well-received on launch and so were it's expansions. Many fans still hold up Beyond the Sword as the peak of the series. Its modding community is alive and well nearly twenty years later and has produced some of the most ambitious projects in strategy game modding, period.

5 was hated on launch by old fans for reworking (read; razing) so many core mechanics in an attempt to make Civ more like a eurogame instead of the 4X it had been. That casualization appealed to a lot of new players, and 5 came out around the same time that more and more people were signing up for steam, which meant that V benefitted from the largest proportional influx in the series history; most of the people who liked 5 at launch liked it because they had no direct comparison. Both of 5's expansions spent most of their energy in adding back in mechanics that existed in prior Civs, and to their credit making them some of the better iterations the series has seen; you will be hard pressed to find anyone saying that Gods and Kings or Brave New World were net negatives. And while only a fraction of 4's modding scene, since modding utility was one of the big things 5 cut, a decade on 5 still has a decently active modding scene and some dedicated projects.

6 came out to a warm reception on launch; the most common comparison was to 5, and the general consensus was that it was a better start to compared to 5's. Far less had been removed and there was a general attitude of optimism that, since the people heading it were the ones who had headed V's expansions, 6 would finish being definitively better the 5. That did not last. Compared to both 4 and 5's expansions, which received near-universal praise, Rise and Fall and Gathering Storm were both poorly received; even now they still have mixed on Steam. You do not have to look hard to find the sentiment that, at best, 6's development went awry and its potential was wasted, and at worst that it is an actively *worse* experience than it was on launch. This sentiment only grew with the prolonged period of DLC civs they had post-Gathering Storm. This attitude is also reflected in its modding community; not only does 6's modding community have nothing that can compare to 5's, let alone 4's, but prominent modders such as JFD gave up on modding 6 in favor of continuing to work on 5.

This is not speculation; you can see this sentiment in the peak playercounts on steam:
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5's all-time player peak was when Brave New World released; meaning after it had gone through its most tumultuous period and more or less finished its dev cycle. 6's all-time player peak was at launch; it never regained the goodwill it had then.

Now, in the week before it's launch, with the only people who are able to play being paid promoters and sycophants willing to put down $120, Civ 7 cannot even muster the goodwill that Civ 6 could on its launch.

This is not a case of a game series with a history of contrarian fans repeating itself. This is just a case of Civ declining as a series.
 
I don’t think the fans who dislike certain games or concepts are just contrarian which is why I avoided using that term. It’s easy to see which ones have substantive points and which don’t and there’s something to say about each game I think. I otherwise agree with your post. Civ 4 BTS is the peak of the series in my opinion so you aren’t gonna hear me substantially disagree with the premise the series has been declining steadily, but that expansion being well received fits with my point, since generally the expansions are spent deepening or improving the base game and it’s around the second expansion that opinion tends to turn. Civ 4 had critics on release but the complaints were less substantial than those for 5.

You provided data to prove your point about six peaking at release and the expansions not being what increases the size of the player base. My experience with that game was people disliking it on release (not as much as five which I agree with you was the most radical shift in the series) but then later saying it was great. I think maybe what changed some opinions on six wasn’t actually the primary content of the expansions, it surely wasn’t climate change in gathering storm. One big thing the game needed that the expansions added was rejiggering diplomacy with the grievance system. It ain’t perfect but diplomacy in civ 6 before that was even worse.

My observation about the civ cycle I suppose is more about perception than reality. When I say in 5 years people, including some of those who hated it on release will be saying it’s the best in the series I don’t mean to say it’s because it really will be. Overall the series has been 2 steps forward and three back since 4. Some of the issues they are trying to fix with 7 are good to try to fix but the solutions bring new problems, or the problems only exist because of poor choices in 5 and 6. One wonders where the series would be now if they had stuck with a strictly iterative approach after 4. The issue is then it would mean they would have less old features to repackage and sell again in dlc lol.
 
5's all-time player peak was when Brave New World released; meaning after it had gone through its most tumultuous period and more or less finished its dev cycle. 6's all-time player peak was at launch; it never regained the goodwill it had then.
Your image shows that Civ 6 is still more popular than Civ 5, and that it's had a less dramatic drop-off (proportionally; 100k is still crazy) than Civ 5. It also shows that people are steadily leaving Civ 5, and steadily hopping onto Civ 6, though at pretty gradual rates in both cases.

My main problems with 5 are fourfold;

1. It forces you to play MUCH taller and thinner than in 4 and Revolution - I will say that 6 has the polar opposite problem, in that it forces you to play FAR too wide.
2. Its art-style is overly-granular and uninviting - 5 looks like absolute garbage on my laptop monitor, though that's more of a "me" problem than anything else.
3. Its UI feels as generic as in 6, if not more so - city-states, religious features, and circular icons for everything are the big culprits for me, though I appreciate their meager attempt at the advisor system.
4. It just runs badly despite its age - and not in a stability matter, but more of an optimization matter; I attribute this mainly to point #2.

Then there's the stuff we're going to have to live with for the rest of our lives: hexes, combat systems the AI cannot handle, and per-tile border growth. (I was going to say one-unit-per-tile, but I haven't looked into 7 all that much lately, and it sounds like the commanders circumvent the system entirely.)

5, I think, gave Friaxis (and Paradox Interactive secondhand) a dangerous notion: that they could somehow completely transform a bad game sometime after its release, and have people love it and buy into it again. It didn't really work to the same extent in 6, but you could say that that's because they didn't transform 6 severely enough by adding what they added. I'm sure they're still thinking this about 7, which is why they've endeavored to change more, which they may or may not readjust back to something fun or normal a couple years down the line.
 
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Your image shows that Civ 6 is still more popular than Civ 5,
Which is to be expected, for a number of reasons:

1): 6 had more overall sales than 5
2): 6 is more recent, and people, zoomers especially, are more inclined to get into a series with/replay the latest iteration. 6 also had the advantage of coming out around the time that younger (post-9/11) zoomers were starting to come of age
3): 7's release being right around the corner would naturally have people replay a bit of 6 in anticipation, causing a temporary spikes in activity (without these 5 consistently maintains about a third of 6's playerbase, which is not bad at all):
stats.pngstats2.png
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While I wasn't arguing the overall numbers of players - I was arguing the general sentiment of those players over specific periods of time - those can still be used to support my point. 5 has only 8,503 negative reviews on steam out of 193,743 total (only about 4.3) compared to 6 having 45,278 negatives out of 297,271 total (about 15.2). That does not factor in the larger disparities between G&K/BNW and R&F/GS; but for the sake of diligence G&K is currently sitting at 89% from 305 and BNW is at 94% from 1,200 even, while R&F is at a miserable 57% from 2,275 and GS is 67% from 2,434. I could factor in the post-GS civ packs but I think that effectively demonstrates my original point about people not being satisfied with the route 6 went down.

but you could say that that's because they didn't transform 6 severely enough by adding what they added.
While I agree with the idea that V's redemption arc set an awful precedent for strategy gaming, I disagree with the assessment. 5 had people come around to it because the devs did genuinely try to fix game and add things people wanted and expected, and executed it well. 5's expansions didn't so much as transform it as just realize what potential it had. Civ 6 was transformed, and the people who bought into it didn't want it transformed, they wanted it built upon in the same way 5 was. Paradox understands this, for better and much worse, but Firaxis apparently hasn't learned this given how much inspiration they've taken from Humankind. It's also why I don't expect 7 to be able to course-correct in the way that 5 was; 6 was built off 5 and so it had a base that did appeal to people no matter how bad its development might have gotten, but 7's base doesn't appear to be built from 5 or 6 except in superficial ways. If they need to course correct in 7 there's no way to really go back to what 'worked' without just ripping out the foundations altogether.
 
Civ 5 and 6 had some criticism, but were not universally panned as dogshit by the people who actually purchased the game. Right now they have Overwhelmingly positive reviews on Steam and have never once dipped below mixed. You could argue this is simply a matter of preference
Civ 5 had the worst launch of a 4X game until Humankind rollled along. Everyone hated it on launch. The goodwill only came after the 2 expansion.
Civ 6 wasn't panned but it had a very middling launch.
 
Paradox understands this, for better and much worse
They've completely rebuilt Stellaris anywhere from two to four times since its launch, and they're currently in the process of doing it again. They've done similar things with EU4 and CK2, and with Imperator:Rome, and more-recently with Vicky 3. These have ranged from structural overhauls (Stellaris) to mechanics changes, to mere balancing decisions that had cataclysmic repercussions. I wouldn't say they've learned not to do what Civ 6 did.

5's expansions didn't so much as transform it as just realize what potential it had.
My experience with 5, having switched between BNW and the base game, tells me a slightly different story. Some of the changes brought about by 5's expansions are definitely transformations, from messing up trade routes by only partially implementing the changes (City-States still ask you to build roads to them when they don't link up) to completely reworking Culture and Military Victories, such that you could play the game without the expansions and have a very limited idea of what you're supposed to be doing. I did not play G&K, however, which might have prepared players for a more gradual shift in what they were working with.

Faith alone is a massive transformation, though I suppose adding a new resource is in the typical vein of DLC shenanigans. (On the other hand, Faith is incredibly useful in 5...)
 
Even Civ VI felt woke by pushing so many black female leaders, but now your civilizations can become other civilizations or something and I don’t understand why.
So no ancient Babylonians but with space program and a mass transit system going by the Hanging Gardens in some modern Babylon? Lame.

As for female leaders, in Civ I the only female leader is Elizabeth I. The rest of the leaders are all men, and the only black guy is Shaka of the Zulus. Civ II introduced the choice of male or female for each civilization, like Abraham Lincoln or Eleanor Roosevelt for the Americans. Sometimes the C2 dev team could not think of any historical people, so they went with mythical figures instead. Like Amaterasu the sun goddess for the female Japanese leader. I think Civ III was when they brought back only 1 leader.

So in Civ 7, is the only leader of the Americans Harriet Tubman? Not Abraham Lincoln or George Washington? Sounds sorta "woke" then.
 
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Are you guys looking forward to it? Should I give Civ VI another try? Should I just go and undust Civ V?
You should go play Alpha Centauri like a real man.
I don't want Civ VII because I played Humankind, and did so 4 years after launch will all the DLC and all the updates and while the turn to turn gameplay was perfectly fine the core idea of civ switching made the game unfun and feel antithetical to 4x games. And Humankind in spite of all the globo homo was a game made with some passion and a lot of effort if not skill. Civ VII looks cheap and shitty, designed by committee, flawed and has a a core gameplay that doesn't work.
This is not a good example but it's one that will work. BPM and Metal Hellsinger are rhythm fps games. They are well made games with a lot of cool things. But I can't play them. When in combat I am always off beat, the game wags it's finger at me, makes me do a latency test and I pass it with flying colors. If I want to do semi okay at the game I have to focus really hard on the beat indicator and not on the gameplay and I don't really find myself enjoying what I am doing since I can't really appreciate the combat, gameplay, music or how they come together. So I don't play those game because I know I won't like them and not because they aren't well made.
 
Even if it was a functioning and well made game, this mechanic would make me not bother getting it. I don't see the appeal of this gameplaywise at all.
I still don’t understand the forced civilization-switching. Why not allow an option to continue playing as your original civilization, even with a penalty/debuff to your civilization bonuses (like how wonders get obsolete). The current system reeks of the wrong lessons being taken from Humankind.

The whole history vs fantasy aspect is a tough nut to crack, and I’ve only really seen it done well with Rhys and Fall in Civ 4, where you play on an Earth map and civs come and go (and come back) over time.

Personally I think that resolving it in a vanilla game will require examining the whole civilization aspect of gameplay, with perhaps switching from playing as a civilization to playing as a culture or people, with an outer civilization wrapper that can evolve over time and depending on the context. This change would be interesting as it could offer a whole lot of ‘sub-civilizational’ gameplay after a military defeat. After all, the Greeks didn’t all go away after the fall of the Byzantines, and persisted long enough to regain their own nation-state. And there of course were many types of Greek cultures around, especially after Alexander.
 
They've completely rebuilt Stellaris anywhere from two to four times since its launch, and they're currently in the process of doing it again. They've done similar things with EU4 and CK2, and with Imperator:Rome, and more-recently with Vicky 3.
Stellaris is an outlier, and it's been constantly overhauled since it's release; it's one of the reasons why there's not much overlaps with Stellaris fans and fans of historical paradox GSGs. CK2 and EU4 have not gone through anything approaching the fundamental reconstruction Stellaris has, their expansions and updates have very much just been a constant tacking on of new mechanics while leaving the core unchanged; it's been a common point of complaint that both are still using the same combat mechanics they were released with, and with EU4, that its religious, trade, cultural and stability mechanics have remained functionally unchanged. Imperator got a facelift and cut out most of its reliance on mana, but again nothing nearly as radical. Vicky 3 has been doing a major turn-heel from its original design, but that's because Paradox was forced to admit that its original design was retarded and is trying to make concessions to the Vicky 2 fans they intentionally snubbed; this is what will probably happen with Civ 7.

I think you're confusing ripping out/fundamentally reworking core mechanics with just altering their execution. Going from the Utopia project to Tourism is a pretty big shift in execution, sure, but the fundamental style of gameplay is largely unchanged and it's easy to grasp one if you have experience with the other. Faith is also a pretty big addition but that's because there was a total dearth of anything related to it prior; despite that, it isn't an end to itself, it complements all other forms of gameplay. Neither them or the change in trade routes is anywhere near as comparable as going from tiles to hexes or stacks to IUPT, and the throughline in their development is fairly obvious.
 
With your mention of earlier Civs I really ought to play the second and third. Also you hit somewhat on the nail, Civ used to be about whacky alt-history where the Persia reaches the space age while the Vikings are stuck in the industrial era. It wasn't enjoyed like a GSG.
Grand-Strategy Game, like EU4 or CK2. They're much more focused on actual history compared to Civ. But recently even GSGs have had tons of alt-history and whacky stuff. Civ is just an inferior game on many levels, only advantage is that Civ does not take hundreds of hours for a single game.
Whacky alt-history is enjoying it like a GSG. The general attitude of playing for an interesting, challenging game versus playing to win a victory condition distinguishes the two classes of Civ players.
Civ's virtue for me over PDX game like EU4 or CK2 has been that while you won't get the individual depth of one, it covers all eras within a single campaign and it's a bit more gamey. This excerpt from the Realism Invictus manual describes this much better than I ever could.
There used to be ways where Civ was simpler yet better, but with Civ6 and now 7 it's just inferior. For example alt-history, Civ4 you had more fun options where EU3 was much more linear. Now, after ten years of EU4 DLC, it has a huge number of options, that are absent from Civ games. The only obstacle is apparent complexity (keyword: apparent).
Civ 7 is even a downgrade from 6 in that your options for reaching victories are much more limited. In 6 the ways to reach a culture victory were varied, you had many options like great works, wonders, relics, natural parks, improvements like resorts, etc. In 7 the culture victory might as well be renamed the "Archaeology Victory", since that's the only way you can win it.
Personally I don’t like civ 5. They solved the global happiness issue it had on release with scaling tech cost with more cities. What this meant is that 4/5 cities are optimal in 90% of games. Firstly, this creates a whole “tall vs wide” debate that didn’t really exist before in civ. Secondly it completely undermines one of the core pillars of civ, which is expansion. A core to the games is the idea of covering the map, and your civ should be overcoming others. It’s the first X in 4 X. In many civ 5 games as a result you have whole stretches of the map empty in the 20th century. I get a lot of people really like civ 5. That’s fine but as someone who played since 2, it didn’t fit to me. My favourite in the series is 4.
Tall vs wide is a persistent debate because it's a proxy for the more fundamental conflict of the harcore boardgamers vs the casual roleplay/sandboxers. As not every civilization in history could be classified as "wide" (like Egypt, Venice, Prussia, etc), ideally a game series that's supposed to be historically authentic to some extent should accomodate non-wide playstyles. It's a matter of flavor as well as just fundametally good game design: there should be variety in gameplay styles and not every civ should play the exact same.
In a series that's about making impactful decisions, tall vs wide is one of the most consequential. Do you play it safe, meaning that you fall off in the lategame, or do you take an early risk and hope to snowball in the future? Tall play doesn't undermine the core pillar of expansion, it's just another expression of it. Internal expansion with specialists, wonders, and great people vs external expansion that's better with production and faith, that sort of thing.
Civ 5 had issues with the balancing between the two styles but that only meant that it should've been refined, instead of thrown out. Civ 6-esque design where improvements to yields are mostly numerical instead of percentage based leads to mindless infinite city settling and "yield spam" type gameplay, which is the opposite of the series's spirit as being "a series of interesting decisions".
Being forced into playing wide means that nine times out of ten of the time the player with the larger numbers will win. That's not a strategy game at all.
I been reading some steam reviews and a common thread I seen is that by separating leaders and civs, the fantasy of roleplaying a civ to ahistorical success has been irrevocably shattered. People care about the Roman Empire, they dont care so much about Caesar or Trajan. Doubly so when you're forced to change civ in the middle of the game and are now suddenly forced to play some civ you may not like or heard of.

This is actually pretty big because while hardcore multiplayer tards may not mind, the casual crowd may just walk off.
The "hardcore NQ multiplayer community" that plays Civ games like they're turn-based RTSs is absolute cancer. I cannot begin to tell you how much I despise influencers like PotatoMcWhiskey, Spiffing Brit, and FilthyRobot who're obsessed with "balance", "exploits", and "builds". Civ 7 reeks of that sort of person's influence and has completely catered to their desires.
I'm sure that having 27,500 possible combinations of civs and leaders is very exciting and allows all sorts of "zomg muh adjacency bonuses", but the much larger casual playerbase that enjoys Civ as a game series that tries to strike a balance between history and gaminess has been completely ignored.
For me and I'm sure many others, variety was satisfied by things like different map types, map options like world age and rainfall, and scenarios, things which are conspicuously absent at release. It really does seem to be that Firaxis has been in a bubble about what they think their playerbase wants and expects. The "this is just a silly boardgame" mindset is visible in all aspects of 7's design.
 

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Civ 5 had issues with the balancing between the two styles but that only meant that it should've been refined, instead of thrown out. Civ 6-esque design where improvements to yields are mostly numerical instead of percentage based leads to mindless infinite city settling and "yield spam" type gameplay, which is the opposite of the series's spirit as being "a series of interesting decisions".
Being forced into playing wide means that nine times out of ten of the time the player with the larger numbers will win. That's not a strategy game at all.
Thank you for summing up my sentiments better than I could have.

I think part of the fundamental problem with tall v wide in Civ is how resource gathering/city building is handled. Because borders mostly non-alterable in V there's a land-rush aspect to it that ironically isn't as present in 4, while putting a hard limit on the ability of a city to gather resources from nearby tiles means there's always an 'optimal' spacing that may or may not be reflective of the actual reality of the map you're given. And of course Civ doesn't really do a good job of representing how any colonization post-classical period functioned, there's no New World or continents with tech disparities (even mods that do a good job balancing like 5's Vox Populi are guilty of worsening this - can't have any bellcurves in our history games), you can't have enclaves/leases in other civilizations, towns will never naturally grow into cities of their own, etc.

I think the biggest crime of the shift in mentality from 4 to 5 was cutting off any possibility of building on some of the ideas 4 had for that. Borders naturally changing over time and being able to grow towns and somewhat customize their output based on buildings and civics was ironically a better way to make tall play more rewarding than hard-and-fast punishing you for expanding to quickly in 5 because the alternative is half the world think you were a warmonger for just wanting that one luxury.
The "hardcore NQ multiplayer community" that plays Civ games like they're turn-based RTSs is absolute cancer. I cannot begin to tell you how much I despise influencers like PotatoMcWhiskey, Spiffing Brit, and FilthyRobot who're obsessed with "balance", "exploits", and "builds".
I enjoy putting spiffing on for background entertainment to see how he breaks Todd's latest sandbox but I agree that at this point I hate tryhards more than casuals.
 
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