Sid Meier's Civilization

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Why is religious play so sterile in civ games? The history of religion as it relates to nation states is fascinating. Jihads, crusades, protestant rebellion, eradication of catholics from japan, two popes competing to be The pope.

The closest thing I've seen is old world, where your relationship to the leader of a religion greatly affects how followers of that religion see you (which can be competing heads of state, some of your generals, even your children or spouse).

I feel like each of the civs game just have weird religion mechanics. Like sure, picking follower and leader beliefs is marginally interesting, but it just doesn't seem to have strong relationship to how belief shaped civilizations. Religion is often something where you can really see the depth of virtue and depravity, where humanity is expressed in its most extreme form, yet civ takes the opposite route making it one of the emptiest shells. I don'r get it. Why?
Because they're lazy, or don't want to offend anyone? Religion in Civ games (and Humankind for that matter) are basically reskins of the tourism system: make the strongest religion so it spreads to everyone else and eventually wins you the game. Civilisation was inspired by board games and simulation games, I think it's just the board gamey type abstraction that's become Civilisation's identity.

IMO Old World and Millennia both emphasize storytelling elements more: in Millennia in one of my games China got so unhappy with their own society that one nation split into two: 'Revolutionary China', who liked me, and 'China' who hated me. I don't know how the fuck you balance that in a multiplayer game, but if your Civ clone lets me exterminate China and save rebel Hong Kong, it's more interesting than Civ letting you vote on whether to ban Elephants as a luxury over and over.
 
I did. And catapults. Once you get out of the ancient era warfare in 6 is a slog, and it's still a bit of a slog in it.

Civ 6 is pretty merciful in this regard because uou can rush people in the early game before they have walls.
 
Because they're lazy, or don't want to offend anyone?
In Civ 4, the first time Civ had a real religious system and where the religions are largely interchangeable, in the Civilopedia they note that they're "game designers, not theologians". I'll be generous and say this is genuine reflection of their design philosophy and not that a bunch of Gen X/ Millennial computer programmers growing up on the end of history mindset that underlies most of civ's design decisions are just incapable of understanding or sympathizing with organized religion.

Religion suffers from the same problem as civilizations do in civs; they're designed as window dressing to facilitate the mechanics. I don't think you'd honestly be able to get a decently in-depth religious system while Civilization exists at the scale as it does. It'd either have to do something like Old World where it can still be procedural but in a much more constrained timeline, or something like the RFC modules for Civ IV (Europe, SoI, even Pie's Ancient Europe)/Paradox games where there's a dedicated scenario and religions and civs are much more concrete (maybe you could have a procedural mode as an alternative game mode if you were making a game with this design in mind).
 
Is there any vox populi like mod being made for civ 6. Or is that game dead in the water in terms of good mod support.
I haven't checked up on it in the last few months, since I've been exploring 7, but the modding community for Civ 6 has always been very strong. There isn't any one generalized overhaul mods, but there is a lot that you can pick and choose to make an experience you like.
 
Is there any vox populi like mod being made for civ 6. Or is that game dead in the water in terms of good mod support.

Now that I'm home some recommendations, the two big people making content for Civ 6 is JNR and Sukritact



Lots of content there, the chinks are also really big into modding the game now. JNR alone has done a pretty thorough overhaul split in to multiple mods for you to pick and choose.

If you don't know what you're looking for this is a modlist made by JNR that has his and other's mods, including Sukritact's Urban Identities that was really big just before I switched to Civ 7, but all the other modders hadn't updated to be compatible with.
 
Does anyone that can speak corporate bullshit speak translate this for me?

Take-Two CEO Strauss Zelnick Insists Projections for the 'Lifetime Value' of Civilization 7 Are 'Very Consistent With Our Initial Expectations for the Title' — Despite 'Slow Start'​

"We feel really good about the title."​


Wesley Yin-Poole Avatar

By Wesley Yin-Poole

Updated: Aug 11, 2025 5:01 am

Posted: Aug 11, 2025 4:59 am


We’re now half a year since the troubled launch of Civilization 7, which has fewer players on Steam than both Civilization 6 and the 15-year-old Civilization 5. But according to the boss of Take-Two, Civ 7 is projected to meet the company's initial internal expectations over the course of its lifetime.



Civilization 7 has had a rough launch on Steam and has struggled for players on Valve’s platform ever since its launch in February. Reaction is ‘mixed,’ according to Steam user reviews. Civ 7’s Steam performance does not paint the entire picture, of course. The strategy game also launched on PlayStation, Xbox, and Nintendo Switch (the Nintendo Switch 2 version and a VR version recently launched, too). But Civilization’s bread and butter is PC, and there Civ 7 is clearly struggling.





In an interview with IGN to discuss Take-Two’s hugely positive financial results for the latest 2025 quarter, CEO Strauss Zelnick admitted Civ 7 had got off to a “slow start,” but he insisted that the company’s internal projections for what he called the “lifetime value” of Civ 7 still match its initial expectations.

“It's definitely improving,” Zelnick said of Civ 7 (Take-Two has yet to announce a sales figure for the game).

“I think the key thing is that Civ has always been a slow burn. It's always been a title that had — I'm not really a big believer in the long tail theory of the entertainment business — but Civ is an example of that theory. And right now our projections for the lifetime value of the title are very consistent with our initial expectations for the title.

“So while we were off to a slow start and while we have had to make changes — and there are more changes coming — I feel like consumer uptake is better and better and we feel really good about the title. I think over time it's going to take its place in its civilization pantheon in a very successful, credible way.”



When Civ 7 launched, players highlighted issues with the user interface, a lack of map variety, and expressed a feeling that the game launched without a number of features they’d come to expect from the franchise. But some veteran Civ fans also didn’t get on well with the dramatic changes developer Firaxis made to the game.

A full campaign in Civilization 7 is one that goes through all three Ages: Antiquity, Exploration, and Modern. Once the Age is completed, all players (and any AI opponents) experience an Age Transition simultaneously. During an Age Transition, three things happen: you select a new civilization from the new Age to represent your empire, you choose which Legacies you want to retain in the new Age, and the game world evolves.

The Civilization games have never had such a system, and it has proven divisive. But Firaxis has launched a number of key updates to Civ 7 since launch, most recently patch 1.2.3, which made Age Transition improvements.

The question now is, can Firaxis turn Civilization 7 sentiment around from its current ‘mixed’ user review rating on Steam, and get more people to make the jump from past Civ games to the latest effort?
 
Translation:
Shitcanning the X-COM dev team for the fuck up that was Midnight Sun has taught us we can't just fire away our dev teams and maintain output so we either maintain course with these morons or risk finding even bigger morons to take their place.
Which I'm all for. Too prideful to learn from their mistakes, too cowardly to take radical change, too incompetent to slap a bandage on the bleeding. Civ 7 failing to establish dominance in its subgenre long-term is the best thing that can happen for 4xs at this point by allowing alternatives a bigger share of the market.
 
Does anyone that can speak corporate bullshit speak translate this for me?
Coping to try to keep investors. Civ VII is following a similar trajectory to beyond each in terms of players. 6 Months after BE was released it was ~ 5000 and for VII it's ~ 6000. Both have lost a very similar percentage of players since launch 6 months in, having similar peaks. Maybe long term VII will not quite reach the same lows due to it being a numbered title but hey, if your expectation was that it would do about as well as the worst title in the series then expectations met I guess
 
Smaller settlements are pretty easy to sweep up comparatively, and are great for expanding your border or negotiating peace afterwards.

I actually just tried the tactic of simply occupying a small enemy settlement (usually a new one on the edge of their empire without walls) that has no strategic value to me but also I have no realistic hope of ever keeping because of loyalty pressure. With the intention of ransoming them back to the owner as soon as peace is possible.

In the past, I would've simply razed these cities as a punishment & to slow down their territorial a bit.

It's pretty annoying having the city flip & riot every few turns while waiting for peace. It also occupies a good chunk of your military might dedicated simply to continually recapturing the rebel city. So this means you need complete military dominance over your enemy & also a tech advantage over the rebels (otherwise it's too hard to serially retake it).

A nice bonus is a captured outpost to heal your units without sending them home (particularly ships that can't heal in neutral water, or land units when using the +5 combat strength Dark Age Valor card).

Been really impressed that the AI will essentially wreck themselves economically suing for peace to when offered their tiny territory back. You can definitely run an economy simply on the war reparations if you attack enemies consecutively.

It also is nice to have a strategic option like this to declare war & skirmish like this when for other reasons (tech advantage, geography, distance from home, etc) there's no realistic way to wage war & capture any of their major cities.
 

Nicd too see The Saxy Gamer is still making content.

During COVID when Civ 6 got a second wind, he was streaming every Saturday, was studying to be a Nuclear Engineer & was dating a girl named Hannah who would bring him Starbucks.

He also had a very particular style of streaming where he would always start a new game, would reroll a lot, then get less tha 2 hours into the match declaring that time was up. So there was never any resolution to his games.

I believe he also won some Civ6 invitational tournament once that was cut short due to technical problems.

He also made a whole series of videos BITD explaining Civ6 mechanics.

He kind of disappeared when he finished school, started working in the Nuclear industry, when Civ6 got stale for years before Civ7 was announced.

In the above Civ7 video, he teases what his opinion re: tne new iteration might be (likely negative), says he'll reveal it in an upcoming video. Also says there's no point making mechanics guides for Civ7 yet because they are overhauling systems monthly.

He was a nice Civ streamer to follow because he has a very unique voice.

IIRC, sometimes on his Saturday Civ6 streams if things didn't go well, he'd ragequit & run out the rest of his streaming time playing PvE chess.
 
Late, but I didn't even notice it was Potato pushing that shit. As if eating a burger and slurping all of your fingers down to the knuckle are close to the same thing.

Potato is an Irish commie unfortunately. His feed is all TDS, loving the browns & complaining about the cost of housing on the Emerald Isle.
 
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