Sid Meier's Civilization

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I really really hope we one day get an Old World 2 that fixes the character gameplay to be... actually good. Because the core of the game is fantastic, but that's the one part that's really weak in my opinion.

Some of this I'm sure I've rambled about, but trying to collect it all together, where it went wrong was:
TIMING
I think one of the biggest problems actually comes directly out of it being 4X. I have to manually slap that advance time button and on default settings I only get about twenty turns per generation, say. This means that instead of FEELING time pass, idly scrolling over family trees as it does so (only stopping when an event forces me to think), becoming familiar with people through the depths of time, everything comes as discrete textblobs (badly written ones too, hard to "prove" but subjectively I just don't like the prose compared to CK2) on people I have to navigate a terrible UI to see. The game is hostile to me learning who these people are, and that ends up being fatal because they have no...

AGENCY
Characters in Old World are not simulated agents doing things, they're puppets that just spawn canned events. They can get mad at you but they get mad at you because an event gave them a flag saying they're mad at you. They can plot but plotting just means they're advancing an event chain. You and other rulers are the only living beings on the Earth, all else are hylics. There's also a problem a lot of games seem to have of not understanding that Crusader Kings also made characters indispensable by making it impossible to avoid the reality (in political economy this is called "selectorate theory") that power is based on the ability to broker as an intermediate other people's power bases.

Here this shit just doesn't happen.

MELODRAMA
The game has some beautiful psychological models I've rambled about - the archetypes system is fascinating, the way it does jealousy is intereseting - but without agency nothing comes of it, and the devs just didn't have the creativity or resources to fully develop it, I guess. Where's my Romeo and Juliet crossed lovers stories? Where's deadly blood feuds decimating my aristocratic houses? Seduciton plots that blow up into massive scandals with body counts? Nutjob preachers disrupting things? Conspiracies? Rome of the Caesars has a lot of the flavor (it's an anthology of biographies) of the kind of nonsense that went on in the clasiscal world.

THE SNOWBALL
Whereas games like Total War and Crusader Kings seem to be designed to make your realm fractious as you grow, this game actually rewards snowballing. If I'm bigger and more advanced I can even more casually solve all of my problems. Past a point the dynasties and religions are all satisfied all the time. Edit: Games need to start making a point to scale factional demands with means. If you have 10x the capabilities they should be wanting 10x the stuff, maybe 15x the stuff. It shouldn't be possible to solve politics, you just get raped in a different way.


What saves it for me is the actual 4X core, historical specificity (even what's bad still feels better than Civ's history word salad, I like that peoples and ideas and what not exist in a coherent world) and that it does what I love in games where mechanics are thought through at least enough for my imagination to fill in the gaps and rationalize what's going on, interpret a historical thesis that's being explored.

I think part of the problem might actually be the clean 4X design: the goal was to make Civ 4 again, the other stuff was stapled on instead of being integral to the vision. My impression is Imperator Rome was the same way.

Edit: It playing like Stellaris (4X design but RTS-with-pause presentation) would solve the timing issue outright. I can't say as I like this either, but Terra Invicta experimented with real time that is turn-based for all practical purposes at the level of strategic decision-making - councilor assignment - but that had events resolve through real time passing between turns, so you got an ATTEMPT at the feeling of time passing and stuff ambiently happening.
 
Última edición:
I am not sure about characters having their own agency. Characters are the "stats sticks". Old world follows civilization paradigm - it's a digital board game. I don't want my generals fucking of to a sunset because of some gay ass reasons. It's not a sandbox.
Same with snowballing - when I win, I win fast. I don't want a game being dragged on. Snowballing helps keeping game sessions relatively short.

The problem people see "characters" and assume Crusader Kings philosophy with a focus on sandbox.
 
I would actually say that politics and orders are far more important for warfare. Rushing out units for a meatgrinder is how you win. Soldiers can gain experience from just fighting.

The Egypt Scenario is probably the best one for getting good at combat since its mostly all just combat scenarios.
Ignore this fool. Spit on this moron.

Politics and orders are more important, but you should build barracks and mines that produce training. You should try to have a couple of cities that produce all of your military units. Each city has its own pools that all contribute your general mana. When building units a city takes all of the mana it would direct towards the general pool and instead uses it to train units faster. Training in the general pool is always useful, but what you want is one city producing an astronomical amount of training and churning out elite units in 3 turns with lots of bonus XP and special bonuses. You get more units and better units. Training in the general pool should only be used to rush really good abilities and forced marches.

The game has some beautiful psychological models I've rambled about - the archetypes system is fascinating, the way it does jealousy is intereseting - but without agency nothing comes of it, and the devs just didn't have the creativity or resources to fully develop it, I guess. Where's my Romeo and Juliet crossed lovers stories? Where's deadly blood feuds decimating my aristocratic houses? Seduciton plots that blow up into massive scandals with body counts? Nutjob preachers disrupting things? Conspiracies? Rome of the Caesars has a lot of the flavor (it's an anthology of biographies) of the kind of nonsense that went on in the clasiscal world.
I am not sure about characters having their own agency.

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There are quite a few events that can throw your realm into chaos and cause civil wars. I think the game does a good job balancing between having crazy character events that you react to and those that you can just gamify. One way you can actually fix this is by turning on roleplay mode (disables the information on what events do) to make it harder to do that. There is simply far too many events for you to memorize for you to be able to gamify the relationships.
If you are crazy you can set the game to a high number of events and if you are insane you can disable undo/saving so you have to live your idiots decisions.

Old World is trying to be a crazy game with crazy characters and also a game you can actually win by playing well so they can't just go too crazy in one direction. If you lose all control it just becomes unfair and if you can control everything it is just a Civ/Paradox game. Most people want to control most of the game. I think the Vizier is a good mechanic that punishes you for neglecting politics and empowering ambitious people. Most people hate the Vizier and hate losing control even if its their own fault. It is a hard balance.

If I'm bigger and more advanced I can even more casually solve all of my problems.
Old World does a really good job at giving you a constant stream of problems.
Expansion to keep your families happy works until you get swarmed by tribals and need to expand the army or have politics troubles from having too much to govern. When you do become OP you still get curveballs like bad heirs and civil wars. The journey to becoming OP and becoming equal to the other powers is the fun part of strategy games and all of this game is focused around that. Even better - it ends there.

It is weird to think about, but Old World and Civ 7 are trying to fix the same problem with their core mechanics. What do you do with the late game that few people want to play? Civ 7 "solved" the late game by dispersing it over the rest of the game. Old World fixed it by making it much shorter. In Old World you will probably beat up one power in an epic war before getting enough points to win or reaching an ambition win. You built your empire, test it out and leave.
 


Honestly, Civ 6 being a game with a meta that few really actually discover or play *is* a good thing. People have played thousands of hours of the game playing suboptimally without really caring while discovering their own ways to eek out the win against deity. The devs really did strike a good balance on difficulty.

Also, Herson kinda mocks PotatoMcWhiskey for being the authority on what the meta is despite being a singleplayer only guy who does not even know the meta.
 
Ignoring the animu furfaggotry of pfps, this boy hits home for so many of the reasons screwing with Civ VII:
 
At this point is development continuing as a sunk cost fallacy? Why hasn't the devs given up yet?
Well I am pretty sure that the people at Take2 and Firaxis were convinced that Civ 7 would be a big hit, especially after it took over a decade to get a new entry out of the door. So even with patches and DLC someone must have crunched the numbers and came to the conclusion that the game will carry Firaxis for another 10ish years. But with hindsight what else can they do now ? XCOM is dead (and even that would sell millions) and even if they had started on Civ 8 right after the reception for Civ 7 turned sour it will take years to get it out. Unless they have some unannounced project in the works that will come out in 1–2 years they have to stop the bleeding. Additionally, they can't really stop because they need to repair public relations so that the eventual Civ 8 doesn't bomb again.
 
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