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Civilization VII Releases February 11th, 2025 | Coming to Nintendo Switch

Soltype

Member
I think the graphics look fine during the gameplay, but those leaders look funky, definitely not current gen stuff. Not feeling the switchable leaders either.
 

GladiusFrog

Member
I have to be honest, I wasn't expecting such big changes to the classic formula...

However I am very intrigued.

+ Changes to Rivers.
+ Verticality with tile set.
+ Art Direction.
+ Christopher Tin doing the soundtrack!


- Leaders/ Animations look worse than Civ 5 or 6 imo.
- Not sure how I feel about changing Civilizations with each era...
- 3 Eras? :messenger_frowning_
- Looks like its going to be a microtransaction nightmare.

Wish we could simply create our own unique civilization with check and balances like in Empire earth.... choose an aesthetic, color and create our own flag.


Anyway I'm buying it day one, most specialist edition.
 

Rentahamster

Rodent Whores
I just looked at my Steam stats and I guess I like to play Firaxis games a lot.

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I have to be honest, I wasn't expecting such big changes to the classic formula...

However I am very intrigued.

+ Changes to Rivers.
+ Verticality with tile set.
+ Art Direction.
+ Christopher Tin doing the soundtrack!


- Leaders/ Animations look worse than Civ 5 or 6 imo.
- Not sure how I feel about changing Civilizations with each era...
- 3 Eras? :messenger_frowning_
- Looks like its going to be a microtransaction nightmare.

Wish we could simply create our own unique civilization with check and balances like in Empire earth.... choose an aesthetic, color and create our own flag.


Anyway I'm buying it day one, most specialist edition.

I have a feeling Eras are going to be expanded in expansions down the line. Civ 6 is very different from what it was when it launched after all the expansions and patches.
 

amigastar

Member
Anyone else started Civ VI again?
Klik Klik Thats great to hear, i mean we had so much progress when it comes to AI in the last years it would be a shame if ingame AI wouldn't become better.
 
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yansolo

Member
i don't like the direction theyre going with it, playing as different civs in one game? 3 eras? what a shame. looks cool though apart from the still goofy looking leaders
 
I just want them to improve the AI for this sequel.
The AI in Civ VI is extremely stupid.
It’s embarrassingly awful. After 100 hours I went back and tried Civ 5 (had never played it). The AI in Civ 5 is the complete opposite, even in just the base game. It will actually pose a threat. It declares war when it makes sense and doesn’t when it doesn’t make sense. It actually uses planes and ships.

I will never forget the Civ 5 session when I stumbled across a full formation of ships and amphibious units just a few turns away from my shores. It turned into a desperate battle to sink everything before they could land.
 

amigastar

Member
More infos and new gameplay is shared on September 12th.
Very interested in this Civ, to me it sounds very exciting.
 

Cyberpunkd

Member
I couldn't imagine playing Civ on a switch sized screen. But people will i'm sure.
That’s not the problem. I cannot imagine this will run above 20FPS on low settings. At some point someone has to say no, I bought SW Skywalker Saga for my kids on Switch and the experience is dreadful, it’s obvious the system is just too old.
 

Radical_3d

Member
That’s not the problem. I cannot imagine this will run above 20FPS on low settings. At some point someone has to say no, I bought SW Skywalker Saga for my kids on Switch and the experience is dreadful, it’s obvious the system is just too old.
Honestly, Civ is not a game that requires a lot of FPS.
 

Rentahamster

Rodent Whores

Good read.

Why Ages?

When my team of designers and I first sat down to brainstorm ideas for Civilization VII, we started by taking an honest look at Civilization VI. I tasked everyone to build a list of what they'd like to improve on, and come back together to compare notes.



At Firaxis, we've always said that we are our own harshest critics, but even I was surprised at how critical the designers were. No stone was left unturned, and as we looked through our feedback, one particular issue kept coming back over and over again: late-game Civilization is just not that fun to play.



In order to tackle that issue, we needed to break that thought down into a few specific root causes. Here are the main things we identified:



  • Snowballing. Snowballing refers to when you start with something small, it gathers momentum, and then it becomes unstoppable. In Civ, this is expressed when your empire advances too fast for your opponents to catch up, or you've fallen behind so far that you can't catch up. In both scenarios, your choices and decisions have little effect on the ultimate outcome.
  • Lots of micromanagement. Civilization, like many 4X games, can be mapped onto a simple linear graph - as time increases, the amount of actions you have to take increases. This is manageable in the first few hours - what many players feel is the most fun - where you have a few cities, some builders, and a small army. But the more you play, the bigger your empire gets, and suddenly you are making decisions for dozens of cities, moving dozens of units one by one, etc. This is both tedious to the player and makes every decision feel less important.
  • Civ balancing. Civ designs draw inspiration from historical events and cultures, so their unique abilities, units, and buildings must be both relevant to their identity while also being balanced across a game that spans all of history. Because of this, every civ is strong at a particular point in the game, but can be generic during other points. What's interesting is that due to snowballing, competitive Civ players rarely pick late-game civs, because by the time those abilities and units come online, someone has built up an insurmountable lead.


These are just a few of the things the team identified, and the ultimate kicker is how they express themselves in a single data point: more than half of the Civilization VI players have never finished a single campaign!



Now, we have heard from some members of the community who wonder - is this actually an issue that needs solving? If players are having fun in Civ with the way it's currently built, what's the problem?



From our perspective, not finishing the game is a signal that players are hitting points where they're no longer having fun. We want everyone to have a great experience from start to finish. We know that players often feel the beginning hours of Civ are magical, and we want to make sure that every part of the game feels just as epic and exciting as that initial rush.



So with this issue in mind, along with the insight that "history is built in layers" that we've previously outlined, we decided that the best way to tackle these challenges is to break the game up into historically-themed chapters. A useful analogy for thinking about this structure is a book series: each Age has a story of its own with a beginning, middle, and end. When the books are combined together, they tell the full, epic story of your empire.

I agree with the analysis. Much more at the link.
 

Mortisfacio

Member
Are they going to lock basic features behind DLC like they did in the previous title? I love civilization but that's realistically why I stopped playing more recent titles. It just felt like a money grab to release paid DLC. That was largely features that were part of the base game and previous titles.
 

amigastar

Member
As much as i despise scummy DLC i would be down for a fog of war tile set DLC, i know i'm weak but i would love to see actually mods changing the Fog of war tiles.
The question is how much modding will be supported for Civ VII.
 
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Rentahamster

Rodent Whores
Honestly, I don't think Civ's DLC model is scummy or bad. Each expansion was fairly substantial, and even the smaller DLCs were appropriately priced, in my opinion. The last one was even free to owners of the previous DLC.
 

Pagusas

Elden Member
As much as i despise scummy DLC i would be down for a fog of war tile set DLC, i know i'm weak but i would love to see actually mods changing the Fog of war tiles.
The question is how much modding will be supported for Civ VII.
Given how open and easy Firaxis makes modding, I doubt you'd have to pay for it.
 

vpance

Member

Good read.



I agree with the analysis. Much more at the link.

The ages thing still sounds as bad as it was in Humankind. Instead they should let you pick directions or bonuses you can grant your civ at each age, rather than outright transforming into a completely different civ.
 
Are they going to lock basic features behind DLC like they did in the previous title? I love civilization but that's realistically why I stopped playing more recent titles. It just felt like a money grab to release paid DLC. That was largely features that were part of the base game and previous titles.
What specifically are you referring to? Civ6 base game was essentially Civ5 complete. All the old features were there.

Civ 6 DLC just had... some map scripts that no one actually used.
 

GinSama

Member
Honestly, I don't think Civ's DLC model is scummy or bad. Each expansion was fairly substantial, and even the smaller DLCs were appropriately priced, in my opinion. The last one was even free to owners of the previous DLC.
I think almost all 4x games have a bad dlc model... They always do loads of dlc that could perfectly put on the final game just to gain more money...I hate that on paradox games....

Saying this I will still buy civ 7 on day one for switch ....by far the game I play the most on my switch
 

amigastar

Member
On the GPU side, they look very reasonable.
On the CPU side, it's a bit heavier. I expect that turn time will scale a lot with the CPU.
I hope turns don't take too long on my 5800X3D.
That's true, now that you mentioning it, it will probably need a very good CPU, thats not cool.
 

winjer

Gold Member
That's true, now that you mentioning it, it will probably need a very good CPU, thats not cool.

The thing that has me curious is that at Ultra, they recommend a 5950X. That is a CPU with 16 cores and 32 threads.
Civ VI AI had trouble running in many threads. So much problems, there is still a pinned tutorial on the Steam forums, that shows how to set the max number of threads to just 1, to avoid crashes.
So my question is whether Civ VII will be able to use 32 threads. Or if it will use only a handful.
 

amigastar

Member
The thing that has me curious is that at Ultra, they recommend a 5950X. That is a CPU with 16 cores and 32 threads.
Civ VI AI had trouble running in many threads. So much problems, there is still a pinned tutorial on the Steam forums, that shows how to set the max number of threads to just 1, to avoid crashes.
So my question is whether Civ VII will be able to use 32 threads. Or if it will use only a handful.
Idk but good question. only thing i know is i have an I7 11700K which has 8 CPUs and 16 threads but i think i'm gonna be fine.
 
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winjer

Gold Member
Idk, only thing i know is i have an I7 11700K which has 8 CPUs and 16 threads but i think i'm gonna be fine.

The problem is that Civ V and VI performance are mostly limited by the CPU IPC and clock speeds. And not much by the amount of threads.
I really hope they improved the CPU thread scaling with VII.
 

Klik

Member
On the GPU side, they look very reasonable.
On the CPU side, it's a bit heavier. I expect that turn time will scale a lot with the CPU.
I hope turns don't take too long on my 5800X3D.
Well considering that now AI doesn't have to waste time with workers and can move army in stacks,turn time could be decreased as well as much better AI. Most of the problems with AI came with its inability to move army units(1 unit per tile)..
 
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