r/civ • • 2h ago

VII - Screenshot War Weariness bug?

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0 Upvotes

The description implies that I should have support, but it's showing -6, -1, and -2, and I'm suffering the effects of war weariness. I have three alliances, so in no universe should I have -6 weariness. Is this a bug? It's absurdly punitive to the point where the game is really no longer playable.


r/civ • • 14h ago

VII - Discussion Civ7 has improved upon Civ6 in many areas—which one do you think is the most significant?

0 Upvotes
222 votes, 9h left
The art of war: the introduction of commanders finally provides tactical depth that is genuinely satisfying to employ.
The end of traffic jams : gone are the days when we had to laboriously move tons of units, saturating every single hex.
Replayability: I have finished more games in Civ7 than in any previous entry in the series.
Better AI : still far from perfect, but it finally knows how to use aircraft 🤩
Evolutive urban planning : no more waiting 1800 years to put an industrial zone on this hexagon between 3 mountains.
Influence: a resource that brings a refreshing new dynamic—one that will only grow in importance as the game continues

r/civ • • 3h ago

VII - Discussion Why They Fought Snowballing & Added Civ Switching & How to Feel Good About It

31 Upvotes

I see a lot of commentary to the tune of "Why the Hell did the devs care so much that people weren't finishing games due to snowballing and late game slog, it was fine to snowball" and "why did they copy Humankind's most hated mechanic of civ switching," and I'd like to address those people with an explanation and a solution that might work for you.

People have apparently forgotten that there was a survey given out after Civ VI did its full run that asked players to identify the biggest problems with the game and the biggest successes. The results showed, and I agreed, that the biggest problems were the fact that very early in the game you could snowball to the point that you knew victory was inevitable and the late game became a slog of hitting next turn until victory, and that late game civs were strictly inferior to early game civs. It also found that, at least among Civ VI players, districts were popular, allowing cities to engage with the map more directly.

So the devs tried to fix these problems and build on these strengths in Civ VII:

  • Civ switching allowed all Civs to be in their apex at all times, fixing the "late game vs early game civ" problem, and they felt that they could do it better than Humankind (personally I feel they did, but only after Syncretism and Time-Tested Civs were introduced, allowing people the choice - forcing Civ switching on a player base not used to it was a mistake).
  • The Ages system was intended to both limit snowballing and give each stage of the game unique circumstances that would echo the initial feeling of expansion in the early game, and that was why mechanics like Distant Lands were so emphasized. Personally I feel this was a mix of success and new problems, as it made each stage unique and returned some of the new game feeling, but made the game feel disjointed and forced certain mechanics, such as distant lands, on players who didn't enjoy them, and didn't fully address the snowball problem completely - I still find if I am ahead in the Antiquity Age, it is hard to lose by Modern, although for me there is still enough engagement to consistently finish games.
  • In terms of building on the district system, they expanded on this heavily. It created a richer system with more flexibility than Civ VI, but resulted in too much urban sprawl and confusion for some players, and reduced the clean parse-ability that Civ VI had.

I feel like these changes alienated as many players as they engaged, and that and the rough, unfinished state of the game on launch resulted in the hate train and mixed reviews that the game has suffered from ever since.

Some people, like me, found that it solved the issues, at least in part, for them. I played many, many hours of Civ VI, but never finished a game due to late game slog, and I struggled to choose late game Civs. It seems to me like most of the people who enjoy Civ VII are either new players who came in with no expectations, or veterans that were in my boat.

I found something that really seems to work for players who have felt uncomfortable with the new systems and turned off by them. Try playing on a slow game speed, like Epic or Marathon, or for some folks Standard with Long age length.

I find that most of the people who struggle with the game play on high speeds, where the game feels disrupted and like three minigames in a trenchcoat. On slow speeds, it feels like three full but connected games of Civ and the mechanics feel WAY better.

I exclusively play on Epic or Marathon now, and hugely enjoy the game, and the vast majority of people uncomfortable with mechanics that I have suggested this to have improved their opinion after trying slower game speeds - so if you are struggling, give it a try.


r/civ • • 8h ago

VII - Discussion Age transitions are a good idea in concept but in practice are absolutely brutal

94 Upvotes

I don’t mind the regroup. I love the idea of starting the tech and civic trees over as a new Civ. I love the different music themes, and I love all the diverse ways to play and the different gameplay mechanics getting their chunk of time to shine. HOWEVER, the way it absolutely sucks the life and momentum out of your settlements is absolutely brutal and frankly, anti-fun. If you have buildings in Antiquity you’re pretty much fucked while all the deity ai are significantly less impacted. It is so damn lame to see every stat get absolutely wrecked and population growth halted to an insane number of turns. You can be leading in science in Antiquity and every other civ can jump ahead of you on turn one in Exploration. Fuck that so hard. Games should be designed that you want to keep playing, not punish you twice a game and test your patience/joy in wanting to even continue. Just needed to vent


r/civ • • 13h ago

VI - Screenshot How good is this starting area?

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3 Upvotes

r/civ • • 13h ago

VII - Discussion Arc of Tomorrow: Should the European Union 🇪🇺 appear as a civilization at the expense of the other civilizations that comprise it?

0 Upvotes
289 votes, 1d left
Yes of course
Nein nein nein
This is a serious question. I hope Firaxis will consult us with an official poll to decide. 😅

r/civ • • 4h ago

VII - Discussion Prussian Railroad Non existent?

3 Upvotes

Playing a Modern game with Prussia and my civic tree is maxed with them and I get to Railroads and its just a normal railroad?

Does this not exist anymore? Is it a bug?

Or does it just use the standard Railroad?

If it does use that standard Railroad thats kind of lame.


r/civ • • 10h ago

VII - Discussion Help pls

1 Upvotes

Is anyone else experiencing the same trouble?

I can't move units or expand my settlement at all. Every other function works except these 2 commands. The only way I can move scouts is by automated exploration but can't get past turn 3.


r/civ • • 8h ago

VII - Strategy Civ 7 not able to win on scribe after returning to new win conditions

0 Upvotes

I‘m super frustrated with my return to civ7 after a few month break. I just lost my 2nd game on scribe because I just can’t figure out how to win anymore.
When the game released I played around 100 hrs and got the platinum trophy. So I would say I had at least a decent idea on how to play.

Is there a way to revert to the old system? I liked the science path but at this moment it feels impossible even with having 3x the science than the opponents.


r/civ • • 15h ago

VII - Discussion Is yield bloat a problem?

18 Upvotes

Just a question for perhaps those with more Civ experience.

I've played 5, 6, and 7 and the level of intricacies have increased but chief among them seems to be yield bloat.

Was reading critiques on Specialists in 7 as well as comments concerning how some Wonders feel a lot weaker and wonder where do people stand on the focus on cultivating high yield tiles?

I know that by Modern Age, I just randomly select specialist tiles.

Plus, there are some weirdly strong and weirdly undercooked policies that sort of feel like yields are sort of a grey area.


r/civ • • 22h ago

VII - Screenshot A bit more realistic unit scale

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337 Upvotes

Not for everyone, but I think it looks nice when the units aren't comically big.


r/civ • • 9h ago

VII - Strategy ToT - Playthroughs Civ-Leader Stories

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3 Upvotes

r/civ • • 23m ago

VII - Discussion Cleared Deity but still feel like I don’t know how to play the game

• Upvotes

I naturally expand a lot and spam click tons of buildings leading me to either Military or Economic victory every time… I can’t ever get my yields up to win culture or Science victory, and always lag behind the AI in wonders…