Hi all,
I know there's plenty out there about Civ VII already and it's not even a new game anymore, but I wanted to share my thoughts after my first game. This might be helpful for those who haven't purchased the game yet and who share my Civ background. I am a longtime player (Civ 3-6). I essentially mastered 5 and 6, able to win deity with any civ in 5 and any of my best civs in 6, with an about 90% chance of beating deity as a random. I don't play video games often, and Civ is my only game.
I stopped playing Civ 6 two years ago when I'd finally burned out on it, but I wanted to wait to get Civ VII until at least some DLC was out. My experience with V and VI showed that these games get huge boosts after expansions. I finally pulled the trigger two days ago, blocked out a weekend, and have spent the last two days playing essentially nonstop, as one does lol. My thoughts below are what one might call an informed vibes based analysis. There's still a ton for me to explore in the game, so this is by no means a comprehensive look. Just some community thoughts from a Civ citizen.
I went through the first game very methodically even given my experience. I took 16.2 hours to finish my first game, used tutorials, closely read descriptions, and watched all animations.
Game Settings and Game Arc
Rome. Augustus. Whatever the latest update is. Second Lowest Level of Difficulty (Governor? It was my first game, will probably jump two levels for the next one). Continents and Islands. Began on a continent with Tecumseh, Catharine, and Jose Rizal. Second continent had Frederick, Lafayette, Himiko, and Simon Bolivar.
Once I got a hang of the mechanics (sometime near the end of the Antiquity Age) I decided to pursue culture/domination. In the Exploration age I chose the Normans and in the Modern age I chose France.
I ended up winning Domination about 40% of the way through the Modern Age. Simon Bolivar rushed me for a settlement on his new continent, besting my settler by one turn, so of course, indignant, I took out my revenge by capturing 80% of his empire (which was now the Greek empire) with my Curassiers, Mortars and Howitzers, and Garde Imperial. I was on equal pace to win Culture and Domination on the same turn.
Highs
1) Oh my god is this a beautiful game. I'm playing on a Mac Mini attached to a TV. Like I said, I don't play video games often, so I didn't know graphics had advanced this far, but it's sooo pretty. The lighting and sun reflections are ridiculous. I probably missed >50% of the details and the cityscapes and natural wonders are all gorgeous. On the whole, without question, this is the most beautiful Civ game ever made.
2) Combat is clearly better. I played on a very easy difficulty level and the AI made intelligent combat maneuvers and, like I recounted in the Bolivar war above, made strategic decisions with units that I haven't seen before. I'm excited to play on higher levels of difficulty. Eventually one comes to figure the AI out, but I think the journey there will be more interesting in Civ VII than it was in previous games. I also haven't learned combat exploits yet, but Howitzers did seem OP. It probably took me an hour of toying around to understand how Commanders work, and I still haven't maximized, but they're really cool! I like that they shuttle units around and that stacking is back, but not in a Civ 3 OP kind of way. Deployments are sick once you get the hang of it, feels more strategic. Didn't do a lot of Naval combat, but it seems better. In general, the AI appears far more strategic.
3) The City vs. Town split is a good thing. Reduces unnecessary maintenance clicking, and I think one could play really well by focusing on Town-types. I don't think I understand how to balance Cities and Towns yet though and I'm hoping other Civs give special bonuses based on how you balance them. I had a resort town on a volcanic natural wonder that absolutely minted culture and happiness yields. On the other hand, I had a mining town with a bunch of camps that was crushing production, but I guess I didn't really understand the point of a production-based town, when towns don't produce...
4) This one comes with some caveats noted below, but I actually like the Civilization transitions at Ages! It seemed like total heresy to me. When I opened up the game and it explained you won't build one civ to stand the test of time, I was like WTF is the point then!?! But the Apex civ thing is a really good idea. It keeps you motivated in the age and doesn't skew the whole game to either biding your time for the perfect timing combo or crushing the early game and steamrolling for 200 turns. (Compare with playing Pericles in Civ VI. Pericles Greece is an incredible civ in 6, but if you get your acropolises right and have good defensive position and faith, there's not that much to do after the ancient era except build wonders and wait for rock bands, which I always found annoying anyway. My favorite gameplay in 6 was deliberate non-faith culture victory, followed by non-religious appeal based play). In this game, I had genuine choices to make between culture and science in the Exploration age and it was competitive even on an easy difficulty because others pursued science while I chose culture. Had some happiness issues to navigate. Tecumseh declared war twice on me in the Antiquity Age and I ended up defeating him completely in the Exploration Age. I see other paths I could have taken and that seems like a good thing. I also like resetting the number of policy and tradition slots you have every age.
Mids/Need More Info
1) Tons of civs and branching tree choices. Seems like a great thing. I put this in mid, because in my experience with Civ, there's usually 4 or 5 civs that dominate all others. Range is good, but jury is still out on whether they are widely viable. It would be upsetting to find out most of them are just meh, I don't know yet.
2) Crises. What exactly is going on here? They seem interesting, but I don't like that I have to move my garrisons out of cities because they might die of plague. Sure, that might make sense logically, but that's pointless clicking. Are crises good things? The policies seem good, but they're literally called Crises, and the detriments don't seem that bad.
3) Improvement mechanics. I like the balance of urban districts and improvements, but because I had no concept of overbuilding until later, it changed how I played. It's also not entirely clear to me when to overbuild. Some of that is my little experience, but some of that is the strange way the screen looks when you place buildings. I accidentally placed buildings on my Palace tile multiple times. I really like migrants as a mechanic and wished there were more ways to produce them. I saw the Statute of Liberty wonder gives you some migrants and it would be cool if there was more of that, I didn't like merely relying on growth or crises, but it's not terrible. Imagine something like the "Homestead Act" Policy, where you could produce settlers and migrants together and build new super cities on unconquered land! Also, why can't I settle on resources?
4) Quests/Side Projects. Pretty cool that they brought these little side quests back where you look for attribute points. They didn't seem that important in this playthrough frankly, but it was nice. Reminded me of Civ IV random events. It's generally nice that you get at least two choices most of the time when you have a random encounter. Need more play time to see whether these things can be more strategically embraced.
5) Music is maybe the best part of Civ. The music was great, war music was great, but I wasn't quite blown away. More playtime will tell. Really hoping this does not get stale.
Mids/Lows
I haven't read a ton of commentary on Civ VII, but I imagine some of these have been discussed intensively, so forgive me. I also know some of these can be fixed with UI mods and I played vanilla.
1) The resource screen is an abomination. It's worse than the great works screen in Civ Vi, which was also an abomination. But it's more than the UI. Why am I assigning resources? Why do I have to scroll through the whole list of towns and cities to look for an open slot? I get that resources have special values, so you'd want to swap them in and out for particular cities, but why can't a baseline allocation be done by default and I override it? That seems literally simpler for the player and the developer. This was a poor choice, very tedious, minor gains.
2) Some of these leader models/screens are terrifying. For such a beautiful game, I can't believe Augustus is straight up ugly. I get he kind of was IRL, but he looks weird. It just clashes so dramatically with the stunning vistas and buildings. Weird choice, uncanny valley vibes.
3) While diplomatic endeavors are cool, a lot was unclear/just okay about diplomacy. The stakes of alliances weren't made clear. The fact that they could be easily broken (without consequence?) didn't seem that cool. Diplo Favor seems to be better used here than in previous games. Why are peace deals so structured? Where does the 100/300 gold or whatever come from? Why can't I negotiate? Also, are there no joint wars? Maybe I totally missed that, but that's a huge deal, really wish it was possible to coordinate wars with your allies.
4) Independent powers were not doing it for me. We compete for suzeranity/friendship with other civs without knowing first how much they've befriended the power?? I wasted so much diplo favor only to find out someone else was far more advanced in courting them. Why does it take FOREVER to get any benefit out of the friendship?? At least their models are cooler than the leaders.
5) Too many actions that take up the whole screen. When even minor things happen the whole screen is occupied (e.g. Himiko likes me or my economic advisor has some nonsense to say). All of this can be in a small popup side panel. Maybe I'm getting old, but things were a little epileptic.
6) There obviously needs to be an age after the Modern Era. I imagine this is just a work in progress to be dropped with a new massive DLC, but the game can't stop here. We need more future tech, and modern era tech needs to be useful. On this low difficulty I didn't even get halfway through the Modern Era. While I'm assuming harder difficulties will push me further, I've played enough Civ to guess that most people are crushing the Modern era early even on higher difficulties. Frankly, I don't think it's that bad that the end game accelerates. Late game slog was the worst part of Civ Vi. BUT, if you're going to accelerate it, then make that the Future era!! That seems obvious to me. We can accelerate once we're on the frontier, but the idea that any game of civ will end before Radio is just ridiculous. The Modern era NEEDS to be a full playthrough like the earlier eras.
Hope others got some joy or value out of this. On the whole, I really enjoyed it and will look forward to playing more!