TOP 10 BIG CHANGES IN CIVILIZATION 7 - Civ 6 VS Civ 7

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Civilization 7 introduces a lot of change to the Sid Meier's franchise, including obvious shifts away from Civilization 6 with three distinct ages, fixed leaders but changing civs, and the removal of the beloved builder. Civ 7 also updates the map withy navigable rivers, commanders in combat gameplay, and a rework of civ 6's district system. Civ 7 also introduces towns to the civilization franchise (similar to Millennia, and somewhat similar to Humankind's administrative districts in practice), while removing eureka bonuses and civ 5 & civ 6's barbarians are reworked and remodeled largely into the independent nations/ cities system.
There are a lot of core gameplay changes in Civilization 7, so let me quickly breakdown my top 10 big updates and changes coming to civ 7, right... now!
#civ7 #civilization7 #civ6 #civilizationvii

Thanks again to 2K & Firaxis who flew me out to Baltimore and covered most of two days' travel expenses. Super appreciate the opportunity & your time!

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0:00 - Civilization 6 vs Civilization 7
0:15 - 1. City State Barbarians
1:27 - 2. Three Ages Per Game
3:13 - 3. Dynamic Civilizations
5:19 - 4. Navigable River Tiles
6:33 - 5. Big Towns, Big Money
7:35 - 6. Bye Bye, Builders!
9:35 - 7. Command and Control
11:13 - 8. Influential Yields
12:57 - 9. Eureka Who?
13:42 - 10. Legacy Pathways

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They need to introduce the ability to negotiate borders and claim land. Literally to draw them and then worry about defending them like in real life. Borders don't just happen the way they do in the game. They are done very purposefully through warfare and negotiation. Territory should also be negotiable, the ability to buy or trade for land with another civ. Also going into a foreign civs borders should not automatically force war. It should be a choice by the offended country. Meaning more powerful civs can choose to march through a foreign civ and see what the offended civ chooses to do. It would be a calculated risk. You might get away with it or you might not. It could also effect what other civs think of you so again a calculated risk/reward choice.

trevorcockett
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I’m glad that they don’t just copy and paste the same game over and over. Each civ game is unique and I appreciate that.

flyingbicycles
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Immediately a return to the Civ 5 art style but made modern. The thing that stands out more than anything to me is the verticality in the map design. So many of the natural features and buildings seem to be adding depth to the map that Civ 5 and 6 definitely lack. Never though verticality would be a thing in a 4x game. Wild.

ColossalExodus
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Barbarian/City States - Like
Three Ages - Like
Dynamic Civilizations - Unsure
Navigable Rivers - Love
Connected Towns - Love
Builder Removal - Unsure
Upgraded Discoverable Events - Like
Commanders - Like
Influential Yields - Unsure
Eureka Removal - Indifferent
Legacy Pathways - Like

ScytheNoire
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Wonder why they didn't go the obvious other route: keep civ and change leaders...

edmund
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All I can say is, if I picked a Civ, I intend to run as that Civ to the end, not have it change mid stream. The whole point is to pick one like New England, for instance and rule the world from beginning to end.

MrCidVicious
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Being the Egyptian leader of a Roman civilisation isn't very accurate. However, being the Roman leader of an Egyptian civilisation...

jordopia
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I'm excited! Enjoyed Civ 6 but I'm ready to try something a bit different.

The addition of Commanders and removal of builders sound like a great change to the format. Combat can be quite tedious in long campaigns so this should help alleviate that.

andrewrushent
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The problem with the "historical options" is they are not historical at all. Egypt never became Songhai or Buganda. Those are different people with different cultures. They are not even direct neighbours and are several 1000km apart. They should have hired an actual historian to come up with something that makes more sense.

mrm
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Dynamic Civs will be changed after release, that's my prediction. They will either release a "classic" mode which will remove it for a game mode or they will add the ability to stay as the starting nation. Changing leader would have been a better option rather than changing nations. Going from, say, Richard the lionheart to Elizabeth, to Victoria and then Churchill. Something like that.

CPPRODUCTIONS
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Both changing culture and independent states/people is what Humankind used, it really unexpected that Firaxis following what Humankind do

clainwahyudarmawan
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Dynamic Civilizations should be an optional mode

pelte
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No mention of how AI in Civ has evolved. This is the single biggest opportunity to improving the player experience in Civ titles IMO.

ATLiens-
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I played civ since the very first one. I adapted to every change including squares to hexes, stacks of doom gone or even district placements. But I’m not sure I’ll ever be able to tolerate that pervert Cesar cartoon.

mauricioballesteros
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Egypt becoming Songhai makes as much sense as Arabia becoming India, or Turkey becoming France.

sarmatianns
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Hey I really appreciated how straight forward the video was. Thank you for the chapters as well, I got to skip 1-2 parts I was already familiar with. Overall was a great viewing experience and I hope to consume more of your content

DrKlown
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Good to see Gandhi is still part of the game (2:04)

brechelt
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I love the general arty syle in 7, think most of it looks great, but am I the only one who thinks the leader art, design and animations look terrible?

DeckerdBR
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Building towns over entirely new cities is the most realistic and obvious move forward! A good change!

thedragonborn
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I wish they went back to - land units could only traverse the sea when placed into transport ships. It takes the immersion out a little bit when you can just send a tank straight from land over a vast ocean... plus it looked more realistic to gather forces and load them up on your land, making it a target for opposing civs 🤔🤔

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