Timestamps! Note that the answers in brackets are high level overviews, click the timestamp for the full detailed answer. 0:02 What is your favorite civ pun? (Carl mentioned the phrase "The rest is history" being used earlier today.) 0:22 Modding capability of Civ 7? (It's a foundational part. Modding system is similar to Civ 6.) 1:39 Modding on platforms other than PC? (PC is easier, no news about other platforms.) 2:14 Are there features or systems you're excited to see modders make use of? (Ages system and modders adding new Civs.) 3:54 Does the gameplay also expand in Era 2 and Era 3? Are there new layers of gameplay that weren't there previously? (Unique gameplay systems in each age. Distant lands, naval gameplay, and religion in Exploration age. Legacy paths tailored for each age.) 5:55 Potato asks a question about worries players will have with a sequel. (Ed Beach takes the answer in a different direction: How they're trying not to be too predictable in their marketing and DLCs.) 9:11 Unnecessary micro looks to be reduced in places. Which of these changes do you feel haven't gotten the attention from the community that they deserved? (Depth not complexity is one of the design pillars. Terrain yields redone. Each biome has it's own flavor yield. Player positions determined before (some?) of the map generation happens.) 15:49 Was there a feature or change that you had to walk back? (Diplomacy took 4 tries before they were satisfied. The various civs had boosts for everything, they had to make them more specialized.) 19:53 What is the strangest or most unlikely place that inspiration came from for a feature/civ/ability/anything? (Nothing is unlikely, inspiration taken from books/films/videogames/history/etc. High res images of inscriptions on rock faces being strangest.) 21:14 How involved is Sid Meier in the game's production? (Answer is about Sid designing how movement points work. They didn't want a Civ 6 situation of having movement left but being unable to move.) 25:40 What's your go-to game when you're not thinking of Civ 7 and why is it Balatro? (Carl answers with Assassins Creed, Ed answers with Slay the Spire) 27:28 What is the most interesting answer you had in previous interviews you can add to my video as well? (Cheeky haha! Answer is about each age having a different commander "Type".) 28:36 What if we had a space force? No it's only to the modern era. There's no space. Maybe there is space? IS THERE SPACE? (Ed mentions he was a contractor for NASA) 29:01 Anything you want to say to the community before the video ends? (Engaging with the community, journey to launch together is exciting.)
The part about tile yields around your start location being less random and the map generation being done after positioning the player is very interesting! This gives me hope multiplayer might not need a Lekmap or BBS equivalent.
Biggest news was actually that Age 2 will be naval warfare/exploration and religious expansion. I think that might address the underlying weakness of naval gameplay in previous civs, by making an Age dedicated to it. Because the Renascence Period was a period dominated by naval warfare over land-based warfare. [Apologies to Potato, but yes, the fact that England was an island played heavily into it.]
@@wifeofanacrobat3654 i'm not sure. Considering how vastly the game will change between ages, having more than 3 ages sounds like it could be a bit tiresome.
@@wifeofanacrobat3654 More ages doesn't make the game better, in fact it was one of the biggest problems with Humankind's version of it. You need enough time per era to properly be able to settle in with your current civ and get to use their unique things to the fullest before you move on to the next one. If you add in more eras you either need to reduce the timespan of each of them, or extend the whole duration of the game significantly, neither of which are probably desirable.
@@SondrebolWell, hopefully in a future dlc they will have an option for how many ages you want in your game. I love long games. I would love 4 or 5 ages with the 5th age being a future age.
I don't see any chance of there being new ages introduced in the middle of the timeline. The stuff from those eras is not missing, so it would involve a massive restructuring of the current ages to rework another into the middle. Medieval is already covered by the late Antiquity and early Exploration eras. Seems like a lot of wasted effort imo. Though I personally think I would have like a separate Medieval age. If they added any new ages, it would on the ends imo. So some sort of prehistoric age, or a future age. Or they could copy their competitors' ideas again implement alternate age variants like Millennia did. None of this is likely imo though, outside of maybe a future/information age, as truly modern technology has been seemingly absent from everything we've seen.
Am I the only only one who noticed how differently he treated the Civ switching mechanic when talking to the devs versus in his review video? He's practically gushing about it here, but was fairly critical of it in his review video. I wonder if that's because he changed his mind or if he's reticent to push them on it.
Well for me, the more i have heard about civ changing the better it has started to see in my eyes. So i would not be surpriced if same has happened to Potatowhisky! I have played all civs from 1 to 6 and those civ like variants. And civ change can solve some things that has been problem from civ1 to civ6… so promising!
I am a bit disappointed in these questions. There were not any that I would consider "hard". You didn't even ask about what was, supposedly, the absolute "I will never stop complaining about this if it isn't changed" point of the two leaders facing each other instead of talking to the player.
@@Nothing2150 "We are taking on all feedback as we release information. We love what our design team have done with the leaders and think it adds immersion" And then they will probably change it for beta ha
Like: "Did you get any meaningful input from the competitive players, or fans with thousands of hours in Civ 6, before making foundational and game breaking changes to the Civilization formula?" I didn't think so.
I really enjoy your content and thoughts in a lot of cases, and make sure I watch your videos on Civ - you're really the only Civ TH-camr I watch - but nothing about these questions were 'hard'. They were the very definition of softballs, and I honestly wouldn't care too much if you didn't clickbait and say that these were hard questions. Not going to be one of those 'I unsubscribe >:(((' commenters or whatever, I generally like your content (you expressing honest opinions is refreshing) but I do hope that you represent yourself more truthfully in the future to your audience.
yeah, when he says "hard questions" I want to hear pointed discussion about things people have been worried about, like the insane prices being thrown around, and the denuvo spyware
The most important question that needs to be asked: "Have you developed a solution for game difficulty that doesn't involve just disabling resource management/overt cheating by the AI?" It's been the chief issue for 3 iterations of the games; whether it's the missionary rush, the multi-building at a time, ignoring the happiness variable, etc etc.
That is still tens of years in future… the Only way to change difficulty is to give AI production bonus or production malus… it will be same also in the future of games … far far future…
@@haukionkannel That's just simply not true. There are plenty of workarounds for this; civilizations can orchestrate pre-defined play paths, modeled off of QA tester playthroughs and pre-defined behavioral archetypes. There are alternative solutions beyond computational power and calculating efficiency.
@@derekczerkaski5540 and play every time same way… boring. That is biggest problem with most ”AI mods”. They narrow down the AI to use Only optimal solutions.
@@haukionkannel As opposed to... what, outright cheating? What a terrible argument. I don't think watching the AI spam 10 missionaries a turn was more fun than a prescribed pathway. I don't think watching any sort of overt cheating to be more fun than a game adhering to its own rules. I mean imagine playing blackjack, but you can always pull an ace every turn; are you even playing the game anymore at that point...?
@@derekczerkaski5540 I am not saying that bonus production is good! I am saying that the AI remains to be bad far far in the future. And all those mods that are available, makes the AI to play exactly same way each time and that is boring. Bonus production is not better, but at least there is variations between the turns and different game runs. It is not same thing as being good solution.
Regarding movement... I didn't have much of a problem with the unit having movement points left but needing more in order to actually move to surrounding terrain. What I did have a problem with is air units like observation balloons and drones moving like land units, where it cost extra movement points to go from plains to hills or to cross a river or go from land to sea.
@@GoBlueHTB Fair point, though there is a huge difference between flying one across a ginormous ocean, hundreds miles from the nearest rest or refuelling point, and simply flying a short ways out from the coast or merely over a lake or river. I'd envision hover units having free access to all water tiles except ocean tiles, unless perhaps they're within half their movement range / in formation with an aircraft carrier.
@@GoBlueHTB Helicopters should have the same debuff that Carthaginian units crossing mountains in Civ 5 do: lose a ton of hp if they end a turn on a tile they shouldn't.
The game never feels complete until an expansion or two. I know there are economic reasons for this, but it would be nice to see a complete game at launch.
Part of it is also that players getting their hands on the game shapes its trajectory. It doesn't feel "complete" on launch because the last 3 civ games have had core parts of the game overhauled in DLC as a result of player feedback (well, maybe not Beyond Earth). That and mods. I think it "not feeling complete" is something that you impose on the game, not the other way around.
@@LoganChristianson True, for me getting directly into Civ 6 at launch definitely felt like a complete game. I liked the changes added in the expansions, and if I went back to do a game without the expansions it probably would feel incomplete, but it definitely didn't feel like it at the time.
@@LoganChristiansonciv 6 was a buggy mess at launch as well as missing key features. Religious and diplo victories weren’t in the game and now that they are they’re the least liked. Combine that with gathering storm’s hated global warming mechanic. So I don’t really see it as “player input” in how the game is developed. As well as asking for $70 upfront when the games have a history of launching incomplete and buggy I can see why people are passing on it
@@erikhudepohl754 yes I see that, but I hate when I misclick, they could maybe make it an option for those of us that aren’t using it for advantage and just are playing it drunk at night and misclick a movement.
I know those guys don' control this, but the high prices alongside no regionalized monetization made this game completely impossible to buy in Brazil. The base version costs R$ 350, meaning it's almost double other AAA games (many cost R$ 200,00) and the complete one cost R$ 650,00 - our monthly minimum wage is R$ 1.412,00. This is based on a 44h week work hours, or aprox. 132 montly hours. For reference, this is worth USD 260.03 with today's currency conversion. In the US, the mimnimum wage it USD 7.25 per hour, so considering the same work hours, UDS 957 per month. So yeah, no more 2K games here.
You can thank US minimum wage workers for that. They don’t understand economics and vote/pressure government to mandate pay raises without any accountability from them. They overestimate their value causing more harm than good.
@@CarKiller92 anyone, no matter how much they earn, or where they live should have the right to spend time with Hobbies, and have ways to deal with stress and have fun with their time,
Let me use chatgpt for you: Q: What is your favorite Civ pun? A: "The rest is history." Q: Can you share information about the modding capability of Civilization 7? A: Modding is a foundational part of Civilization 7, similar to previous titles. The game effect system uses XML to tie abilities to leaders and civilizations. The timeline for releasing modding tools will be similar to previous titles. Q: Will there be any modding on platforms other than PC? A: Currently, there is no news about modding on platforms other than PC. PC is easier for modding due to its open architecture. Q: Are there any mods you are excited to see? A: The developers are excited about the potential for rich and deep mods, especially those that explore different historical pathways. Q: Does the gameplay expand in Era 2 and Era 3? A: Yes, there are unique gameplay systems for each age. For example, the map opens up more in the exploration age, and religion plays a bigger role. Q: How did community feedback influence the development of Civilization 7? A: The developers aimed to shake up the formula and restructure the game to make it feel fresh while still delivering the core Civilization experience. Q: What are some changes that are a love letter to the Civilization fan base? A: The developers have focused on simplifying the core gameplay experience and addressing community feedback to enhance the overall experience.
I find it interesting that they were talking about adding depth without adding complexity, then immediately described how they basically stripped all depth from tile yields. It sounds like civ VII might be another casualty of competitive balancing and this notion that every start has to be optimal or else some tryhard will restart. The majority of players are not tryhards. What I want from civ is not "make everything blander so that the game is easier and I can brag about the difficulty I play it on", it's "make things more intuitive", so that casual players just playing through the game don't have to get a PhD in civonomics to play and then focus on one single thing their entire game. For a long time, despite ever improving graphics, civ has been moving away from the feeling of building a civilization and more towards the feeling of playing an arcade style game in the way it is balanced and plays imo. Haven't liked it, still don't like it and I'm not excited to hear about further streamlining explicitly in the name of less variety. I'll have to see how it plays in practice of course.
Big question - can you play a game (and win) in a single age by multiple victory types? Like can you set the game to be ONLY a single age and somehow get a science/culture/domination victory within that era?
Commander Types: Think in terms of an Age/Era-based structure. Ancient commanders were Very Important People with either a military background or a military role in government that grabbed up troops to deal with problems or launch wars. They also served as their own Field Commanders, essentially, or All-in-One leaders. Middle Ages, you had permanent/standing military persons under the King/Queen or central government but who had to levy troops as needed when the central government required a task. Less a Field Commander now and more of a Rallying Point Recruiter. It would also fit with Exploration as Cortez recruited discontent rebels to take on the Aztecs, Pizzaro the same against Incas, long naval trips required persuading/coercing random island inhabitants to give over supplies, etc. Modern Era, you had both a standing military chain of command and a professional army. The commander type now became Logistics Leaders and Strategic Commander. Field command was delegated, homefront officials handled recruitment, but doing the Grand Chessboard with armies and generals was the primary goal. They turn mobile forces, artillery pieces, and infantry into a Combined Army.
I'm glad to hear about adressing map balance and start bias! That's one of my biggest frustrations with civ 6, a bad spawn (i.e. neighbours like 5 tiles from your capital, barbarian insanity or just desert/tundra iceball with a civ that has zero bonus to it) can ruin your game, and a godly spawn can ruin it as well, where you blast past everyone in the Classical Era and are hopelessly running away without any hope of challenge or intrigue. I've abandoned so many games because I got ganked in the first ~20 turns or where by turn 100 I'm already "done" and the next 200 are just a formality to click through.
I wish balanced spawns are a togglable option, because I kind of hate where everyone has the same power level and all civs are equal it's more fun and realistic to have some outliers.
2 หลายเดือนก่อน +5
but that's what I like about civ. that's how history was, the vikings were forced to raid because their soil and resources were horrid. if you get a bad spawn, go military, your civ wants to take others lands. then your crappy spawn city can be purely for encampment/military spawning. The land you take can be for food and resources. civs are not meant to be equal, and you are supposed to try and adapt, thats the fun. just choose the mirrored competitive maps if you want perfectly balanced spawn..
for reference in civ6 the better balanced map mod guarantees a minimum amount of yields and tries to satisfy the most significant spawn biases. It by no means removes outliers (except you can't spawn with your capital on a wonder). It doesn't prevent god spawns but guarantees that people don't lose a game due to a low production capital with all 2/1 and being unable to get scouts and settlers out Their approach I think follows a similar philosophy of removing complete lowrolls but still having biomes that are god spawns on certain civs. My hope is that the code for map generation is accessible to modders to be able to get multiplayer to a reasonable balance
If you get a second interview, can you ask them to explain what the “opening up the map further in the second age” means exactly? Obviously it means they’re going to add the tech to cross deep water but what if you pick a pangaea type of map where you don’t worry about that? Will certain areas be prohibited for you to access until then?
Great interview Potato! I loved your choice of questions. You understood and respected the boundaries of what they could and could not answer and still managed to find lines of inquiry that were interesting and engaging. Well done! I am excited to try the game. The approach to Ages is definitely more developed than Humankind's is so this is definitely not a ripoff. The source of their inspiration is obvious, but their take on the whole mechanic is fresh and new. I also liked that they are open about reducing the amount of micro required to play the game. In my job, whenever I am given the chance to provide feedback to the developers of our software, this is always near the top of my list of complaints. Each click required to perform a basic task just slows everything down. Add some lag to the experience, and those extra clicks can create an exponential increase in the time needed for each task. Being in a call center, efficient use of time is always at the forefront of everyone's mind. So seeing Firaxis being open about their efforts to address that complaint is very reassuring and satisfying.
This entire interview felt like a waste of time. If I wanted to have the devs promote their game at me I’d just go rewatch their company’s promotional content. A hard question might’ve been something along the lines of asking them about recent games that inspired them and how they intend to truly differentiate their work. Potato even vaguely referenced Endless Legend’s and Endless Space’s staple Civs with his “always at war” civ comment. Those conversations would’ve been interesting and worthwhile, much more so than “Let’s reiterate everything said in the announcement stream but with no visuals and less cohesion.” Missed opportunity, alas.
Let me start by saying that as a history nerd, I love changing civs each era where this is a strong historical link. It's really cool to not only play China or India but for the game to specifically celebrate different eras of those civilizations. The Normans are an equally inspired choice as they allow for a variety of transitions both in and out of their age. However, there is one element of this approach I'm concerned about. Because we are required to transition to a new civilization each age, it prevents the what if scenarios that Civilization is known for. What if the Persian Empire wasn't conquered by Alexander, the Caliphate or the Mongols? What if the Aztecs weren't conquered and converted by the Spanish? What if the First Nation people weren't subjugated by the United States? This may seem like a small sacrifice but for those with close connections to those and other cultures, it feels weird for the game to tell them, "Sorry. Your ancestors stopped being important after this time period. But don't worry, you can still play as those at least partially responsible for their downfall and, if not them, someone else in the region is just as good right?" when the game is all about "building something you believe in", particularly when previous games were specifically known for empowering players to throw off the chains of history and forge their own path.
Nice, lovely to see your dedication to the genre pay off with these kinds of interviews, equally lovely to see Firaxis engaging with the "community" :)
You need to see it this way; the people living there saw a new animal every other day. Or they died by something new each other day, hence learned quite a bit.
My dude, “asking hard questions - what did you have for breakfast”. Also listening to Carl say how he appreciates another historic game by mentioning AC was just painful
Well, it was quite interesting, but what about questions like: 1. Do you work hard to solve disconnect issues which are still nightmare years after Civ6 release? 2. Do you have an idea how to solve the problem with "fast clicking" in multiplayer? The new commander mechanics seems cool, but what happens when player A "fast-click snipe" player B commander, the battle might be over instantly coz player B loses his bonuses. 3. Did you see CIV League multiplayer mod and it's changes? I'm curious why those changes are not added to the base game, like producing iron from armory might seems strange but multiplayer could be more balanced with resources not only within map generation. 4. Do you plan to improve AI in Civ6 in terms of war/combat? In Civ6 AI have huge issues with warfare. I'm not hating, already bought Civ7 Founders Edition :), but those I hard questions i suppose :P :)
So you just know that every new strategic resource that appears once the Age changes will spawn right underneath your well-developed city and wonder tiles.
I’m still a little bummed at the map expansion system if it’s literally just a completely empty continent with some city states. Pretty much every landmass was settled prior to the age of exploration
A thing to discuss with the devs next time: The Ages system would allow for relics to have interesting use. You could have them be useful items in the earlier ages, and then you could put them to a museum in the modern age. Is this already going to be a thing at launch?
@22:30 he is so right about the extra click to end the turn being so annoying in civ 6 when your unit still has some movement left but you can't move to any nearby tiles except backwards where you came from. I'm glad that is being tweaked.
I appreciate they are openly mod friendly. Many games don’t appreciate players modding the game but mods really specialize a game beyond the basic game. Creating potential for more gameplay. This gets legacy players returning.
@@PotatoMcWhiskey Lots of people think it'll ruin the gameplay experience 🤷🏻♂️ I don't know so just hope it doesn't! Good questions though, I liked that you got them to flesh out more about their thought processes and what they're hoping to achieve
@@PotatoMcWhiskey lol, you said didn't know what it was when the first civ 7 announcements/videos came out. Everyone was very clearly upset about Denuvo and even in your video most of the comments talked about it and explained why it is bad.
@@PotatoMcWhiskey Because you're trying to figure out what it is? This is a deal breaker for me. You really didn't ask any hardball questions at all. Very disappointed in this video.
Since certain civs might need certain start positions e.g. Egypt and navigable rivers - maybe they should just add spawns next to a navigable river into the civs description
You might pick a leader for that civ with a contrary start bias so it cannot be blanket I would imagine. It does sound like the bias is pretty strong for something that important though, from their comments on Hatshepsut
When do you start asking the hard questions? All I've heard is: > Fairly generic question > Canned answer > "Oh yeah, that's a good point, I really like that idea."
It'll be interesting to see if various True Earth Start maps lock in various Civs, or hone in on more historic moments to do a "deep dive" of that locale.
Excellent that you got this interview, Potato. Super excited for Civ 7. Obviously you can't ask every question but I would like to hear from the devs on why they've moved away from a one on one perspective on the leader interaction screens.
If modding will be "similar to previous titles" I don't know that is enough. There were just too many things that couldn't actually be added/changed in civ 6, like for example, being able to make a mod that increases city radius from 3 to 4, or being able to add entirely different lines of new units and completely overhauled tech trees (like, say, a fantasy oriented one where you end up with magical airships later that are air units without the usual air mechanics).
Hi bud. Long time civ player (since 2) recently found your channel. Great work. One idea I have had for a potential mod would be to train a conversational ai like chatgpt to basically be your enemies, and give the player the ability to converse with them throughout the campaign to do diplomatic actions. It would remove seeing the same conversations over and over through a 50 hour game. And it can be trained to learn all of Cleopatra's history (for example) and talk how you would expect her to, but also learn what is happening on the current map and incentivize it to win via diplomacy. Don't suppose you could ask them if that could work next time you do one of these. Thanks
How does Civ 7 movement differ from Civ 5 movement? Sounds like both are just rounding up movement costs for entering rough terrain. Or does it and all movement after entering, even if it's a cavalry unit with a lot of extra movement left over?
so these really was not the questions ive seen the community worried about. My biggest issue is so much is changing is this going to feel like civ. They sounded like in the beginning they were saying they changed things to change things so im worried that is just a new game IP almost and not really Civ 7
That's literally what they did in Civ 3, Civ 5, and Civ 6, and everybody always complained. I am more worried about limited civs and waiting for expansions to fix stuff: Civ 6 was pretty much feature complete from the start, but 5 without expansions was painful.
I didn't play anything before 5 so can't speak to that but I didn't feel 5 to 6 felt like a different game just steps forwards or changes in direction. I'm worried they have changed alot just for the sake of changing it and it seems like in this interview they said they went out of thier way to change things so hopefully they knock it out and its amazing. I'm just worried it will be mid and not feel like civ. And totally agree civ 5 was rough in launch compared to where it got after expansions. 6 did that alot better. @@KasumiRINA
They addressed this exact point so I'm not sure what question you still want answered. They felt they were predictable and wanted to make some BIG swings. They have tried to stay true to what they believe is 'core' Civ, but I think at this point it is reasonable to assume this will feel like a very different game. Now it will be up to you whether that interests you or not and, as they release more info, you will have a better idea. But it will be a big change from Civ 5 and 6.
@rexanael243 that's what worried me though from what they said they changed alot because they felt it became predictable but that doesn't mean it's for the best. It could be great and I hope it is but you don't change what isn't broke.
@9:45 I'm kind of at a crossroads. It's likely because I've just been doing the micro for so long, but I love the micro aspect that workers and cities in Civ 5 provide. That being said, I completely agree that it is 100% a large barrier to entry, especially if someone is trying to break into a multiplayer scene. It can get tedious and even as someone who's put thousands of hours into microing cities/workers, it 100% gets tedious especially when you start owning a substantial amount of cities. I really hope they can find that balance between depth/complexity that they're referring to when they answered your question. If you were to ask me what should be more important: 1. Macro decisions or 2. the Micro decisions; I really don't know what I'd say. Civ 5 has programed me to believe that to be able to play the macro game, you need to have a minimum threshold of micro capability; but perhaps this is a not the best way forward. I'm hopeful that Civ 7 will be able to advance the game forward but still keep the depth that 5 provides on a micro level (at least to some extent to still feel satisfied). Nothing annoys me more about my addiction to Civ 5 than that it is an outdated game and the multiplayer civ player base is split between two very different games. I really appreciate you having this conversation with the team and asking some important questions. I wonder if they're familiar with Lekmod and the civ 5 modding that exists and also what questions were off limits for you to ask haha.
Playing civ6 with my friends last night, and we were hoping that some thing that should come back to the trade menu are: trading/gifting of military units; trading of technologies; trading of maps.
Trading of military units is such a good idea. I often try to support allied civs in a proxy war sort of way. Usually I'll throw money and resources at the civ I want to win but the ai is so broken it probably makes no difference. I would love to be able to influence wars I am not directly involved in
Man, it seemed like Potato was stumbling all over the place and didn't come well-prepared. Still great to have him as an interviewer, but I wish he was more on his A-game. I'm sure there'll be another opportunity for Potato to knock it out of the park
One thing I really wish they would do with an expiation is to add colonization of Mars. So instead of the game ending, the most advanced civ would start colonizing Mars and then you’d have a whole new area to build an explorer with advanced future tech. Maybe some aliens in there too would be sweet.
That would be really cool, but I feel like it overly incentivizes science, because being able to colonize and reap the yields of an entire extra planet would probably be too OP. Everyone would try to rush science to get to Mars quicker than everyone else. They would have to eliminate science as a victory condition and make science as a yield work the same way as gold; a resource used as a means to achieve victory, but not a resource directly contributing to a victory condition.
I have a tough question for the devs: "Why the heck does Civ 7 suddenly look like clone of Humankind? The districts, the terrain levels, the diplomacy screen with the two rulers - this looks like copy and paste. There is hardly anything left from the original Civ feeling, mechanics and style.
A good question would be, why did they decide to remove picking one civilization and taking it through all of history? Embarking on an alternative history where Egypt or Rome never fell. An alternative history in which the French started out in antiquity. Forcing civilizations changes into other civilization takes that option away. If this game is really about adding options, then why take away that path? In another interview I have seen on this, they are basically allowing players to continuing playing certain nations like Japan and India (based off of different points in their history). Why not have the same for the others? Sure, there would some things they would have to make up. But they can based those changes on the cultures of these different civilizations. And it would not be the first time they added things that were not completely historic (such as Giant Death Robots, the Fountain of Youth, and XCom special forces). It seems like this age mechanic could be a really great thing. However, I feel there should be a path for each civilization in the game to be played from start to finish. It would fit the whole alternative history vibe that civilization has had forever. And to be clear, a civilization changing into another civilization can be part of that too.
@@PotatoMcWhiskey You weren't paid for this interview yet still clickbaited everyone? So you're not even lying for money, just lying to your audience to fanboy over a company? Jeez dude.
This was pretty disappointing. You didn't ask about Denuvo, why multiplayer is limited, if they plan on reworking the leader models, if they plan on selling leader skins as the reason why they face each other, or why they're rehashing old mechanics and passing them off as new. This was just an ad with one worthwhile question about mod capability. Nice clickbait.
I thought the same thing! ha It sounds very similar to 5 but I guess the major difference will be it doesn't matter how many movement points you have if you move into turn ending terrain. It will mean a little more strategy around moving cavalry and other more than 2 movement units I assume.
@@rexanael243 That's still the same concept with river in civ5. Rivers end movement. And unit with one movement left? Still can go there and end their move? Still the same as before. It's a very simple idea, not groundbreaking at all. But they make it like it's a brilliant idea. I though they would say something that will blow my mind but meh.
@@valentinoaditya2458 I’ll have to see it play out more fully to understand the difference. I didn’t take that story and some brilliant idea though. Just that they had a problem and thought Sid came up with a neat, easy solution. Whatever though, I was just musing in response to your question but am not invested in defending it or anything
More choices, more ways to react to "not quite winning so far" will always be good. As long as there aren't a few paths that will always win it should make the game more fun. The best mods are the ones that make the interaction easier, hopefuly some of the civ 6 mods have been incorporated.
ALWAYS a good time to sit and chat, Potato -- thanks for the great questions!
❤ Love civ ❤
What will happen to TSL games? True Starting Locations. Will we still be able to play on Earth? And what about preserving your civ?
super happy for you Carl grats for baby!
Whatever just remove Denuvo
I have a guestion, too
Can you mod DIZ NUTS ON YOUR CHIN ?
HUH, GOT'EM!
"Before we ask any questions I have a question"
Found this funnier than I should have
yo dawg, I heard you like questions...
~Perd Hapley
Sid Meier having his own private game engine to prototype things is so metal. What a legend.
Timestamps! Note that the answers in brackets are high level overviews, click the timestamp for the full detailed answer.
0:02 What is your favorite civ pun? (Carl mentioned the phrase "The rest is history" being used earlier today.)
0:22 Modding capability of Civ 7? (It's a foundational part. Modding system is similar to Civ 6.)
1:39 Modding on platforms other than PC? (PC is easier, no news about other platforms.)
2:14 Are there features or systems you're excited to see modders make use of? (Ages system and modders adding new Civs.)
3:54 Does the gameplay also expand in Era 2 and Era 3? Are there new layers of gameplay that weren't there previously? (Unique gameplay systems in each age. Distant lands, naval gameplay, and religion in Exploration age. Legacy paths tailored for each age.)
5:55 Potato asks a question about worries players will have with a sequel. (Ed Beach takes the answer in a different direction: How they're trying not to be too predictable in their marketing and DLCs.)
9:11 Unnecessary micro looks to be reduced in places. Which of these changes do you feel haven't gotten the attention from the community that they deserved? (Depth not complexity is one of the design pillars. Terrain yields redone. Each biome has it's own flavor yield. Player positions determined before (some?) of the map generation happens.)
15:49 Was there a feature or change that you had to walk back? (Diplomacy took 4 tries before they were satisfied. The various civs had boosts for everything, they had to make them more specialized.)
19:53 What is the strangest or most unlikely place that inspiration came from for a feature/civ/ability/anything? (Nothing is unlikely, inspiration taken from books/films/videogames/history/etc. High res images of inscriptions on rock faces being strangest.)
21:14 How involved is Sid Meier in the game's production? (Answer is about Sid designing how movement points work. They didn't want a Civ 6 situation of having movement left but being unable to move.)
25:40 What's your go-to game when you're not thinking of Civ 7 and why is it Balatro? (Carl answers with Assassins Creed, Ed answers with Slay the Spire)
27:28 What is the most interesting answer you had in previous interviews you can add to my video as well? (Cheeky haha! Answer is about each age having a different commander "Type".)
28:36 What if we had a space force? No it's only to the modern era. There's no space. Maybe there is space? IS THERE SPACE? (Ed mentions he was a contractor for NASA)
29:01 Anything you want to say to the community before the video ends? (Engaging with the community, journey to launch together is exciting.)
The part about tile yields around your start location being less random and the map generation being done after positioning the player is very interesting!
This gives me hope multiplayer might not need a Lekmap or BBS equivalent.
The pun he mentioned was in @ursaryan interview I believe. Could be boes’ but pretty sure it was Ursa’s
Thanks Papa Z0eff
Wow, what a bunch of dumb soft-ball questions.
the hardest question you asked was "How can I justify calling these hard questions" to yourself
Imagining Potato nervously eyeing his wallet when they talk about fixing the map generation system to always give good start locations
Unironically
tho my favourite potato mchwiskey playthrough to watch was that absolutely awful scotland desert archipelago start
Biggest news was actually that Age 2 will be naval warfare/exploration and religious expansion. I think that might address the underlying weakness of naval gameplay in previous civs, by making an Age dedicated to it. Because the Renascence Period was a period dominated by naval warfare over land-based warfare. [Apologies to Potato, but yes, the fact that England was an island played heavily into it.]
i'm 100 sure that medieval and more ages will be added in future expansions
@@wifeofanacrobat3654 i'm not sure. Considering how vastly the game will change between ages, having more than 3 ages sounds like it could be a bit tiresome.
@@wifeofanacrobat3654 More ages doesn't make the game better, in fact it was one of the biggest problems with Humankind's version of it. You need enough time per era to properly be able to settle in with your current civ and get to use their unique things to the fullest before you move on to the next one. If you add in more eras you either need to reduce the timespan of each of them, or extend the whole duration of the game significantly, neither of which are probably desirable.
@@SondrebolWell, hopefully in a future dlc they will have an option for how many ages you want in your game. I love long games. I would love 4 or 5 ages with the 5th age being a future age.
I don't see any chance of there being new ages introduced in the middle of the timeline. The stuff from those eras is not missing, so it would involve a massive restructuring of the current ages to rework another into the middle. Medieval is already covered by the late Antiquity and early Exploration eras. Seems like a lot of wasted effort imo. Though I personally think I would have like a separate Medieval age.
If they added any new ages, it would on the ends imo. So some sort of prehistoric age, or a future age. Or they could copy their competitors' ideas again implement alternate age variants like Millennia did. None of this is likely imo though, outside of maybe a future/information age, as truly modern technology has been seemingly absent from everything we've seen.
"I asked some hard questions"
"So this is a love letter to all of us, obviously..."
that was incredibly insulting to hear
Am I the only only one who noticed how differently he treated the Civ switching mechanic when talking to the devs versus in his review video? He's practically gushing about it here, but was fairly critical of it in his review video.
I wonder if that's because he changed his mind or if he's reticent to push them on it.
Well for me, the more i have heard about civ changing the better it has started to see in my eyes. So i would not be surpriced if same has happened to Potatowhisky!
I have played all civs from 1 to 6 and those civ like variants. And civ change can solve some things that has been problem from civ1 to civ6… so promising!
I imagine Sid's office as featuring at least one huge model railroad.
*I asked Civ 7 team some hard questions* ❌️
*I spoke with the Civ 7 team and had questions to Aksum* ✅️
Yeah pretty bad title and I probably wouldn’t have watched without that word. I guess that makes it clickbait?
@@TheW83 100% click bait. Unsubscribed
@@Flipflopskipskop lol
Yeah this seemed too much like a payed shill.
* i asked the civ team the question they gave me LMAO this game is going to suck ass already see it clear as day
How did it take me until the last ten seconds of this interview to realise that Firaxis has "4X" at the start of it, after like 25 years.
I am a bit disappointed in these questions. There were not any that I would consider "hard". You didn't even ask about what was, supposedly, the absolute "I will never stop complaining about this if it isn't changed" point of the two leaders facing each other instead of talking to the player.
That's not a question. That's just a complaint, he would say I don't like this and they would say "okay, I'm sorry"
@@Nothing2150 "We are taking on all feedback as we release information. We love what our design team have done with the leaders and think it adds immersion"
And then they will probably change it for beta ha
"I asked the Civ 7 team some hard questions..."
Press x to doubt.
the nice 'will there be mod support' softball opener
"I spiked the ball for the Civ 7 teams a few times and here is what they planned to tell you" lol
Like: "Did you get any meaningful input from the competitive players, or fans with thousands of hours in Civ 6, before making foundational and game breaking changes to the Civilization formula?" I didn't think so.
@@hanksoandso8778 Didn't realise you'd played it. Tell us more about how the game is broken.
@@hanksoandso8778 you haven’t even played the game, it might be a little early to be confidently talking about “game breaking” changes
I really enjoy your content and thoughts in a lot of cases, and make sure I watch your videos on Civ - you're really the only Civ TH-camr I watch - but nothing about these questions were 'hard'. They were the very definition of softballs, and I honestly wouldn't care too much if you didn't clickbait and say that these were hard questions.
Not going to be one of those 'I unsubscribe >:(((' commenters or whatever, I generally like your content (you expressing honest opinions is refreshing) but I do hope that you represent yourself more truthfully in the future to your audience.
yeah, when he says "hard questions" I want to hear pointed discussion about things people have been worried about, like the insane prices being thrown around, and the denuvo spyware
Well put
The most important question that needs to be asked:
"Have you developed a solution for game difficulty that doesn't involve just disabling resource management/overt cheating by the AI?"
It's been the chief issue for 3 iterations of the games; whether it's the missionary rush, the multi-building at a time, ignoring the happiness variable, etc etc.
That is still tens of years in future… the Only way to change difficulty is to give AI production bonus or production malus… it will be same also in the future of games … far far future…
@@haukionkannel That's just simply not true. There are plenty of workarounds for this; civilizations can orchestrate pre-defined play paths, modeled off of QA tester playthroughs and pre-defined behavioral archetypes.
There are alternative solutions beyond computational power and calculating efficiency.
@@derekczerkaski5540 and play every time same way… boring. That is biggest problem with most ”AI mods”. They narrow down the AI to use Only optimal solutions.
@@haukionkannel As opposed to... what, outright cheating? What a terrible argument.
I don't think watching the AI spam 10 missionaries a turn was more fun than a prescribed pathway. I don't think watching any sort of overt cheating to be more fun than a game adhering to its own rules.
I mean imagine playing blackjack, but you can always pull an ace every turn; are you even playing the game anymore at that point...?
@@derekczerkaski5540
I am not saying that bonus production is good! I am saying that the AI remains to be bad far far in the future. And all those mods that are available, makes the AI to play exactly same way each time and that is boring.
Bonus production is not better, but at least there is variations between the turns and different game runs. It is not same thing as being good solution.
The hardest hitting question: will the game have a functional multiplayer? 😂
True
Really wish he asked some multiplayer questions. It’s the most loyal part of the community
You are hitting up the wrong youtuber. Potato has stated many times he doesn't care about multiplayer.
@@mwm776 no they are not
@@calamity916 most don’t care about multiplayer.
Real heads remember when Bridge Building was a tech that you needed to build roads over rivers.
Why did the audio cut out at 22:45
No idea, looking into it if its technical or otherwise.
@@PotatoMcWhiskey I see, I thought they accidently revealed too much and you had to censor it 😅
@@coolmamo I think that too XD
@@coolmamo me too lol
Regarding movement... I didn't have much of a problem with the unit having movement points left but needing more in order to actually move to surrounding terrain. What I did have a problem with is air units like observation balloons and drones moving like land units, where it cost extra movement points to go from plains to hills or to cross a river or go from land to sea.
Oh, also helicopters and drones being unable to fly over water and embarking is ridiculous!
@@KasumiRINA have you ever tried flying a helicopter across the Atlantic?
@@GoBlueHTB Fair point, though there is a huge difference between flying one across a ginormous ocean, hundreds miles from the nearest rest or refuelling point, and simply flying a short ways out from the coast or merely over a lake or river.
I'd envision hover units having free access to all water tiles except ocean tiles, unless perhaps they're within half their movement range / in formation with an aircraft carrier.
@@GoBlueHTB Helicopters should have the same debuff that Carthaginian units crossing mountains in Civ 5 do: lose a ton of hp if they end a turn on a tile they shouldn't.
where you have to choose between one or the other, balance/gameplay > realism
Poor Ed was under the weather…
The game never feels complete until an expansion or two. I know there are economic reasons for this, but it would be nice to see a complete game at launch.
There are so many dlcs now that the expansion model feels far away.
Part of it is also that players getting their hands on the game shapes its trajectory. It doesn't feel "complete" on launch because the last 3 civ games have had core parts of the game overhauled in DLC as a result of player feedback (well, maybe not Beyond Earth). That and mods. I think it "not feeling complete" is something that you impose on the game, not the other way around.
@@LoganChristianson True, for me getting directly into Civ 6 at launch definitely felt like a complete game. I liked the changes added in the expansions, and if I went back to do a game without the expansions it probably would feel incomplete, but it definitely didn't feel like it at the time.
@@LoganChristiansonciv 6 was a buggy mess at launch as well as missing key features. Religious and diplo victories weren’t in the game and now that they are they’re the least liked. Combine that with gathering storm’s hated global warming mechanic. So I don’t really see it as “player input” in how the game is developed. As well as asking for $70 upfront when the games have a history of launching incomplete and buggy I can see why people are passing on it
"complete game" is a pretty meaningless phrase, really. You can say you want a game with more stuff. But "complete" or "incomplete" is just nonsense
audio seems to be broken at 22:40 for a few seconds
And at 16:50 maybe said something juicey ? I cant work it out
@@Joe-qn3dk came to the comments to see if anyone else noticed!
Lip readers go!!!!
Just me fucking upr somewhere in the edit probably
They confessed that humankind was better than civ 6
My one question. If I missed it I am sorry. Do they add an “undo last click” option?
I sure if they added that, it would've been featured in the stuff they've showcased by this point.
You mean for Civ 7 entirely? Sadly no.
it would be to overpowered. Eg scout in one direction, then undo and scout the other direction
That would be cheating
@@erikhudepohl754 yes I see that, but I hate when I misclick, they could maybe make it an option for those of us that aren’t using it for advantage and just are playing it drunk at night and misclick a movement.
I know those guys don' control this, but the high prices alongside no regionalized monetization made this game completely impossible to buy in Brazil. The base version costs R$ 350, meaning it's almost double other AAA games (many cost R$ 200,00) and the complete one cost R$ 650,00 - our monthly minimum wage is R$ 1.412,00. This is based on a 44h week work hours, or aprox. 132 montly hours.
For reference, this is worth USD 260.03 with today's currency conversion. In the US, the mimnimum wage it USD 7.25 per hour, so considering the same work hours, UDS 957 per month.
So yeah, no more 2K games here.
if u are working for minimum wage, maybe you could find better stuff to do than civ.
You can thank US minimum wage workers for that. They don’t understand economics and vote/pressure government to mandate pay raises without any accountability from them. They overestimate their value causing more harm than good.
@@CarKiller92 I'm a lawyer smartass. I'm just trying to show a comparison of economy scale and currency value.
@@CarKiller92 Yeah man, minimum wage workers don't deserve to be happy or have fun.
@@CarKiller92 anyone, no matter how much they earn, or where they live should have the right to spend time with Hobbies, and have ways to deal with stress and have fun with their time,
@22:39 He must really hate the Civ 6 movement system to have an unbroken chain of expletives for several seconds.
Really lovely of the devs engaging with the community. I am looking forward to more!
Let me use chatgpt for you:
Q: What is your favorite Civ pun?
A: "The rest is history."
Q: Can you share information about the modding capability of Civilization 7?
A: Modding is a foundational part of Civilization 7, similar to previous titles. The game effect system uses XML to tie abilities to leaders and civilizations. The timeline for releasing modding tools will be similar to previous titles.
Q: Will there be any modding on platforms other than PC?
A: Currently, there is no news about modding on platforms other than PC. PC is easier for modding due to its open architecture.
Q: Are there any mods you are excited to see?
A: The developers are excited about the potential for rich and deep mods, especially those that explore different historical pathways.
Q: Does the gameplay expand in Era 2 and Era 3?
A: Yes, there are unique gameplay systems for each age. For example, the map opens up more in the exploration age, and religion plays a bigger role.
Q: How did community feedback influence the development of Civilization 7?
A: The developers aimed to shake up the formula and restructure the game to make it feel fresh while still delivering the core Civilization experience.
Q: What are some changes that are a love letter to the Civilization fan base?
A: The developers have focused on simplifying the core gameplay experience and addressing community feedback to enhance the overall experience.
I find it interesting that they were talking about adding depth without adding complexity, then immediately described how they basically stripped all depth from tile yields. It sounds like civ VII might be another casualty of competitive balancing and this notion that every start has to be optimal or else some tryhard will restart. The majority of players are not tryhards. What I want from civ is not "make everything blander so that the game is easier and I can brag about the difficulty I play it on", it's "make things more intuitive", so that casual players just playing through the game don't have to get a PhD in civonomics to play and then focus on one single thing their entire game.
For a long time, despite ever improving graphics, civ has been moving away from the feeling of building a civilization and more towards the feeling of playing an arcade style game in the way it is balanced and plays imo. Haven't liked it, still don't like it and I'm not excited to hear about further streamlining explicitly in the name of less variety. I'll have to see how it plays in practice of course.
Big question - can you play a game (and win) in a single age by multiple victory types? Like can you set the game to be ONLY a single age and somehow get a science/culture/domination victory within that era?
@@JJV7243 Pretty sure they mentioned you could play a single-age-only game before.
Yes, they said all ages are playable completely separately as a self contained game
Poor Sound died 22:41
yes, but your not going to get all win types in any age
Commander Types: Think in terms of an Age/Era-based structure. Ancient commanders were Very Important People with either a military background or a military role in government that grabbed up troops to deal with problems or launch wars. They also served as their own Field Commanders, essentially, or All-in-One leaders.
Middle Ages, you had permanent/standing military persons under the King/Queen or central government but who had to levy troops as needed when the central government required a task. Less a Field Commander now and more of a Rallying Point Recruiter. It would also fit with Exploration as Cortez recruited discontent rebels to take on the Aztecs, Pizzaro the same against Incas, long naval trips required persuading/coercing random island inhabitants to give over supplies, etc.
Modern Era, you had both a standing military chain of command and a professional army. The commander type now became Logistics Leaders and Strategic Commander. Field command was delegated, homefront officials handled recruitment, but doing the Grand Chessboard with armies and generals was the primary goal. They turn mobile forces, artillery pieces, and infantry into a Combined Army.
I'm glad to hear about adressing map balance and start bias! That's one of my biggest frustrations with civ 6, a bad spawn (i.e. neighbours like 5 tiles from your capital, barbarian insanity or just desert/tundra iceball with a civ that has zero bonus to it) can ruin your game, and a godly spawn can ruin it as well, where you blast past everyone in the Classical Era and are hopelessly running away without any hope of challenge or intrigue. I've abandoned so many games because I got ganked in the first ~20 turns or where by turn 100 I'm already "done" and the next 200 are just a formality to click through.
I wish balanced spawns are a togglable option, because I kind of hate where everyone has the same power level and all civs are equal it's more fun and realistic to have some outliers.
but that's what I like about civ. that's how history was, the vikings were forced to raid because their soil and resources were horrid. if you get a bad spawn, go military, your civ wants to take others lands. then your crappy spawn city can be purely for encampment/military spawning. The land you take can be for food and resources. civs are not meant to be equal, and you are supposed to try and adapt, thats the fun. just choose the mirrored competitive maps if you want perfectly balanced spawn..
for reference in civ6 the better balanced map mod guarantees a minimum amount of yields and tries to satisfy the most significant spawn biases. It by no means removes outliers (except you can't spawn with your capital on a wonder). It doesn't prevent god spawns but guarantees that people don't lose a game due to a low production capital with all 2/1 and being unable to get scouts and settlers out
Their approach I think follows a similar philosophy of removing complete lowrolls but still having biomes that are god spawns on certain civs.
My hope is that the code for map generation is accessible to modders to be able to get multiplayer to a reasonable balance
If you get a second interview, can you ask them to explain what the “opening up the map further in the second age” means exactly? Obviously it means they’re going to add the tech to cross deep water but what if you pick a pangaea type of map where you don’t worry about that? Will certain areas be prohibited for you to access until then?
I thought the same thing. Similarly, are archipelago maps simply unplayable in the first Age?
Great interview Potato! I loved your choice of questions. You understood and respected the boundaries of what they could and could not answer and still managed to find lines of inquiry that were interesting and engaging. Well done!
I am excited to try the game. The approach to Ages is definitely more developed than Humankind's is so this is definitely not a ripoff. The source of their inspiration is obvious, but their take on the whole mechanic is fresh and new.
I also liked that they are open about reducing the amount of micro required to play the game. In my job, whenever I am given the chance to provide feedback to the developers of our software, this is always near the top of my list of complaints. Each click required to perform a basic task just slows everything down. Add some lag to the experience, and those extra clicks can create an exponential increase in the time needed for each task. Being in a call center, efficient use of time is always at the forefront of everyone's mind. So seeing Firaxis being open about their efforts to address that complaint is very reassuring and satisfying.
Potato: "I love you guys so much!"
Carl: "Alright, thank you!"
Ed: "See ya!"
Beyond Earth got mentioned. So glad it is not forgotten. Beyond Earth had a lot of cool features.
I don't care what others think. I'm hyped. Been playing since Civ 2. Great interview, Potato!
I’m calling it now; a few expansion will include a fourth future era with space and/or ocean cities.
They have balls , thats for sure !
good on the mapgen algorithm. If it's accessible enough to mod it might also help the multiplayer modders tweak stuff
This feels more like “I asked the civ7 dev team some scripted questions”
happy about the "less monolithic" comment regarding designing mods that want to affect certain eras or specific systems.
“Rome wasn’t built in a day. But it was settled in a turn.”
This entire interview felt like a waste of time. If I wanted to have the devs promote their game at me I’d just go rewatch their company’s promotional content. A hard question might’ve been something along the lines of asking them about recent games that inspired them and how they intend to truly differentiate their work. Potato even vaguely referenced Endless Legend’s and Endless Space’s staple Civs with his “always at war” civ comment. Those conversations would’ve been interesting and worthwhile, much more so than “Let’s reiterate everything said in the announcement stream but with no visuals and less cohesion.” Missed opportunity, alas.
"I asked the Civ 7 team some *very* *veerry* *soft* questions"
Let me start by saying that as a history nerd, I love changing civs each era where this is a strong historical link. It's really cool to not only play China or India but for the game to specifically celebrate different eras of those civilizations. The Normans are an equally inspired choice as they allow for a variety of transitions both in and out of their age.
However, there is one element of this approach I'm concerned about. Because we are required to transition to a new civilization each age, it prevents the what if scenarios that Civilization is known for. What if the Persian Empire wasn't conquered by Alexander, the Caliphate or the Mongols? What if the Aztecs weren't conquered and converted by the Spanish? What if the First Nation people weren't subjugated by the United States? This may seem like a small sacrifice but for those with close connections to those and other cultures, it feels weird for the game to tell them, "Sorry. Your ancestors stopped being important after this time period. But don't worry, you can still play as those at least partially responsible for their downfall and, if not them, someone else in the region is just as good right?" when the game is all about "building something you believe in", particularly when previous games were specifically known for empowering players to throw off the chains of history and forge their own path.
Nice, lovely to see your dedication to the genre pay off with these kinds of interviews, equally lovely to see Firaxis engaging with the "community" :)
It always seemed to me that rainforests shouldn't generate science until the modern era. 😅
You need to see it this way; the people living there saw a new animal every other day. Or they died by something new each other day, hence learned quite a bit.
This was a super fun video! Fantastic work from all involved. Would love to see more of these in the future 🎉
I know Potato isn’t a huge gameplay Mod guy for Civ so I REALLY appreciate you hitting them with a question about mods right off the bat. Thanks
I'm guessing there must be a part two that has the hard questions? 😉
I like the start bias talk , just played canda in 6 with starting in desert jungle.
My dude, “asking hard questions - what did you have for breakfast”.
Also listening to Carl say how he appreciates another historic game by mentioning AC was just painful
Well, it was quite interesting, but what about questions like:
1. Do you work hard to solve disconnect issues which are still nightmare years after Civ6 release?
2. Do you have an idea how to solve the problem with "fast clicking" in multiplayer? The new commander mechanics seems cool, but what happens when player A "fast-click snipe" player B commander, the battle might be over instantly coz player B loses his bonuses.
3. Did you see CIV League multiplayer mod and it's changes? I'm curious why those changes are not added to the base game, like producing iron from armory might seems strange but multiplayer could be more balanced with resources not only within map generation.
4. Do you plan to improve AI in Civ6 in terms of war/combat? In Civ6 AI have huge issues with warfare.
I'm not hating, already bought Civ7 Founders Edition :), but those I hard questions i suppose :P :)
Great interview buddy. Pretty excited for the new civ. DGGL
Wouldn't it be cool if you could colonise the moon and send minerals back
That's the kind of things that would hype me up, f- it, make the game 750 turns and add space as a place to explore.
Liking AC Shadows for its history is the most sus answer of all.
So you just know that every new strategic resource that appears once the Age changes will spawn right underneath your well-developed city and wonder tiles.
I’m still a little bummed at the map expansion system if it’s literally just a completely empty continent with some city states. Pretty much every landmass was settled prior to the age of exploration
A thing to discuss with the devs next time: The Ages system would allow for relics to have interesting use. You could have them be useful items in the earlier ages, and then you could put them to a museum in the modern age. Is this already going to be a thing at launch?
This guy interview makes me excited for the possibility of maintaining the “one more turn” feeling.
@22:30 he is so right about the extra click to end the turn being so annoying in civ 6 when your unit still has some movement left but you can't move to any nearby tiles except backwards where you came from. I'm glad that is being tweaked.
I appreciate they are openly mod friendly. Many games don’t appreciate players modding the game but mods really specialize a game beyond the basic game. Creating potential for more gameplay. This gets legacy players returning.
A hard question would have been about this controversial DRM they're apparently going to use ;)
Why would I ask them about Denuvo when I don't know what it is? I'm asking them about gameplay
@@PotatoMcWhiskey Lots of people think it'll ruin the gameplay experience 🤷🏻♂️ I don't know so just hope it doesn't!
Good questions though, I liked that you got them to flesh out more about their thought processes and what they're hoping to achieve
@@PotatoMcWhiskeyWhen you don’t know what something is, it’s very reasonable to ask questions about it to learn more!
@@PotatoMcWhiskey lol, you said didn't know what it was when the first civ 7 announcements/videos came out. Everyone was very clearly upset about Denuvo and even in your video most of the comments talked about it and explained why it is bad.
@@PotatoMcWhiskey Because you're trying to figure out what it is? This is a deal breaker for me. You really didn't ask any hardball questions at all. Very disappointed in this video.
If every tile is basically the same, does that not just mean the meta becomes a lot more straight forward every game.
I could see a "Space Era" being a DLC down the road.
Mark it down, there's absolutely going to be a London Bridge wonder and they're going to showcase it in a Norman playthrough soon
I want a really really really big map (option). Miss my max true size earth map that doesn’t work for me anymore.
Ho man. The drip feed is real. I've never been so excited to hear about bridges before!
Since certain civs might need certain start positions e.g. Egypt and navigable rivers - maybe they should just add spawns next to a navigable river into the civs description
You might pick a leader for that civ with a contrary start bias so it cannot be blanket I would imagine. It does sound like the bias is pretty strong for something that important though, from their comments on Hatshepsut
When do you start asking the hard questions? All I've heard is:
> Fairly generic question
> Canned answer
> "Oh yeah, that's a good point, I really like that idea."
The first Civilization was awesome. I'm ready for Civilization VII. I'm old.
It'll be interesting to see if various True Earth Start maps lock in various Civs, or hone in on more historic moments to do a "deep dive" of that locale.
Excellent that you got this interview, Potato. Super excited for Civ 7. Obviously you can't ask every question but I would like to hear from the devs on why they've moved away from a one on one perspective on the leader interaction screens.
As usual, I'll start playing it when all the expansions have been released.
If modding will be "similar to previous titles" I don't know that is enough. There were just too many things that couldn't actually be added/changed in civ 6, like for example, being able to make a mod that increases city radius from 3 to 4, or being able to add entirely different lines of new units and completely overhauled tech trees (like, say, a fantasy oriented one where you end up with magical airships later that are air units without the usual air mechanics).
Hi bud. Long time civ player (since 2) recently found your channel. Great work.
One idea I have had for a potential mod would be to train a conversational ai like chatgpt to basically be your enemies, and give the player the ability to converse with them throughout the campaign to do diplomatic actions. It would remove seeing the same conversations over and over through a 50 hour game. And it can be trained to learn all of Cleopatra's history (for example) and talk how you would expect her to, but also learn what is happening on the current map and incentivize it to win via diplomacy.
Don't suppose you could ask them if that could work next time you do one of these. Thanks
How does Civ 7 movement differ from Civ 5 movement? Sounds like both are just rounding up movement costs for entering rough terrain. Or does it and all movement after entering, even if it's a cavalry unit with a lot of extra movement left over?
I miss the awesome scenarios from Civ IV and V.
When will Denuvo be removed so this game is purchasable?
so these really was not the questions ive seen the community worried about. My biggest issue is so much is changing is this going to feel like civ. They sounded like in the beginning they were saying they changed things to change things so im worried that is just a new game IP almost and not really Civ 7
That's literally what they did in Civ 3, Civ 5, and Civ 6, and everybody always complained. I am more worried about limited civs and waiting for expansions to fix stuff: Civ 6 was pretty much feature complete from the start, but 5 without expansions was painful.
I didn't play anything before 5 so can't speak to that but I didn't feel 5 to 6 felt like a different game just steps forwards or changes in direction. I'm worried they have changed alot just for the sake of changing it and it seems like in this interview they said they went out of thier way to change things so hopefully they knock it out and its amazing. I'm just worried it will be mid and not feel like civ. And totally agree civ 5 was rough in launch compared to where it got after expansions. 6 did that alot better. @@KasumiRINA
They addressed this exact point so I'm not sure what question you still want answered. They felt they were predictable and wanted to make some BIG swings. They have tried to stay true to what they believe is 'core' Civ, but I think at this point it is reasonable to assume this will feel like a very different game. Now it will be up to you whether that interests you or not and, as they release more info, you will have a better idea. But it will be a big change from Civ 5 and 6.
If you don't end up liking it, you can stick to the civ that you're used to. No shame in that.
@rexanael243 that's what worried me though from what they said they changed alot because they felt it became predictable but that doesn't mean it's for the best. It could be great and I hope it is but you don't change what isn't broke.
@9:45 I'm kind of at a crossroads. It's likely because I've just been doing the micro for so long, but I love the micro aspect that workers and cities in Civ 5 provide. That being said, I completely agree that it is 100% a large barrier to entry, especially if someone is trying to break into a multiplayer scene. It can get tedious and even as someone who's put thousands of hours into microing cities/workers, it 100% gets tedious especially when you start owning a substantial amount of cities. I really hope they can find that balance between depth/complexity that they're referring to when they answered your question. If you were to ask me what should be more important: 1. Macro decisions or 2. the Micro decisions; I really don't know what I'd say. Civ 5 has programed me to believe that to be able to play the macro game, you need to have a minimum threshold of micro capability; but perhaps this is a not the best way forward.
I'm hopeful that Civ 7 will be able to advance the game forward but still keep the depth that 5 provides on a micro level (at least to some extent to still feel satisfied).
Nothing annoys me more about my addiction to Civ 5 than that it is an outdated game and the multiplayer civ player base is split between two very different games.
I really appreciate you having this conversation with the team and asking some important questions. I wonder if they're familiar with Lekmod and the civ 5 modding that exists and also what questions were off limits for you to ask haha.
No questions were off limits
What was the muted dialogue around 17~18mins
and at 22:40
Playing civ6 with my friends last night, and we were hoping that some thing that should come back to the trade menu are: trading/gifting of military units; trading of technologies; trading of maps.
Trading of military units is such a good idea. I often try to support allied civs in a proxy war sort of way. Usually I'll throw money and resources at the civ I want to win but the ai is so broken it probably makes no difference.
I would love to be able to influence wars I am not directly involved in
My vikings also want those navigable rivers. 😍🤩
In the Modern Period, will there be up-to-date Science/Engineering like Man-Made Islands or Hydroponics (a la SMAC)?
Man, it seemed like Potato was stumbling all over the place and didn't come well-prepared. Still great to have him as an interviewer, but I wish he was more on his A-game. I'm sure there'll be another opportunity for Potato to knock it out of the park
One thing I really wish they would do with an expiation is to add colonization of Mars. So instead of the game ending, the most advanced civ would start colonizing Mars and then you’d have a whole new area to build an explorer with advanced future tech. Maybe some aliens in there too would be sweet.
That would be really cool, but I feel like it overly incentivizes science, because being able to colonize and reap the yields of an entire extra planet would probably be too OP. Everyone would try to rush science to get to Mars quicker than everyone else. They would have to eliminate science as a victory condition and make science as a yield work the same way as gold; a resource used as a means to achieve victory, but not a resource directly contributing to a victory condition.
That would be very demanding in already bloated late game gameplay. Probaly as stand alone dlc like beyond earth would be good
This is same format as Ursa Ryan's video posted earlier today. Wonder how many others of these will pop-up on the TH-cam feed.
I have a tough question for the devs: "Why the heck does Civ 7 suddenly look like clone of Humankind? The districts, the terrain levels, the diplomacy screen with the two rulers - this looks like copy and paste. There is hardly anything left from the original Civ feeling, mechanics and style.
Will earth maps be available?
I just wanna know if the difficulty just gives the ai more units and yields to start or how that's gonna work this time lol
A good question would be, why did they decide to remove picking one civilization and taking it through all of history? Embarking on an alternative history where Egypt or Rome never fell. An alternative history in which the French started out in antiquity. Forcing civilizations changes into other civilization takes that option away. If this game is really about adding options, then why take away that path? In another interview I have seen on this, they are basically allowing players to continuing playing certain nations like Japan and India (based off of different points in their history). Why not have the same for the others? Sure, there would some things they would have to make up. But they can based those changes on the cultures of these different civilizations. And it would not be the first time they added things that were not completely historic (such as Giant Death Robots, the Fountain of Youth, and XCom special forces).
It seems like this age mechanic could be a really great thing. However, I feel there should be a path for each civilization in the game to be played from start to finish. It would fit the whole alternative history vibe that civilization has had forever. And to be clear, a civilization changing into another civilization can be part of that too.
Mods…
I'm lowkey happy to hear they are into slay the spire and balatro, these are examples of the best rougelikes and great sources of inspiration for civ.
Has the light touch of sponsored content. Naturally enough of course.
I was not paid for this interview
Shame they didnt give you money for the promotional effort. At least you got the prestige of insider access.
@@PotatoMcWhiskey You weren't paid for this interview yet still clickbaited everyone?
So you're not even lying for money, just lying to your audience to fanboy over a company?
Jeez dude.
This was pretty disappointing. You didn't ask about Denuvo, why multiplayer is limited, if they plan on reworking the leader models, if they plan on selling leader skins as the reason why they face each other, or why they're rehashing old mechanics and passing them off as new.
This was just an ad with one worthwhile question about mod capability. Nice clickbait.
Most important question: will there be canals?
What's the difference between ending movement in harder terrain in civ5 and turn ending terrain in civ7? :))
I thought the same thing! ha
It sounds very similar to 5 but I guess the major difference will be it doesn't matter how many movement points you have if you move into turn ending terrain. It will mean a little more strategy around moving cavalry and other more than 2 movement units I assume.
@@rexanael243 That's still the same concept with river in civ5. Rivers end movement.
And unit with one movement left? Still can go there and end their move? Still the same as before.
It's a very simple idea, not groundbreaking at all. But they make it like it's a brilliant idea. I though they would say something that will blow my mind but meh.
@@valentinoaditya2458 I’ll have to see it play out more fully to understand the difference. I didn’t take that story and some brilliant idea though. Just that they had a problem and thought Sid came up with a neat, easy solution.
Whatever though, I was just musing in response to your question but am not invested in defending it or anything
"Hard" questions? What?
I've been very interested in the new map generation. I can't wait to see it in action!
More choices, more ways to react to "not quite winning so far" will always be good. As long as there aren't a few paths that will always win it should make the game more fun.
The best mods are the ones that make the interaction easier, hopefuly some of the civ 6 mods have been incorporated.