Jan. 28th, 2026

jack: (Default)
General thoughts on large changes:
* Having three ages with only some things carried over between them actually works really well. If you do well on the victory tracks on one age it helps in the next age, but it's not impossible to catch up. And it's meaningful to pivot from science one age to conquering in another age to economics in another.
* Adding hexes to cities is simpler and meaningful, but confusing to people used to earlier Civ games. Each tile has a natural yield. When you grow the city (when you get a new pop) into that tile, it gets the appropriate improvement. Hexes adjacent to city tiles (within 3 of the centre) don't produce any yield but count as controlled by the city. (That's where you can expand into) Placing buildings also grows the city. Building count as urban hexes, they all need to be contiguous with the centre.
* Gaining influence spent for diplomatic actions works really well. It makes investing in diplomacy meaningful, for warlike civs as well as friendly ones. It makes a difference which civs you butter up, but you can't infinitely butter up a civ that doesn't like you. And influence is used during war to influence war exhaustion, so a more/less popular war makes a real difference.
* There is a soft cap on the number of settlements which I like. It's less runaway victory/failure than how many settlers you can build. But it's less dramatic when building a settler isn't A Big Deal.
* Independent powers make a bit more sense. There are villages which can be hostile (like barbarians) or can be befriended (when they become city states). Late in the age you get auto-hostile ones who act like barbarians. It feels more organic.
* I like mixing and matching leaders and civs, and mixing and matching different civs appropriate to the region between ages.
* They got rid of rock-paper-scissors units. But overall the balance of military seems fairly good. I really enjoy it when I have good unique milirary units, like horse archers (just always OP), or elephants with machine gun mounts (Siam FTW) 🙂
* Some of the victory tracks are really fun. In modern age, economic requires connecting a rail network and processing factory resources. In exploration age, military/expansion track rewards settlements in foreign lands, extra if conquered, extra if your religion, so it can reward a variety of play. But some feel more unfinished, just "do X amount of Y".

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