In ramping up for its eventual launch, laid out a series of issues from previous games (mostly ) that this installment sought to address. These include snowballing, micromanagement, and civ balance, three major issues that prevented players from completing campaigns in their entirety. Snowballing is the idea that a civilization will start small and «snowball» into an unstoppable force, placing players at an extreme advantage or disadvantage that cannot be overcome. micromanagement issues were of particular concern, as late gameplay requires cycling through an extensive array of units and Production queues.
The balance issues that seeks to address from relate to how and when a civilization is most effective during a campaign. If a particular civilization doesn't come online until late in the game, there's not much incentive to use it. All three of these concerns from previous games have definitely been addressed, but as a result, new problems have been introduced. Overall, succeeds in improving the problematic features of its predecessors, but it faces a whole new wave of issues that will be tough to solve.
As far as accomplishing its stated goal to solve these problems, goes above and beyond. Micromanagement has been reduced substantially due to a variety of factors, such as the removal of Builder units, the introduction of Towns that don't require Production queues, and Commander Units that make moving armies or fleets significantly more efficient. These are undeniable wins for and make completing a campaign more achievable — and more fun. While there are still some tedious aspects to the game, the presented solutions for micromanagement are absolutely successful in making the experience less cumbersome.
Civilization 7 has ten Antiquity Age civilizations, each with their own unique Civic Trees that provide one-of-a-kind bonuses and effects.
Snowballing has also been addressed effectively with the introduction of the Ages system that breaks the game into three
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