A new feature in seems like a tough pill to swallow, but could actually be great for players in the long run. Although it's still several months away, has already revealed significant differences from . While some, like streamlined Tech trees and updated graphics, are unlikely to ruffle any feathers, is also adding a handful of entirely new mechanics that may provoke a little more controversy.
For example, random crises may sometimes strike a player's civ, potentially ruining a perfectly good century. Commander units will change the face of 's combat, raising the stakes and making every battle feel personal. Even these, though, are innocuous compared to what may be 's most controversial new feature. But as it turns out, the developers only have players' best interests in mind.
Sid Meier's Civilization 7 marks the return of an iconic strategy series, and although information is limited, there are a few key things to know.
According to an interview with creative director Ed Beach, as published on ggrecon's controversial new Ages feature is intended to lighten the player's load. While Beach admits that the new introduction does change "," he promises that it's for the best, and will greatly ease the complexity of late-game. "," says Beach, ""
Ages are a part of, but only exist in the expansion pack (albeit in a very different form).
In short, that seems like a very cryptic way of saying that 's three Ages (Antiquity, Discovery, and Modern Age) will each have slightly different mechanics, slightly different metrics to track. Instead of adding new numbers, relationships, and other windows for players to stare at every few centuries or so, will switch gears, with new mechanics eventually replacing old ones. This way, while complexity will still ramp up from the beginning to the end of each Age, every next Age will start somewhat anew. Players will have new concerns, new ways to measure progress — but fewer of them overall than they did at the end of the previous Age.
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