
In my previous post, I discussed my thoughts regarding the new "Test of Time" update for Civilization VII. In summary, I feel that it does not really address the main problems that I had with the game since its launch. My core complaint with Civilization VII is the arbitrary and jarring nature of age transitions, and how they skip over large periods of the in-game history. I've also previously written about suggestions that I have for improving age transitions, and some of those ideas have been added to the game by Firaxis in its patches over the past year and a half. But now that "Test of Time" has made a major revision to the core design of Civilization VII, in the form of both civ-switching and in the new Triumphs and victory systems, I want to re-visit the idea of improving age transitions.
So what else could Firaxis do to fix these remaining problems, now that the vocal subset of civ-switch-haters have hopefully been appeased? Well, I already proposed one possible solution in my previous video about Ara and Civ VII. I'm not going to repeat all of that again here, even though a lot of this video is already rehashed from that previous script. But basically, I had proposed that perhaps Civ VII (or Civ VIII) could take a page from Ara's playbook, and use the crises as a true "boss fight" at the end of an age that actually culls out civilizations who fail to resolve that crisis.
A video comparing and contrasting the 3-act structures of Civilization VII and Ara: History Untold.
I don't want to rehash that entire idea, but I do have one idea for expanding on it in a way that utilizes the new Test of Time gameplay. Instead of be eliminated from the game if any civ fails the Age transition crisis, the game could force that civ to change civilizations at the age transition. The idea here being that the failing empire collapses sufficiently such that its old culture and governance did not survive the crisis in-tact, and new culture and governments have taken over. The crisis resolution could even be tiered, such that at the highest tier, your empire survives and you're allowed to keep the same civilization into the next era with all your dedications. The middle tier would require switching civilizations, and you would not be able to select as many dedications. At the bottom tier, your empire collapses entirely, and you are eliminated from the game.
That's one idea which combines the Test of Time concepts with the design philosophy of Ara's act scoring. Floundering civs being forced to transition between ages would add context to the civ-swapping that might make the idea more palatable for some subset of players who disliked the civ-switching mechanic at launch. Further, adding player elimination would expand upon the idea of the crisis itself being a "Test of Time", acting as a sort of "great filter" that decides which civs survive and which civs die out.
How well an empire performs in a crisis could mechanically determine whether they must switch civs.
Player elimination would also have some of the benefits of Ara's design, which would be that it would free up space on the map for the surviving civs to expand in the following ages, without necessarily having to resort to military conquest. It could also tie into other Civ-specific systems, such as providing new open spaces for Independent Civilizations and city states to emerge, and it could be tied into the archaeology systems of the Modern Age.
But that still doesn't necessarily address the fundamental problem of the ages feeling like they end prematurely, and skipping over chunks of history. So to that end, I have more suggestions.
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Tags:Sid Meier's Civilization, Civilization VII, Firaxis, 2K Games, test of time, patch, civilization, age, crisis, disaster, Ara: History Untold

A few weeks ago (or I guess more than a month ago, at this point -- geez I'm slow at writing these), Firaxis released it's "Test of Time" update for Civilization VII. Civ VII players can now finally play as the same civilization throughout the entire game, which addresses one of the player base's biggest criticisms with the game. The internet is now abuzz with the question of whether or not this patch "fixes" or "saves" Civilization VII. From what I've seen so far, it seems to be very well-received, with many internet pundits saying (or implying with their YouTube thumbnails) that Civ VII is "fixed".
Test of Time certainly is a good update. The biggest change is that players now have the choice to play as any civilization in any age, and can choose to play as the same civilization for the entire game, if you choose. To accomplish this, Firaxis gave every civilization an "apex age" in which they are the most powerful. During the apex age, their abilities are the strongest, and they have access to all of their unique units. During non-apex ages, each civ has less powerful versions of their ability, and they are stuck with stock units.
Players can now choose to keep the same civilization when transitioning into a new age.
This approach is similar to Humankind, which also gave players the option to stay as the same culture when progressing to a new era. The big difference is that in Humankind, staying with the same culture would give that culture the same generic bonus every time; whereas in Civ VII, each civ still has a unique ability, it's just a weaker version of their apex unique ability. So Civ VII's approach is a little bit more flavorful in that regard. Basically, Humankind's version of this feature was (as far as I can tell) just a fall-back option if all the good cultures have already been selected by other players. If you don't want any of the available cultures, you can just stay as the same culture, and continue to field their unique units and build their unique infrastructure, and get some small buff. In Civ VII, by contrast, sticking with the same civ is framed as a more assertive decision. You choose that civ because you want their abilities, not simply because you don't want the other civs.
Personally, I still prefer Humankind's method of culture-switching over Civ VII's. I prefer how it is tied to the individual civilization's progress through the eras, and doesn't stop the game at arbitrary points to force everyone to switch. I also like how there's a competitive, first-come-first-serve aspect to switching cultures in Humankind, which lights a fire under the player's butt to make sure to advance fast enough to get a prime pick of the upcoming era's cultures. Humankind's approach feels like a much more organic and natural part of the game that doesn't interrupt the game's pacing at all (but in fact, adds to the pacing). This is in stark contrast to Civ VII's design, which feels forced, arbitrary, and exceedingly "game-ified".
But perhaps a full analysis of Humankind's culture-switching compared to Civ VII should be the subject of another essay, similar to what I did with Civ VII and Ara: History Untold... For now, I want to talk about Civ VII specifically.
In addition to being able to play civs outside of their apex age, Test of Time completely replaces the Legacy paths with new, more granular and more varied "Triumphs". These are smaller goals and milestones that unlock dedication bonuses for the next age. This is intended to add more variety to each age, and make it so that players don't feel like they're following the same rote steps to achieve the same 4 goals every time they play.
Legacy paths were replaced with more varied and granular Triumphs.
Again, this is a good change. [More]

Civilization VII is right around the corner. For the first time in the Civilization series' history, it will actually have competition in its specific niche. One of those competitors is Microsoft's Ara: History Untold. Of the various games in the "historic 4x grand strategy" genre, Ara might very well be the most unique -- both to its benefit, and also to its own detriment.
Part Civilization, part city-builder
In addition to the obvious comparisons to Civilization, Ara: History Untold feels almost as much like a medieval survival-village-crafting game along the lines of Banished, Settlement Survival, or Manor Lords. The bulk of the game is spent building resource harvesters, building crafting buildings, and then trying to set up an efficient and self-sufficient economic engine that converts those harvested resources into manufactured goods. As you research new technologies and advance through the eras, you'll unlock new resources and recipes for new things you can craft with those resources. In fact, most of the tech tree is dedicated to unlocking new resources and craft recipes.
There is a huge variety of resources and manufactured goods.
The limited space available to each city will prevent you from ever really feeling like you've built a perfectly efficient machine. There's enough different crafting buildings, enough different resources, and enough different crafting recipes that you won't have enough room to build all the collectors and crafters for everything. So you'll be switching what crafting building is crafting what goods periodically, as certain infrastructure or units may require specific goods. Goods can also be assigned to buildings in order to "accelerate" their crafting efficiency, or to the cities directly in order to satisfy the needs of the population or to provide passive buffs.
For example, if you build a butcher shop in one of your cities, you can assign it to craft either salted fish or salted meat. If you choose salted meat, then you can assign a cow, pig, or venison, as well as optional salt or spices in order to speed up the production of that meat. You can then take that crafted meat and assign it to a city to provide extra food for the population.
Similarly, you can harvest raw iron ore from mines, process them into ingots in a forge, then combine the iron ingots with coal in a foundry to produce steel. That steel can then be used to create everything from skyscrapers to house more population, to luxuries like consumer automobiles and refrigerators, to tanks and battleships.
Candles can be equipped into housing to improve the knowledge rating of the residents.
And there are so many things that you can craft. There's candles, furniture, pottery, linen, medicinal herbs, pastries, coffee, microchips, and so forth. These sorts of items can be assigned to other buildings to provide certain passive benefits. A candle, for instance, can be assign to a residential dwelling to increase the "knowledge" rating of the city, which speeds up your technology research rate. Presumably, the people living in that dwelling are using the candle light to study books and learn things through the night. Similarly, metals, glass, and fuels can be used to craft lampposts, which can be installed in cities to reduce crime and improve the city's security rating.
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Tags:Ara: History Untold, Microsoft, Microsoft Game Studio, XBox Game Studio, Oxide Games, strategy, 4x, history, economy, crafting, resource, logistics
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