Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Long time civ player
1. Can’t give gold or supplies when trying to ask for peace. So, unless you have a spare town you have NOTHING to convince the other civ to make peace.

2. Trying to get a trade caravan going is like magic, no one can explain how it works, or how to do it really, just repeat and hope.

3. Can’t give settlements to alliance members, but can only during a peace negotiation.

4. Trade caravans is buggy to all hell. The choice is lit up, so you should 100% be able to set up a trade route, but it never works like that. You sometimes have to go all the way to the base you want to trade with manually, and then click on the establish trade option. Other times it still doesn’t work and when you go back to the other settlement then it works again all of a sudden. This is even when I have 3 open trade routes I can still use with this civ. There are times when I finally get a message saying “You can trade with this city now!” and it’s a city I have been trying to trade with for 40 turns. It’s also a city ON THE LIST FOR TRADING! If there is a mechanic that stops the trading to that town, don’t have it listed like you can with the trader.

5. There have been a few times that the item I am building is set to 999 and my production on my capital is set to 0. Didn’t notice this for a solid 20 turns.

6. We have no idea what the “link chain” next to towns is about. I know if you have that picture with a break in the middle it’s stating you can’t get to your kingdom/territories, so it’s “Cut off”. Still don’t know why that chain image that isn’t “broken” just shows up randomly on towns.

7. Graphical issues, showing armies where there are none. Showing burning buildings that are fine. I have even noticed entire buildings for me to build (Build list) go missing until I reloaded the game.

8. My alliance member can see my entire cities/towns but I cannot see inside any of hers/fog of war still present.

9. City name/marker being off, so when taking over a capital I went onto a spot that wasn’t the capital and it gave the area to me for some reason.

10. Would be nice to see the movement points needed when you click to move instead of the unit just going towards that spot. Makes trying to sneak up and attack impossible. It’s impossible to strategize an attack if you have no idea if your unit can get to that tile and attack.

11. You can almost never just reassign a location with right clicking when the unit has used up all its movement points. You have to click on the cancel button and then re-click to move.

12. Next to no explanation on how you get specialists in your colony, even where to put them. I think I found that out later… you have to use the “expand city” option on your lands you already occupy.

13. What is a “warehouse” on a tile? Keep seeing these upgrades that says it will not remove the warehouse on a tile.

14. There is way more resources than you have to even use or store them. Should get some more items in each age that allows you at least to have more. Right now, in my co-op game I have 23 city resources and 7 bonus resources.

15. The “favor” of another civilization is messed up. My lady and I chose things that were supposed to increase our likeability/favor by 6 and 12 points. It sat around at 37 for like 15 plus turns and then all of a sudden flopped into 60 favors.

16. Make it so it’s easier to “Back a war” or “Oppose a war” and give favor/backing/war support to a friendly civ. The lady couldn’t oppose my war at all, but the other two non-alliance civs that went to war with me could back each other. Beyond frustrating.

17. The “Denounce” action makes no sense… So, they are going after you, to make you spend a chunk of influence, and if you can’t, then they want you to public denounce them so they have a “reason” to hate you? I don’t know if maybe my brain is just stuck on the whole “Spreading rumors” or “Denouncing” that you do yourself. Like, you spend influence to publicly call out a leader for the very reason to lower relations. Instead, it’s… the other person paying to make you publicly embarrass/denounce them? I just can’t make sense of it.

18. There is like, ZERO reasons to attack cities now. Let’s say you are at max for the first “age” (Spoiler, I was). You take over the city, and now you have 2 TERRIBLE OPTIONS. You can… “Keep the settlement” and for each settlement you are over your max, is a -5 to happiness to ALL SETTLEMENTS, NOT JUST THE NEW ONE. Doing this also has a very high chance of “unrest” and “unrest” for some reason doesn’t let you build or buy anything… you are left to try and fix an unhappy settlement, but not being able to do ANYTHING to make them happy. Seriously, wtf is this option trash? SERIOUSLY.
Ok, so second option…somehow worse yet. You can “RAZE” the settlement/town, and it takes 6 freaking turns and you get NOTHING FOR IT. No gold, no influence, literally nothing…BUT WAIT, THERE’S MORE!! You also give EVERY. SINGLE. FREAKING. CIVILIZATION. 1 FREE SUPPORT WAR THAT YOU ARE IN. FOR. THE. REST. OF. THE. GAME. So, you get nothing for razing it down, you actually get hit with negatives for it. Even the civilizations that weren’t in the war or even met either of the war parties before. Again, I must ask, SERIOUSLY WHAT IS THIS OPTION TRASH. I can’t think of any other 4x game that has less than 2 options and have them both be bad. I honestly feel like this is some inside joke. I guess the only "Strategy" you could do here is to make a small town blocking off a few resources of your enemies, or just in between to settlements to break their ability to mash together, so that way the enemy gets mad and attacks your town. If the town is in a really bad place, then they have to either keep it (Which is really bad if they are already over their settlement limit) or raze it, which gives everyone support against you for doing so. :P

19. When choosing your leader attributes, at least for the first time, it would be nice to see the total summed up. For instance, economic, the second choices are: Get +2 gold per age every active trade route or +2 gold for every tech/civic mastery completed in an age. This is obviously different for each game, but on the first time choosing it would help to know which is more.

20. Overbuilding – this, like a lot of age transitional buildings, really need a better explanation but the “tip” would be WAY BETTER, with pictures, yes laugh, ha-ha, but also like a common item that almost all civs have from the first age… aka like the “Altar” should be replaced via like a temple or something like that. Also explain if you don’t do that and it’s not ageless, what are you losing out on, and what was the point of “quarters” and “adjacency”.

21. Bring back the ability to see each structure build on a grid. So that way I can see if an upgrade is useless now for the new age. Why remove such a core piece of the game. Where I can’t even tell if that tile has anything on it like a specialist, or multiple bonuses/even units.
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Showing 1-11 of 11 comments
Please give us control on rule set. i want to feel all mighty via a total annihilation.
Haydencp Feb 16 @ 7:00pm 
I just bout the game, now i wish i did not. Wtf is this?
Wolfenacht Feb 16 @ 10:42pm 
Lol yeah.... it's weird.... There are more issues than just this.
The scout auto seek is no longer a thing either.
The civs are war hungry, this is my second co-op playthrough and I just had all 3 of the civs I met go to war with me. I "understood" the one that was closer to my city, even though he made the new town closer to me, but the other two are farther away. In fact those two are closer to my co-op partner, and they are touching each others boundaries, but they decided to go to war with me, not with each other while touching borders, or to war against my partner, who is closer to both of them. O.o
Honestly, it feels like they are war hungry against "host". Only thing I can think of to describe it.
Neonbabz Feb 17 @ 12:02am 
Something they need to change as soon as posible is the penalty for razing cities/towns. It makes no sense that all civs will get +1 on all future wars agains us for razing a city (a city that most civs doesnt even know exits). It would make sense that we have a penalty towards the civ we are fighting againts and who we raze their city.
I think we have to conclude that we bought a half complete game. I would have been happy with my 110euro for a full game but this? Im not happy. Not at all...
Wolfenacht Feb 19 @ 12:29am 
I also don't like the fact that if I am in an alliance and I get war targeted, my alliance member HAS to go to war or drop the alliance, there is no "Penalty loss" that might keep the alliance.
This wouldn't be as bad if that also meant that my alliance member has the OPTION to get peace when I make peace.
Right now playing with a second player, I feel bad because I always ALWAYS get war targeted by the entire civ map. Lol. So she gets it as well, then whenever they ask for peace and I accept the peace, I worry about her still getting bombarded by the civs. It should be given as an option like "Your alliance member chose peace, do you want to have peace or keep the war going?"
Again, just stuff like this makes the game feel... clunky, I can't really think of anything in this game that is run smoothly without any complaints or huge deviation from the normal rules of civ to the point it's "alien"
For 2) and 4)
There are 2 invisible numbers, a trade range for water routes and a trade range for land routes with the water range being vastly higher then the land range
as you are unable to see these numbers, and the things that effect them arent really explained, it looks super random whether you can or can not trade with a town

as the water range is so ridiculously high, simply building ports in your cities (which enables water trading routes) will typically allow every other player to trade with said city
thats why my brother and I always build coastal cities with ports, so we can make trade routes with another (which works in 90% of all cases, I m completely lost on the remaining 10% though)

as the AI does not do this, you can often simply not trade with the AI until the exploration age (unless you secure an eco suzerain boni that increases trade route range)

if a city switches between being tradeable and not tradeable, maybe they build a port and the port burned town in a natural disaster? idk
Last edited by TheNightglow; Feb 20 @ 12:39am
For 5)
there are a lot of narrative events that set your production to 0 for a few turns
at least it isnt as bad as the gold alternative, as when a narrative event sets your gold income to 0, you ll end up deep in the red, as the game does not account for the maintenance costs so it ends up like -130 gold per turn LOL
For 9)
conquering cities works differently then 6, you need to just step onto each urban district once (i believe, I m not 100% sure tho), meaning you probably just happened to step on the last district tile of the capital that still needed to be stepped on
Last edited by TheNightglow; Feb 20 @ 12:40am
For 13)
I believe the warehouse is the tile yield (typically when you build an urban building over a tile, the tile looses its base yield, and I think the buildings that say they dont destroy the warehouse keep the yield (not entirely sure tho))
For 14)
thats why camels are the most important resource in the first two ages
if you see camels, grab them instantly!
if you see a foreign city with camels, trade with that city!
camels increase the amount of resources a city is allowed to carry by an utterly stupid amount
I ended up having 10 jade slotted into a single city using camels, causing that city to produce 200 gold in the ancient age and 600 gold in the exploration age
(also markets increase the resource slot count of a city by 1 as well)
17)
I think the Idea is:
Another Civilization wants to denounce you, you have an opportunity to smooth things over, causing the denouncement of your civilization to fail
You are not being forced to denounce the other civ, the other civ is trying to denounce you and you can make their denouncement fail^^
18)
For keeping cities:
You dont just have a high chance for unrest, you will actually always get unrest, HOWEVER:
Unrest is not like it is in civ 6 (I know 7 is really really bad at communicating what is actually going on here)
Unrest just means the city is not allowed to do anything, there is nothing you need to fix, nothing for you to do but to wait, the city is not going to rebell or anything
the unrest timer just tells you when you are allowed to do stuff in the city again
this mechanic just exists to prevent you from summoning units out of thin air in the heart of the enemies empire after just defeating the first little town

the big benefit for keeping cities is the legacy milestone advancement, allowing you to get more military legacy points, also unless you are in the happiness crisis (like the specific crisis event where you slot in unhappy policies), unhappiness does literally nothing, so going over the city limit doesnt matter
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for razing, yea the penalty is just way too much
Last edited by TheNightglow; Feb 19 @ 3:23am
I think we can summarise all this into: game needs another year of development/QA play testing and polishing. Almost every angle of the game feels rough or unfinished or unbalanced.
Zack Feb 19 @ 3:31pm 
This game was generated by Chatgpt or however the AI is called 🤣

It‘s impossible that this Civ-game comes from the same developers as the previous civs.

Still, hate the most, the 2 hard resets on age transfer
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Date Posted: Feb 10 @ 2:47am
Posts: 11