Partnering with the Shawnee Tribe for Civilization VII
285 comments
·February 23, 2025ending
deviantbit
[flagged]
cjonas
Seems like a fair play given the history...
bigstrat2003
Yes and no. The history is pretty fucked, but on the other hand nobody currently alive screwed them over. In a lot of cases, people's ancestors weren't even living here back then. I think that it's not as fair in light of the lack of culpability.
orange_joe
couldn’t you just ignore them?
deviantbit
How? If you enter into a contract with them, it has to be litigated in their tribal court. Who do you think is going to win? The chief sits on the court as the judge and jury.
EdwardDiego
[flagged]
jurenbert
[flagged]
rexpop
[flagged]
loanedempathy
I highly doubt that the poster did anything other than try and conduct business with the tribe.
Thievery is thievery--if it's okay on a small scale now, it must've been fine on a large scale then. At which point, we're just scoring who was more effective at it. Sucks to suck.
kgeist
>Shawnee language
>Native speakers 100-200 (2024)
Imagine knowing every single speaker of your language personally. You could invent neologisms and make them spread quickly.
david_allison
In reality:
Imagine having no canonical word for 'tap' (to tap something on a touchscreen) and needing to come to a consensus on what that should be, where a number of speakers aren't digital natives.
Imagine doing any form of research/preservation/data collection involving audio, and having no practical ability to do this anonymously, because voices are recognisable.
Imagine holding back recordings and writings because your great grandmother may have said something unusual, and not wanting to bring shame on the family/her memory.
Imagine discovering that your language has translations of the N-word, and needing to decide whether to reintroduce this to the language.
Imagine taking on the responsibility of releasing a dictionary, and drastically changing the usage of the language.
iterance
Imagine also knowing that if you don't teach your language, few else can, and fewer will.
internet_points
And it's a polysynthetic language, so new words are invented all the time :) Also cool: They have two third persons, proximate and obviative (some times called fourth person)
lurk2
> In English and many other European languages, the principal means of distinguishing between multiple third-person referents is using gender or (lack of) reflexive. Thus, in "she saw him", it is clear that there are two third persons because they are of different genders. In "she saw her", it is clear that there are two third persons because otherwise, one would say "she saw herself". However, "she saw her mother" is ambiguous: it could mean that she saw her own mother or that she saw someone else's mother. This is because it is not clear, in some contexts, if "she" and "her" refer to the same person. An obviative/proximate system has a different way of distinguishing between multiple third-person referents. When there is more than one third person named in a sentence or discourse context, the most important, salient, or topical is marked as "proximate" and any other, less salient entities are marked as "obviative". Subsequent sentences that refer to previously-named entities with pronouns or verbal inflections can then use the proximate and obviative references that have already been established to distinguish between the two.[0]
kgeist
Russian has a similar distinction: if there are two "he's", you can use "on" (proximate) and "tot" (distant) to distinguish between them. Like,
"he (on) said it was okay, but he (tot) disagreed".
In this example, the first "he" is the person with the main focus in the conversation, and "tot" is someone else who was also mentioned but is not the main focus.null
Veliladon
All words are invented?
datadrivenangel
This is true for everything, but it's more obvious when you only have ~200 speakers.
lurk2
I had always assumed from the amount of attention that was paid to them that the tribe adjacent to my city numbered in the tens of thousands spread out across the greater area. I found out last year that the tribe's population is only around 400 members in total, with only around half of them living in their ancestral territory (which is now a suburb).
CSMastermind
It sucks that all the Civ competitors seemed to have failed so far. The genre really needs some innovation.
mr_00ff00
Civ VII I actually think has a lot of new ideas. The game has civilizations transform into other ones. Ever since Civ VI they have made it so you need to spread improvements across tiles instead of building tall.
Civ does seem to change a good amount each game.
Although I also will say, I’m pretty happy with Civ VII, and I think popular opinion is 50-50 right now
bigstrat2003
The problem is, I don't think their new ideas are good ideas. Civ switching was really not fun when Humankind did it, and the eras system doing a lot of progress resetting seems to undermine the entire point of playing well in the early eras. And to make matters worse, these things are in service of solving a problem I don't even agree is a problem. I think late game Civ has always been fun and enjoyable, it didn't need them to completely overhaul the formula to make it so.
I do want to be open minded - maybe these things are more fun than they seem to me. But I'm also not going to drop $70 just to find out. So until they release a demo, put it on game pass, or have a deep discount sale, I'm not going to risk my money on this one.
consp
I did pay the 70 and by the time I found out I hated the concept the return window was over.
The game has a broken UI, broke gameplay and everything which should be included is dlc. Try playing on a random map. Oh no you can't as the game requires two continents.
Wait two years and then buy for 15$. At least you feel less cheated by then.
Elohahs
Good idea.Maybe you should sit this one out,Bigrat.
personjerry
I would argue the bulk of Civ VII's ideas were actually taken from Humankind
nottorp
Exactly. And what both Humankind and this latest Civ seem to have done is make the game more a puzzle than a sandbox.
I'm skipping VII. Or maybe getting it when it's on sale for $10 with all addons included.
<Looks sadly at his collector's edition of VI, which is mostly unplayed.> They're going downhill...
Maken
They forgot to copy the UI.
hartator
Civilizations switching is a bad idea stolen from Humankind.
colechristensen
I’m Sid Meier’s memoir he mentions how intentionally this certain amount of change each game is done.
discord23
> The game has civilizations transform into other ones.
This is the most significant gameplay change for this edition, and from a concept point of view it's not a terrible idea, but the execution is extremely jarring. As you progress into the next age the game basically gets a reset. Alliances are gone, trade is reset, city states disappear unless you've pulled them into your civilization, most buildings become obsolete, units get reorganized in a rather dramatic way.
I get what they're trying to do, they're trying to balance the mid and late game to prevent snowballing. The problem with the way they've done it is that as you progress towards the end of the second age, as a player you have very few incentives to actually build most improvements. Outpace the AI in research and culture, or outproduce them and lay waste to their big cities.
The settlement limit as you go into the second age also tends to penalize early expansion, another balancing measure. You find the "new world" but you can't just go ahead and do the massive landgrab because doing so comes with a set of penalties which you'll have to offset by building things that'll compensate and in turn stunt growth. As you approach the end of the second age that limit is raised drastically which I can only guess is to promote conquest at that point, since the existing factions on the other continent will tend to expand but not be powerful enough to stop you from steamrolling them.
It leaves you with the impression that ages are just designed to stunt growth and expansion and you're fairly confined unless you want to stack penalties. I got the impression the AI doesn't deal with the reset particularly well either, since some AI players which were fairly strong early on started faltering in the second age.
Finally, the ages mechanic comes with an end-age crisis, which rather than an interesting challenge turns into a bunch of busywork. In the second age the crisis I got was religion related, where you get to pick your poison and then deal with your choice. In my case I had a choice to invest into a lot of buildings to boost happiness as the AI sent out waves of missionaries to stamp out my religion, or just churn out missionaries. The latter was cheaper and didn't take up precious space.
> you need to spread improvements across tiles instead of building tall.
I have mixed feelings about this in the long game. It's nice to see cities sprawl out into districts/quarters, but at the same time you're trading resources for growth. Overbuilding is a nice mechanic, but in the end I feel that buildings becoming obsolete at the end of an age makes me not want to invest too much in certain buildings despite having a massive amount of production. A particular game I played I ended up with Rome next to the sea, which grew and grew until there was no room for expansion anymore until the end of the age. Maybe it'd have been better to have one or two more buildings in a district?
In Civ 6 I felt it was a neat feature with some nice gameplay mechanics, but in 7 I feel the mechanic has expanded so much that you're constantly weighing options trying to plan ahead that it weighs things down. Maybe I'll feel differently about it over time.
> I’m pretty happy with Civ VII, and I think popular opinion is 50-50 right now
Honestly, this is the first time I'm really on the fence about Civ. There's a lot of ideas in there that kind of work, but at the same time kind of don't work. If I were to summarize my sentiment in a single sentence: the motto "a civilization to stand the test of time" has been supplanted with the dread of looming impermanence whispering "this too will pass".
dragonwriter
> The problem with the way they've done it is that as you progress towards the end of the second age, as a player you have very few incentives to actually build most improvements.
Outdated buildings lose adjacency but have a yield of +2 (if from antiquity) or +3 (if from exploration) yield of whatever their base yields were, so they aren't worthless.
> The settlement limit as you go into the second age also tends to penalize early expansion, another balancing measure. You find the "new world" but you can't just go ahead and do the massive landgrab because doing so comes with a set of penalties which you'll have to offset by building things that'll compensate and in turn stunt growth.
I'm not sure that "things you might want to do require you to devote some of your limited resources and sacrifice something else" is really a bad thing.
> A particular game I played I ended up with Rome next to the sea, which grew and grew until there was no room for expansion anymore until the end of the age.
Having big cities grow to (very close to) footprint-filling urban conglomerations supported by fishing/farming/mining towns is quite clearly an explicit design intent.
globalnode
makes me wonder if valve has a publisher protection service you can pay extra for.
uncletaco
Paradox Interactive is right there and thriving? They’re like the next step into the 4x rabbit hole and their fanbase is pretty loyal.
dgrin91
I'm a big paradox fan, especially eu4 and hoi4, but their dlc policy is downright toxic. There are tons of dlcs, they are all overpriced and they all break the base game in their own ways, and the only way to "fix" it is to buy the dlc. Oh and often time the quality of their dlcs is shit because it's all outsourced to other firms who don't know the game, or the code and are stuck with tight deadlines and budgets
ecshafer
Once a year paradox releases a dlc. Its pretty reasonable. It only seems unreasonable if you jump in 15 years after.
denkmoon
and this is how they keep updates flowing to games released 9 years ago. I'll take that over "log in every day to get your battlepass coins" MAU engagement psychological warfare any day of the week.
mcmoor
It also sucks that all the Paradox competitors seemed to have failed so far. The genre really needs some innovation.
AnotherGoodName
Yep and paradox 4x games honestly take a brute force approach by adding too many limits of various kinds to ensure you don’t break the game.
Eg. fleet cap, star base cap, empire size, new systems requires spending influence that ticks over slowly, leader caps, etc.
Yes there’s ways you can increase things like influence 25% faster but that means you’re only 25% larger in size (and you’ll then be hit by the empire cap). In general I just don’t think paradox makes great 4x games compared to what I’ve played in the past. There must be a smarter way to have a fun 4x without resorting to a ton of different types of caps to stop you getting too far ahead. I will definitely +1 that the genre needs a shakeup.
acdha
I really wish they believed in UX, though. Going from Civ to EU4 is like going from one of those meal kit recipes to someone handing you some raw olives, grain, and a live chickens and expecting you to figure out the details.
ethbr1
You chose your path poorly.
The correct order is Civ to classic Dwarf Fortress to EU4.
zevets
Old World, made by some ex-civ people, is really quite excellent
lelandfe
I heard this from so many people that I bought it, and ultimately sought a refund. I had similar problems with its UI that I did with Civ VII. The row of 15 unlabeled icons, a parade of numbers. Font pairings that do not work together. It was hard to see the likely good game underneath.
I wish Humankind was a better game because its presentation is so good.
acdha
I especially like that they’re still making substantial improvements. It’s quite the contrast to Civ V having game-breaking bugs which were never patched.
loganc2342
Not to discount your experience, but I’ve played for thousands of hours and never had any problems like this so YMMV
buzzardbait
Specifically by Soren Johnson, lead designer of Civ 4, so naturally OW has Civ 4 vibes. I will say that Civ 6 and OW seem to appeal to different audiences, so if you absolutely loved Civ 6 plays then OW might not be to your liking.
marticode
I am playing this right now and love it, though the learning curve is steep even for a Civilization veteran. This is what Civ VI or VII could be if they didn't try to dumb down the game to increase the audience.
buzzardbait
I would recommend everyone play their first OW game on the easiest difficulty, regardless of their experience with Civ. It is a fair bit more complex and Civ skills do not directly translate well to OW even though the two games look graphically similar.
labster
I’d hardly call Paradox a failure. Europa Universalis in particular is the most 4X game from PDX, even if grand strategy game is a better description.
Apocryphon
Amplitude Studios’ Endless Space and Endless Legend series. Age of Wonder. Zephon. Terra Invicta.
Maken
Do not forget Humankind, from which a lot of ideas in Civ VII seems to come from. The others are borrowed from Millenia.
coryrc
Their AI is atrocious though. F.ex. Endless Space has a mechanic that to take over a planet, you to have to put this bomb upgrade into a ship. The AI just... doesn't. Their fleet meta sucks, their individual ship designs suck. All harder difficulties do is generate larger piss-poor clumps of ships which attack without any strategy.
ramesh31
>It sucks that all the Civ competitors seemed to have failed so far. The genre really needs some innovation.
They failed because they were not the full "civ experience", which is to say attention to detail with character design, artwork, music, voice acting, etc. etc. They were mostly just attempts at innovating on the gameplay mechanics and treating the historical aspect as an afterthought, rather than a main focus.
Indie devs can make great games with great mechanics, but this video from the OP kinda demonstrates the difference between indie and AAA dev. No matter how good of a game you can make, you simply will never have the resources for the level of polish required to truly compete against something like Civ. Short of another AAA studio taking up the mantle, I doubt anyone will ever outdo them.
Freedom2
> failed
What is success meant to look like? Many play and enjoy other Civ-style games, as they offer varied experiences and alternative styles of play. If success is just about becoming the biggest game, then that's a fairly narrow view of what entertainment is supposed to be.
izacus
What a strange take, there's plenty of successful Civ competitiors. Amplitude's Endless series, Old World, Age of Wonders, heck even Paradox series managed to capture a lot of what made Civ good.
rsynnott
> With each Civilization title, we take great care to thoughtfully and authentically portray every culture on our roster of civilizations and leaders
Especially Gandhi: https://en.wikipedia.org/wiki/Nuclear_Gandhi
(Note that while the original bug apparently wasn’t real, they _did_ play with it in subsequent games, at least V and VI).
pclmulqdq
Nuclear Gandhi, as far as I can tell, was actually about Civ I, not Civ II. Gandhi would get to nukes early because India had a tech boost, and he would threaten the player in every diplomatic interaction that his words were backed with nukes. The AI in the early Civ games is pretty aggressive, too, so I assume that if you rejected him too many times, he absolutely would become a big warmonger.
As to the integer underflow, that appears to either be debunked or to be something that Sid Meyer misremembered (IMO both are possible). I don't think you need an integer underflow for Gandhi to go nuclear in an early Civ game, though.
eliben
It is authoritatively debunked in Sid Meier's (excellent) memoir - there was no such integer underflow bug in Civ I, it was all a rumor that went viral. The franchise did embrace the meme, though.
pclmulqdq
I am aware that it's in his memoir, but I am not sure whether he actually went through the code to write it or just went back through his notes/memory. Or whether 2K told him to "debunk" it so he wrote some fiction (also a possibility - see Feynman's memoirs which have quite a bit of fiction in them). It was a long time ago and prior to the memoir, neither he nor any of the other developers on a Civ franchise remembered whether there was an error, and they all said as much on the record. Also, the story of an underflow was about Civ II, not Civ I. I am not necessarily convinced there is no underflow, but I am convinced that there is a plausible alternative theory.
wetpaws
[dead]
29athrowaway
Civ was completely changed after Civ 4.
The Normandy invasion in World war 2 was a "death stack".
Blitzkrieg style operations were death stacks too (e.g.: schwerpunkt)
And almost every major conflict involved a decisive battle with two death stacks on each side.
The game designers of Civ 5 decided to restrict forming death stacks and the new versions of the game still have this mechanic. This is the moment Civ became a completely different game. The last true Civ game was Civ 4.
jncfhnb
The problem isn’t really the existence of death stacks so much as the fact that the map is too zoomed out for _any_ tactical nuance. This creates extremely unrealistic game-y mechanics when you have two opposing stacks of 50 guys and one guy moves right while the other guy jukes and runs into a city that’s not defended.
I actually love Humankind’s approach where you have a fairly chunky stack and the stack gets spread out over the map into individual units during combat where you do some short term tactics that pulls in all surrounding units as reinforcements with temporary combat only movements.
bigger_cheese
I played a lot of the original Civ but it was in the early 90's so my memories are a little hazy now. Units on the world map had a "zone of control", you couldn't move units through tiles adjacent to an enemy unit, so the behavior you mention where you could juke past a stack of units wasn't possible, you could put units around cities and similar to create blockades, cut off reinforcements etc (including with naval units).
There was even a tile improvement you could build "fortress" which was useful to build in chokepoint areas as it gave defenders a big advantage. It made this blockading tactic more effective.
The big difference I feel going from old school civ games vs newer games is map tile improvements in old games you had to dedicate a unit to upgrading the tiles around cities (you would have units dedicated to permanently building irrigation, mines, roads and in late game they'd be on pollution cleanup duty to avoid global warming occurring). In modern civ they've abandoned this.
Alpha Centauri was the peak civ game for me had so many cool things you could do like nerve stapling (removed the cities unhappy population permanently but also removed specialists), population booms - where you could grow cities extremely fast by funneling a massive amount of growth resources into them, Supply crawlers (could ferry resources from any tile on the map to crawlers home city), multi tiered social civics (for example rather than just playing a constitutional republic, you could be a combination of Democratic/Planned Economy or Fundamentalist + Free Market, Police State + Green Economy etc.)
bee_rider
I think the issue is that people actually want to do tactical fighting with flanking and concentrating attacks, but the scale is quite odd. Zone of control is a good game mechanic but it’s very game-y; I can’t pass this guy who’s standing a city’s distance away from me?
Maybe a better mechanic could be for units to be able to pass by each other, but it could cause attrition for the moving unit (representing the fact that the moving unit will have trouble foraging with all the entrenched defenders hanging around).
jncfhnb
Ok sure but let’s zoom out a bit.
Both sides have 10 guys. Let’s say one of them puts 10 in a stack. The other splits into 5/5 to tackle two nearby objectives.
In death stack civ games the 10 stack can just instantly swallow the 5’s without suffering much in the way of losses.
Alternatively you have two cities to defend. You have 9 units vs. their 10 and would win if defending from walls or lose if they fight in the field. Does it really make sense that you have no option but to let them take a city for free because you can’t split your defenses to any effect? Nah.
Humankind’s combat is simply far more elegant. If you attack the 5, the nearby 5 can reinforce them. The combat also takes time. So if a small force can hold off a large force at a defensible choke point or maybe a walled city you can buy time for your other troops to arrive at the battle. The focus on gamey movement points and timing of inputs is gone.
toast0
> The big difference I feel going from old school civ games vs newer games is map tile improvements in old games you had to dedicate a unit to upgrading the tiles around cities (you would have units dedicated to permanently building irrigation, mines, roads and in late game they'd be on pollution cleanup duty to avoid global warming occurring). In modern civ they've abandoned this.
I haven't played Civ VII, and I don't think I played much of Civ II or III, but tile improvements is still a thing in Civ IV, V, and VI. In Civ I, the settler unit would do tile improvements and found cities, and at some point they switched to a settler that only founds cities and a worker unit that does tile improvements. In Civ VI, the worker only has a certain number of charges and then disbands, and they separated out road construction to happen with trade routes, but you still need workers to irrigate and add mines and whatever you need for special resources (in Civ I, there was one special resource and it was called resources; later games there's like spices and bananas and coffee and gold and what have you)
dragonwriter
> The big difference I feel going from old school civ games vs newer games is map tile improvements in old games you had to dedicate a unit to upgrading the tiles around cities (you would have units dedicated to permanently building irrigation, mines, roads and in late game they'd be on pollution cleanup duty to avoid global warming occurring). In modern civ they've abandoned this.
Tile improvements have used units (settlers in Civ 1, settlers/engineers in Civ 2, workers in Civ 3-5, builders and military engineers in Civ 6) in all version of Civ in the main franchise line until Civ 7, in Civ 7 non-road improvementsare created automatically by working a tile (and you can't change which tiles are worked once selected, while road and railroad are created by creating cities close enough [roads] or close enough and with rail station buildings [railroads].)
Civ 6 made roadbuilding automatic with trade route creation, but still required units for other tile improvements, including railroads.
krige
That's kind of the niche Age of Wonders occupied, a civ-lite strategic layer and xcom-like tactical layer. Too bad 4 is hideously bland (I'll blame paradox and focus group testing for that)
ethbr1
The problem is that Civ has never modeled military logistics.
That gap means death stacks are magically logistically-supported.
But fair, as that's not the kind of game it wants to be.
29athrowaway
You can pick the world size.
Knowing how to concentrate your forces is a tactical element. Once you get railroad you can move your units across your territory easier.
jncfhnb
“Put everyone in a single stack” is not an interesting tactic or knowledge check imo.
Aerroon
I have to agree: Humankind has a much better base for combat.
jltsiren
Normandy was not a death stack. The actual landings involved 156k troops facing 50k troops over 80 km of coastline. That's maybe 2x as many troops as in a major ancient battle, stretched over a frontline 20x as long.
WW2 battles were physically large, often spread over hundreds of kilometers. When the main threat was artillery, dense concentrations of force made no sense.
coryrc
How big do you think a single square in civ takes up? It's about 80 km wide[0].
And Normandy was multiple units moving against multiple defensive units occupying the same space. This is far better approximated by the original of many units in one spot moving into a singular space occupied by many other units, than the new method of singular units spread hundreds to thousands of miles apart.
[0] Post in thread 'How much area does a single tile cover in Civ?' https://forums.civfanatics.com/threads/how-much-area-does-a-...
jltsiren
It depends on the map. In the Civ 6 Europe map, the area where the Normandy landings took place was 3 tiles. You could have three units attacking in the initial wave against 1 defending unit, with various ranged units on both sides. At that point in the game, the units could be corps or armies, which would make the overall scale of fighting about right.
dragonwriter
> How big do you think a single square in civ takes up?
On the largest map size in the last game to have squares at all (Civ 4), about 278km east-west if you assume that the cylindrical map has the same circumference as earth does at the equator. Smaller if you assume that the the map has the same surface area as the Earth instead of the same circumference. (The answer you linked is based on the hexes of a later civ game, but based on Earth’s land area.)
Later Civ games the answers are larger, since, as well as switching to hexes, the largest map size is smaller in each subsequent Civ iteration (5 is smaller than 4, 6 smaller than 5, and 7 uses the same sizes as 6 but cuts off the two largest.)
jandrese
That might be an interesting mechanic. Allow unlimited stacking but make artillery pieces hit every unit in the tile. Civ kind of has that mechanic with nukes, but they have all sorts of other implications that make them impractical in most games.
Thinking about this some more it might be possible to make "doomstacks" that actually have some tactics.
Idea:
Unlimited stacking is allowed. Units are ordered in the stack based on melee attack power * current health. When stacks attack one another only one melee type unit and one ranged unit may attack any particular single unit on the other side. Both attackers and defenders work from the top down. If an attacker or defender destroys their unit then leftover attack power will be used against the next available unit, after all initial attacks have been completed, but that melee unit will take return damage based on the percentage of the attack they have remaining.
For example, side 1 has a stack with 3 warriors and 2 archers. Side 2 has 1 warrior and 4 archers.
Initial attack:
side 1 archer 1 vs. side 2 warrior 1: 40% damage to warrior
side 2 archer 1 vs. side 1 warrior 1: 40% damage to warrior
side 1 warrior 1 vs. side 2 warrior 1: 50% damage to warrior
side 2 warrior 1 vs. side 1 warrior 1: 50% damage to warrior
side 1 archer 2 vs. side 2 archer 2: 60% damage to archer
side 2 archer 2 vs. side 1 warrior 1: 40% damage to warrior
side 1 warrior 2 vs. side 2 archer 2: 40% damage to archer, 60% attack remaining
side 2 archer 3 vs. side 1 warrior 3: 40% damage to warrior
side 1 warrior 3 vs. side 2 archer 3: 100% damage to archer, 0% attack remaining
side 2 archer 4 can not make it to the battle lines and does not take an action
Followup attacks:
side 1 warrior 2 vs. side 2 warrior 1: 3% damage to warrior (10% health, 60% attack), takes 3% damage in return
The idea with the followup attacks is that it prevents someone from building an "army" out of a lot of cheap units just to roadblock strong units. By limiting battlefront size you still need to split your stacks to flank enemies or even attack on multiple fronts. Ranged units would be very vulnerable to melee, and artillery would be mostly strong against cities but would do damage to everything in the stack. Units inside of cities or fortresses would be protected against artillery and take very little damage.I think this could be an interesting way to do combat, but it is relatively complicated and the AI would probably be even worse at managing it.
dragonwriter
> That might be an interesting mechanic. Allow unlimited stacking but make artillery pieces hit every unit in the tile. C
Congratulations, you have basically invented Civ 4's collateral damage mechanic.
> Thinking about this some more it might be possible to make "doomstacks" that actually have some tactics.
Yes, it is. For one more fully developed example, see
https://civilization.fandom.com/wiki/Combat_(Civ4)
(They have a different solution to modeling ranged capability -- in addition to the collateral damage effect of artillery, it includes the First Strike ability of archery and certain other units.)
jldugger
> The Normandy invasion in World war 2 was a "death stack".
It's clear to me that the designers wanted to include flanking as a mechanic, and other positioning elements of warfare (ranged attacks, zone of control, etc) thus stacks of doom had to go.
If you want to be pedantic about it, Normandy was 5 separate beaches in a 50 mile stretch, and involved paratroopers behind the beachfront ahead of time. And the game does model concentration of power to some degree, in the form of armies and corps.
bigstrat2003
Fair argument, but death stacks (however realistic) were boring. There was no gameplay there, it was just "mash your stack into the other stack". Perhaps the 1UPT system wasn't the right answer, but they needed to do something to make warfare be an actually interesting part of the game.
frakrx
They were never boring for me at all and there was lot of strategy and planning involved in troop composition of such stacks. Civ4 was a game about research, development and relationships between civilizations and not an turn based strategy game like latter iterations try to be.
int_19h
One thing that bugs me the most in Civ7 is that there's no option to continue playing after the victory condition is achieved, anymore. Nor can you disable some victory conditions if you don't want them.
jmb99
This seems to be the biggest (gameplay) complaint across the web, so I would be shocked if it’s not addressed in an update fairly soon.
npinsker
I haven’t played much Civ — is there some reason that preserving that particular mechanic is important? It doesn’t seem obviously desirable (or undesirable).
senkora
I preferred it because I considered the point of Civ to be building up your economy/tech such that you were superior to your opponents, and then using that economic/technological advantage to out-produce them in military and defeat them that way.
The shift from death-stacks to one-unit-per-tile made economic advantage relatively less important and battlefield tactics relatively more important. Tech is still important, though.
Some players like the old feel where battlefield tactics were abstracted away, and some players like the new feel where battlefield tactics are a big part of the game. But they are two very different feels from the same franchise, so we get into this debate.
recursivecaveat
Imo one way it was desirable was it was much easier for the AI to play (most people only play against the AI). It has never reeeally gotten the hang of routing and positioning units around in a 1-unit-per-tile model. Consequently they struggle to pro-actively fight each-other even.
29athrowaway
Civ 1, 2, 3, 4 all played the roughly the same.
Civ 5 onwards plays completely different because how tile movements are restricted.
In real life those silly restrictions they added do not exist and get in the way of simulating a war.
jncfhnb
A single giant blob of every unit you have moving as one is about as unrealistic as you can get with respect to war logistics and strategy.
drawkward
You've got it right: it comes down to personal preference.
sien
Civ 1 and Civ 4 got highest ratings on Metacritic .
https://www.metacritic.com/pictures/every-sid-meiers-civiliz...
JojoFatsani
Civ 4 is cheap on steam. I decided to buy that and go back and run a campaign on there while I wait for VII to mature a bit.
01100011
Yeah but it's mac and windows only, no?
29athrowaway
Civ 4 Colonization is a lot of fun.
ProjectArcturis
And the AI was totally incompetent at maneuvering tactically. They had to massively outnumber you to even have a chance at taking your city. And they really haven't learned anything since!
iandanforth
That press release is written in the most servile fashion. Delete "carefully", "respectfully", "authentically", etc you get the exact same content except it doesn't sound boot-licking. I'm all for getting a culture right, but the proof is in the product, not in easy to type adjectives that describe how you should always act without expecting praise for it.
LightBug1
[flagged]
ensignavenger
"With each Civilization title, we take great care to thoughtfully and authentically portray every culture on our roster of civilizations and leaders."
Like making Gandhi hurl nukes around like no other? :) Love my Shawnee neighbors though, happy to see my One More Turn habit helping them preserve their language.
ysofunny
I want some kind of LLM for every rival civ so we can have natural language diplomacy
internet_points
Asked 4o:
Translate into Shawnee: "All human beings are born free and equal in dignity and rights"
Translating a specific sentence like "All human beings are born free and equal in dignity and rights" into Shawnee can be challenging without expertise in the language or input from a fluent speaker, due to nuances in meaning and the language's polysynthetic nature. Furthermore, high-quality and detailed language resources or native speakers are often necessary for accurate translation, considering contextual and cultural factors.
If you need an accurate translation, it might be best to consult resources or individuals specializing in Shawnee, such as language preservation organizations or native speakers involved in language revitalization efforts. These individuals would have the nuanced understanding necessary to convey the meaning appropriately in Shawnee.
(And that sentence is from one of the most widely translated documents in existence. Unfortunately it's quite unlikely we'll get a Large LM for Shawnee.)Cthulhu_
> Nihshanáhkwa nehi neelio ku nitehowski, wa nitho nitanawitshili.
Asked a random online translation service [0], I have no idea if this is accurate or if I just insulted someone's mother. The translator service also has the input field labeled "normal language", which is pretty oof.
[0] https://anythingtranslate.com/translators/shawnee-translator...
pentacent_hq
This "translator" seems to be producing complete gibberish.
For the example sentence "The house is red.", it gave me "Nikiki sîhîi.", "Iko nèeki kèya.", and "Kanǫ́kǫ ǩąn ʌpa nǫhǫ." in three subsequent attempts. Now I don't speak Shawnee but it seems highly unlikely that these very different results all correspond to the original sentence in any language. Plus, the few examples of Shawnee I could find online [1] also suggest it's not written with non-Latin characters and diacritics such as were produced by this "translator".
internet_points
nice site, it even has a "Translator Creator" so you can create your own translator of dead languages which haven't been deciphered yet: https://anythingtranslate.com/translators/linear-a-translato... which says the UDHR's first sentence is 𐘧𐘋𐘍𐘑 𐘖𐘊𐘍𐘖 𐘌𐘇𐘍𐘟𐘖𐘔 𐘒𐘊𐘍𐘔𐘉𐘍𐘛 𐘉𐘞𐘍𐘓𐘔
who needs linguists when you can just make shit up
lewispollard
It's easy to slap an LLM in there to make contextual conversation with the player, but how do you go from what the LLM says to actual gameplay mechanics? The LLM can come up with basically anything to negotiate a deal with you, but then that deal has to be made explicit from natural language into game mechanics, and that's tricky.
LightBug1
Civ II will always be peak Civ
adultSwim
I'm proud of these efforts. I'll probably buy a full priced copy of the new Civ because of them.
ProjectArcturis
I would have preferred they partner with some UI experts.
somenameforme
I'd go for AI! The problem I have with Civ is that they create these really sort of interesting and elaborate systems, but they've clearly long surpassed the capabilities of their AI systems to the point that the only way to create the illusion of competitiveness is with giving the AI ever more massive cheat bonuses (200% faster research, 200% more resources per tile, etc type stuff).
That really ruins the 'real' game and creates this sort of meta layer where you're specifically aiming to compete against these cheat bonuses rather than actually playing the game. It'd be analogous to a really weak chess AI trying to create the facade of challenge by randomly giving itself a new pawn every 2 turns, a a knight every 5 turns, and a rook every 20.
caseyy
Firaxis’s team is quite skilled, and many of its designers also code, which helps them build features more intentionally than at many other studios. I’m pretty sure they considered doing more autonomous AI for Civ VII, but there are really good reasons not to.
In most strategy games, rule-based AI is easier to author, contextualize, and theme. Players usually prefer AI agents with memorable and varied traits instead of excellent high autonomy (complex utility, HTN, ML) AI. They like evident strategy more than complex strategy. Smarter and harder AI sounds appealing on paper, but it’s often less fun for most players who want a predictable, beatable opponent.
High-fidelity human-level opponent AI is only really appreciated in eSports, where it serves a training purpose. However, eSports people have fun in an aim trainer—they are not the “normal” gamer.
Most people want “really weak chess” and wouldn't enjoy hard or complex chess. They like game AI opponents acting in simple and vulnerable patterns they can outsmart and feel clever. And the more they dominate the agents by learning them, the more they like the game. Even if they say they don't, the user testing shows they do. The cheat bonuses that are super easy to win against are probably intentional :)
There is also another reason for building simple game AI — the illusion of intelligence is not created by complexity but rather by anthropomorphization/personification. It's the same as with LLMs — the big breakthrough was when they started speaking like humans, and all further complications aren't adding much to the broad and intuitive feeling of their intelligence. Similarly, a game AI agent that tells you what they are thinking achieves more perceived intelligence than an AI agent that is actually more intelligent. With this in mind, game developers don't waste much time on deep intelligence. This time is better used making agents bark, animate, display human reactions, show context awareness, etc. It is very much about the agents being showhorses, not workhorses.
I say this from pretty long AAA game AI design and architecting experience. It’s wiser to do what Firaxis did.
somenameforme
It's not like the choices are between a 'lively' cheating AI that can't play worth a fiddle without massive cheat bonuses, and a soulless unbeatable superhuman AI that plays fair.
If it were possible to create a superhuman fair playing AI then the Civ bonuses themselves would create personality (in fact often strongly related to the desired personality characteristics of each civ!) even without additional 'hard coded' imperatives, which would of course also be possible.
And in this scenario create a compelling weaker AI would be much easier than trying to create a compelling strong AI (from a very weak base). There will need to be some 'move' evaluator function and simply picking weaker 'moves' would so fine. If that creates uncompelling AI then we could get back to cheating and impose resource penalties, but with much more compelling play. E.g. - kind of like playing a strong chess engine with knight odds.
ProjectArcturis
I would just like an AI that isn't so incompetent that it breaks immersion in the game. In Civ 6, on Deity, if you survive the first 50 turns, when the AI had a massive cheat advantage, it is virtually impossible to lose to the AI militarily. In later stages they essentially never use planes, or any kind of coherent tactics.
The AI certainly does tell you what it's thinking: "Duuuuhhhhhhhhhhh"
buzzardbait
I've been playing a game called Old World, which is basically Civ with decent UI and AI. The UI is intuitive and uses a nested tooltip system similar to Crusader Kings 3. The AI is pretty decent at war, it will flank you, use its strengths against your weaknesses, and will retreat to heal units that you don't finish off instead of fighting unwinnable battles.
It's set entirely in the ancient time period instead of having multiple ages, which I find this to be a strength since units and technologies remain relevant throughout the entire game. Also, ethical sales practices: the base game is very complete and DLC only adds small changes unlike most games in this genre (looking at you Paradox). The game's also on GOG, which itself is a green flag in several ways.
The developers are active daily on all support channels (Discord, Steam, forums etc). I've seen people attach saves asking for help, and a dev always respond a couple hours later in great detail.
ACS_Solver
As one of the OW designers, and a daily HN reader, this is an unexpected but highly pleasant mention of the game here!
Secretmapper
> I've been playing a game called Old World, which is basically Civ with decent UI and AI. The UI is intuitive and uses a nested tooltip system similar to Crusader Kings 3. The AI is pretty decent at war, it will flank you, use its strengths against your weaknesses, and will retreat to heal units that you don't finish off instead of fighting unwinnable battles.
Civ also does everything you mentioned - ie their units will flank and retreat. Is the AI markedly better than Civ?
lurk2
Most strategy games are like this. If the game were simple enough to be amenable to the AI competing on an equal playing field, it wouldn't be marketable to strategy gamers. If it becomes more complex, it's dubious that AI could be developed at a reasonable price point in the first place, or that it could be run on consumer hardware.
People looking for novel strategy gaming generally just go online, and those people are such a small minority of users it wouldn't make much sense to develop the game around their preferences. It would be interesting if an AI could be trained on ingesting data from multiplayer and single player games to come up with novel strategies, but the training costs probably exceed the total value of the market for any particular game.
Civ IV was interesting in that it patched its AI across multiple expansions based on playtesting and user feedback. The AI in IV is generally predictable, but it doesn't fall for a lot of cheap feints that you might expect because of this.
I always thought there might be some model that could support development like this - something like the season pass model, where the same game gets updated with novel content every year. Minecraft does this for free, FIFA does it every year by retailing what is effectively the same game with updated content, and Fortnite operates a traditional season pass. Microsoft has kind of done this by revamping some old titles like Age of Empires II, but the only studio I can think of that operates on this model is Paradox. That does get expensive though - Crusader Kings II with all of its expansions retailed for around $250 USD. Not bad for a game you play over the course of years (comparable to many MMORPGs), but a lot to pay for a game all at once.
ben_w
That's essentially what they were doing at least as far back as Civ2 (I think there was a cheat menu for creating custom maps?) — the shields the AI needed for a unit or building, the bushels needed for city growth, were reduced on higher difficulty settings.
(I've not seen the original game, dunno what they did for that).
davedx
Original game was the same IIRC. You’d see it when you spied on enemy cities - ludicrously spaced out shields in their build bar
drysine
Absolutely.
Not only they turned Civ6 into a board game for PC, they equipped it with extremely dumb AI which can be easily beaten even at the highest difficulty level.
Now I'm looking at the gameplay of Civ7 on youtube and no way I'm buying it. Maybe I'll play Civ5 when I feel nostalgic.
ainiriand
That is also my main problem with the game. Playing deity difficulty is finding a way to game the game in order to overcome the bonuses your rivals get, it is not about creating brilliant strategies because your rivals are cunning. In fact the AI is rather dumb.
Cthulhu_
This is always a challenge in video games; the goal of enemy AI is not to beat you, but to make for an interesting and fun challenge.
I'm sure there's a community where they build alternative enemy computer players though. And else there's always online multiplayer, but that's not for everyone.
llama_drama
The problem with AI 'cheating' is that it often shifts the challenge away from strategy and more toward figuring out how to outpace artificial handicaps. A well-designed AI should create challenge through better decision-making, not arbitrary advantages.
maeil
> And else there's always online multiplayer, but that's not for everyone.
Civ's multiplayer is traditionally very poor (frequent crashes, desyncs etc), which is a big reason why there's such demand for good AI, moreso than other games.
short_sells_poo
You are right, but the issue here is slightly more nuanced. The CIV AI is just plain atrocious at playing the game. It's not about having a personality, it's that the developers add game mechanics that the AI is fundamentally incapable of dealing with. To give you an example, CIV 5 introduced the concept of 1 unit per tile - it used to be that you could stack as many units as you wanted into one tile before. Neat idea, right? Terrain and unit placement suddenly mattered!
But there was a significant issue with this: the AI was terrible at moving units and armies. It'd get confused by the smallest congestion. The AI would build a large army, and then be incapable of moving it anywhere.
The AI can still have personality and roleyplay instead of attempting to win, and yet be a competent strategist and tactician.
presentation
The problem with multiplayer in Civ games for me, aside from the really long play times, is that their networking code is extremely buggy so 80% of games I play end with the game state freezing or someone randomly dropping.
smallmancontrov
If they partnered with a modern UI expert, the buttons would be replaced by hieroglyphs even more cryptic than symbols from the Shawnee Tribe and organized into at least 3 separate hamburger menus.
OvbiousError
They do have huge amounts of whitespace everywhere so I guess they did do some modern UI design.
prododev
I don't think it was lack of experts. I suspect the UI people are professionals.
I much more strongly suspect it was "we're going to hire one person to do the work of three" and the result was "get it working as quick as I can".
LukaD
> get it working as quick as I can
That’s certainly what it looks like. When I first tried the game, before getting a refund shortly after, my first thought was “wtf, did they accidentally ship an old build?”. The UI feels so u finished, lacking feedback and visual clarity.
thrance
I don't think they are mutually exclusive but yeah... The UI is pretty terrible. The icons feel cheap, everything's inconsistent and grey and ugly.
null
viewhub
Definitely LOL'd watching the video when it opened up with the singing native American trope. Marketing content is torture. I'll die on this hill.
anon7000
Marketing content has definitely destroyed Google search. So much harder to find in-depth content
DaiPlusPlus
If you don't mind this unsolicited product-recommendation, I use Kagi now and I'm won-over. Turns out that when users pay for a search-engine it ends-up focused towards the users' needs and not advertisers; funny that.
(Though Kagi isn't perfect: I find it slower than Google: it'll take maybe 500ms for a result compared to <100ms on Google; Search-autocomplete is also less responsive, and their privacy-first approach means they don't save your search-history, whereas I want them to save my search-history for me, but anyway).
UltraSane
The way Google randomly deletes words in your search term drives me insane.
null
Given that the content described in the partnership here is part of a DLC, I wonder if the Tribe is party to any profit sharing agreement with the game company.