As a seasoned strategy gaming enthusiast with decades of Civilization series under my belt, I must say that Firaxis Games has truly outdone themselves this time around! The upcoming release of Sid Meier’s Civilization 7 promises to be a masterpiece, and the latest developer diary focused on combat systems only serves to further whet my appetite.
True to their word, Firaxis Games studio has unveiled the latest installment of their developer’s diary. In this edition, the team behind Sid Meier’s Civilization 7 delved into a detailed discussion about the combat system. Similar to the age system, this new combat system is designed to address numerous challenges that have been prevalent in past entries of the beloved 4X strategy series.
Ageless and specialized commanders
In a recent stream focusing on the modern era, it was previously hinted that this specific aspect of the upcoming Civilization would undergo changes and advancements. However, Brian Feldges, senior game designer at Firaxis studio, shared additional details on the official series website. One significant alteration compared to past games is the incorporation of military commanders.
According to the article, this innovation came about due to a need to address an issue that surfaced when the “one unit per hex” rule was implemented in Civilization V. The aim was to add complexity to battles, as before, they mainly involved building up strong clusters of units (often called “stacks of doom”). Unfortunately, this led to the creation of a “carpet,” referring to large areas of the game map covered with units instead.
Commanders can merge their smaller units into a single group, referred to as a “stack.” When this stack reaches its intended location, it will be dispersed (or “unpacked”) onto adjacent hexes. This feature helps reduce micro-management, much like commanders taking care of meal demands without the player’s constant oversight.
One unique trait of these units is that, much like iconic structures from different civilizations, their commanders won’t grow older but will accumulate experience, progressing to higher levels. Essentially, they will function as heroes, offering special perks to their subordinate units. Additionally, the developers have confirmed that when a commander falls in battle, they will be reincarnated in the closest settlement.
Connections to RPG game characters could also imply diverse paths for advancement. In this context, ground, naval, and aerial forces would have distinct commanders, offering various upgrading opportunities. Players can select from multiple progression options, each with unique skill branches. For example, concentrating on logistics might allow for controlling larger armies in combat, while a commander proficient in maneuvers could provide mobility advantages to their units.
Monty Python and flanking units
In the visual aspect, a significant transformation is taking place. Previously, when units collided in combat, it went like this: upon an attack, a unit would advance and engage the enemy with fire, then courteously retreat back to its designated space. Now, imagine instead that during conflict, units will not only clash but also exhibit more dynamic behaviors, perhaps even displaying elements of strategy or unpredictability in their interactions.
As a fan, I can share that Brian Feldges noted a fascinating comparison: just like a scene from Monty Python’s “And Now for Something Completely Different,” where one person strikes another with a fish and dances off, the developers at Firaxis Games found a similarity in their game, Civilization. They admired this idea so much that they requested the unit designers to incorporate such an amusing twist!
At approximately the same point, our team from Units posed a question: Should we let the unit keep fighting without retreating to their hex, even if the battle was already settled within the game? Instead of ending the fight when the combat was over, could we allow it to continue until one side is completely defeated or the game turn concludes? This proposition led to an instance where the function adapted to the form and brought about a modification in our approach towards combat flanking mechanics within the game.
This transformation is attributable to something that surpassed mere aesthetic enhancement. In Civilization 7, units will continue fighting once their action has concluded, thereby enabling developers to incorporate an innovative feature: the strategic advantage of flanking.
After the initial encounter, these units will likely maintain a facing towards each other for further engagement or close combat instead of retreating. This presents an opportunity for other troops to attack from flanks or the back, providing additional advantages.
https://youtube.com/watch?v=-55996
Balance for everyone
To date, the studio hasn’t contemplated this particular feature, primarily due to the fact that players might find themselves overwhelmed with micromanagement even without such extra features. However, rest assured that Civilization 7 is designed to alleviate this issue by automating or streamlining various gameplay aspects. This change has paved the way for numerous gameplay improvements, including advancements in siege mechanics as well.
Regardless, the team understands that every player might favor distinct styles of gameplay. That’s why the studio is working hard to ensure the game caters to enthusiasts of epic virtual wars like Montezuma, as well as those who prefer more casual skirmishes.
What makes Civilization captivating is its intricate design, where numerous interconnected systems come together to depict the expansive nature of governing a historical civilization. When you engage in developing Civilization, it becomes clear that when ten players are present, each will have their unique perspective on which aspect of the game provides the most enjoyment.
Each player brings their unique flavor to the game, and not everyone shares the same level of enthusiasm for the military aspect as others might. Earlier, I pointed out that conflict has been an integral part of empire-building and management. The task for game creators is to design a combat experience that caters to both those who prefer occasional skirmishes and those who are committed to waging full-scale wars, ensuring it remains engaging while providing sufficient depth and reward.
Striking a balance is never easy, but we believe we’ve got something extraordinary with all the fresh features, tweaks, and transformations in Civilization 7. We can’t wait to see how you’ll employ strategies and tactics to dominate the world, or defend your empire so it survives through the ages!
Sid Meier’s Civilization 7 will be released on February 11, 2025, on PC, PS5, and XSX/S.
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2024-12-20 11:04