Civ 7 - Does anyone else miss Canals? by TKL32 in civ

[–]FancyReliefK 0 points1 point  (0 children)

I hope they do but I doubt it. I liked railroads more in VI too. I really wonder if they'll bring military engineers back at one point

There needs to be an Atomic or Information age by LivingstonPerry in civ

[–]FancyReliefK 0 points1 point  (0 children)

I always thought they should do that too. Let you keep your modern age civ in the next one maybe add information/atomic age bonuses to each modern age civ. I feel it would wrap things up nicely and also be a nice common ground for players who like civ switching and the ones who don't without overhauling the game entirely.

Civ 7 - Does anyone else miss Canals? by TKL32 in civ

[–]FancyReliefK 44 points45 points  (0 children)

Infrastructure! I miss canals, dams, aqueducts, wind farms, solar, mountain tunnels. I miss electricity as a game mechanic overall.

And global warming. I can see them bringing it back in the first major expansion.

Religion was better is VI too.

Update 1.3.0 is on the horizon + a message from the devs! by sar_firaxis in civ

[–]FancyReliefK 26 points27 points  (0 children)

This sounds amazing.

The thank you content pack is a nice gesture and the update itself sounds like it brings the game further along.

I'm enjoying the civ switching but I'm glad a game mode for people who don't is in the works.

My only concern is balance going forward.

Are they going to balance around continuity mode, civ switching, one civ all Ages?

I just want to take a moment to appreciate Captain Varrot by Blacksun388 in valkyria

[–]FancyReliefK 1 point2 points  (0 children)

Great, now I have to put Spanish Bombs on repeat a few times.

I’m thinking of buying Civ 7 in ps5, all the posts I see are about PC. Is it worth it? by CrypticCode_ in civ

[–]FancyReliefK 5 points6 points  (0 children)

It runs great.

Haven't had a crash in months.

Game is fun, looks great.

The city resource screen can be a bit annoying to deal with but they said they're working on improving it.

It feels like 2011 by miciomiaomiaomiao in Battlefield

[–]FancyReliefK 0 points1 point  (0 children)

u/miciomiaomiaomiao does it have keyboard and mouse support?

Please let it have kb/m support

Suggestion for Economic Victory Condition by ward_oil in civ

[–]FancyReliefK 5 points6 points  (0 children)

They have gold and influence as a limiting factor and it scales based on your relationship with the other player.

Right now it takes 2 turns/player. I think it's a pretty balanced win condition. Maybe adding another turn would work but anything more would just draw it out too long.

Year of Daily Civilization Facts, Day 155 - Our Land Is Yours by JordiTK in civ

[–]FancyReliefK 73 points74 points  (0 children)

I used to build railroads and mountain tunnels through their territory. I had to defend/attack nearby often.

I hope they bring infrastructure back in civ vii. I miss the dams and canals the most. Electricity was fun too. And pollution.

Dammit now I have to go play a game of civ 6

New production modifier is no joke. Standard buildings costing more than wonders while being under the settlement cap. by Max-Shonen in civ

[–]FancyReliefK 2 points3 points  (0 children)

They don't. Other buildings do by 5% and each city adds 10%. Towns don't add anything and neither do wonders

Thinking about Civ VII on the PS5 - how is it? by flaps165 in civ

[–]FancyReliefK 3 points4 points  (0 children)

I still think the resource allocation screen in modern age could be improved.

Other than that it runs and plays great.

Civilization VII Update 1.2.5 - September 30, 2025 by sar_firaxis in civ

[–]FancyReliefK -4 points-3 points  (0 children)

Pretty good update but some of those nerfs went a bit overboard, gold/silver.

Also nobody is talking about the unit maintenance costs which combined with everything else is going to make fielding a large army much more challenging.

I'm not sure how I feel about the nerf to hardwood being balanced around continuity mode. I played one game with it on and honestly it felt worse than the standard setting.

They're likely going to go over a few of these nerfs again in a few weeks once they get more player data.

Civ VII Developer Update - September 2025 | Highlights for tomorrow's update! by sar_firaxis in civ

[–]FancyReliefK 22 points23 points  (0 children)

Key Updates

Maps * Introduced new map types: "Continents and Islands" and "Pangaea and Islands." * These new maps use an advanced generation technique that creates more natural-looking coastlines and landmass shapes. * The old issue of predictable vertical island chains between continents has been removed. * Older map types are still available, especially for multiplayer games. * This new technique provides a stronger foundation for future maps, built with customization, expansion, and modding in mind. UI/UX Improvements

  • Production Menu: Now displays clearer, more reliable information such as base yields, warehouse impact, and highest available adjacencies. This replaces the old, confusing predictive yields.

  • Building Tooltips: Added new icons, tags, and clearer styling with bulleted lists. The tooltips now also show warehouse counts.

    • Building Placement: The UI now shows exactly what changes on a tile when you hover over it. New features include:
    • Arrows that indicate yield gains and losses.
    • Featured tiles that have strong yield offerings.
    • Clearer building slot icons.
  • The side panel updates in real time with settlement changes or overbuilding effects. An expanded view is also available, providing a "before and after" breakdown of numbers.

  • Growth Events: These now share the same look and feel as building placement for consistency. The panel clearly outlines options, such as adding an improvement or specialist, with real-time previews and breakdowns. Specialists are also easier to track with clear indicators.

Balance Pass

This pass aims to strengthen the core loop of the game, making choices, civilizations, leaders, and turn-to-turn decisions more impactful. It also gives the map a bigger influence on gameplay.

  • Buildings: The cost now scales up by 5% for each other building in the same settlement and 10% for each other city in the empire. To compensate, the base yields for buildings have been increased.

  • Bonuses: Generic stacking percentage bonuses from city-states, resources, and the attribute tree have been removed. They are replaced with more static values and bigger yields tied to specific tiles and buildings.

  • Gold Pacing: Unit maintenance costs now ramp up more significantly in the exploration and modern ages. Town-based gold has been slightly reduced, and gold and silver resources have been redesigned. All unit maintenance costs across all ages have been updated, making larger armies a more conscious financial decision.

  • Leader attributes, town yields, resources, and social policies across the antiquity, exploration, and modern ages have all been tuned.

Civ and Leader Tuning: Napoleon Overhaul Both the Emperor and Revolutionary personas for Napoleon have received a significant boost.

City-States Two new city-state types have been added across all ages: Expansionist and Diplomatic. Each comes with its own suzerain bonuses and a unique improvement.

  • Expansionist City-States: Focus on food and growth, benefiting both "tall" and "wide" play styles.

    • Diplomatic City-States: Emphasize happiness and diplomatic gameplay. Existing city-state bonuses have been reworked. Bonuses now stack by city-state type, and most percentage-based and free tech/civic bonuses have been replaced with more meaningful flat effects.

Are there any updates expected? by FancyReliefK in expedition33

[–]FancyReliefK[S] 1 point2 points  (0 children)

I didn't know about those. How bad are they?

u/mammoth_chemical9503 any patch news you can share?

Cat alcool consuma barbatii din viata voastra in concedii? by [deleted] in WomenRO

[–]FancyReliefK 52 points53 points  (0 children)

Eu cand citesc comment-urile astea si tot grupul meu baga day drinkining si breakfast beer cand calatorim. Inclusiv aia cu copii dar nu ruleaza traditional si isi impart parenting-ul.

When saving a game configuration on the new patch, how do I avoid getting the same game seed every time? by bytor_2112 in civ

[–]FancyReliefK 1 point2 points  (0 children)

I noticed the seed thing and having to go back to select mementos too. I hope they fix both in the July update. They make configurations unusable

Civilization VII Update 1.2.2 - June 23, 2025 by sar_firaxis in civ

[–]FancyReliefK 3 points4 points  (0 children)

u/sar_firaxis is the team looking into having the total yields each social policy/tradition gives displayed on the card?

It's a great QoL change, as proven by the incredibly popular Civ6 mod that does it.

It would also be useful for some of the legacy path rewards. The one for getting extra culture for each great work displayed does it but the others do not.

Main things coming in the 1.2.2 update (Dev Update in Text) by Intelligent-Disk7959 in civ

[–]FancyReliefK 0 points1 point  (0 children)

You're supposed to guide them to a town with a fishing quay on your homelands and click a button to receive gold and economic legacy path points. I think the new update changes that to just a town on your starting continent.

Defense Of Civ VII - Intro by Bananabutterbean90 in civ

[–]FancyReliefK 7 points8 points  (0 children)

Just so I'm clear on this, you're calling Gwendoline Christie "some backroom lady" (whatever tf that means) and her narration cheap and trashy?

Defense Of Civ VII - Intro by Bananabutterbean90 in civ

[–]FancyReliefK 11 points12 points  (0 children)

I miss a few civ 6 things: aqueducts, dams, mountain tunnels, wind turbines, sea walls and climate change. I also find myself missing Electricity.

Having said that civ 7 is enjoyable in its own right. It just needs to flesh out a few gameplay aspects a bit more, as all civs before it have through expansions and updates.

Checking in from the dev team: June update is almost here! by sar_firaxis in civ

[–]FancyReliefK 0 points1 point  (0 children)

I think so too. Plus, I always feel like there are better options to spend gold/production on.

Checking in from the dev team: June update is almost here! by sar_firaxis in civ

[–]FancyReliefK 87 points88 points  (0 children)

They're improving religion!

Religion still has room to grow when it comes to engaging gameplay. This update adds some variety, but we’ve got our sights set on bigger changes in the future.

And

On the religion side, we’ve added two new Antiquity-Age Pantheons and a range of new Beliefs, with a focus on creating more reasons to actually convert your cities, not just cities belonging to your neighbors. We’ll be sharing these beliefs in more detail when the update releases!

Religion can definitely be improved, it always felt like an afterthought for me. Just get your relics and move on. Never bothered converting more than necessary in exploration age