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One of the key features of the Civilization 7 review bombing is that player dissatisfaction extends beyond just a few key areas. For example, in the case of No Man's Sky, criticism focused primarily on bugs and mechanics missing from launch. In contrast, Civilization 7 fans have expressed complaints about nearly every aspect of the game, highlighting the wide range of issues and frustrations players have encountered.

Studying complaints about a game is a complex task. If compiled into a single list, it would be not only long, but also extremely diverse. This list will combine game elements that have been widely criticized with more specific grievances. This approach allows for a better understanding of the diversity of opinions and perspectives among players.
We have attempted to systematize the main points of criticism directed at Civilization 7, starting from the most popular and obvious ones to more specific comments.
- The interface is one of the few points on which all critics of the game agree. Compared to previous installments, it lacks information and useful options: for example, units no longer have an automatic research button, and when replacing one building with another, the game does not show what bonuses you lose. In addition, the interface buttons have been made so large that some menus require a long scroll to see all the available options.
- Some of the familiar sound effects have disappeared somewhere: for example, you will no longer hear the clang of a chain being wound onto a spool when selecting technologies for research - it has been replaced by some kind of indistinct knocking.

- Party customization is very poor compared to previous installments: you can't choose a map size larger than the standard, the set of map types is very limited, there is no hotseat multiplayer - it would take several paragraphs to list all the missing options.
- The bots' artificial intelligence traditionally does strange things. Another leader can live happily with you, even if you have different ideologies and are competing for territory. In one of our games, a bot, having received minimal resistance in a war, surrendered and gave up one of its cities.
- The character roster is also modest: only 24 characters in the base game versus 28 in Civilization 6. Furthermore, the game's release does not include the series' most popular characters, such as Peter the Great or Mahatma Gandhi—they are replaced by unexpected figures like Machiavelli and Harriet Tubman. Someone even saw in this a ubiquitous agenda.

The text moves on to those aspects that most players agree with, and then discusses more subjective criticisms regarding Firaxis' design decisions.
- The separate selection of leaders and civilizations has drawn criticism for various reasons. Some dislike the fact that it makes the game similar to competitors in the genre like Humankind, while others criticize the innovation for making it difficult to keep track of which nations are currently led by different leaders.
- Some fans have reacted negatively to the updated era mechanics. In the release version of the game, there are only three eras—Classical, Exploration, and Modern—each with its own tech tree and social institutions. Users note that this makes the game feel disjointed: just as you get used to one civilization, you have to move on to the next. In addition, the games are shorter than in the previous parts, so it feels like the game ends at the most interesting place.

- When moving from one era to another, your empire undergoes a soft restart: unexplored technologies and social institutions become unavailable, cities, with the exception of the capital, turn into towns, and some technologies, such as trade, will have to be re-learned in any case - this will clearly not be to everyone’s liking.
- The mechanics of crises that shake your empire at the end of each era also did not please everyone: some players do not like the very idea of their carefully built empire guaranteed to become a victim of political turbulence.
Arguments in favor of Firaxis
Civilization 7 evokes a variety of opinions among fans, and the range of complaints about the game is much wider than the general Comments. Some players have criticized the new city and tile style, noting that the changes don't meet expectations. Others believe the new version of Civilization has lost its soul and appeal, which impacts the overall gaming experience. These controversies highlight the importance of incorporating community input to create a more balanced and engaging product.

Some of these criticisms are unfair, especially regarding the innovations in Civilization 7.
The ideas behind the new game didn't appear out of nowhere. Contrary to popular belief, the Civilization series is not a model for leaving things unchanged. The franchise has serious problems that recur from version to version and hinder its development. Changes are needed to address these shortcomings and ensure progression that will allow the game to remain relevant and interesting for players.
Civilization regularly faces the problem of maintaining player interest in the late stages of a game. Game sessions typically last six hours longer than would be desirable. This may be due to the fact that in the later stages of the game, players often lose motivation and face difficulties in making decisions. Improving game mechanics and streamlining late-game gameplay can contribute to a more engaging and dynamic experience.
Gameplay begins to feel cumbersome after just a few hours, as players create an excessive number of units and cities. Furthermore, the lack of incentive to change the initial strategy leads to the late stages of the game becoming routine and lacking interesting decisions. Finally, if the starting position is unsuccessful, restoring the position becomes an extremely difficult task.

These comments are based on the opinions of both fans and Soren Johnson, the lead designer of Civilization 3 and Civilization 4. While these elements may have been appealing to some players, for most, the final hours of the game were a disappointment, contrasting with the exciting beginnings of empire development.
The Civilization series' long-standing shortcomings were being addressed by its imitators, such as Humankind and Johnson's Old World. Now, Civilization itself has joined the effort. The game's main innovations are aimed at improving gameplay: rotating civilizations, lengthy eras with mandatory crises, and a smooth restart at the transition to each new era. These changes are designed to make the game more dynamic and engaging, as well as increase strategic depth.
The Firaxis team truly succeeded in bringing their concepts to life in Civilization 7, but the released version of the gameplay reveals numerous flaws. We plan to discuss these issues in detail in our full review.
Based on the first games of the new Civilization, it's safe to say that the developers have significantly improved the game. The new version has managed to eliminate the unnecessary clutter that plagued the series from previous releases. This positive change allows players to focus on new mechanics and strategies, making the gameplay more engaging and dynamic.

Thanks to the crisis and civilization switching mechanics, gameplay has become more dynamic and intense. Players no longer spend hundreds of turns racing toward a looming finish line; they now need to achieve global goals immediately, before the era ends and their empire faces a soft restart. This adds an element of urgency and strategic planning, making gameplay more engaging and intense.
The prospect of failing to master a necessary technology or social institution, losing a city due to declining satisfaction, or failing to meet victory conditions constantly accompanies you. This creates additional interest in even the most routine decisions. Avoiding failure spurs you to make more conscious choices and increases the importance of each step in the process.

Each of the three eras feels like an independent mini-game with unique goals and features. For example, in the Antiquity era, your world is limited to a starting continent, which requires strategic planning and development. In the Exploration era, you actively explore new lands, discovering new opportunities and resources for your people. The Modern era challenges you to make the most of your available resources and achievements to ensure prosperity and development.
The Firaxis team effectively used many mechanics accumulated over previous releases and presented them in a more simplified form, while introducing many new ideas. The developers carried out a serious reworking of the series' foundations, which is not new for the Civilization franchise. This created a unique experience that blends familiar elements with innovative approaches, bringing a fresh twist to the traditional gameplay formula.
Civilization 5 introduced significant changes to gameplay mechanics, including the one-unit-per-tile rule, the use of hexagonal tiles instead of traditional square tiles, and the introduction of the Civics mechanic. While these innovations sparked outrage among fans at the time, today the absence of these elements is perceived as outdated. Players familiar with modern standards cannot imagine the game without these key changes.

The series' past may offer some consolation to those who are justifiably critical of the new game, as previous installments also had mixed launches. For example, Civilization 6 was criticized for its limited number of gameplay scenarios, insufficient mod support, and cartoonish style. However, it ultimately became the best-selling game in the series. This underscores that initial reactions to a game don't always reflect its potential and future success.
When comparing the new Civilization to previous releases, it's important to understand that the new game represents a product that has just hit the market. While older versions have undergone numerous updates, expansions, and balancing over the course of five or six years, the new game doesn't have that experience. This creates a contrast between a polished, refined game and a pre-release version just getting started.
Civilization 7 has experienced issues at launch that exceed those of previous installments. However, despite this, the game demonstrates a high level of polish, surpassing many modern gaming blockbusters. The game's graphics are impressive, and the variety of mechanics and content is pleasantly pleasing. After several dozen hours of gameplay, we encountered only a few minor bugs and minor frame rate drops.

The seventh "Civilization" cannot be considered a lazy sequel created solely for profit, as some players and bloggers claim. Lazy sequels, developed at the behest of businessmen, do not significantly change the mechanics of the most successful part of the franchise and do not offer radically new concepts. In contrast, the seventh part actively rethinks existing mechanics and introduces innovative ideas, making it a worthy continuation of the series.
Some fans may think that their expectations for the new part are inflated, but this is not entirely true. Civilization 7 is showing strong sales, confirming audience interest and a willingness to pay for quality content.
Where Firaxis and 2K Got It Wrong
The standard edition of Civilization 7 is priced at $70 at launch. The Deluxe Edition costs $100, but for this amount, players receive minor benefits: early access for a few days before the official release, one additional leader and one civilization, and access to a small content pack that will be released later. This raises questions about the price-to-value ratio of the content.
The special Founders Edition, available only until February 28, costs $130. For this price, you will receive an additional content pack, which includes new leaders, four unique civilizations, and four natural wonders. Don't miss the opportunity to expand your gaming experience.

For an additional $60, you can purchase another A major game like Kingdom Come: Deliverance 2, which was released just a week before the release of the seventh installment of Civilization, is expected.
Players, after investing heavily, expect a product with high-quality design and a user-friendly interface. They don't want to waste time waiting for developers to improve interface elements and customization options. The importance of visual appeal and functionality in games is becoming a key factor in satisfying user needs.
The pricing policies of companies developing grand strategy games have long been a source of concern for players. Paradox Interactive products like Stellaris and Crusader Kings can be thought of as digital Lego sets. The base game offers only a minimal set of mechanics and requires additional modules for a full gaming experience. This creates the feeling among players that in order to achieve the maximum enjoyment from the game, it is necessary to constantly purchase new DLC and expansions.

Civilization 7 doesn't go to extremes, but as a more mainstream game, it more clearly demonstrates the gap in perception between game studios and regular players. This dissonance can manifest itself in various aspects, such as game mechanics, balance, content, and community interaction. Players often expect a deeper understanding of their wishes and preferences from developers, highlighting the importance of feedback in the gaming industry.
Firaxis and its parent company, 2K, are apparently aiming to release the game before the end of the fiscal year in March in order to boost sales. However, they failed to take into account that for Civilization fans, who drove record pre-sales for the seventh installment, the $70 and $130 prices represent a significant expense. Fans expect a quality product and aren't willing to pay that kind of money for a game that still needs polish.
The game's developers, taking player feedback into account, recognized the importance of engaging with their fanbase. In the ten days since the Early Access release, the team has released three updates. These patches focus on bug fixes, interface font improvements, and AI tweaks, demonstrating their commitment to quality and meeting community needs. Continued work on the game demonstrates the developers' serious approach to improving the user experience.
In March, the Firaxis team plans to focus on improving key aspects of the game's quality, including map readability, interface features, party customization options, and multiplayer options. The developers also intend to present a roadmap for future updates, which will allow players to better navigate the upcoming changes and improvements.

In this case, there is every reason to believe that the developers of Civilization 7 will succeed. This game is a high-quality strategy game, although it has some questionable aspects. Perhaps in six months or a year, when the project goes through stages of refinement and receives additional content, it will become the work that was originally conceived. As a result, the game will more closely match its price of $70.
Some players critical of the radical changes in the seventh part will likely not appreciate Firaxis' vision and will return to previous games in the series. However, those who are ready to embrace innovations, as the game overcomes its initial shortcomings, will spend hundreds of hours in Civilization 7. Release problems will quickly become a thing of the past, giving way to exciting gameplay and new opportunities.
Game designer profession from scratch to PRO
A game designer creates the structure of a game. They think through the idea, rules, gameplay and decide what emotions the plot will evoke in players. You'll master game design principles from scratch and learn how to work with popular engines like Unity and Unreal Engine. You'll learn how to retain player interest and monetize games. And we'll help you start a career in the gaming industry.
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