CIV 7 DEV Exclusive Interview - CAN WE PET THE DOG?, Balancing, AI changes and the Paradox of Choice
Summary
TLDRIn this interview with Ed Beach and Carl the Barbarian from Fraxis, insights are shared on the development of Civilization 7. They discuss the game's 333 rule, balancing AI, and the evolution of great people mechanics. The interview delves into the narrative system's integration, with over a thousand narrative events based on historical figures. Challenges in AI scaling, late-game pacing, and balancing the game's complexity are addressed. The developers also touch on the Civ unlock system, designed to mitigate the 'paradox of choice' for players. Lastly, they confirm that while the iconic dog from previous games may not be present, the Scout unit will receive special attention.
Takeaways
- 😀 The interview discusses the development of 'Civilization 7' with developers Ed Beach and Carl the Barbarian.
- 🐕 The iconic feature of petting the dog in the game is confirmed to continue, though specifics on how it will work with the new Scout unit are yet to be determined.
- 🔄 The '333 rule' for moving into new iterations is clarified as '30 30 30', indicating a focus on balance and pacing in the game's development.
- 🌟 The handling of Great People has evolved, now being unique to each civilization, allowing for more historical depth and narrative integration.
- 📚 Over a thousand narrative events are planned, based on historical figures and in-game occurrences, aiming to enrich the storytelling aspect of the game.
- 💬 The narrative system is built upon the previous gossip system, focusing on significant in-game events to drive stories and reduce overwhelming player notifications.
- 🤖 The AI development team has grown significantly, addressing challenges like unit positioning and balancing the game across different skill levels.
- 🏰 The removal of Builders and the introduction of Commanders simplify the game for AI, streamlining decision-making and combat strategies.
- 🔧 The game aims to alleviate late-game slog by introducing age transitions with 'rubber banding' mechanics and new mechanics in each age to reduce micromanagement.
- 🔄 The Civ unlock system helps mitigate the 'paradox of choice' by providing structured choices for players and AI when transitioning between ages.
Q & A
What is the '333 rule' mentioned in the interview regarding moving into a new iteration?
-The '333 rule' is a guideline for game progression, although the exact numbers were not confirmed in the interview, it was suggested to be '30 30 30', which might refer to balancing different aspects of the game such as military, science, and culture.
How has the handling of great people changed from previous Civilization games to Civilization 7?
-In Civilization 7, the handling of great people has become unique to each civilization, allowing for more historical depth and focus on individual great people and their contributions to their civilization.
What is the significance of narrative events in the game, and how many are there?
-Narrative events add depth to the game by tying into the history of great people and in-game events. The exact number is not specified, but the team aimed for over a thousand, and they are based on historical events or loosely inspired by them.
How does the narrative system in Civilization 7 differ from the gossip system in Civilization 6?
-The narrative system in Civilization 7 uses the same foundational code as the gossip system from Civilization 6 but has been adapted to create stories based on events happening in the game world, making it a richer and more engaging system.
What challenges does the larger AI team face in terms of scaling up the difficulty in Civilization 7?
-The AI team faces challenges in ensuring that the AI scales appropriately with difficulty levels, without simply relying on multipliers or 'cheats'. They aim to make the AI more adaptive and challenging by integrating it with various aspects of gameplay.
How does the removal of Builders and the introduction of commanders simplify AI decision-making in Civilization 7?
-Removing Builders reduces the complexity of AI decision-making by eliminating the need to manage their production and deployment constantly. Commanders, by having promotions that apply to all units, simplify unit management and positioning for the AI.
What measures are being taken to alleviate the late-game slog in Civilization 7?
-To alleviate the late-game slog, Civilization 7 introduces rubber banding on age transitions, new mechanics in each age to reduce micromanagement, and the introduction of new Commander types that assist with military gameplay.
How does the Civ unlock system help mitigate the 'Paradox of Choice' for players in Civilization 7?
-The Civ unlock system provides structure by limiting the choices available to players based on their current civilization, leader, or in-game events, making the decision-making process less overwhelming and more immersive.
What is the process for balancing the game with the introduction of many new Civs and age transitions in Civilization 7?
-Balancing the game has become more complex with the introduction of many new Civs and age transitions. The development team focuses on balancing within each age and relies on community feedback post-launch to address any unbalanced combinations.
Can players still pet the dog in Civilization 7, and what other animals might be introduced?
-Petting the dog is a feature that the developers are aware of and value. While they haven't figured out how to pet multiple animals for launch, they acknowledge its importance and plan to address it post-launch.
Outlines
🎮 Interview Insights on Civilization 7
The paragraph introduces an interview with Ed Beach and Carl the Barbarian from the Fraxis development team, focusing on Civilization 7. The interviewer aims to cover a range of topics, including AI balancing and the return of a beloved feature: the ability to pet the dog. The conversation is structured with a mix of easy and tough questions, starting with the lighter topics before delving into more complex issues. The discussion touches on the '333 rule' for new iterations of the game and the changes that the developers would have liked to see from previous versions.
📚 Evolution of Great People and Narrative Events
This segment delves into the evolution of the 'Great People' mechanic in Civilization 7, with a shift from a global competition to a civilization-specific system, allowing for more historical depth. The narrative team has crafted over a thousand narrative events, drawing loosely from historical contexts and tying them to in-game actions. The foundation of this system is an adaptation of the Civ6 gossip system, repurposed to trigger stories based on game events. The development process involved iterating on the system to add depth and flavor, balancing rewards, and fine-tuning the narrative events' rarity and triggers.
🤖 Enhancing AI Strategy and Decision-Making
The discussion moves to the challenges of enhancing AI strategy in Civilization 7, with the AI team's size significantly increased to address various aspects of the game. The team focuses on improving AI performance across difficulties, not just through simple multipliers but by making the AI smarter in decision-making. The introduction of commanders and the removal of builders and settlers simplify the AI's tasks, allowing it to focus on more strategic actions. The conversation also hints at the complexities introduced by the Legacy path system and the need for the AI to adapt to new gameplay elements.
🌐 Addressing Late-Game Slump and Overbuilding
The paragraph addresses the common issue of the late-game slog in strategy games, where the pace slows down significantly. The developers discuss the introduction of rubber-banding mechanics upon age transitions to keep the game competitive. They also talk about the 'overbuilding' mechanic, where older buildings lose effectiveness as the game progresses, encouraging players to replace them with newer structures. The aim is to reduce micromanagement and keep the game engaging by introducing new mechanics and commanders in each age that assist with military gameplay.
🔄 Balancing Civ Progression and Player Choice
The final paragraph discusses the challenges of balancing the progression of civilizations and managing player choice. The developers introduce a 'Civil unlock system' to guide player choices and reduce the overwhelming number of combinations. They acknowledge the increased complexity of balancing due to the decoupling of civilizations and leaders, and the introduction of age transitions. The conversation concludes with the developers expressing excitement about the community's exploration of the game's vast combination space and their anticipation of post-launch balancing and feedback.
🐕 The Future of Petting Dogs in Civ 7
In a lighter note, the last part of the interview humorously addresses the question of whether the dog-petting feature will return in Civilization 7. While the feature is recognized as beloved, the developers hint that with the introduction of a unique scout unit without a dog, they are considering how to expand the feature to include other animals, acknowledging the importance of such a feature to the game's community.
Mindmap
Keywords
💡Civilization 7
💡Ed Beach
💡Carl the Barbarian
💡AI Balancing
💡333 Rule
💡Great People
💡Narrative Events
💡Legacy Paths
💡Rubber Banding
💡Paradox of Choice
Highlights
Interview with Ed Beach and Carl the Barbarian from Fraxis about Civilization 7.
Discussion on balancing AI in Civilization 7.
Inquiry about the return of the 'can we pet the dog' feature.
Explanation of the '333 rule' for moving into new iterations of the game.
Reflection on changes from previous Civilization games and their impact on Civilization 7.
Details on the unique handling of great people in each civilization.
Narrative system's integration with great people's stories.
Ambitious target of over a thousand narrative events in the game.
Narrative events based on historical events and in-game actions.
Challenges in creating a foundation for narrative events and iterating on them.
Adaptation of the Civ6 gossip system for the narrative system in Civ7.
AI team's expanded size and its impact on game difficulty scaling.
Simplification of gameplay elements like removal of Builders to aid AI decision-making.
Introduction of Legacy bonuses and their complexity for AI.
Strategies to alleviate the late-game slog in Civilization 7.
Rubber banding mechanics to keep the game competitive in later ages.
New Commander types in each age to assist with military gameplay.
Addressing the 'Paradox of Choice' with the Civilization unlock system.
Balancing challenges with the introduction of Civ transitions and multiple Civs.
Community anticipation for discovering new combinations and strategies.
Confirmation that the dog from previous games will be missed but new features are being considered.
Transcripts
oh hello there b here I had the
opportunity to interview some of the
devs at fraxis and ask them some
questions in regards to civilization 7
now I was joined by both Ed Beach and
Carl the Barbarian a little bit ago and
asked some very very important questions
such as balancing the AI in c 7 and
obviously the most important question of
them all can we still pet the dog now I
only had a limited amount of time to ask
a lot of questions so I tried to get as
many out that I thought were important
as possible but obviously there are
still some to be asked and hopefully
will be answered in the next Dev streams
regardless I hope you all enjoy all
right and here's the
interview all right well good morning to
both of you uh thanks for joining me for
asking some questions on on C7 and and
your thoughts and everything on it yeah
uh we've got I've got I split it into
two two parts I've got tougher questions
and some easier questions so what do you
guys want to what do you guys want to
start with today whatever you know makes
for you sure whatever makes sense okay
well we'll start with some I'll give
I'll give a a one easy question and then
we'll jump right into the hard questions
that way you know we can we can ease
into
it um I guess the the the first easy
question that I have in regards to C7 is
uh you know you guys talk up a lot about
the the 333 rule when uh when moving
into new uh is it 333 or is it 33 33 33
rule what probably 30 30 30 30 yeah when
you're moving into a new uh iteration of
the fan tries was there anything in
particular particular in c 7 that you
would have loved to either see from
previous games uh that may have been
removed uh or anything that pain pains
you to be removed it doesn't necessarily
have to be s seven like maybe there was
something from 5 to six or so on and so
forth sure um I know one thing for me
was um was the way that we do great
people um as a as a Content designer
great people are such an amazing content
lever there's so many abilities for C
and leaders and civ6 to interact with
that system and so many great abilities
on the great people and so having that
as a global thing to tie into was a lot
of fun um that said I love the way that
we're handling great people this time
where it's Unique to each civilization
we're able to get a lot more history for
that Civ in there as a result we're able
to focus on um on those individual great
people and and what makes them special
and how those people make that
Civilization special um so I think we've
gained a lot but at the same time I I
felt that loss yeah and I think one
thing you'll place you'll see the
specific ties to those specific people
is with some of the stories coming out
of our narrative system absolutely so
the narrative team has actually gone
through and looked at every single great
person whether it's you know Greek
philosophers or something else and tried
to come up with something cool from the
you know the story of their life um to
put in the game so that's amazing that
we get to add that but I kind of like
that Global competition for them as well
yeah I can imagine that especially you
know the uh just seeing you know you
have like 50 great points per turn for
for one and then everyone only has like
two to three and then of course there
also the inevitable you know getting
sniped when you want Einstein right that
feeling is always the worst very similar
to the the Wonder race in that regard
yeah exactly that actually kind of turns
into have another question here in
regarding to to narrative events um and
I I mentioned uh on the scale of when it
comes to narrative events you know we
saw some of them on the live stream that
were particular to Augustus and as you
said uh just now that you went through
like a of the great people and created
narrative events based off of their
history um this is going to be you may
not know the answer to this but do you
happen to know off of the top of your
head how many narrative events are in
the game um and uh to to go off of that
as well how hard was it to come up with
the foundation of these events you know
the payoffs and the trade-offs and you
know you said they're also based off of
historical events or at least Loosely
based off of the events surrounding
those people so I can't give you an
exact number I did know an exact number
at one point but then it was like it
grew it grew but then we're also like
these aren't working so well so we're
going to cut a few here and um we're
sort of in bug fixing on the project
right now and if there's some that just
really are not working out a few of them
are going to cut for those reasons but
we targeted well over a thousand oh yeah
it was very
ambitious um and the narrative team was
looking at all the different parts of
the game so like how many are going to
be tied to each leader how many going to
be tied to each Civ how many going to be
tied to those special unique civilians
or great people how many are generic
yeah and then yeah um what's really cool
about the narrative system that hasn't
gone out in any of our correspondents so
far is it's got a really weird
Foundation it actually takes the same
code that we used for the civ6 gossip
system oh where all those different
messages about what's going on in the
game were sort of overwhelming the user
and we're like I'm not sure that's
really working in our favor it's a
little bit too much signal and not
enough noise to our players but we found
that the system that was underlying that
that was looking for things happening
out in the game world and um recording
those was a great foundation for the
narrative system because we could write
stories that are based on like how many
times has this River flooded or what
happens when this river floods and this
is the leader of your civilization and
you know you're playing as so and so we
it's it's got a real really interesting
set of combination of requirements from
the events that have happened out in the
world that trigger each of the stories
and so that makes it a very um Rich
system some of the uh narrative events
are very hard to trigger and they only
happen in a very particular instance but
that's very cool that the system can
recognize that that has just happened in
your game World um so that's that's one
of the things I really like about that
system yeah and in terms of your your
part of the question about the
foundation for it and then and iterating
on it uh we we went through a lot of
different different sort of variations
on the system first as it was getting up
and running and we had you know sort of
test stories and then proceeding from
there trying to add more depth more
flavor um and then balancing the rewards
out um you know that that was a very
long process that went through a lot of
different changes and um some of the
stories are very easy to trigger and
we'll see them come up more often and
and those we've hit a lot and some of
them are like you said um you know how
how many times a floods is like a much
more Niche case and there are some that
have more Niche um trigger conditions
that don't come up as often and so those
those are much more rare stories to see
and trying to fine-tune that has
definitely been a process oh I can
imagine so that's that's really
interesting that you're talking about
the the using the gossip system and how
it could be overwhelming because I just
remember you know the only times I
really used it was a really good example
was during my all wonders videos when I
was playing as China and trying to build
every single wonder on deity and uh
and the only time I used it was really
being you know someone has started
working on a wonder and I was like oh
that's actually really useful to know
and because otherwise I would just you
know click click click click click click
click C click click trying to get
through it all as fast as
possible I expect to see a a similar
video from you with ha at Egypt yeah
that's it's on it's on my list it's on
my list of things I want to
do um I guess I can start to get some of
the the harder questions here and I
guess it works a little bit here is um I
know when it came to single player Ai
and I know you guys have been asked
multiple questions about this quite a
bit um I know that you mentioned you
know the AI team itself has I don't know
if it was doubled in size I'm not sure
the exact quote but it was you know
substantially larger than it has ever
been um I think one of the single
biggest you know single player I don't
know if you want to call them complaints
in d8 AI is uh how the AI actually works
um how the larger how has do you think
the larger scale of the AI team you know
helped in making sure that when you jump
up the difficulties it's not necessar
about just giving the AI uh I guess not
necessarily cheats but just multipliers
so that way you know they they keep up
with you for the rest of the game
instead of keeping the same just AI as
it was on prints before um is the
smaller changes you know like getting
rid of Builders and settlers does that
help so that way the AI doesn't
necessarily have to escort them and when
it comes to decision- making or uh also
on the other side of it when you're
adding things like Legacy bonuses you
know going through the each of the age
does that end up making it more
complicated for thee because they have
more things to choose from now um what
what can you extrapolate on that a
little bit for so I'll start out with uh
the answer there um and it's really hard
for us to measure the exact size of
our because what I really like about
what we're doing now is we have
designers from all the different areas
of the game whether it's economics
military whatever we have sort of this
cross-disciplinary AI team um that meets
twice a month and we um come up with
House of game playing right now right
where's the AI doing well where is the
AI weak right now we come up with sort
of a a punch list of things that we want
to see addressed in the AI as quickly as
we can hopefully before the next meeting
sometimes it takes a little bit longer
to get get it there um but we've had
sort of a across the design team Focus
okay on AI being just a really important
part of De delivering a quality
experience with the game um and I feel
like you I started my very first job on
Ed fraxis was su5 AI lead yeah so I have
a
tremendous uh kind of respect for how
hard the AI problem is yeah um the worst
problem that I ever had on AI was trying
to get a full Army of units to the
Target okay so
specifically um your question about the
the commanders help things out um
absolutely they do just because that
problem has gotten easier and that that
was pretty much about as tricky a
problem as we had in AI development for
Civ 5 and Civ 6 um but I think your
question about Legacy path is a good one
as well because um we now have if you
look at Legacy pathes sort of like
objectives or ways to get towards
victories
um we have four of those in each age
Three Ages that's 12 different sort of
Pathways to Victory or Pathways towards
strong progress in the game that the AI
has to be aware of um so we've been
trying to make those Legacy paths line
up with just what's a really good way to
play the game in as strong a fashion as
possible so like building wonders is
usually a pretty good thing to do in the
game or putting down a lot of
settlements is a really good thing in
the game and so you see that those are
some of the Legacy paths right away in
Antiquity just to get the a off AI off
to a good start but also to help them
progress down the Legacy paths some of
the Legacy paths get a little bit I
wouldn't say weirder but maybe more
specific as we get into the other ages
and we haven't talked about them yet and
so it it has taken a little bit of our
time to um make sure that the AI knows
how to play those other Legacy paths
well as you know in addition yeah and
you asked about um the you know the
simplification of some of our things
like the removal of Builders um and and
you mentioned commanders touched on on
commander and AI use there I think that
those are all really good examples of
ways that the changes in the the core
gameplay for civ7 has also made it
easier for the AI yeah um there's a
constant debate in the community about
when to build a builder how many
Builders to build I mean the answer is
really like all of them right all them
all constant and how do you how do you
balance that against your need to build
units you're need to build wonders um it
is just an an item that is constantly
sinking your um your production cues and
by removing that that's one less thing
for them to have to worry about right
now they are able to better uh analyze
whether it should be time to build a
Wonder build a building build a settler
build a military unit because that need
for the constant flow of Builders is is
no longer there um and the same is true
for not just moving units across a land
mass to a target with with commanders
but also handling them in battle yeah um
you know positioning of units is
important and that gets infinitely more
complex when those units have promotions
themselves and positioning that one unit
that has four or five promotions in the
right spot so it's it's in a a good
place to fight but also not at risk of
dying and being lost and all those
promotions going away that was very
tricky now with the commander having the
promotions and giving them to all the
other units makes it much easier for the
AI to handle uh where to put units and
how to use those units because all of
those units are benefiting from the
promotions that the commander has yeah
that makes sense and especially
considering how you know in previous
iterations a lot of the times AI will
just flood their units into your your
cities with kind of no Care on on
regards of where it's at they're just
going to run them into your cities over
and over again and when you only have to
worry about a commander for example
having the XP and being the one that you
need to carefully position I mean you
still have to position the units you
know when you're sieging and trying to
figure it out but with when they really
only have to worry about the commander
it kind of makes it a little bit easier
on that aspect too that makes a lot of
sense um another another another
question too that is maybe not
necessarily harder to answer but Civ
isn't the only strategy game that you
know has this problem you guys have
talked about it quite a bit is uh the
slog that comes with the late game uh
and your attempts to fitting uh fix it
at least or at least alleviate that that
SLO a little bit splitting of the Three
Ages you know the the rubber band
mechanic that uh that comes up when
you're switching over to the new era you
know as well as just changing how things
are micromanaged as we mentioned uh to
hopefully alleviate this grind is there
anything that you can extrapolate more
on you know especially as you're moving
into the final era you know you haven't
talked about it yet at this point but um
that maybe will help alleviate or at
least uh yeah just help alleviate a
little bit more without going too much
into modern era that you guys haven't
talked about yet sure yeah um so we we
as you mentioned we do have some rubber
banding that happens on the age
transition we do bring yields back
closer together a little bit but you
keep everything that you had so when
you're moving into a new age you might
have uh yields reduced somehow um we've
not gotten in all the details about how
that is working but you if you were in a
lead in science you're still going to be
in a lead in in exploration right um and
you are starting at the beginning of a
new tech tree at the beginning of a new
Civic tree everyone's going from the
same point so that's that's helping
right there and then everyone's picking
from Legacy paths um you get the rewards
that you had for for the legacies that
you pursued from the previous age and
those are giving you all different kinds
of bonuses but those are based on your
um your progress in that age so if you
hit a bunch of Legacy paths and have a
bunch of points you'll have more things
to spend on that'll give you more
bonuses going into the new age uh versus
somebody who maybe didn't hit as many of
those things will have fewer points to
spend uh at the same time we have new
mechanics in each age that do help with
the uh alleviating the the grinding and
the micromanagement um so as an example
one thing that we have not officially
revealed yet but we I'll mention now is
that we do have a new Commander type in
each age um we're not going into the
specifics on them but there is a new one
in each age that will help with the
military gameplay as you progress
forward
cool okay that's add to that um and I
think the other thing to keep in mind is
we have talked a little bit about how
overbuilding Works how the the fact that
um each tile on the map each of your
Urban tiles has slots for two buildings
but that the buildings the previous age
drop off in power as you get into the
new age and you want to replace them in
those good adjacency bonus slots with
buildings from The New Age they're
getting full power of the uh you know
latest and greatest sort of yeah
advances in what buildings are able to
give you with the jcy bonuses for the
new age so you're ending up sort of um
creating a new layer on top of your city
of additional buildings right and the
other ones just sort of go away but you
don't mind that because they weren't
doing a whole lot for you in this age
anyways and so we're just reducing the
number of things that you're uh
concerned with the map you don't have to
worry about that granery that you built
at the beginning of time uh getting
knocked out by a flood and you have to
repair it or something like that because
you know there there are new buildings
that that are keeping your focus cool
that's good that's good to hear that uh
um another one here too is sorry I've
got some who told you these were some
tougher questions I guess um at least
for me uh one of the main concerns that
I have especially as the genre of of the
Forex genre is starting to expand more
um is there is you know quite a bit of
content and uh and so many choices that
are given to a player that often
especially with with newer games the
Paradox of choice tends to come around
uh where you're getting so much choice
that you become paralyzed in what to
choose and you don't know you know who
to choose and you kind of just click
wherever you want to go um has this been
I'm sure it was thought about at some
point as you expanding into okay we're
going to be able to switch cves
throughout the eras um and do you think
there in what ways do you think that you
guys at foris were able to at least um
mitigate this issue of being paralyzed
of I don't know who to choose because
there's so many different cves to to
choose from into coming into the next
age um absolutely it did and um you can
imagine we've talked a lot about our Civ
unlock system where based on um either
What leader you've chosen or what
civilization you've chosen or what's
happened in your gaml that helps
determine which Civ choices are
available to you in the next age well we
didn't have that at the beginning of
development okay so beginning of
development it was very free form and we
were trying to figure out how this was
going to work but that meant that when
you got to an age transition you had a
lot of choices and the combinatorics of
just sort of who you were choosing and
who your opponents were choosing uh we
saw right away that that was
overwhelming and confusing and I mean it
it unlocks thousands and thousands of
possible paths through the game but is
that a good thing or is that a bad thing
right um
so
um we poked at that we had feedback on
that and we pretty um um quickly came to
the realization that some kind of
structure there was going to be helpful
both in terms of immersion in terms of
who I am in terms of History um how is
this going to work so it feels more like
you know you're starting as one people
and just following their evolution
through history so we added the Civil
unlock system
started constraining the choices that
way and everything felt a lot better
yeah um so you know I think that's
absolutely a case where too much Choice
um not only personally in terms of where
you were going but when the AI has all
those choices too it's all wandering all
over the place um it it just led to a
little too much um confusion in terms of
what's happening in this game world and
some bringing some structure to it
really helped yep yeah I could see that
I could see see that definitely helping
uh quite a bit because as you said you
know at some point even with if you even
if you only have like a small amount of
Cs and leaders at some point the
combinations just start to become too
endless and so that's adding structure
definitely will help with that um and I
guess piggybacking on top of that choice
aspect is uh is is balancing um you know
that's it's really hard as it is
initially I mean I know Carl's talked
with us about you know you only have a
finite amount of time in development
when you're balancing and then literally
within the first hour of release you're
getting millions and millions of hours
played and you're getting all this
additional you know testing that you
never got to do uh during the
development team now with the
introduction of you know so many cves
and the abilities of switching into the
new age um you know how difficult was
the balance process obviously it's
probably not even finished yet but how
you know how difficult was it maybe
compared to previous iterations uh and
you know what was the process of this
was it just kind of similar to how it
was in the past or did you have to take
a new approach because you're you're
switching to the age
transitions uh it was incredibly more
difficult um
so looking at the past um you know we
we've had very targeted things that
we're able to test when you're playing
as uh gorgo gree that's the only thing
you have to worry about you're not
you're not adding any different
combinations there um you have then
paricles grease but that's one switch
it's not every every leader and now that
we are decoupling C and leaders and you
can play as any leader with any Civ and
we have the opportunity of cves going
into uh different Civ paths as you
progress through a campaign um that has
has made it indescribably more complex
yeah um so uh we you know we're doing as
much as we can to balance the game and
to to make it as good as we possibly can
but frankly the game will be unbalanced
in certain ways at launch and we're
excited actually to see the different
crazy things that the community is going
to do with all of these different
combinations and go oh if I take this
leader and this Civ and then that
transitions into this Civ and I get to
add those abilities together uh seeing
the different things that that the
community is going to find that it we
didn't think of or didn't see ourselves
I think is going to be a lot of fun um
but it is definitely been a big big big
challenge I think the one thing that's
is easier there is at least one thing
that's easier is the fact that in the
past it was very hard to balance a early
game Civ against a late game
versus the middle game cives everyone
had their sort of um moment in the sun
where they you know had all their
bonuses working and their unique unit
came online and so you knew that this
you know Sumeria was just going to be
great right out of the gate right and
how to balance a early game c Maria
against somebody like a Canada or Sweden
who has all their bonuses late in the
game that was just challenging a very
weird problem to try to Grapple with and
now where all the civs are coming online
at the same time
for a particular age um so we balance
them against each other and that's a
limited set compared to the 50 60s we
had to balance last time as well so
there are some ways that the balance
problem is easier uh it's just that the
stacking and layering of the different
things yes um leads to a huge you know
space for players to explore and for us
to try to figure out whether or not
we're letting things get out of hand in
one particular pathway where you stack
like all the science bonuses together
yeah that makes sense I mean especially
now that you mentioned with it when it
comes to you know late game versus early
game it's how are you going to like
that's so difficult to balance thinking
about you know how you're going to
balance monam Musa versus you know Alex
for example in civ6 the the there's a
vast difference there between the two
that's understandable um how much time
do we have here sorry sounds like
production one minute left one minute
left okay I'll so with the last one
there I have I have a I have a really
easy question then for you um first of
all can we the dog and uh second not if
not
when so the Scout has gotten a lot of
attention from our team and if you look
at what we're doing with with units and
buildings whatever we're doing a lot
of I think if you look at the um uh
video from um uh the Nintendo Direct
event where we revealed um some some new
content uh the Scout in there is a very
unique Scout that doesn't even have a
dog I saw that yeah so um petting the
dog we know that's a big feature but
we're gonna actually have to figure out
how to pet multiple animals okay not um
something that we're all squared up for
for launch but we'll figure that problem
out that's very important questions to
answer
so all right well I guess that'll go
ahead and do that for me here uh thank
you so much for joining me uh and
answering these questions I know some of
them were a little more difficult than
others but I appreciate all the feedback
and Candor that you guys uh guys gave
for those thanks for having us postas oh
no problem thank you guys thank you
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