Civilization VII Set to Allow Continuous Play with One Civilization
It seems like a familiar story in the world of strategy gaming: players have a strong preference for a certain way of experiencing a game, and developers, after introducing changes, sometimes listen to that feedback. This is certainly the case with Firaxis Games' Civilization VII and their reconsideration of how players navigate the game's historical progression.
For years, the Civilization series has been about building a single, persistent empire from the ground up, watching it evolve over millennia. It's the "power fantasy" that countless players return to, shaping one nation into a dominant world power. This core loop is deeply ingrained in the series' identity. However, with Civilization VII, Firaxis took a significant, albeit controversial, step by introducing the "Eras" system. This forced players to jettison their established civilization at a specific point – typically during the Industrial Era – and start fresh with a new one, progressing through the Late Antiquity, Feudal, and finally Industrial Ages again. The stated goal was noble: to make the game feel more historically grounded by experiencing different technological and societal contexts, and perhaps to combat the "gameplay fatigue" that can set in during long play sessions. It aimed to ensure players reached the end of the game rather than abandoning it early. But the reception among players was overwhelmingly negative.
The core issue, from a player perspective, was that the Era transitions felt jarring and disconnected. Imagine pouring hundreds of hours into meticulously building, say, a classical Greek civilization, developing its unique wonders, researching technologies, and expanding its cultural influence. Suddenly, the game demands you reset, pick a new civilization in the High Middle Ages, and repeat the entire process. It's not just a minor inconvenience; it fundamentally shatters the continuity and investment that makes Civilization so compelling. Players felt they were being asked to trade the deep, evolving narrative of their empire for a procedural grind, breaking one of the series' cardinal sins: the power fantasy of watching your own creation dominate the ages.
The backlash was clear even before official word. Steam charts consistently showed Civilization V and VI had more concurrent players than Civilization VII, suggesting a significant chunk of the player base simply wasn't interested in the new direction. It wasn't just about disliking change; it was about rejecting a change that actively undermined what they loved most about the series.
Now, there are whispers and reports, fueled by community speculation and Firaxis' own testing phases, that the studio is indeed revisiting the idea. The plan, as understood, is to allow players to continue their journey with the same civilization through all eras. This would mean no more mid-game resets. The mechanics, however, present an interesting challenge. How does a civilization designed for, say, the Classical Era suddenly compete in the Industrial Age with steam-powered factories and railroads? The article mentions a potential solution involving "Frankensteining" – essentially, allowing civilizations from earlier eras to have buildings, units, and bonuses that mimic those of later eras, or vice-versa. For example, a civilization starting in the Industrial Era might need a unique bonus to make classical-era architecture viable, or perhaps a unit that reflects classical military power against more advanced foes. It sounds like a complex balancing act, potentially requiring significant adjustments to the core game systems to maintain fairness and strategic depth across the entire timeline.
This potential shift isn't just about appeasing nostalgia; it represents a fundamental aspect of Civilization's appeal. The journey of a single civilization, its unique path, its triumphs and struggles, is the heart of the experience. Requiring players to start over multiple times diluted that core loop. Allowing continuous play with one civilization gets back to the heart of what made the earlier games so beloved. It restores the sense of legacy and progression that some felt Civilization VII was missing. Whether Firaxis can implement this seamlessly, balancing historical thematic elements with the game's strategic requirements, remains to be seen. But it's certainly a welcome sign that the studio is listening to the feedback regarding the Era system's impact on player experience. It suggests a return to the foundational promise of the series: build an empire, watch it grow, and see it dominate the ages without being forced to reset halfway through.