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Civilization VI - 6/17/2016 11:15:54 AM   
JamesM

 

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Just checking out recommended games for me on steam and found that this game is due for release on 22 October. From the screenshots and info on steam this game does not grab me. I really enjoy Civ V and I wonder if it is time to finish this franchise.
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RE: Civilization VI - 6/17/2016 11:37:17 AM   
zakblood


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Civ V for me has the same problems of Hearts of Iron 4, once you get into any series, it's users expectations that they get better or different as they develop, but as this is on each players opinions, while some think it's going good in one direction, others disagree saying it's gone too far from another path, so the developers can't win, alter it too much and the diehard's all moan it's a step too far, not enough and everyone shouts clone, so what's needed is balance and a fairer review, eyecandy alone doesn't make something better or different, it's games play and depth of play and re play ability plus detail and a good UI / user interface, again this is subjective as some only have a key changed and it's not to there liking no more.

good or bad, sales or failure i wish them luck, as they will need it, as it's not that long ago the name and brand alone sold anything with this and many games, now we all have become a review mad world where everyone reviews and comments on personal feelings with little or not much knowledge or time spent or facts even, and that can destroy a game with enough poor comments now days before anything even comes out.

while it's not my cup of tea, some will love it, others won't

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RE: Civilization VI - 6/17/2016 3:50:06 PM   
Max 86


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I like some of their new ideas but will wait to see how it plays before purchase. From PC Gamer interview with designer team: http://www.pcgamer.com/civilization-6-everything-you-need-to-know/

Cities are made up of districts

In Civilization VI, each building type is part of a district, and each district exists as a separate tile. "You have a campus tile, and that's where all your research is going on – you have your library, university and research lab all in that campus tile." Similarly, there will be military tiles, industrial tiles and harbours. "There are 10 to 12 different types of tile that you'll put around your city," says Beach, "and the player now has this intricate layout puzzle, where they decide where districts go around their city. That becomes a cool, fun way to develop your empire that has a layer of depth that we didn't have before."

District placement is more than just an aesthetic choice. Some map tiles will convey bonuses to specific districts. Mountains are great for studying the skies, so offer bonuses to your science campus. Mountains are also an imposing spot for worship – providing a boost to your faith. "Every district has a good place to put it. You're trying to manage where those go with where all the resource tiles are. It becomes a fun layout puzzle of trying to maximise your bonuses."

District tiles also convey information. By looking at a city's districts you can easily tell what that city does. At a glance, you'll be able to see which of your cities is dedicated to which resource. The same holds true for rival civilizations. From the main map screen, you'll be able to easily identify the city that, if captured or destroyed, could cripple an enemy's production.

Research is more active

Unlike in previous Civilizations, research speed isn't based purely on your civilisation's science output. "Now there are things, for pretty much every technology in the game, that you can do out in the game world to push you in that direction," says Beach. "So if you want to push masonry or construction because you want to build walls, you better go out and establish a quarry. That's going to teach your citizens the skills they need to become good at masonry." Your empire learns by doing.

"If you want to develop a navy, in previous games of Civilization you could research all the technology for that without even having settled a city along the coast. Here you actually get a significant boost towards sailing when you put that city on the coast. You can get further boosts for other naval technologies by creating fishing boats and starting to harvest naval resources."

Some research boosts will be available based on the terrain around you – feeding into Firaxis's aim of incentivising specific strategies based on your starting location. "Players are going to have to think through: 'look at this start position, this is a great one for me to push on horseback riding and develop a very mobile military. I'm going to push this direction and go through that part of the tree this time.'"

AI leaders have an agenda

Firaxis wants diplomacy to feel more dynamic, and to force players to work out the political landscape on the fly. "Each AI leader has a historical agenda that's appropriate to their historical personality," says Beach. "We've chosen for each of them to have a play style that's unique but appropriate for their role in leading their country in history."

One leader might be fanatical about allying with city states. That forces you into a decision: back off from city states and potentially be friends, or compete over a state's affection and maybe come to blows. "You have to adjust to the different personalities that you meet and find out what makes them happy and what's going to anger them. That's going to vary from one leader to the next, and give each civilisation a very different feel."

Of course, these historical traits can be learned by the player and applied to future playthroughs. To combat that, Firaxis takes traits that aren't historically tied to leaders and secretly assigns them at the beginning of each game. "As you go through the game, you can discover what they are by spying on them or trying to learn more secrets about them. Once you've learn that about other leaders, you can fully unlock the diplomatic landscape."

I ask what is, to my mind, the most important question of all. If a leader's traits are historical, will Gandhi be less fond of nuclear armageddon? "We have a special way of handling him. Initially he's going to seem very peaceful, but he'll have a dark side."

Support units can be embedded into other units

Civilization VI isn't removing Civ 5's one unit per tile rule, but Firaxis is dialling back on some of the harsher restrictions. "One thing we wanted to do was make sure you could tie units together. In Civ 5, it was tough to escort your settlers across the map because you couldn't tie them to a military unit," says Beach. Additionally, Beach notes, armies were perhaps a little too spread out. "When you need to concentrate your force to take out a city, everything being on its own tile was a problem at that point."

Beach describes support units as, "something that was part of your military force before, that really shouldn't have had to take up a tile." As the name suggests, it's supporting equipment: battering rams, siege towers, anti-tank guns and anti-air guns. "All the stuff that's like special equipment for you units. In Civ 5 you had to have a separate tile, but we've gone away from that."

< Message edited by Max 86 -- 6/17/2016 3:52:56 PM >


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RE: Civilization VI - 6/17/2016 4:08:54 PM   
Kuokkanen

 

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quote:

ORIGINAL: Max 86

Support units can be embedded into other units

Civilization VI isn't removing Civ 5's one unit per tile rule, but Firaxis is dialling back on some of the harsher restrictions. "One thing we wanted to do was make sure you could tie units together. In Civ 5, it was tough to escort your settlers across the map because you couldn't tie them to a military unit," says Beach. Additionally, Beach notes, armies were perhaps a little too spread out. "When you need to concentrate your force to take out a city, everything being on its own tile was a problem at that point."

Beach describes support units as, "something that was part of your military force before, that really shouldn't have had to take up a tile." As the name suggests, it's supporting equipment: battering rams, siege towers, anti-tank guns and anti-air guns. "All the stuff that's like special equipment for you units. In Civ 5 you had to have a separate tile, but we've gone away from that."

Does that sound anything like special unit tick in Unity of Command?

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RE: Civilization VI - 6/17/2016 4:55:43 PM   
wings7


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quote:

ORIGINAL: jamesm

Just checking out recommended games for me on steam and found that this game is due for release on 22 October. From the screenshots and info on steam this game does not grab me. I really enjoy Civ V and I wonder if it is time to finish this franchise.


This is a must buy for me...long live the franchise!

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RE: Civilization VI - 6/17/2016 7:01:37 PM   
GaryChildress

 

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I pretty much stopped playing the Civ franchise after Civ III. I still occasionally blow the dust off Civ III to play for a while but Civ IV and up just don't have that classic Civ feel to me. Plus I used to create unit art for Civ III and the newer Civs are beyond my capacity to mod as they seem to require more expensive graphics programs to mod their units. 

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RE: Civilization VI - 6/17/2016 8:06:48 PM   
Rosseau

 

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Zakblood hit the nail on the head. But hope it is good for everyone's sake.

Pulled out Alpha Centauri a while ago. You can't go back


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RE: Civilization VI - 6/17/2016 9:57:02 PM   
Zorch

 

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I will wait to see how Civ VI is received. I may not buy it until the 1st expansion comes out.

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RE: Civilization VI - 6/18/2016 12:49:02 AM   
aaatoysandmore

 

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They need to bring back CivIII's fighting over resouces. I didn't like the change to when you researched something in CivIV that you automatically got the resource near you. In Civ III many times I had to fight for horses and uranium. That was fun. I just never got into Civ V once they removed the armies from the game and religion paths.

< Message edited by aaatoysandmore -- 6/18/2016 12:51:48 AM >

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RE: Civilization VI - 6/18/2016 2:15:46 AM   
GaryChildress

 

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quote:

ORIGINAL: aaatoysandmore

They need to bring back CivIII's fighting over resouces. I didn't like the change to when you researched something in CivIV that you automatically got the resource near you. In Civ III many times I had to fight for horses and uranium. That was fun. I just never got into Civ V once they removed the armies from the game and religion paths.


Yes! I have some fond memories of difficult "tooth and nail" battles over resources in Civ III. Definitely a classic!

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RE: Civilization VI - 6/18/2016 3:19:04 AM   
Greybriar


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I've pre-ordered Civilization VI. I hope I like it better than I did Civ 5, but so far the best Civ game IMO was Civilization II: Test of Time.

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RE: Civilization VI - 6/18/2016 5:14:02 AM   
warspite1


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quote:

ORIGINAL: aaatoysandmore

They need to bring back CivIII's fighting over resouces. I didn't like the change to when you researched something in CivIV that you automatically got the resource near you. In Civ III many times I had to fight for horses and uranium. That was fun. I just never got into Civ V once they removed the armies from the game and religion paths.
warspite1

Not my recollection. I've had games where I've not had access to Iron, Copper or Horses (and later uranium) despite having the tech.


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RE: Civilization VI - 6/18/2016 8:28:28 AM   
Rising-Sun


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I gave up on those Civilization games, that part five wasn't too impress with it and look like they are still the same to me. Just feel so cartoonish and silly.

Wish there were another complex and realistic Civilization game out there, just isn't any at the moment.

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RE: Civilization VI - 6/18/2016 1:05:13 PM   
altipueri

 

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Civ 2 and 3 for me. I've got 4 & 5 but to me they've gone too cartoon like.

I picked up a second copy - a box set of Civ 2, complete with pristine manual and tech poster, for about 5 quid at a car boot sale - and with a bit of help online it is playable on a Win 8.1 64 bit laptop.

I load it up every so often just to hear the animated military adviser say something along the lines of: "Build more troops noble leader, that they may sheath their swords in the beating hearts of the enemy."

< Message edited by altipueri -- 6/18/2016 1:07:46 PM >

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