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Civilization VI - Now available, so you can sink all your free time into it

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
What I do think is a good move, are the AI personalities that give a bit more deterministic approach. Meaning when someone declares war on you, you will actually understand the reason and you'll be able(if you want) to remedy it.
It's what Paradox did well with Casus Belli etc and it's good to see some form of clearer motives in Civ too
 

Hoodoo

Arcane
Joined
Jun 5, 2009
Messages
7,205
This game sounds alright. The graphics are certainly a decade behind but do we really care about that? They're nicer than the last one without being too cutesy. It's probably going to run well on shit laptops. Looking forward to play this shit with my casual friends.
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,719
Location
Poland
Explushuns in mellee combat!

But I think it also confirms multiple leaders for civs and it seems like we get more than one unit one ability per civ.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
"City management, mayhem and Sid Meier's wisdom: Making Civilization VI" http://www.gamasutra.com/view/news/..._Sid_Meiers_wisdom_Making_Civilization_VI.php

Quoting some interesting parts.

Mayhem Level for late game:

"The trick, I think, especially to a game like Civilization, and it's a place we've stumbled in the past, is pacing," says Shirk. "I'm sure you remember way back in Civilization V, the very base game, the last third of the game wasn't very interesting. It felt like a very empty space, just hitting 'Next Turn' a lot. So it's that kind of pacing that's always the biggest challenge."

To fix the pacing problem and spice up the base game a bit, Beach did something with the Civ V expansions that fellow strategy game designers may appreciate: he added a little mayhem.

"There's an AI system in the game, it's actually been in there since the expansions when we first introduced it...it's called a 'Mayhem Level,'" says Shirk. "It's actually a super interesting mechanic that Ed came up with. If the game is not achieving a certain level of mayhem, which means something in the world is going on that's causing some problems," then the game AI starts acting up and making moves to make things interesting.

"You don't want huge long times of prosperity," adds Shirk. It makes for a boring strategy game, and it doesn't challenge players to learn the game's systems.

"You have to turn some knobs and make sure the mayhem stays at this certain level. You don't want anything way up here. You don't want anything way down here. So it's a really interesting way of making sure that there's always something that's going to pull the player away from what they're doing or what they're focused on all the time."

Why Civ 6 keeps many of existing systems unlike the gutted Civ 5 base game:

The weight of expectations is also pushing Firaxis to ship Civilization VI with a number of established Civ systems, the sorts of mechanics (like religion) that have previously been added to Civ games post-release through expansion packs.

"Jon Schafer worried if we brought everything forward, for example, from Beyond the Sword then it would be a little overwhelming. So he had to take a lot of things out. He left religion out of the base game, that kind of thing. Ed didn't want to go down that path this time," says Shirk. "Fans already have this very high expectation of what Civilization means. They have things that are really comfortable for them, that they really love doing. He wanted to make sure to bring as much of that forward as possible."

That means Civilization 6 devs have to teach those myriad mechanics to new players, too, because every Civ is someone's first. It's interesting to note that Firaxis aims to do so by falling back on an old-fashioned, extra-large tutorial here, one that gives new players a guided tour through the game's various systems and mechanics. It's optional, of course, and is meant to augment the tooltips, automated advisors and other teaching tools that are woven into Civ games.

"This is probably the biggest base version of the game that we've ever shipped before," Shirk says, and while he acknowledges that "we do have some crunch time" he's keen to point out that it's kept to a minimum because of what he describes as one of Firaxis' chief virtues: managing staff time well.

"We're starting to be an older studio. Our baby credits are going up and up and up each year because we've got a lot of senior artists, senior designers, senior engineers that have been with Firaxis for a while," says Shirk. "So if we don't have that great home life and work balance, the games are going to be crappy because everyone's going to be miserable. That's one thing at our studio that I wish every other studio would be able to do. You've heard scary stories from other studios about how that's not necessarily the case. It goes a long way. It sounds stupid, but a studio that actually puts family first is a happy studio that makes great games."
 
Self-Ejected

IncendiaryDevice

Self-Ejected
Village Idiot
Joined
Nov 3, 2014
Messages
7,407
"City management, mayhem and Sid Meier's wisdom: Making Civilization VI" http://www.gamasutra.com/view/news/..._Sid_Meiers_wisdom_Making_Civilization_VI.php

Quoting some interesting parts.

Mayhem Level for late game:

"The trick, I think, especially to a game like Civilization, and it's a place we've stumbled in the past, is pacing," says Shirk. "I'm sure you remember way back in Civilization V, the very base game, the last third of the game wasn't very interesting. It felt like a very empty space, just hitting 'Next Turn' a lot. So it's that kind of pacing that's always the biggest challenge."

To fix the pacing problem and spice up the base game a bit, Beach did something with the Civ V expansions that fellow strategy game designers may appreciate: he added a little mayhem.

"There's an AI system in the game, it's actually been in there since the expansions when we first introduced it...it's called a 'Mayhem Level,'" says Shirk. "It's actually a super interesting mechanic that Ed came up with. If the game is not achieving a certain level of mayhem, which means something in the world is going on that's causing some problems," then the game AI starts acting up and making moves to make things interesting.

"You don't want huge long times of prosperity," adds Shirk. It makes for a boring strategy game, and it doesn't challenge players to learn the game's systems.

"You have to turn some knobs and make sure the mayhem stays at this certain level. You don't want anything way up here. You don't want anything way down here. So it's a really interesting way of making sure that there's always something that's going to pull the player away from what they're doing or what they're focused on all the time."

I have no idea what's so novel about this, practically every Civ game does this, as so do others like TW. Maybe it's novel because this is the first time it's been openly admitted to?
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,050
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
"Jon Schafer worried if we brought everything forward, for example, from Beyond the Sword then it would be a little overwhelming. So he had to take a lot of things out. He left religion out of the base game,"

:x:x:x:x:x:x:x:x:x:x
so these morons believe that the people that play their games want LESS features? kill yourself jon.
 
Self-Ejected

aeternalis

Wordcel
Patron
Joined
Nov 26, 2014
Messages
479
Location
the aether
Anyone knows if folks working on this are the same guys of Nuxcom or totally different team?

While I can't say if there's no crossover at all, the main Nuxcom folks have never worked on Civ. Nuxcom team is working on more DLC and popamole console ports.

Speaking of popamole, this game's artstyle looks like it belongs on iOS/Android.
 

flyingjohn

Arcane
Joined
May 14, 2012
Messages
3,238

And ranged units can attack from multiple tiles the same as civ v.
They learned nothing form civ v flaws.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,163
Location
Platypus Planet
Yes, nothing is wrong with archers attacking further than rifleman or mobile infantry

Actually, which era of rifles do you mean? Bows are more accurate and shoot further away than Napoleonic-rea rifles and muskets. In some cases modern bows can be more accurate than some modern guns as well. You under estimate the bow.

And ranged units can attack from multiple tiles the same as civ v.
They learned nothing form civ v flaws.

Literally nothing wrong with that.

It's a well-documented historical fact that british longbowmen bombarded Calais with arrows across the english channel.

As documented as the fact that Washington and Bismarck nuked Oda Nobunaga :roll: Since when did people seek any sort of realism from Civ?
 
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