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

rezaf

Cipher
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Jan 26, 2015
Messages
665
Well, parts of a simulation were always in there. And, as discussed previously, with every iteration of Civ they tended to slightly increase the simulation content. Until Civ5 decided to jettison that entire heritage.

It's a bit like being a Star Trek fan. There was a steady evolution from series to series for years, until they decided to blow it all up in the reboot movies. These are ST movies for people that don't like what ST used to be about.
Likewise, Civ5 (and likely Civ6 also) are games for people that don't like what the Civ series used to be about.
 

flyingjohn

Arcane
Joined
May 14, 2012
Messages
3,238
It was never about realism in the first place,it is simply a balance problem that ruins combat.
When you have a unit that can't miss and can hit a enemy without retaliation, can survive multiple hits from a melee unit and deals great damage to cities why the hell would you build anything other then that unit?
Melee units need to be in range to attack while you can have a carpet of doom of archers and they would still be useful since they have both the range and power.
Later get get replaced by artillery and bombers ,and that is it.
 
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Snorkack

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Shadorwun: Hong Kong
Is this discussion really happening? We're talking about Civ series, where tanks get frequently destroyed by pike-wielding barbarians.
Civ 5 is a life- and funless turd for a lot of reasons. But nitpicking on the range of bowmen is quite the non-issue, compared to, like, everyything else.
 

Castozor

Augur
Joined
Nov 12, 2014
Messages
209
Well to be fair they did fix the issue with tanks losing to lower tiers when they implemented a more sensible hp/damage system later on. I too would like to see a game less dominated by ranged units though. I'm hoping they figured that out at Firaxis by now, but who am I kidding they probably don't give a shit.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,592
Well, parts of a simulation were always in there. And, as discussed previously, with every iteration of Civ they tended to slightly increase the simulation content. Until Civ5 decided to jettison that entire heritage.

It's a bit like being a Star Trek fan. There was a steady evolution from series to series for years, until they decided to blow it all up in the reboot movies. These are ST movies for people that don't like what ST used to be about.
Likewise, Civ5 (and likely Civ6 also) are games for people that don't like what the Civ series used to be about.
There was? Anyone with 2 brain cells stopped loving ST after DS9. Voyager was barely watchable half the time and Enterprise was more often than not very different from previous ST show.
 

rezaf

Cipher
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Jan 26, 2015
Messages
665
There was? Anyone with 2 brain cells stopped loving ST after DS9. Voyager was barely watchable half the time and Enterprise was more often than not very different from previous ST show.

I guess you have a point, but one could argue Voyager was when they started heading down the slippery slope of tying to make ST more appealing to mainstream audiences, whilst with the reboot, they outright said: "Fuck this shit!" and just jumped off said slope.
 

Zarniwoop

Closed for renovation
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Joined
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Shadorwun: Hong Kong
There was? Anyone with 2 brain cells stopped loving ST during DS9.

Fixed. It's Star Trek without the Trek. DS9 is like 8 Simple Rules without the dad. Or 2 and a half men without Charlie.
 

Zarniwoop

Closed for renovation
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Exactly. DS9 was a soap opera. It's basically Life Goes On and Odo is Corky, the "lovable" retard.
 

Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
It was never about realism in the first place,it is simply a balance problem that ruins combat.
When you have a unit that can't miss and can hit a enemy without retaliation, can survive multiple hits from a melee unit and deals great damage to cities why the hell would you build anything other then that unit?
Melee units need to be in range to attack while you can have a carpet of doom of archers and they would still be useful since they have both the range and power.
Later get get replaced by artillery and bombers ,and that is it.
That said, the same balance problem also ruined the Hundred Years War, with OP archers being able to shoot from afar, and still fight competently in melee.
It is not until Formigny that they were replaced with field Artillery.
 

ArchAngel

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Messages
21,592
There was? Anyone with 2 brain cells stopped loving ST after DS9. Voyager was barely watchable half the time and Enterprise was more often than not very different from previous ST show.

I guess you have a point, but one could argue Voyager was when they started heading down the slippery slope of tying to make ST more appealing to mainstream audiences, whilst with the reboot, they outright said: "Fuck this shit!" and just jumped off said slope.
Yea, reboot said Fuck Trekkers!
 
Self-Ejected

Ulminati

Kamelåså!
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RGy14C6.jpg



You know it's what's going to happen.
 

SausageInYourFace

Codexian Sausage
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Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
Reading this thread gave me nostalgia for the good old times, so I reinstalled Civ3. I am not a hardcore Civ player but a filfthy casual who just likes to dick around and build some pretty cities, still I managed to win Civ5 three times in a row on the average difficulty, with three different Civs, in three different ways. So I think, hey, I'm not half bad at this, lets see.. So picked the average (Regent I think) difficulty setting and before I can really begin to appreciate the pretty graphics, the historical explanations for every tech (when and why did they take that out of the Civ games exactly) and learn the systems - I got my head kicked in within less than three hours by Irqouis and Aztecs. Wow, talk about difficutly.

Seems like the winning strategy in Civ3 is to spam cities like crazy, rush early military and blob the world before everybody else does? Not sure how I like that, I enjoyed slowly (and peacefully) building my empire in Civ5.

One thing that was amazing however was' "Nilstown defected to the Aztec Empire. Reports say that they are in awe of their culture." Didn't know this could happen. Guess I am not as good as I thought, will try to get better. And start by reading the fucking manual.. :M
 
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Self-Ejected

Ulminati

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Early game is all about getting as much clay and as many cities as fast as possible. this is true for nearly every 4x/civ game.
 

SausageInYourFace

Codexian Sausage
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In your face
Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
I guess thats right, but the empire happiness mechanic would prevent city spam in Civ5, at least to a certain degree. I also don't really remember it from AC either, at least not to that extent, but I am probably just a scrub. Will try to play a little more competitively on my next attempt.
 

Castozor

Augur
Joined
Nov 12, 2014
Messages
209
Yeah I disliked how they tried to discourage city spam in 5. Takes a lot more skill to get a proper Liberty game running then a boring 4-city tradition. I hope they won't do that in Civ6 but probably they will.
 

Space Satan

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They tried tome and time again to make rapid expansion costly but to no avail. So far only civIV had something resembling a working system with cost of city and hindering research with income. But even then it was better to expand.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,592
Endless Legend has OK anti rapid expansion systems. You can only settle one city per province and your civic point costs go up by a lot for each additional city and you will lose out on good bonuses.
Also needing to pacify monsters in each region to get the max out of it calls for troops or doing quests instead of making settlers only.
 
Self-Ejected

Ulminati

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As long as it's cheaper to fund a new city than conquoring a neighbouring one, early game will always be about securing the most clay to grow into.


CivIV was the closest we had to a working model. The best way to discourage city spam is to make each one drain resources and require a strong investment for a period of time before becoming self-sufficient. That way, a small but ambitious kingdom can take a slice out of someone who expands too fast. But if that was easy to balance, someone would've done it by now.
 

LESS T_T

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Oct 5, 2012
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Codex 2014
Christopher Tin Composing Title Theme For Sid Meier’s Civilization VI

2K and Firaxis Games today announced Christopher Tin is the composer of the title theme for Sid Meier’s Civilization VI , launching on October 21 st for Windows PC.

Famed for his composing of the only piece of video game music to win a Grammy Award, the title theme to Sid Meier’s Civilization IV ‘Baba Yetu’, Tin returns to the franchise to compose for Sid Meier’s Civilization VI , called ‘Sogno di Volare’ (The Dream of Flight).

“I wanted to write a piece that captured the essence of exploration”, said two time Grammy Award winning composer Christopher Tin, “both the physical exploration of seeking new lands, but also the mental exploration of expanding the frontiers of science and philosophy.”

The world premiere of ‘Sogno di Volare’ will take place at the Cadogan Hall in London, England on July 19th. Tin will be accompanied by Britain’s National Orchestra, The Royal Philharmonic Orchestra, The Angel City Chorale (US), Prima Vocal Ensemble (UK) and Lucis (UK). Alongside the performance of ‘Sogno di Volare’ will be a rendition of ‘Baba Yetu’, making this event unmissable for any fan of the Civilization series.

Tickets for the event can be found here: http://www.cadoganhall.com/event/the-music-of-christopher-tin-160719/
 

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
CivIV was the closest we had to a working model. The best way to discourage city spam is to make each one drain resources and require a strong investment for a period of time before becoming self-sufficient. That way, a small but ambitious kingdom can take a slice out of someone who expands too fast. But if that was easy to balance, someone would've done it by now.
Doesn't help that 90% of the audience doesn't give a crap either.
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,896
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Lulea, Sweden
As long as it's cheaper to fund a new city than conquoring a neighbouring one, early game will always be about securing the most clay to grow into.

Or more effective than developing the one you got.

there is certainly ways around this.
 

LESS T_T

Arcane
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13,582
Codex 2014
http://steamcommunity.com/games/289070/announcements/detail/886464492359055813

Civilization VI: Meet the Developers

meet_the_devs_hero.jpg


Civilization VI, the latest entry in the distinguished strategy series, reunites renowned developers behind the Gods & Kings and Brave New World expansion packs for Civilization V.

Lead Designer Ed Beach and Lead Producer Dennis Shirk, along with Art Director Brian Busatti, collectively have over 30 years of experience at Firaxis Games and have been crucial in helping Civilization V achieve its current standing as the most-played strategy game on Steam. Now, led by these seasoned veterans, the team at Firaxis is poised to create the most comprehensive Civilization experience to date in Civilization VI.

Civilization VI will cater to both established fans and newcomers alike, incorporating the strong strategic decision-making that is the hallmark of the Civilization series, along with new systems that allow players to more actively drive their civilization’s progress through time.


meet_the_devs_ed.jpg


Ed Beach – Lead Designer, Civilization VI

Ed has been at Firaxis for over seven years now. He previously led the design team on both of Civilization V’s expansion, Gods & Kings and Brave New World.

Q: Many would argue that your expansions made Civilization V the ultimate strategy experience. How do you build on that with Civilization VI?

A: By the time we finished Civilization V and its expansions, we had directions we wanted to explore that required some fundamental changes to the core game. There were a lot of places within the game where it felt like there was an optimal series of things to do, and anything outside of that was less helpful. So we knew we wanted to make changes that required players to adapt to unique situations in every game. We were able to achieve that goal in Civilization VI by changing mechanics to get players to play their specific map, rather than just playing for optimal build orders and tech research paths.

Q: How does this game fall into the Firaxis “rule of third” idea? How did you decide what needed to stay, what needed to go, and what needed to be brand new to Civilization VI players?

A: Civilization is a game that has been around long enough that it’s hard to divide the changes neatly into thirds (one-third new, one-third changed, one-third the same) because of how the different parts interact with each other. We’ve still got cities, just like the previous Civilization games, but now these cities have districts that you can build and the Wonders you construct within them all have to be built on separate spaces on the map. That’s a change, but it also affects everything from combat to trade to Great People, so those systems undergo changes as well. I’d say our approach has been to ask: “Where can we make changes to give players more meaningful and interesting choices?” And we especially like it if you have to think through those options differently in every game.

Q: What are you most proud of in Civilization VI, from a design perspective?

A: I’m really happy with how the map has come to shake up how people play Civilization VI. I like how cities are spread out in the world now, and I’m already convinced that will do as much to change the game as unstacking combat units changed up Civilization V. The new research system means that players can do more to drive the development of their Civ, which feels a lot more active. There are some other changes that help emphasize how important it is to understand the world you’re playing on. They all feel like they’re fitting well together and helping set Civilization VI apart from Civilization V.

Q: What are you most anxious to see players react to?

A: I’ll be curious to see how people respond to the leaders and Civs we’ve chosen this time around. There’s always a lot of excitement from players about how different cultures get represented in Civilization. We’ve brought some familiar faces back, but there are some new Civs and leaders that I think people will be anxious to get some time with. With each leader now having a historical diplomatic agenda and with the Civs possessing more unique bonuses than in previous games, players will want to try them all out.


meet_the_devs_brian.jpg


Brian Busatti – Art Director, Civilization VI

Brian has been at Firaxis Games for 13 years, and has worked across multiple Civilization titles. He was lead unit and terrain artist on Civilization IV, as well as lead character artist on Civilization V and contributed to Civilization: Beyond Earth.

Q: Civilization VI has a very stylized and pronounced look. How did you go about accomplishing this and was this the look you always strived for?

A: Civilization has always had something of a lighthearted approach to history, and we wanted to blend that with a style that made the things in our world more readable to the player. The new look and feel allows us to deliver valuable game information to the player without them having to dig too deeply into the UI. Units in the game now have unique and interesting silhouettes that are quite readable from a distance. Colors show a district's function and resource contribution. The leaders have a lot more personality and it's much easier to read their emotions. Our very talented animation team is having a blast bringing the leaders to life. The addition of districts has allowed us to focus on a much more natural look for our cities. The end result is a game whose look balances nicely with the new game design.

Q: What are you most proud of in Civilization VI, from an artistic perspective?

A: I am most proud of our team. We have a lot of talented artists whose passion is shown deeply in Civilization VI. There are a bunch of little practical changes to the units that I’m proud of, like the culturally-flavored armor and weapons for the unit types, but I really like how inviting the world looks overall. I think the artists on the team did a great job creating a cohesive and visually stunning game.

Q: Cartography is a big theme with Civilization VI. How did you guys settle upon this? It feels like a natural fit for the experience the series has offered.

A: It's such a great fit for Civilization VI, especially with the importance of exploration. The design changes were all about making the world map more important than before. When you talk about maps it’s natural to look at historical maps as the basis for your interface design and your overall visual wrapper. Within that context, we looked at the way maps were created during the age of exploration, and all the artwork that was put into them, and we thought, “That’s how we should make our game look, too.” You can see the influence of navigational tools and cartography in the UI as well as the game world, especially in the fog of war.


meet_the_devs_dennis.jpg


Dennis Shirk – Lead Producer, Civilization VI

Dennis has been at Firaxis for 11 years, with the majority of his time spent as lead producer on Civilization V and its two expansions, Gods & Kings and Brave New World. After those, he moved directly onto Civilization VI.

Q: As Lead Producer, what is your chief responsibility on Civilization VI?

A: The producer is the person on the team who’s responsible for organizing the project, keeping it on schedule, and ultimately making sure the team has everything they need. There are a ton of major and minor responsibilities within that, from keeping the budget to planning the production milestones to ordering dinner for the team and cooking waffles for them in the event everyone has to come in early on a weekend.

Q: The Civilization series has been around for 25 years. How do you balance catering to longtime fans while offering something fresh to potential newcomers and established players alike?

A: We have an amazing community of Civilization fans, and we definitely want to make sure we’ve made a Civilization game that they’re going to enjoy and spend hundreds and hundreds of hours playing. At the same time, we know there are things we can do to introduce new people to the game so that they can be part of this community. We think that if we’ve got a game that has all the incredible decisions and strategy that’s a hallmark of Civilization, and we can ease new players into these systems without overwhelming them, then we can accomplish that goal. Of course, the easiest way to make a Civilization fan is to just get someone to play the game.

Q: What are you most proud of accomplishing with Civilization VI?

A: I’m really proud of the way the team has kept the game beautiful and interesting, and fully playable throughout development, even from the first prototypes with the new engine. We’ve approached Civilization VI a bit differently than we have in the past, which is a day-to-day goal of zero progression blockers. As soon as these are found, they’re resolved, so everyone keeps playing, testing, and iterating. We’ve been able to implement the designers’ ideas and test them out almost from the first day, which has given us a ton of insight into what we can do to make this the kind of engrossing game our players want. It takes a lot of work on everyone’s part – design, engineering, sound, and art – but I think it’s paid off with the game we’re working on now.

Q: What are you most excited for players to experience in Civilization VI?

A: I’m a huge culture player and builder, so the way this has changed in Civilization VI has some of the biggest impact for me. I love how the Wonders and Districts take up their own tiles (Theater Square FTW!), and I love how the entire civics system is driven more directly by culture. It feels so much more active than it has before. For builder players like me, they’re going to love this change.

 

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