Sranchammer
Arcane
Dont you people get tired of the same game?
You guys are acting like Civ has always looked grimdark.
I don't care about art style that much. I can play even with cartoonish shit if mechanics are good, but it is exactly machanics which Firaxis constantly dumb down. This and atrocious UI,
Civ 5 had by far the best interface of the series. That combined with Catapults and Cannons actually being useful is basically the best things about it.It looks so mobile it hurts.
All this CivV cancer is doing its work on VI and traditional Firaxis inability to make a somewhat decent UI is disgusting. This and constant dumbing down of the series.
Civ 2 Wonder movies > that gay ass theme from Civ 4.
Hillary Clinton for the American civ.We should start a poll for "What unfitting/anachronistic leaderheads are there going to be this time?"
My vote is going to be Cleopatra for Egypt. Here's a question, why is it always Theodora instead of Justinian?
We should start a poll for "What unfitting/anachronistic leaderheads are there going to be this time?"
My vote is going to be Cleopatra for Egypt. Here's a question, why is it always Theodora instead of Justinian?
Prolly cus of her role in the Nika Revolt and keeping Justinian from bolting.
My vote would be Ghandi, since you, know, he wasn't actually a fucking head of state and is only in here because of his overrated part in Independence.
Game needs to have Ashoka or someone more apt.
Justinian still did more. Even then, both of them are pretty overrated. If I was to do any emperor as leaderhead for the Byzantines I'd do either of the "revival" emperors from during the crusades, I.E Michael VIII or Alexios I.Prolly cus of her role in the Nika Revolt and keeping Justinian from bolting.
Justinian still did more. Even then, both of them are pretty overrated. If I was to do any emperor as leaderhead for the Byzantines I'd do either of the "revival" emperors from during the crusades, I.E Michael VIII or Alexios IProlly cus of her role in the Nika Revolt and keeping Justinian from bolting.
But then they use a Greek lady for Egypt"We need more female rulers for factions. Most people prolly won't care
But then they use a Greek lady for Egypt"We need more female rulers for factions. Most people prolly won't care
>heretic wife of a heretic pharaohNefertiti
Fundamentals of the game are annoyingly simply and kiddie now to me.
Fundamentals of the game are annoyingly simply and kiddie now to me.
An alarming trend unfortunately not limited to the Civilization series.
HoI4, for example, also seems to be dumbed down a ton from previous incarnations.
I hope the trend stops before all our games look like these applications with which scientists "communicate" with chimps or dolphins.
Click the Hoplite.
Well done, you advance to the Iron Age.
That sounds pretty fucking cool. Why don't the developers think about ideas like this?Fundamentals of the game are annoyingly simply and kiddie now to me.
An alarming trend unfortunately not limited to the Civilization series.
HoI4, for example, also seems to be dumbed down a ton from previous incarnations.
I hope the trend stops before all our games look like these applications with which scientists "communicate" with chimps or dolphins.
Click the Hoplite.
Well done, you advance to the Iron Age.
Thing is, Civ always was that way. The earlier games were ok, I was growing up and growing with them, until i left with CivIII things were getting more complex, albeit very slowly, but it seems to have remained stuck in way that leaves you outgrowing the series. I don't like complexity for it's own sake, but there's just not much to pull me back in. The entire "pick a civ and go around planting cities across 7000 years" is a very old and unvaried way of playing, since CivII I've been waiting for them to go into a more different direction by having civilizations rise and fall where base, early ones can spawn different ones in a varied, dynamic game that is not a simple linear ascent of progress.
For me doing that would engage one of the more interesting aspects of games like this, that losing is often more fun than winning, but losing doesn't mean the end. You can play a basal civ, dominate, then cumble and the fracture of your civilization results in several offshoots, of which you can pick one and start it all over again weaker, but with newer tech. That way you can find yourself playing in a world steeped with history, taking cities you founded and lost thousands of years ago and battling over terrain that has been fought over multiple times since the beginning of the game that emulates the legendary "warzones" of history like the Levant. That can also allow the game to be harder and more challenging while not being crushing and unfun.
Thing is, Civ always was that way.
That sounds pretty fucking cool. Why don't the developers think about ideas like this?Fundamentals of the game are annoyingly simply and kiddie now to me.
An alarming trend unfortunately not limited to the Civilization series.
HoI4, for example, also seems to be dumbed down a ton from previous incarnations.
I hope the trend stops before all our games look like these applications with which scientists "communicate" with chimps or dolphins.
Click the Hoplite.
Well done, you advance to the Iron Age.
Thing is, Civ always was that way. The earlier games were ok, I was growing up and growing with them, until i left with CivIII things were getting more complex, albeit very slowly, but it seems to have remained stuck in way that leaves you outgrowing the series. I don't like complexity for it's own sake, but there's just not much to pull me back in. The entire "pick a civ and go around planting cities across 7000 years" is a very old and unvaried way of playing, since CivII I've been waiting for them to go into a more different direction by having civilizations rise and fall where base, early ones can spawn different ones in a varied, dynamic game that is not a simple linear ascent of progress.
For me doing that would engage one of the more interesting aspects of games like this, that losing is often more fun than winning, but losing doesn't mean the end. You can play a basal civ, dominate, then cumble and the fracture of your civilization results in several offshoots, of which you can pick one and start it all over again weaker, but with newer tech. That way you can find yourself playing in a world steeped with history, taking cities you founded and lost thousands of years ago and battling over terrain that has been fought over multiple times since the beginning of the game that emulates the legendary "warzones" of history like the Levant. That can also allow the game to be harder and more challenging while not being crushing and unfun.
It has very little to do with engaging in a historical narrative or making a utopian empire or being rewarded for having the prettiest statues.
It's about applying the rules/exploits of the game in the most efficient way possible to attain a victory condition
1. There's no change in scale from era to era. As an ancient tribe, simply taking over one or two cities to expand your domain should feel like conquering the world. In the Roman/Medieval era controlling a continent should feel like conquering the world. Civ hampers this by having an ancient 4000BC Spearman move the same speed and cover the same amount of terrain as a modern Infantryman. So something civ could have done was to make each era a different world map with different rules, each in-game civ restricted to the rules of which era they were in, like gradually zooming out to ever larger and more detailed maps where one square has different values.
2. Change the focus of the Victory Conditions so that land domination isn't the greatest impactor of final score and just have score at retirement date as the aim of play. This score will add up all kinds of stuff from every aspect of the game. So you could get conquered in 2000BC but still come out with the best overall score up to that point in the game, for example.
3. By making every turn 1 year long the game would take 6000 turns to get to 2000AD, so you would have more interest in defining what kind of era is your favourite to play in and doing the full 6000 would be truly epic and allow a lot more room for era-specifc action and atmosphere.