RobotSquirrel
Arcane
so, you're telling me Zulu Jewish Nazis deploying Chinook Helicopters against Japanese Hindu Despotic Elephants won't be a thing anymore?"Everything you build is multicultural now"
Lame.
so, you're telling me Zulu Jewish Nazis deploying Chinook Helicopters against Japanese Hindu Despotic Elephants won't be a thing anymore?"Everything you build is multicultural now"
How those leaders are chosen has evolved dramatically over the years, Beach told me. "It's way more complex and multi-layered now than it was in the beginning. In the beginning, if a designer just thought that a certain historical character was cool, they were probably making the game with it without any problem at all," he explained."Now, we have marketing data as to which territories are buying our game, and they want that to be a factor in it. We still have strict guidelines on gender diversity between our leaders and we never violate those. We purposely have hired two PhD historians, one with a specialty in Southeast Asian history and another one in sort of northern European history, so that they can balance each other out and give us good recommendations on things to include."
Tell me you've never played Civ IV without telling me you've never played Civ IV. On immortal and deity, a large portion of strategic depth is invested into workers and how you manage them, especially due to the fact that starting an improvement takes away all movement points, meaning that a worker with 2 base points (We'll leave out special fast poo in loo workers and road impact on movement out for now) needs to consider where to move and build. This can save a good dozen worker turns over the course of game, if managed properly. Roading into your enemy to speed up an invasion and/or other workers, prioritizing or de-prioritizing certain improvements over the others based on available tech, bonuses etc etc, you can literally write a 10 page long guide on how to optimize worker usage for high level plays. Just because you mouthbreathing retards have never considered the depths of strategy of a gameplay element and/or failed to utilize it properly to your benefit, doesn't mean that it's "pointless".No idea why anyone and seemingly everyone likes workers, what the fuck are they even supposed to represent? A hundred thousand conscripted army of men building roads and mines? Its pointless micro.Wait, did they also remove workers? For what purpose.
Instead cities/provinces/whatever should generate labor that can be spent on buildings in cities or mines farms etc. A simple elegant solution for a grand strategy game.
Wow right now you can build a road to the north pole in ancient times because why not....
There's three reasons why you'd want Workers 1. They allow you to use A* Pathfinding for finding the tile you want to build 2. It allows workers to be enslaved/captured giving the military something more to do beyond raiding/burning shit to the ground 3. It allows workers and labor forces to be emigrated to other cities (more prevalent in Colonization but having doomstacks of workers was extremely powerful in both games).No idea why anyone and seemingly everyone likes workers, what the fuck are they even supposed to represent? A hundred thousand conscripted army of men building roads and mines? Its pointless micro.Wait, did they also remove workers? For what purpose.
Was it Humankind or latest Civ that removed workers building roads and had trading caravans setup roads?There's three reasons why you'd want Workers 1. They allow you to use A* Pathfinding for finding the tile you want to build 2. It allows workers to be enslaved/captured giving the military something more to do beyond raiding/burning shit to the ground 3. It allows workers and labor forces to be emigrated to other cities (more prevalent in Colonization but having doomstacks of workers was extremely powerful in both games).No idea why anyone and seemingly everyone likes workers, what the fuck are they even supposed to represent? A hundred thousand conscripted army of men building roads and mines? Its pointless micro.Wait, did they also remove workers? For what purpose.
Its not pointless micro - one thing I use them for the most is creating complex road networks not only between my cities but also in preparation for invasions. They are also fantastic for building defenses and choke points just incase something went wrong. Really what they should have been doing is just working out better ways to automate them so that it became a bit more hands off for the average player - one way to do that would be to create a job queue so that you're not telling individual workers to go work on something rather putting jobs in a list and having the nearest workers just go and do it. This would save a heap of time and if you wanted to manually allocate you could do that too - but a job queue is really what Civ needed for Workers so that you weren't having to baby sit them every turn. That's how I'd do it anyway.
But I like Workers, I like having a tangible concept of them that can interact with the other units. Its just that Workers are far far far FAR more important in Colonization than they are in Civ and I wish that Civ justified them better.
https://steamcommunity.com/workshop/filedetails/?id=2540960059I want holocaust as a perk.
For example, players may pair the Pharaoh Hatshepsut with Egypt to begin, but if they amass three horse resources during Antiquity, they can transition to Mongolia for the Exploration Age.
Shirk emphasizes that this is not Firaxis’ goal: “We wanted cities to be contiguous: Urban at the core and rolling out at the edges with improvements. So we decided to make it a growth effect. The population increases and you get to add an improvement, but it’s got to be connected to the city. You’re not just cherry-picking tiles and min-maxing. When you put down a new building, you can choose to put it into an existing open spot or build a new urban tile connected to the city. So you’ve got this natural city sprawl that’s happening.”“What we don’t do in this version of Civilization is fill up every empty place on the map with cities.”
It’s important to note that this is not a hard cap. “You can go above it, but as a result, those abstract things come into play where your yields start dropping because you’re getting less effective,” Shirk explains. “You can also improve that cap by various civics and stuff like that. You can increase your settlement cap to make a bigger empire. Ultimately, Ed’s goal is to make sure that the decisions you are making in each Age are interesting.”“That great moment of discovery you feel in Antiquity? We want you to feel the same in the Exploration Age.”
With so many other turn-based 4X strategy games having been released (or soon releasing) ahead of Civilization 7, one could notice a bit of a trend: Many games did away with starting us off with a single settler. Instead, we mostly get an established town now. I asked Shirk whether Firaxis thought about doing the same or if keeping the iconic settler start was a no-brainer of sorts. Reality, it turns out, was actually quite complicated.“It messed with the storytelling in our heads.”
Yeah I'm not feeling this. Its kinda stupid. Instead of becoming Mongolia, can't I just be America but with a Steppe Culture? Can't you just give bonuses to an existing nation rather than having them entirely flip to a different country? Like.. its overkill, There are Civ4 mods that were able to do similar ideas but whilst still letting you retain the start civ. Its going to be nonsensical af to play this and I don't see it being enjoyable at all. Even though I do like the idea of it being an "Achievement" style progression system - I think that's cool! very Colonization! Love it! the issue is however in Colonization you just added some guy (or girl) to your government - here it completely replaces your entire identity. YOU MADE HORSES! YOU MONGOLIA NOW! they know Mongolia is more than just Gengis Kahn right? There's more to a national identity than a stereotype. Its the same as assuming that Australia is just Sheep and always has been sheep. Its the same as assuming that Japan is just Samurai, its missing the point that those countries reacted to their surroundings and it shaped them, by changing it to this you're just picking what Stereotype you want to play as.If you have tons of horse farms in Antiquity, the game will recognize this as a defining feature of your civ and offer you the choice to become Mongolia in the Exploration Age,
That'd at least be historically accurate.Someones gonna do Arabia with Saladin eventually turning into England and Germany. You know it!
Wow, they didn't learn shit from that Blizzard's "You think you do, but you don't"? Not that I'm surprised, but still...Shirk says. “Sometimes players just want pepperoni pizza and we’re like, ‘We’re adding some sausage’, and they’re like, ‘We don’t want sausage. Or at least we think that we don’t want sausage.’
Plus a required 2K account to play and these bastards want at least $70.Denuvo announcement, plus all the cosmetic DLC announced, plus the lack of expansion sized DLC in the season pass, is all very bearish for mods.