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Old 09-18-16, 05:21 PM   #1
Platapus
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Default CIV VI

Just saw on Steam that CIV 6 is coming out.

<rubbing hands> Hope it is good.

The idea of districts is interesting and I am looking forward to reading more about them.

I hope they re-introduce the concept of a colony. I liked that.

In any case, I will add this to my CIV library. I always seem to get my money's worth with the CIV games... I even grew to like CIV 5.
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Old 09-19-16, 10:23 AM   #2
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Looking forward to this one as well. Lord knows how many hundreds or thousands of hours I've sunk in to the Civ series. I actually preferred Civ V over IV, mainly due to the 1UPT combat, which many old timers didn't.

I'll remain skeptically optimistic about Civ VI. Many great game franchises have been ruined by bad design choices. But I think it will be good. We'll know soon enough won't we?
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Old 09-19-16, 10:59 AM   #3
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The impresion I got from the info on CivVI is that they're continuing what they started with CivV, but listened to complaints and wishes of the community.
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Old 09-19-16, 05:05 PM   #4
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There has to be some compromise between a Stack of Doom (which I hated) and one unit per tile. From what little I can find out about Civ6 they are trying to address this.

But correlation between hex size and unit was never a Civ strong suit.
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Old 09-23-16, 01:47 PM   #5
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Civ VI gets the casus belli system of Europa Universalis and Victoria games.

-By declaring an unjustified war you gain warmonger points
-Wars with CB give low or none warmonger points
-in ancient times you won't have CBs but also no warmongering points
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Old 09-23-16, 02:34 PM   #6
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Quote:
Originally Posted by Platapus View Post
There has to be some compromise between a Stack of Doom (which I hated) and one unit per tile. From what little I can find out about Civ6 they are trying to address this.

But correlation between hex size and unit was never a Civ strong suit.
Call to Power had some interesting combat mechanics that should be looked at in more depth...actually, to be honest a lot of what CTP did could do with being looked at, it was a good game.
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Old 10-06-16, 11:12 AM   #7
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Quote:
Originally Posted by Betonov View Post


Civ VI gets the casus belli system of Europa Universalis and Victoria games.

-By declaring an unjustified war you gain warmonger points
-Wars with CB give low or none warmonger points
-in ancient times you won't have CBs but also no warmongering points
That's interesting. EU IV is one of my all-time most played games. Little things like this can be good if implemented in the right way. It will surely be far more simple than the CB system in EU IV, which has dozens of different CBs (trade, conquest, independence, holy war, colonialism, reconquest, restore union, disloyal subject and on and on)

Anything that puts more strategy in to strategy games is fine by me. I enjoy struggling over the opportunity cost involved in making a decision. And the more decisions that the player needs to make the better as far as I'm concerned. It's one of the things that appeals so much to me about EU IV.
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Old 10-06-16, 11:49 AM   #8
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Quote:
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Anything that puts more strategy in to strategy games is fine by me. I enjoy struggling over the opportunity cost involved in making a decision. And the more decisions that the player needs to make the better as far as I'm concerned. It's one of the things that appeals so much to me about EU IV.
CBs itself are hard to screw up.

My main concern is how the AI will respond to warmongering points. I'd love to see coalitions formed against a warmongering empire and some sort of distance mechanic, so some far flung empire doesn't decide to declare war despite having no tech to reach me. That distance mechanics should change with eras to represent how the world is ''smaller'' in the modern age.
CBs are going to be just a gimmick if the AI will make stupid decisions on them.
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Old 10-07-16, 03:38 PM   #9
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Sean Bean does the voice work
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Old 10-24-16, 09:33 AM   #10
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Anyone get it yet? Impressions? I'm deep in a game of EU IV, attempting to one-up Napoleon, so haven't gotten to it.
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Old 10-24-16, 04:34 PM   #11
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I read that cities don't have the automatic defensive attack that they have in Civ5. That will affect some early game strategies.
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Old 10-26-16, 07:34 AM   #12
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Yeah, parking an archer in each city was usually sufficient to defend it well, when combined with the city's defense How many Civs are there? I'll have to pick this one up sometime soon.
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Old 10-26-16, 11:47 AM   #13
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That's too bad. There were many times when my defensive units reduced an attacker down to 1-2 hp and the natural defensive fire from the city was enough to finish them off without having to wait for the next turn.

It was also nice that it had a range of two independent of LOS, but I guess that was an exploit.
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Old 10-27-16, 03:58 AM   #14
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Game sucks......


my time
but will quit the game after one more turn, I promise!

---

Haven't really gotten a game in later periods but so far I am enjoying it and I like how the game has a sense of humor like when I send my trade delegations to Spain:





I like the city district system and the revised civic policies system which where fairly generic and boring in Civ V.
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Old 10-27-16, 04:29 PM   #15
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Sid Meier made his career on "just one more turn, I promise."

These are the only games where I actually lie to myself and then feel guilty afterwards.
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