Looked to check mine, thinking I definitely wouldn't beat this.
Not that much spread over 5 and a half years though.
Not a fan of the new graphics, looks like Civ Revolution.
Why do the graphics look worse than Civ V? Will there be a mobile port?
Why do the graphics look worse than Civ V? Will there be a mobile port?
No announcement on mobile, but that is a reasonable assumption given the graphics.
Why do the graphics look worse than Civ V? Will there be a mobile port?
John Murphy must still be making bank on those Sunshine OST residuals. This and Requiem for Dream are like 90 percent of stock trailer music these days it feels like.
I am glad they are doing something with this, going with 1upt was the single biggest mistake in civ-history, and created alot of other problems that in the end, made civ5 suck pretty hard compared to the amazing civ4. Really hope this game is more like Civ4, and most of all, that it takes a cue or two from the excellent paradox-games.
Isn't able to see resources at a glance a good thing?
Obviously its too early to judge but I see a major problem with the spreading cities.
I see their thinking about having improvements (libraries, churches etc) be located on terrain bonus tiles, but historically there is a good reason these things were bundled together and for a very long time were behind walls. The library at Alexandria burned because they sacked the whole city. Many more libraries would have been wiped out had they been built off on their own.
My point is that these sort of improvements make sense for mines, quarries, and lumber mills like in past games. These are almost always not within cities themselves and are subject to raids. It doesn't make a lot of sense to put the brains of your civilization out there as well. If it is as easy to raid these improvements as it was to raid a farm/mine in older civ games, that is going to be a major disruption to alternative victory paths and will force larger standing armies to protect the perimeters of cities.
Part of the reason smaller civs and one city challenges worked is that the key components that made them run were on just a few tiles, and with city defense bonuses and inner city ranged units, one could hold off pestering attacks all the while cranking out culture or science. To be forced to expand your military to constantly protect these tiles outside of traditional city walls is going to be challenging.
One thing it will do is make defensive terrain all the more appealing. Building along an isthmus (think Italy) or along a mountain range (think Chile) will be much more advantageous.
My main concern is that early tech like horses will make the pestering/interruptive tactics much too powerful if one can simply raid key improvements repeatedly for someone pushing for a tech lead or culture lead.
Later game mechanics will also become challenging and units like air defense are going to need much broader protective coverage. Someone getting too much of a tech lead? Bomb all of their independent labs/libraries. No need to attack a city core. I'm sure these are things the devs have thought of, but I see people especially in PVP play finding exploits rapidly.
Full sized screenshots:
It seems they've unified the style of Civilization V with the mobile series.
Hm, units and some elements look bigger than usual, so probably there will be a mobile port.Why do the graphics look worse than Civ V? Will there be a mobile port?
Why do the graphics look worse than Civ V? Will there be a mobile port?
I also like the art style. It actually reminds me of Age of Empires Online.
Well it looks better when you look at the full res screenshots.
Really? I thought it was the single best thing they have ever done. It took combat from being just a mindless, meat-grinder where you stack as many units as you can in a single square to something where you need to think about the terrain, army composition and your attack strategy.
It's interesting to see so much demand for increased realism in both gameplay and graphics. I think of Civ as a boardgame 4X, with rules that are more concerned with being straightforward and fun than simulating an actual civilization.
I'm with you dude.I'm a little surprised so many people here mind the graphics. It seem great to me if only because you can CLEARLY make out the tile type, the units etc. Making them more realistic or detailed can make the game much less readable I think a clean, colorful look is an improvement in terms of gameplay.
Sure, it gives off a sort of mobile-ish feel, but that's because mobile games emphasis readability and ease of use, which are things I want a Civ game to emphasis over beautiful scenery.
Wait
You think the Civ 5 expansions made the game worse?
"We noticed that there are certain key approaches that people all share in common. We're sort of in a rut, where all the players are playing Civ 5 the same way. Everyone says go for four cities, but probably not too much more than that. There are certain policy trees that are well worth it, other policy trees that they don't find that they're using."
With Civilization VI, Firaxis wants a game that doesn't settle into an established meta. "We want players to have to think on their feet more,"
Just one more turn! Seriously, I'll stop after this move.HNNGH...just.....one....more......turn
unit-per-tile limits without increasing the number of tiles will end in disaster once again
the game is being made by the civ5 expansion pack team (who made a mediocre game even worse), so i don't have high hopes for this
civ 5 has no strategy. you just:
1. make ranged units
2. never attack. attacking is pointless because defense is OP with supercities and without enough tiles for attacking forces to win without being 3 eras ahead in tech