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Civilization 6 announced, out October 21st

He says in the video, that Civ 6 will have about 50 technologies. He also says, we shouldnt worry, we will get somthing else for the missing technologies.

"Something else"? Less techs worries me, but that "something else" intrigues me. Maybe mini techs? Or maybe you can power up techs, so while it may only be 50 main techs a lot of them might have multiple levels that you can either research or ignore? We'll have to wait and see I guess.
 
They also said, you will get bonuses for marine techs, if your city is near the sea.

I am glad they attempt to shake things up a bit.

Yeah, I think this could be a cool way to make playthroughs a bit more varied. I hope they also do things like give a bonus to horseback riding if you control a source of horses, bonus to metalworking if you control a source of iron or copper, etc.
 
Yeah, I think this could be a cool way to make playthroughs a bit more varied. I hope they also do things like give a bonus to horseback riding if you control a source of horses, bonus to metalworking if you control a source of iron or copper, etc.
Yeah I'm pretty sure this is how it will work, seeing as in the IGN interview they used the Masonry example of finding stone nearby to boost research.
IGN said:
Now every technology on the tree will have an activity associated with it that will improve your research rate. Masonry, for instance, will be sped along by taking a builder unit and creating quarry terrain improvements to earn scientific credit. A nation with no stone to mine, however, will have to spend more time brute-forcing their way through that research.
 
If they are reducing the number of techs my guess is that technologies in general will take a lot longer to research in general and that new units will come from which buildings/districts you decide to place and where (in relation to different map resources) you place them.

I think this is a good thing.
 
If they are reducing the number of techs my guess is that technologies in general will take a lot longer to research in general and that new units will come from which buildings/districts you decide to place and where (in relation to different map resources) you place them.

I think this is a good thing.

Agreed. Decreasing beaker effectiveness has been something they ought to have done for a while now.
 
It's nice to see them shaking up the usual formula a little more dramatically than they have in the past. Excited to see how this turns out.
 
I don't mind having less tech. Some technologies in Civ5 sort of felt like filler technologies or could be incorporated into other technologies without much upset.
 
It's nice to see them shaking up the usual formula a little more dramatically than they have in the past. Excited to see how this turns out.

Um, every Civ has considerably Sharon up the formula. Civ 5 was the biggest shift in the series history - hexes instead of tiles and one unit per square were massive, massive changes that fundamentally changed how the game works.

We can criticise Civ and its many incarnations for many flaws, but they've always been willing to experiment and change systems. It's never rested on its laurels (although launch Civ 4 came close).
 
If they are reducing the number of techs my guess is that technologies in general will take a lot longer to research in general and that new units will come from which buildings/districts you decide to place and where (in relation to different map resources) you place them.

I think this is a good thing.

I agree. I would rather fewer techs that do more in terms of changing the game up, than 1 million techs that research every 5 turns even on Marathon or some dumb shit.

Long has my complaint been about techs and how swiftly they research without mods and how the developers have intended. It's just too much. You're supposed to be slowly crafting a civilization throughout the ages, and it works for things like tile improvements, seafaring, moving units across the map... all but for techs, which seem to come at you thick and fast, with no time to appreciate their individual nuance and benefits.

I think tethering them to specific geography and traits is a masterstroke as well. I think it will do away with having one rival civ running away with technological advancements and another that never seems to budge, until in the end, you send in the tanks and bombers to put their archers and swordsmen out of their misery.
 
Long has my complaint been about techs and how swiftly they research without mods and how the developers have intended. It's just too much. You're supposed to be slowly crafting a civilization throughout the ages, and it works for things like tile improvements, seafaring, moving units across the map... all but for techs, which seem to come at you thick and fast, with no time to appreciate their individual nuance and benefits.

More techs means two things -

- More choice when deciding on what to research.
- More natural, incremental technological advances.

With just 30-40 techs, we're likely going to only have 2-3 choice on what to research at any given time, instead of the usual 6-10. Limiting choice isn't really a good thing in a game like this.

Additionally, fewer techs that take longer to research is going to result in more significant jumps forward with each new tech, which will feel far less organic than the gradual evolution in technology that we see in Civ 5.
 
With the active portion of technology research, it's not exactly surprising that the tree doesn't need as many techs. For example, if getting the 50% bonus for masonry lets you get the tech in the standard CiV time frame, that's a lot of time for the rest of the reduced tree to take you to the last era.

I might actually be able to enjoy ancient/classical eras without being rushed into medieval this time around.
 
If the techs are tied to your environment I could see them having to trim the amount down. I don't think it bothers me much to be honest.

One thing I hope they address is the rate of research vs building... I realize you're not meant to build everything, but in Civ 5 I felt most of the time that the stuff I was building was from a previous era.

And oh, I do hope they bring back music changing for each era... I appreciate that they wanted to make the music less western-centric, but without the music changes from Civ 4 i didn't really feel the progress in history as much.
 
Wait so rather than unlocking stuff to operate on resources via tech, you can operate on all resources immediately and operating on them will boost specific tech?
 
Wait so rather than unlocking stuff to operate on resources via tech, you can operate on all resources immediately and operating on them will boost specific tech?

The phrasing is a little confusing, but I think that you can somehow claim or build... something on a relevant tile to get a boost to the research; it doesn't make much sense that you can actually use it before you get the technology, unless the tech is just a bonus.
 
Always blown away how these games are constantly up at the top of the Concurrent players list. I have always been curious about trying this but never have. Why are they so popular? Is it the multiplayer component?

Just get civ 4 which must be ultra cheap on steam by now and give it a try.

Let us know about it once you realize you've spend a week playing it and you have a dozen missed calls from your boss.
 
I havent played 5 or BE as im coming back from Civ 4, would i need to play 5 before this?

Definitely not. 5 introduced some features that 6 will maintain/develop (hex tiles, 1 unit-per-tile, etc.), but these are not the sorts of things you need to practice before playing the newer game. Even if, say, 6's social policy system turns out to be very similar to 5's, changes to other game mechanics (e.g. how culture is generated, how cost-effective it is to generate culture as opposed to other resources, how valuable the policies themselves are) pretty much guarantee that 5 will not be a reliable guide to playing 6.
 
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Now that 2UPT (Corps) and 3UPT (Armies) are in... for the love of the gods reverse the unit production speed nerf.

To increase the number of units? Since they put (partial) stacking in to reduce congestion, wouldn't increasing the number of units just make it pointless?
 
I never understood the "more leaders per nation" thing. It's like they forget Civ V's method was less about "oh this nation has x and y bonus" and more of completely unique bonus features.
 
To increase the number of units? Since they put (partial) stacking in to reduce congestion, wouldn't increasing the number of units just make it pointless?
To increase units in the ancient/classical eras. Early game fighting can be pretty dull.
 
I never understood the "more leaders per nation" thing. It's like they forget Civ V's method was less about "oh this nation has x and y bonus" and more of completely unique bonus features.

it lets people play what they want

some civs have a really neat unique building or unit, but people don't want to play a leader that is being funneled down a particular playstyle
 
it lets people play what they want

some civs have a really neat unique building or unit, but people don't want to play a leader that is being funneled down a particular playstyle

I agree with this. The mod community has stepped up and put a lot of different leaders out there, but this should be a low hanging fruit for Firaxis. Ok, some countries may not have a long list of big name leaders, but many have an abundance of big names that would be fun to play with.
 
it lets people play what they want

some civs have a really neat unique building or unit, but people don't want to play a leader that is being funneled down a particular playstyle
I agree with this. The mod community has stepped up and put a lot of different leaders out there, but this should be a low hanging fruit for Firaxis. Ok, some countries may not have a long list of big name leaders, but many have an abundance of big names that would be fun to play with.
I dunno, it kinda undermines the uniqueness of each Civ on how they are presented in V. I can see how IV has it since the uniqueness of leaders are just bonuses with unique units/buildings being civ-tied, but I feel in V the unique building/unit/structure are in-line with the Civ's unique function.
 
I know there's only a tidbit of information out there now, but I expected this thread to be moving quicker considering it's official there's going to be a Civ 6.

Is the art style really putting people off?
 
I know there's only a tidbit of information out there now, but I expected this thread to be moving quicker considering it's official there's going to be a Civ 6.

Is the art style really putting people off?

I think most people expected Civ 6 within the next twelve months. Without more information, there's not much to talk about -- except, well, the art style.
 
I know there's only a tidbit of information out there now, but I expected this thread to be moving quicker considering it's official there's going to be a Civ 6.

Is the art style really putting people off?

I don't like the art style but it has no impact on me buying the game. I don't care about it.
I do think civ5 was a much worse game then civ4 and what worries me is that this seems to be going further in that unfortunate direction.
Would actually much rather have a game that plays good and looks horrible than a shallow but beautiful game which is what i suspect they are going for.
agreed
 
I know there's only a tidbit of information out there now, but I expected this thread to be moving quicker considering it's official there's going to be a Civ 6.

Is the art style really putting people off?

I am also really surprised by all the talk about artstyle and graphics, would have hoped a thread about a new Civ-game would be all about discussing what directions they would take the gameplay in (which I have tried to talk about a few times with almost no response). I know for me, that the game can look like Civ1 for all I care, as long as the gameplay is good. Would actually much rather have a game that plays good and looks horrible than a shallow but beautiful game which is what i suspect they are going for.
 
I'm hanging out for some new articles/interviews haha. But unlikely we'll get much more before E3.

I want to know more about the hundreds of hours I'll be spending on this later this year...
 
"Something else"? Less techs worries me, but that "something else" intrigues me. Maybe mini techs? Or maybe you can power up techs, so while it may only be 50 main techs a lot of them might have multiple levels that you can either research or ignore? We'll have to wait and see I guess.

Playing Civ 5 I felt they could do away with many of the technologies and mix them with those 'Race Boons' or whatever they were called, you know the little benefit trees you could upgrade when you reached new ages or w/e? The ones that were split up into different approaches, war, commerce, etc etc.
 
The less techs there are, the less complicated will the tech three be, in general. This means that you will have less options at each point, and that the game, ultimately, gives you less choice. In other words, this will make a series even more shallow and easy to play for newcomers. If this is not supplemented by something else, which i hope.
 
The less techs there are, the less complicated will the tech three be, in general. This means that you will have less options at each point, and that the game, ultimately, gives you less choice. In other words, this will make a series even more shallow and easy to play for newcomers. If this is not supplemented by something else, which i hope.

It's possible they're starting off with less techs so that can be filled in with the expansions, as they won't be able to just re-implement past mechanics like they did with Civ 5.
 
It's possible they're starting off with less techs so that can be filled in with the expansions, as they won't be able to just re-implement past mechanics like they did with Civ 5.

Yeah, I think this is very probable. And it irritates me, why do they think we want a new game? Its not to have less options, its to have more. But yeah, its true they did just the same with Civ5, and both reviewers and a lot of more casual fans loved that game, so they are probably going down the same route once more.
 
The less techs there are, the less complicated will the tech three be, in general. This means that you will have less options at each point, and that the game, ultimately, gives you less choice. In other words, this will make a series even more shallow and easy to play for newcomers. If this is not supplemented by something else, which i hope.

Fewer research choices doesn't necessarily mean fewer choices--or fewer interesting choices--in general.

Bear in mind that one of their stated goals (as it has been with prior Civs and expansions, to be fair) is to avoid an optimal research/build order that players will use with few variations no matter the circumstances. When there's a clearly "correct" build order, the number of other techs you might have researched tends not to matter as much.
 
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