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Civilization 6 announced, out October 21st

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.

Dont necessarily, but there is a good chance that it will since there will be less tech in total, and thus probably fewer available at all times (or maybe they just make the game shorter, who knows). Anyways, i approve of that goal, and its a goal they have mostly been good at achieving. And while we dont know anything for certain yet, the reduction of tech together with their general eagerness to make the game easier, means there is reason enough to be worried.
 
Dont necessarily, but there is a good chance that it will since there will be less tech in total, and thus probably fewer available at all times (or maybe they just make the game shorter, who knows). Anyways, i approve of that goal, and its a goal they have mostly been good at achieving. And while we dont know anything for certain yet, the reduction of tech together with their general eagerness to make the game easier, means there is reason enough to be worried.
Making a game less complicated, doesn't need to make it less complex.
 
Dont necessarily, but there is a good chance that it will since there will be less tech in total, and thus probably fewer available at all times (or maybe they just make the game shorter, who knows). Anyways, i approve of that goal, and its a goal they have mostly been good at achieving. And while we dont know anything for certain yet, the reduction of tech together with their general eagerness to make the game easier, means there is reason enough to be worried.

I don't think there's much evidence they are reducing the complexity of the game as a whole. Placing city improvements on the map makes for a much more complex city-building system than the series has ever had. Research boosts are a new wrinkle in how you tech. The corps units concept is clearly as or more complicated than 1UPT or Stacks of Doom. And we still know basically nothing about diplomacy, trading, and social policies.
 
I would also prefer to discuss the mechanics and gameplay of Civ 6, but it's not like there's much for us to work with outside of pictures and what they've told us about. There's no video preview to let us see how the game is like in motion and what interactions and choices are present.

I already said earlier that I prefer 1UPT over stacks of doom, but that limited stacking is also something I'd like to try.
 
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.

See I'm just the opposite, I prefer Civ 5 now over all other Civ's, including 4. I didn't at first, when Civ 5 launched I played it for a bit but then went back to Civ 4 BTS. But the expansions for Civ 5 did wonders for the game, and now I enjoy it MUCH more than Civ 4. I even uninstalled 4 and now the only Civ game on my PC is 5.
 
See I'm just the opposite, I prefer Civ 5 now over all other Civ's, including 4. I didn't at first, when Civ 5 launched I played it for a bit but then went back to Civ 4 BTS. But the expansions for Civ 5 did wonders for the game, and now I enjoy it MUCH more than Civ 4. I even uninstalled 4 and now the only Civ game on my PC is 5.

I really like BNW. World congress, cultural artifacts/tourism, and ideologies dramatically improved the game. But I started playing Civ 4 again recently, and I think it's still my preferred Civ. I'm still not sold on 1UPT; I like Civ 4's diplomacy (and dislike trying to constantly please city states); and I'm fine with automated trade routes instead of having to build units and manage them. That said, it's not like stacks of doom, religious coalitions, and automated trade routes are so great that Firaxis needs to return to Civ 4. There is plenty of room for improvement. I'm eager to see what they do with diplomacy. I know they've said they'd like to make diplomatic options expand across eras (which they've sort of done in the past, with techs opening trading options, relationship types, etc.). I hope they don't limit things too much in the early game. Ancient civilizations didn't exactly lack interesting diplomatic relationships.
 
Civ 5 is a cool game and I think it scratches a lot of itches 4 couldn't (synergistic builds, more freedom during the game to be unique) but the AI is completely dopey and can't handle single tile units during war whatsoever, so if your a comp-stomper it's pretty underwhelming and it feels like you really need to let them cheat to ever be a threat.

Civ 4 felt like it had more competitive AI. At least that's been my experience. As well, letting them stack a hundred units on the border of your city on a single tile at least makes them a threat when war comes around. In 5, the worst you will have face during a war, even when it's 3 on 1, is some tiles getting pillaged.
 
See I'm just the opposite, I prefer Civ 5 now over all other Civ's, including 4. I didn't at first, when Civ 5 launched I played it for a bit but then went back to Civ 4 BTS. But the expansions for Civ 5 did wonders for the game, and now I enjoy it MUCH more than Civ 4. I even uninstalled 4 and now the only Civ game on my PC is 5.

Same here. Civilization 5 with the expansions feels so right compared to 4.
 
I don't think there's a good Civ AI anyway. You just have to make do with their cheating.

This is probably true, but in Civ4 at least the AI could play by the rules of the game and be a decent threat, but in Civ5 you need to give it plenty of advantages to even keep up - and even then it will loose basically all wars against human. This makes for a more fun games for more casual players, as they experience winning and feeling smart by out-maneuvering the ai, but for veterans, it makes it much worse.

Making a game less complicated, doesn't need to make it less complex.

This is correct of course, and I am all for making Civ6 less complicated. For instance, a lot of the subsystems there (tourism, archaeology) had no real point in them. It was a lot of choice, that ultimately led to nothing. The same goes for ideologies and stuff like that, where each variant were mostly good for one victory condition and thus didnt really give you meaningful strategical choice. I am all for removing or rebalancing all this to either make it matter or less comlicated. However, remember the tech three in Civ4, where there were never one perfect route through, you could either go for religion, not take religious techs at all, or something in between. In the start of civ4 there is just so many choices to make regarding all the various routes you can take. Do i go for mathematics for the production bonuses, or straight to bronze working for (hopefully) finding some copper? Etc etc. The ability to change your tech goals depending on the situation, was one of the most important strategical parts of Civ4, and I hope it stays that way in Civ6.

I don't think there's much evidence they are reducing the complexity of the game as a whole. Placing city improvements on the map makes for a much more complex city-building system than the series has ever had. Research boosts are a new wrinkle in how you tech. The corps units concept is clearly as or more complicated than 1UPT or Stacks of Doom. And we still know basically nothing about diplomacy, trading, and social policies.

I think you are probably right they are not reducing the complexity as a whole. My fear is that they continue in the direction of Civ5 though, of introducing lots of concepts that ultimately doesnt mean anything, while at the same time reducing the complexity and meaningful choices you get in the systems that do matter. The research boosts idea potentially signifies this. As earlier, a good player would adapt to his environment while a bad player would not - but now the game gives you bonuses based on your environment to push also the bad player in the same general direction. Continuing in the direction of making the game play you instead of you playing the game. As for corps versus Stacks of Doom. Im just going to say once again that the meaningful strategical choices you could make in war with stacks of doom, seems very underrated in this thread. I already wrote extensively on how much strategy lies in this system if you play on a high level for instance here.
 
This year's shaping up to be one of my favourite for gaming in a while. Seems like I'll finally get a Steam Controller too.
 
P-51 Mustang, Rough Riders, and the Film Studio are America's uniques, eh?

That's different. Wonder if every Civ will have 3 uniques. And does this mean UA's are no more?
 
I'm getting the website code on my screen here

A6HAgAL.png


THEODORE ROOSEVELT LEADS THE AMERICANS IN CIVILIZATION VI

It should come as no surprise that America is represented in Sid Meier’s Civilization VI. The Americans have been a fixture in the Civilization series since its inception 25 years ago, and in Civilization VI they are being led by the nation’s 26th president, Theodore “Teddy” Roosevelt.
...
Unique unit: P-51 Mustang
The P-51 “Mustang,” an aircraft created by America during World War II, was designed as a long-range, high-altitude fighter to serve in dogfights, escort bombers and even enact bombing missions on its own. The P-51 Mustang was able to outmaneuver the best German Luftwaffe fighters above 15,000 feet and even outlast the efficient Japanese fighters, and by 1943 the P-51 Mustang was in service on every American front.

uJL2ycD.jpg


Unique unit: Rough Rider
The 1st United States Volunteer Cavalry, better known by its colloquial moniker the “Rough Riders,” was a regiment recruited and raised by Theodore Roosevelt in 1898 AD to fight in the Spanish-American War. This volunteer regiment included 1,060 ranchers, cowboys, college athletes, miners and other rugged outdoorsmen hailing from New Mexico, Texas, Oklahoma and Arizona.

sXNGiMm.png


Unique Building: Film Studio
Thomas Edison, the much vaunted American inventor and businessman, created the first film studio in West Orange, New Jersey back in 1893. His film studio was used to capture the amusing larks of vaudeville and theater actors, to display within penny arcades, fairground tents and unused theaters. By 1920, there were a dozen film studios in operation around Hollywood, California, each feeding what would become an American and global obsession with film.

stryvoQ.png
 
First impressions are that the fog transitions are pretty distracting, not a fan at all.
Also, it feels like a downgrade in visuals from beyond earth, and the interface in V is way prettier.
 
I'll wait until people have had time to play the game. These 60 turns PR pieces, or "previews", tell me little. The new screenshots don't make me feel better about the art style either.
 
UI seems fine.

Rather glad they moved unit to bottom right and map to bottom left, having Next Turn and A Unit Needs Orders on the other side of where the Unit action commands are was sort of irritating.

Also it looks like China is going to be generic bearded Chinese emperor dude, probably (judging from tiny portrait here).
 
New impressions got me hyped to the roof. The AI stuff is orgasmic to my ears.
Also, game looks beautiful in motion IMO.
 
I didn't have any real reservations about the art to begin with, but Quill's videos certainly set to rest any minor fears of the game looking bad. Aside from how sharp the borders are I think it looks amazing. A lot of the new mechanics changes seemed potentially very cool, too, especially once modders do their normal thing as it looks like they may have more systems to work with. Shame it's still 5 months out.
 
Also it looks like China is going to be generic bearded Chinese emperor dude, probably (judging from tiny portrait here).

I assume it's Qin Shi Huangdi, founder of China, but yeah that could be like 80% of Chinese emperors when you consider artistic license.

They also confirmed Cleopatra as the leader for Egypt.
 
UI seems fine.


Rather glad they moved unit to bottom right and map to bottom left, having Next Turn and A Unit Needs Orders on the other side of where the Unit action commands are was sort of irritating.

Also it looks like China is going to be generic bearded Chinese emperor dude, probably (judging from tiny portrait here).

It's probably Qin Shi Huang, given the city names.
 
I did not like how the game looked in the screenshots at all, but it actually looks pretty good in motion from that video.

Starting to get pretty pumped for this. I've got something like 1900 hours logged on civ 5. I actually prefer it to 4 once brave New world came out.
 
It's probably Qin Shi Huang, given the city names.
Xi'an was technically the capital of a bunch of dynasties, so I wouldn't jump to Qinshihuang right away.

Wiki check for Shenyang doesn't give much either. If it's not Qinshihaung it's probably a Han emperor (likely Han Wudi).
 
Wait, there are no more unique civ traits? then they should bring back multi leaders if that's the case
 
This is gonna be good! Maybe not as complete yet again, as Civ 4 BTS or Civ 5 BNW, but this already looks more promising than vanilla Civ 5, so I can't wait!
 
This is gonna be good! Maybe not as complete yet again, as Civ 4 BTS or Civ 5 BNW, but this already looks more promising than vanilla Civ 5, so I can't wait!

They did say it'll have all the mechanics from Brave New World, plus the previews have mentioned religion and trade.
 
I do not like the awful art and i do not like the tile usage and the whole adjacency idea.
I think ,i ll wait for the first expansion and a good sale before i get my hands on this.
 
UI looks good. I'm intrigued by the civics system functioning as a kind of parallel tech tree. Bundling trade, espionage, and road-building in the early game sounds fun. And I love what I'm hearing about the AI.

Still hoping city states function nothing like their Civ 5 predecessors.
 
UI looks good. I'm intrigued by the civics system functioning as a kind of parallel tech tree. Bundling trade, espionage, and road-building in the early game sounds fun. And I love what I'm hearing about the AI.

Still hoping city states function nothing like their Civ 5 predecessors.

Lots of great ideas to improve gameplay, I think these are all good changes. I do however, still think it looks like shit.
 
Quill18 has made an excellent preview/explanation video of Civ 6: https://www.youtube.com/watch?v=2qzC5cUQcFk
He's a very experienced Civilization player, while still doing a great job of explaining the new features for newcomers.

Check it out. It's really good. I got very excited for Civ 6 after watching it.

Edit: It got posted right above me.
 
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