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Civilization 6 announced, out October 21st

yeah. it looks revolting.

civ 5 felt almost ornamental. a delicate, regal grandeur. this looks like it would pop up full screen while you're browsing and hide the red x, screaming at you to buy more war funds.
Ooof. I don't think it's that bad but lmao.
 
I think that the regular visuals are fine and that the fog of war is absolutely fantastic. Love it. Great to see strategic view making a comeback as well. Game's looking pretty good so far, I'm stoked to see global happiness get axed.
 
http://franchise.civilization.com/en/games/civilization-vi/

If you look at the third pic in the Screenshot section there, it's of a zoomed out view.

Looks great with the Fog of War effect. Much clearer than it looked in earlier footage. Easier to tell the difference between FoW and unexplored map.

Yep. Despite my earlier misgivings, this is as easy as it's ever been to differentiate between illuminated ("no barb spawns"), dark, and unexplored.
 
http://franchise.civilization.com/en/games/civilization-vi/

If you look at the third pic in the Screenshot section there, it's of a zoomed out view.

Looks great with the Fog of War effect. Much clearer than it looked in earlier footage. Easier to tell the difference between FoW and unexplored map.

Yeah, I think the effect looks great personally, but then I’m actually okay with all of the graphics. Civ 5 may look more detailed but it’s also more cluttered, and I have many times had difficulty picking things out of the clutter while playing. Civ 6’s more “clean” look would help that out nicely. But the fog effect will aid in scouting and using sentries to watch territory, so it’s really a strategic thing, which sounds great to me.
 
Listening to the Q+A. I'm sure the summary linked above does a better job, but I wanted to highlight some points that piqued my interest (some we've heard before; some are new).

-Max city tile count is the same as Civ 5.

-Housing is a new limit on city population. Buildings will raise your housing cap, but some civs also have special housing modifiers.

-You can pillage enemy districts. It sounds as though doing so does not wipe the district off the map but impairs individual buildings within the district (one per pillage).

-Lots of adjacency bonuses: e.g., an industrial district will get bonuses from being next to mines/quarries; districts will give each other bonuses when packed close to one another; trade districts will get bonuses from being near rivers... Beach implies the districts might give bonuses to adjacent tiles/buildings (rather than just other districts) in some cases, but he does not provide an example.

-Three major principles of diplomacy: (1) changes over time (e.g., in early game you can't even close your borders; late-game, diplomacy becomes highly formalized); (2) there is a ton of information about what's going on in the world, but you're going to have to actively pursue it through gifts, espionage, etc.; (3) every leader has multiple agendas -- 1 inspired by real-world history of civ and 1 random/hidden. They are proud of the way the agendas allow players to manipulate AI. For example, Qin wants to have more wonders than anyone else, and Teddy wants peace on his continent. So if you are on the same continent as Teddy, you can build wonders to bait Qin into war, knowing Teddy will back you up.

-You cannot embark from or land on coastal cliff tiles (although some units can circumvent this limitation).

-Trade system is inspired by BNW. You still have a limited number of trade routes. You still build specialized trade units. But there are (at least) three new elements: (1) roads are built by traders; (2) time until a trade route expires is based on the length of the trade route; (3) trade route yields are based on the districts present in the cities.

-Each civ is defined by four unique features: (1) a permanent civ ability; (2) an era-specific civ ability inspired by the civ leader, like China's builders getting an extra charge during the ancient and classical eras or Teddy getting a special unit and combat bonuses during his era; (3) a unique unit, like USA's P-51 mustang; (4) unique infrastructure, such as a building, improvement, or district.

Also, they didn't talk about city states, but here's the websites update on them from earlier this month: http://franchise.civilization.com/en/news/2016-06-civilization-vi-envoys-and-city-states/.
 
I haven't see any threads looking for E3 impressions, so I'd like to humbly offer Shacknews':

http://www.shacknews.com/article/95336/e3-2016-civilization-6-is-a-brutal-new-world

The description should be enough for you guys to want to read it: "I had 60 turns with Civilization 6... and it didn't turn out too well."

[FULL DISCLOSURE: I work for Shacknews, but I'm not the writer behind this story.]

Thanks for the link to impressions. I was actually confused by the description, though. At first, I thought it meant that the writer didn't like his experience. There's also a typo in there:

It’s an interesting design decision which seems to make since, especially since workers now complete all improvements instantaneously.
 
Not much of this information is new to me, but I'm loving what I'm hearing. Coastal cliffs and unstacked cities are two mechanical changes with deep ramifications when it comes to combat in the game. Shaping up to be the best iteration of Civ combat thus far, and I was already fond of BNW'S state of non-combat for the most part.
 
Wait, does Shacknews confirm a PS4 Version? What? Probably a mistake.

Yeah this line:
This Civilization 6 preview was based on a pre-release PlayStation 4 demo of the game at an event where refreshments were provided by 2K Games

A pc version has only been announced right? Maybe the writer wrote PC and for some reason got auto-corrected to PlayStation 4....?
 
I think Paradox has ruined strategy games for me. I just can't play anything that doesn't offer the complexity of Europa Universalis 4 - everything else feels too shallow.

I'm sure this'll be great, but just not for me anymore.
 
I like the idea of a more aggressive Civilization game, and pulling some of the buildings out and putting them directly on the map for more unit interaction is something I'm looking forward to :)

Slight tangent, but I felt that pillaging in Civ5 was fairly underpowered. It's totally worthwhile to pillage great improvements and luxury/strategic resources! But those were very specific tiles, and pillaging anything else had very little benefit. As far as I can tell, the only relevant combat in Civ5 was basically how well one could take down a city. In particular, if one prefers to keep the city slightly more intact, it's more worthwhile to just leave the improvements alone and take the city directly. The Danish were supposed to excel at this harassing strategy around pillage, but I never felt it was very realized.

At least in Civ6, it looks like the positioning and prioritization of districts will lead to a lot more nuance over just taking a city down. There was no explicit mention of this, but there appeared to be a harbor district which allowed the land locked Chinese capital to make boats out to sea, so wanting to take advantage of sea tiles is no longer as binary a choice (in Civ5, your city is either on a coast or not). Placing an encampment/barracks district right at one side of a river on a road leading to a city also seemed fairly novel; it guarded the most direct way to the city, and allowed units to be deployed to a direction where they'd most likely move anyway, so to save some turns on movement it would make sense to have the barracks there.

Not that this'll happen, but I hope that the strength of a city's attack power will actually be affected by the number of improved and/or pillaged tiles within its radius. If this needs causality, perhaps the number of worked improvements/districts that a city has gives it the necessary supplies to feed and arm itself, and cutting off said supplies will cripple its ability to fight back.
 
I notice in the E3 footage, when Cleopatra is defeated, there is no "make puppet" option. I wonder if that only appears at later stages of diplomacy or if it's gone altogether...
 
Can't wait to play this!

I actually like the graphics, and it allows people with less powerful PCs to play it.

The overreaction comments on Youtube are pretty funny:

just look at those graphics, any phone right now could run this it looks terrible and like a high end phone game
 
I like the idea of a more aggressive Civilization game, and pulling some of the buildings out and putting them directly on the map for more unit interaction is something I'm looking forward to :)

Slight tangent, but I felt that pillaging in Civ5 was fairly underpowered. It's totally worthwhile to pillage great improvements and luxury/strategic resources! But those were very specific tiles, and pillaging anything else had very little benefit. As far as I can tell, the only relevant combat in Civ5 was basically how well one could take down a city. In particular, if one prefers to keep the city slightly more intact, it's more worthwhile to just leave the improvements alone and take the city directly. The Danish were supposed to excel at this harassing strategy around pillage, but I never felt it was very realized.

At least in Civ6, it looks like the positioning and prioritization of districts will lead to a lot more nuance over just taking a city down. There was no explicit mention of this, but there appeared to be a harbor district which allowed the land locked Chinese capital to make boats out to sea, so wanting to take advantage of sea tiles is no longer as binary a choice (in Civ5, your city is either on a coast or not). Placing an encampment/barracks district right at one side of a river on a road leading to a city also seemed fairly novel; it guarded the most direct way to the city, and allowed units to be deployed to a direction where they'd most likely move anyway, so to save some turns on movement it would make sense to have the barracks there.

Not that this'll happen, but I hope that the strength of a city's attack power will actually be affected by the number of improved and/or pillaged tiles within its radius. If this needs causality, perhaps the number of worked improvements/districts that a city has gives it the necessary supplies to feed and arm itself, and cutting off said supplies will cripple its ability to fight back.

I have it so that units heal 20hp when they pillage. I can't remember if that was in the base game or the Community Patch Project mod, but it makes pillaging very worthwhile for me.
 
I have it so that units heal 20hp when they pillage. I can't remember if that was in the base game or the Community Patch Project mod, but it makes pillaging very worthwhile for me.
It's always been that way, but with the exception of certain units and the Danish, pillaging takes a move point. If your unit needed the 20HP heal because it was attacking or being attacked by a city, the unit needed to move away, not stay in place. You can move away and pillage on the next turn, but it's not much of an HP gain and if you want the city, you have to clean up your own mess at some point.

BTW if there is another thread where this discussion might be more appropriate, I'll try moving this there.

Edit: Minor thing; based on the Unstacking Cities video, it sounds like they took Public Schools out of the game? The Science building series is now Library -> University -> Research Lab, and while we don't have a clear idea of what the tech tree is like, moving Research Lab back from Plastics to Chemistry is quite a ways back.
 
Edit: Minor thing; based on the Unstacking Cities video, it sounds like they took Public Schools out of the game? The Science building series is now Library -> University -> Research Lab, and while we don't have a clear idea of what the tech tree is like, moving Research Lab back from Plastics to Chemistry is quite a ways back.

Observatories will probably be a late-Medieval or Renaissance-era science building, with the caveat that you'll need the right terrain.
 
Such a letdown from the graphics perspective. Just look at the battle animations (the hit animations that flashes on the units being attacked), not a fan at all.
 
Such a letdown from the graphics perspective. Just look at the battle animations (the hit animations that flashes on the units being attacked), not a fan at all.

I normally play with animations turned off to speed up the later game anyway, so not too much bother too me and if the more cartoony graphics helps with that its good for me (and its growing on me).
 
I like what they are doing with the mechanics (don't expect it to be balanced and good until the first expansion anyway), but yea, it's a real step back graphically from Civ V. Which I did not expect. It wouldn't surprise me if they're planning to put this on tablets and such eventually.
 
It's a shame that all the grandeur and sophistication from Civ V's art deco aesthetics and the painterly Wonder screens, the leader backdrops and the grounded presentation are lost. I really think it was the ultimate expression of the franchise's spirit.

Not terribly impressed by the current visuals.
 
I like the changes and updates and I think it will be a better game since it was so long since the last one. But the graphics and the look of the game are a huge, huge disappointment...
 
The art style in this is seriously bumming me out. Just doesn't look professional to me. I always figured the more cartoony look was reserved for revolution.

First thing ill be doing is looking for graphics overhaul mods.
 
I'll gladly excuse the mixed bag that is the new artstyle if the new engine and netcode don't disappoint like Civ V's... Most of my MP games with my friends were abandoned due to desync issues that made one or all of us lose a whole turn (in addition to time loading the game again) and nonsensical amounts of lag between turns that scaled with the amount of players... Anything bigger than a human 1x1 (with some AIs on the side) was guaranteed to have some technical issue at some point.
 
Yeah, Civ 6 is a clear downgrade visually. I suppose the new style helps with district identification from a distance but it's still incredibly disappointing, especially coming from Civ 5.
 
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