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Civilization 6 announced, out October 21st

Really happy with what I am hearing so far. Seems to be a step forward continuing from Brave New World. People seem very happy with it thus far
 
I suspect the base game will be good like Civ V, but I'm really curious to see what happens with 4+ players in online multiplayer.

That was Civ IV's weakness for me even a long time after release. Lag would get crazy after maybe 150-200 turns, with no explanation or feedback. Sometimes commands would not register, or would register 10 turns later. Maybe if it's 4 people on LAN it works great, but we basically had no way of knowing what was going on.

did you mean civ5's weakness?

gamespy/civ4 had some trouble connecting to games but once they started they were generally excellent except for the occasional out-of-sync bug
i even played some 7v7s in civ4. no chance that would last more than a couple turns in civ5
 
makes you wonder if it's more viable to settle to land with access to coast, than actual coast tiles

has it been confirmed that you can build inland, and build a harbor to become a coastal city (IE build ships/coastal trade routes/ect)??

If so that will change my whole play style! I am a navy civ always and hate having to build the majority of my cities right on the coast.
 
From my preview, to give you a feel for the visual side of city growth.



That's Rome from one of my games over 200+ turns.



image.php

Does the UI scale to high resolutions well?
 
has it been confirmed that you can build inland, and build a harbor to become a coastal city (IE build ships/coastal trade routes/ect)??

If so that will change my whole play style! I am a navy civ always and hate having to build the majority of my cities right on the coast.

yeah it is

the advantage being a coastal city is that you gain plenty of eureka for naval related stuff (meaning you get naval techs earlier and faster), without the need to build a harbor district, and I think you have "safe zones" as you need to totally encircle the city to lock it down during a siege so unless the enemy has boats, you still have safe spots

the advantage of a city using a harbor is that it means the city probably has more access to land, therefore more places to build districts/improvements/land synergy
 
I suspect the base game will be good like Civ V, but I'm really curious to see what happens with 4+ players in online multiplayer.

That was Civ IV's weakness for me even a long time after release. Lag would get crazy after maybe 150-200 turns, with no explanation or feedback. Sometimes commands would not register, or would register 10 turns later. Maybe if it's 4 people on LAN it works great, but we basically had no way of knowing what was going on.

This. Single player has always been pretty solid. Real time mulitplayer (as opposed to play-by-email, hotseat, pitboss) has been hit and miss. I'd love to see them nail this aspect.
 
From my preview, to give you a feel for the visual side of city growth.



That's Rome from one of my games over 200+ turns.



image.php

Have to say I hope they tweak the next era graphical triggers for buildings/improvements. Seeing mines with rail tracks in 1200 AD and modern skyscrapers in 1400's AD is jarring. Also the modern fishing boats.

This was something V did well at. The graphical representation of improvements was in general in line with the calendar as the tech tree was balanced that way. Even if you played an expert research game, you were not triggering the industrial era until 1700's.
 
yeah it is

the advantage being a coastal city is that you gain plenty of eureka for naval related stuff (meaning you get naval techs earlier and faster), without the need to build a harbor district, and I think you have "safe zones" as you need to totally encircle the city to lock it down during a siege so unless the enemy has boats, you still have safe spots

the advantage of a city using a harbor is that it means the city probably has more access to land, therefore more places to build districts/improvements/land synergy

I like the change that a harbor can turn an inland city coastal. Building directly on the coast overly restricts expand-ability and is not in line with many of what we consider large coastal cities today. London, Washington DC, Houston, LA, Tokyo, Seoul. All of these have central hubs located a fair distance from their respective coasts which has allowed for more uniform growth outward from the hub and ultimately form metropolises.
 
did you mean civ5's weakness?

gamespy/civ4 had some trouble connecting to games but once they started they were generally excellent except for the occasional out-of-sync bug
i even played some 7v7s in civ4. no chance that would last more than a couple turns in civ5
Sorry, I meant Civ V. I'll edit my post. But yes, I really hope the netplay is improved. I also meant 10 SECONDS later, not 10 turns later.
 
Does the UI scale to high resolutions well?

No clue. I'll check in a bit.

yeah it is

the advantage being a coastal city is that you gain plenty of eureka for naval related stuff (meaning you get naval techs earlier and faster), without the need to build a harbor district, and I think you have "safe zones" as you need to totally encircle the city to lock it down during a siege so unless the enemy has boats, you still have safe spots

the advantage of a city using a harbor is that it means the city probably has more access to land, therefore more places to build districts/improvements/land synergy

From my games, I tend to lean on the "inland, but with access to coast". You'll need the space for districts, wonders, and improvements.
 
I assume there's still a limit to how far you can build districts from a city, right? In a way that does make coastal cities less desirable than before unless you have like... underwater districts.
 
I assume there's still a limit to how far you can build districts from a city, right? In a way that does make coastal cities less desirable than before unless you have like... underwater districts.

Or unless there are very desirable ocean tiles which can only be reached by a coastal city placement.
 
It's possible coastal cities placement can play into the new siege mechanic too where you have to surround the city... unless the enemy has discovered "boats."

So tempted to look at all the videos, but... wanna leave some surprise and discovery for release. :)
 
Meh Beyond Earth was an ok game, the expansion made it a lot better.

Makes me think how good CIV 6 base game will be, since they always start pretty average.

The requirements are lower than Beyond Earths though right?
 
Even though they're saying diplomacy seems a little undercooked, it still sounds better than Civ 5, which had barebones diplomacy. And I'm sure they flesh it out even more in the expansions (and mods!).
 
Even though they're saying diplomacy seems a little undercooked, it still sounds better than Civ 5, which had barebones diplomacy. And I'm sure they flesh it out even more in the expansions (and mods!).
I'm a very amateur Civ V player, but I got so frustrated with the AI's always demanding unfair deals that I stopped bothering.

I have heard you could trade luxury resources at reasonable rates in Civ V though.
 
Or unless there are very desirable ocean tiles which can only be reached by a coastal city placement.

That's always been the case in civ games. Unless you say there's even more desirable ocean tiles than before. Civ 6 makes coastal cities less desirable by having much less land to build districts on.
 
Marbozir's video on the tech and civic trees are great, very informative.

https://www.youtube.com/watch?v=RLO6-3VjMeQ

https://www.youtube.com/watch?v=MK2X3IxUfLY

Some of the policies in particular are really good, even the somewhat dull +100% yield/production ones. The more interesting ones have cons attached to them, Police State for example reduces happiness (I don't know why they didn't just call it happiness instead of Amenities...) but boosts Espionage. New Deal gives you a nice boost to both housing and amenities but costs -8 gold per city.

The Casus Beli system is also really cool, fleshes out war and diplomacy significantly. There's some great ways to be really mean to the AI with this, for example the Casus Beli that reduces your warmonger penalty for attacking Civs two eras behind stacks nicely with the Colonialism policy that gives you gold equivalent to half the combat strength of each enemy unit you defeat from previous eras.

The potential to max the fuck out of these policies when you combine them with the right Civ and Government and Wonders is insane. For example, if you play as Germany, you get an extra military slot by default. You could then build Alhambra, which gives you another slot, and then you could go for Fascism which gives you an additional 4 military slots (and 2 wildcard slots, which you can put any policy into) and you're set to steamroll everyone. In this instance, you could have 9 military policies active at once. Holy shit.
 
Does the UI scale to high resolutions well?


Mine topped out at 1920x1080 for available resolution options, since that's the native resolution of my monitor. I'm sure I could push it with some tweaks, but the screenshot above are all at my current max.

How has performance been, especially late game?

Seems fine. Turns feel a little longer in the later game, but nothing far out there. I'd be interested in seeing what performance is like for a 400-500 turn game. I tended to top out around 300.
 
Based on what I've been seeing, the AI looks...poorly equipped to handle the new mechanics. I know it's locked at Prince but that just effects bonuses, not behavior am I wrong?
 
Based on what I've been seeing, the AI looks...poorly equipped to handle the new mechanics. I know it's locked at Prince but that just effects bonuses, not behavior am I wrong?

Yeah, Civ6 looks to introduce great new gameplay systems but the AI is one thing that I'm more about concerned than usual. I hope them locking previews so far on Prince difficulty isn't because they're trying to hide something.


Edit: I also saw that capturing settles (at least barbarian settlers) gives you the settler intact. That sounds like a bad idea, isn't capturing settlers/workers early a foundation of many deity-level strategies?
 
Yeah, Civ6 looks to introduce great new gameplay systems but the AI is one thing that I'm more about concerned than usual. I hope them locking previews so far on Prince difficulty isn't because they're trying to hide something.

No locking the difficulty on preview builds is standard I think. If the AI isn't good at war, teching/civic selection on Prince however, there is no reason to believe that they will be better at higher difficulties. They will just receive bonuses that mitigate their stupidity.
 
Yeah, Civ6 looks to introduce great new gameplay systems but the AI is one thing that I'm more about concerned than usual. I hope them locking previews so far on Prince difficulty isn't because they're trying to hide something.

Civ difficulty levels haven't traditionally affected AI much aside from aggressiveness, I think. Like it's mostly AI-side economy benefits and player-side economy penalties.

Actually, does anyone know if there a list of the difficulty options yet (and what they do)?
 
Well, when most preview games shown have players bringing swordsmen against warriors, there's not much to glean from the AI capabilities. Plus most games don't progress far enough to see if they're simply slow.
 
Mine topped out at 1920x1080 for available resolution options, since that's the native resolution of my monitor. I'm sure I could push it with some tweaks, but the screenshot above are all at my current max.

I could be wrong, but I think what people are getting at here is whether the UI can be scaled depending on the resolution, or if it natively scales well and doesn't get super small at higher resolutions. For example, if I play at 4k, but I'm sitting 8 ft away on my couch, is the text on screen going to be so incredibly small that's it's unreadable. Some games offer the ability to scale the UI to make it larger even though you have a high resolution display. Anything like that in the menus?
 
Marbozir's video on the tech and civic trees are great, very informative.

https://www.youtube.com/watch?v=RLO6-3VjMeQ

https://www.youtube.com/watch?v=MK2X3IxUfLY

Some of the policies in particular are really good, even the somewhat dull +100% yield/production ones. The more interesting ones have cons attached to them, Police State for example reduces happiness (I don't know why they didn't just call it happiness instead of Amenities...) but boosts Espionage. New Deal gives you a nice boost to both housing and amenities but costs -8 gold per city.

The Casus Beli system is also really cool, fleshes out war and diplomacy significantly. There's some great ways to be really mean to the AI with this, for example the Casus Beli that reduces your warmonger penalty for attacking Civs two eras behind stacks nicely with the Colonialism policy that gives you gold equivalent to half the combat strength of each enemy unit you defeat from previous eras.

The potential to max the fuck out of these policies when you combine them with the right Civ and Government and Wonders is insane. For example, if you play as Germany, you get an extra military slot by default. You could then build Alhambra, which gives you another slot, and then you could go for Fascism which gives you an additional 4 military slots (and 2 wildcard slots, which you can put any policy into) and you're set to steamroll everyone. In this instance, you could have 9 military policies active at once. Holy shit.

Does anyone else do these, i cant concentrate with his accent unfortunate.
 
Does anyone else do these, i cant concentrate with his accent unfortunate.

Yeah... there's a couple very good players doing let's plays on 4x games from Europe (I think) but they have accents or just talk in a way that makes it pretty difficult to watch their games for a long period of time. Marbozir isn't that bad though.
 
Philip is the best leader bar none, that smugness



I assume there's still a limit to how far you can build districts from a city, right? In a way that does make coastal cities less desirable than before unless you have like... underwater districts.

iirc up to three tiles far from the city, essentially the range of workable tiles

coastal cities still have favorable things like faster learning on certain techs and "safe" areas from a ground invasion though

No clue. I'll check in a bit.

From my games, I tend to lean on the "inland, but with access to coast". You'll need the space for districts, wonders, and improvements.

yeah I think i'll go with this route
 
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