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Civilization 6 announced, out October 21st

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Looked to check mine, thinking I definitely wouldn't beat this.

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Not that much spread over 5 and a half years though.

Not a fan of the new graphics, looks like Civ Revolution.
 
Screenshots look good to me. Busy, but clean.

Unit fusing sounds great - it's basically a way to have early game 1upt, and late game 3upt without having to resort to aircraft 101.

Spawling cities is the best feature of Endless Legend, so looking forward to that.

"New and improved diplomacy" has been the call of every single 4x game in the last decade. I'll believe it when i see it.
(BE's diplomacy features WERE nice though.)
 
Nice, but the graphics remind me of the Revolution 2 + for the Vita and mobile. I really enjoyed 5 and it's expansions. Hopefully this one delivers too.
 
They should just get rid of the unit-system altogether, and adopt the style that are employed in games like Europa Universalis, where you move around armies that combine various kinds of units, and has its strength roughly based on number and tech. No need to make warfare such a huge deal, this is a game about CIVILIZATION after all.
 
Civ V is one of my most played game of all time. I adore it.

But as excited as I was for Beyond Earth after that, it was a product that really burned me. Felt like an empty shell compared to Civ.

Going to have to take a wait-and-see approach to this.
 
Visually it does look heavily influenced by the Civ Rev games but I still quite like these screenshots. I won't be paying £50 for the privilege though so I'll be holding out for a much cheaper price at retail.
 
No announcement on mobile, but that is a reasonable assumption given the graphics.

I also think they are going the Blizzard way of making your game more stylized, less system heavy, to reach a bigger audience than CIV 5 was able to at launch.

Unfortunately, I don't think it's stylized enough, it just looks like a early access game. Maybe it's better in motion.
 
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.
 
Just do not like the way the series has gone from both gameplay and art direction. Was hoping for more realistic graphics and not so cartoon like.
 
I don't see the big deal about the visuals. Admittedly I didn't really pay much mind to Civ's art style in the first place, but this one is hardly the dog shit done people are saying it is, and frankly if it means I can actually continue running at 60fps in the late game them I'm all for it.

Which has also got me thinking, it would be sweet if they made this VR enabled and had it play out on a virtual tabletop, sorta like how RUSE looked when you zoomed all the way out.
 
Super pumped for a new CIV!

Those screenshots though....definitely preferred the art direction for CIV 5. It looks kind of...bad tbh.
 
While I preferred the artstyle to Civ V, I'm not too bothered by this more minimalist style they're going for. I might be able to run this game at higher settings without any problems with performance, unlike my situation with Civ V at launch.

Can't wait to waste away the holidays with this game!
 
Shit yes, long overdue. Can't believe it's been six years since V.

I like the new multi-tile cities, that should play interestingly. Nice compromise on the 1UPT stuff. Don't give a shit at all about visuals - a lot more interested in seeing the leader screens.

From what I can tell from the screenshots, looks like Japan, Egypt, and possibly the US confirmed?
 
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.

For real. Then again, put the Sunshine music on anything and I'm all of a sudden way more engaged.
 
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.

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.
 
So ready for this. Hopefully with the city scaling better, I will not see my pyramids in the water or adjacent to a mine, it's so ugly that it makes me want to burn the city down.
 
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.
 
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.

It's entirely possible that this stuff shows up on the world map without being raidable.
 
HOLY FUCK. WHEN I SAW THE HEADLINE I LITERALLY GASPED OUT LOUD.

Omg the Civilization series is one of the most rewarding for dedicated players. Both 4 + 5 are fantastic after a few patches
 
While I've put over 1200 hours into Civ V, Gods & Kings and Brave New World, even 400-ish in Beyond Earth and Rising Tide, I don't think I'll be jumping on Civ VI at launch for a couple of reasons. By Brave New World Civ V was amazing but it took the base game and two expansions to get it to that point. I think Vanilla was still enjoyable and Gods & Kings were a solid improvement but Beyond Earth and Rising Tide eroded a lot of my goodwill. They still haven't fixed Beyond Earth with its first (and only?) expansion and the quality of the game has sort of see-sawed with patches. The deluxe edition of Civ VI is 104.99$CND before taxes. You get the DLC cheaper this way but they don't detail what it is. The base version is 80$, which still feels ludicrously expensive, but all of the DLC for Civ V felt pretty necessary to add variety though so it doesn't feel like there's a choice about which version to buy. And, finally, I don't like the new art style, at all. It looks like Age of Empires Online, not like a proper sequel to Civ.

While I'm bored of Civ V at this point, hence the inordinate amount of time spent in Beyond Earth, I'm not sold on what I'm reading about Civ VI in the Rock paper Shotgun article. Maybe future previews (and quill let's plays) will change my mind.
 
4x gurus, I need your guidance:

This announcement has hyped me to play a 4x game, but I'm in need of something fresher than Civ, which is the only franchise I've ever really explored in the genre.

I'm torn between Stellaris and Endless Legend. I greatly prefer fantasy over sci-fi and EL is 10 bucks cheaper than Stellaris currently, but what I saw of that Giant Bomb quicklook makes it look like it's in its own league at the moment, particularly with diplomacy and customization.

Can I get any recommendations based on Civ V being one of my favorite video games of all time?
 
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

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.

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
 
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 don't think it needs realism in the graphics. I'm ok with something stylized as long as it has a distinct visual identity. This does not. This is the reason by the mobile comments as the look reflects a melange of dull mobile game styles.
 
Looks great and just seen civ 4 and 5 complete on steam on sale. Which is best, I have tried 5 before but don't like it when it's past the modern era, are there any easy mods to stop this or is 4 better.
 
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.
I'm with you dude.

Despite the assurances from the RPS interview (and it's incredibly smart to have those teams working on it primarily) I feel like they say every time that systems will carry over... And then they don't.
 
Wait

You think the Civ 5 expansions made the game worse?

from a strategy gameplay perspective, yes
but i think the expansions did improve the stability/performance/AI a little bit

the patches & expansions eliminated all the variety and range of tactics so that there was only a couple optimal ways to play the game, so it basically played itself. i'm not defending vanilla civ5 too much because the game had problems that needed addressing, but the expansions broke a lot of the game by nerfing every strategy that deviated from some middle-of-the-road playstyle that the devs wanted every player to follow

i think the multiplayer community actually mods the game heavily to prevent it from being pointless, but the civ5 multiplayer engine is so shit compared to civ4's that i haven't had any desire to play those mods

if you don't believe me (i'm merely a civ4 multiplayer expert), believe the developers:
"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,"

it's a nice ambition to have for a game, and it's admirable to put the people who broke the game in charge of fixing it, but its kind of scummy to do it in civ6 instead of just patching civ5
 
HNNGH...just.....one....more......turn
Just one more turn! Seriously, I'll stop after this move.

Well, maybe next move.

I only have these treaties for another five turns, might as well see how it shakes out and renegotiate terms, then I'll stop.

Trade route plundered? Gah. Better stop production but what's happening at that border anyway I thought Ghandi had that area covered-
 
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

These seem to be the most common complaints. The standard map should probably be about 10x larger to start.
 
Awesome! Hope this can run on my laptop.

I preordered V but i think i'll wait for this one mainly because price seems a bit too high.
 
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