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Pre-Release CIV VI Discussion

I havent watched the video yet but it occurs to me that the quantity and/or quality of housing may impact the amount of food required for the next pop.
In which case the food box may very well be independent of the city size. There is a certain amount of sense in tying growth requirements to city infrastructure.
fnord

(May 29th, 2016, 20:37)SevenSpirits Wrote:
(May 29th, 2016, 20:35)HansLemurson Wrote: And you've taken into account the margin of error caused by rounding to the nearest turn? The fact that if a bucket takes 4 turns to fill at 19 units/turn that the size of the bucket could be anywhere from 76 to 60 units?

Again, we're not looking at turns to completion at all. Just the width of the food per turn, the width of the food bar, and the specified quantity of the food per turn.
Ok, a careful pixel-level analysis of a screencap taken from the video at 1080p quality does show your numbers to be reasonable.
Width of food bar: 147 pixels
Xi'an Size 2: 6 food/turn (not 4 as I previously misread)
Filled food: 56 pixels
Filled + Next Turn: 70 pixels
6 food = 14 pixels, food/pixel = 0.43
Expected food value of 147 pixels: ~64

Xi'an Size 4: 11.3 food/turn (probaly 11.25 actual)
Filled food: 59 pixels
Filled + Next turn: 89 pixels
11.3 food = 30 pixels, food/pixel = 0.38
Expected food value of 147 pixels: ~56

The larger city clearly has a smaller food bar, and a difference that is too small to be attributed to measurement error or rounding.

(May 29th, 2016, 20:51)Thoth Wrote: I havent watched the video yet but it occurs to me that the quantity and/or quality of housing may impact the amount of food required for the next pop.
In which case the food box may very well be independent of the city size. There is a certain amount of sense in tying growth requirements to city infrastructure.


I agree. I could envisage this mechanic working much better than a simple larger size needs less food. Building certain district enables faster growth as their bonus.

(May 30th, 2016, 07:59)ReallyEvilMuffin Wrote: I agree. I could envisage this mechanic working much better than a simple larger size needs less food. Building certain district enables faster growth as their bonus.

I don't object on principle, but reducing the food bar length is a weird (different from the norm) way to do that. The obvious method is to multiply food surplus. So if this is really what they're doing, I'm curious what prompted the change.

(May 30th, 2016, 13:01)SevenSpirits Wrote:
(May 30th, 2016, 07:59)ReallyEvilMuffin Wrote: I agree. I could envisage this mechanic working much better than a simple larger size needs less food. Building certain district enables faster growth as their bonus.

I don't object on principle, but reducing the food bar length is a weird (different from the norm) way to do that. The obvious method is to multiply food surplus. So if this is really what they're doing, I'm curious what prompted the change.


I agree. But they have some weird decimal fetish which is unusual, so I can image there some strange systems in play.

(May 30th, 2016, 13:01)SevenSpirits Wrote:
(May 30th, 2016, 07:59)ReallyEvilMuffin Wrote: I agree. I could envisage this mechanic working much better than a simple larger size needs less food. Building certain district enables faster growth as their bonus.

I don't object on principle, but reducing the food bar length is a weird (different from the norm) way to do that. The obvious method is to multiply food surplus. So if this is really what they're doing, I'm curious what prompted the change.

SMAC adjusted the size of the food box depending on happyness levels, faction and social engineering choices so it's not anything new to have a variable sized food box. tongue

I am quite curious as to what is actually going on underneath the hood in Civ 6. It seems to have potential but I'm not getting my hopes up just yet. wink
fnord

More interviews out today and I have to say I like the PR being taken -- there is very little "bashing" that annoyed Joey so much, there is a good level of detail being fed early and the hype is kept to a minimum. Not sure whether this is a winning solution commercially speaking, but I like it. Also, didn't know Beach worked on the Caesar III games, solid credentials
DL: PB12 | Playing: PB13

(May 31st, 2016, 11:20)Bacchus Wrote: More interviews out today and I have to say I like the PR being taken -- there is very little "bashing" that annoyed Joey so much, there is a good level of detail being fed early and the hype is kept to a minimum. Not sure whether this is a winning solution commercially speaking, but I like it. Also, didn't know Beach worked on the Caesar III games, solid credentials
I suppose you refer to this interview.

in the interview, among other things, Ed cautiously talks about and praises their behavior tree, goal-oriented, multithreaded AI. like he is not sure if it sucks or not. rolf
me on civfanatics.com
An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
No gods or kings. Only Man.

I'd far rather hear cautious praise from a developer than "this is the best thing ever". Makes it feel considered, and as though he might spot some of the flaws that are (inevitably) present. Also probably means marketing wasn't involved. smile

Yeah, my hopes have slowly increased as more information has come out.



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