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Pre-Release CIV VI Discussion

We should really make a separate sticky thread for 1UPT discussions, especially now that we have one for politics smile
DL: PB12 | Playing: PB13

(September 8th, 2016, 05:25)Brian Shanahan Wrote: And it's also the reason why 5 was such a bad game in terms of combat (at least base).

Civ5 is not a bad game for combat at all. My war with Ichabod in PBEM4 was one of the most interesting sequences on turns I ever played in Civ5

Civ5 AI is completely incompetent at every aspect of the game, but particularly at combat. That is true. It does feel that Civ5 AI was facelifted from Civ4 without taking into account major changes to the game. It's obvious from how it tries to stick cities in every legal spot in mid-game. It made sense in Civ4, it absolutely doesn't make sense in Civ5. They did say that they completely rewrote AI for Civ6, so here's to hoping it can handle tactical nuances of 1upt combat. I would say that's the single most important thing which needs to go right in Civ6

(September 7th, 2016, 13:59)picklepikkl Wrote: For those who are, like me, too lazy to go watch a video, but unlike me not too lazy to look it up on reddit (a very specific level of lazy):

Leader - Harald Hardrada - Norway
National Ability - No cost to embarking or disembarking. Can enter deep waters upon researching shipbuilding, earlier than anyone else.
Leader Ability - Thunderbolt of the North - All melee naval ships can do coastal raids. Also gets the Longship unit, which heals in neutral territory.
Unique Unit - Berserker - Pillaging requires one less move, and bonuses to attack, but not as good defence.
Unique Infrastructure - Stave Church - All temple benefits, but an additional adjacency bonus to woods.

The longship can also capture Civilian Units while raiding... Builders, settlers, Trade units, possible Mercenary and other religion units...

(September 8th, 2016, 07:29)E_T Wrote:
(September 7th, 2016, 13:59)picklepikkl Wrote: For those who are, like me, too lazy to go watch a video, but unlike me not too lazy to look it up on reddit (a very specific level of lazy):

Leader - Harald Hardrada - Norway
National Ability - No cost to embarking or disembarking. Can enter deep waters upon researching shipbuilding, earlier than anyone else.
Leader Ability - Thunderbolt of the North - All melee naval ships can do coastal raids. Also gets the Longship unit, which heals in neutral territory.
Unique Unit - Berserker - Pillaging requires one less move, and bonuses to attack, but not as good defence.
Unique Infrastructure - Stave Church - All temple benefits, but an additional adjacency bonus to woods.

The longship can also capture Civilian Units while raiding... Builders, settlers, Trade units, possible Mercenary and other religion units...

First 20 mins is playing Norway on an Island plate map
- shows some raiding goodness as well as some of the raiding bonuses from different things (not just gold).

Rest is playing Spain on a pangea map (shows the continents lens that shows the bondaries of two different continents on the singular Pangea landmass)
- shows Religious combat and how they work

Both were in early Middle Ages, one game started in Classical Era...

http://www.youtube.com/watch?v=GjHZYnpCMx0

(September 8th, 2016, 07:59)E_T Wrote: the boundaries of two different continents on the singular Pangaea landmass

What? noidea

Civ VI has "thematic" continents, such as Europe/Asia, so that various "continents" abilities of civilizations get activated even on Pangea.
DL: PB12 | Playing: PB13

(September 8th, 2016, 08:39)BRickAstley Wrote:
(September 8th, 2016, 07:59)E_T Wrote: the boundaries of two different continents on the singular Pangaea landmass

What? noidea

(September 8th, 2016, 09:02)Bacchus Wrote: Civ VI has "thematic" continents, such as Europe/Asia, so that various "continents" abilities of civilizations get activated even on Pangea.

From my Landmasses and Continents thread at WPC http://www.weplayciv.com/forums/showthre...Continents

Quote:One change in Civ6 is how the game deals with continents verses landmasses. Some of the traits and unit bonuses deal with things on same or other continents. Maps can generate one (pangea) two or more landmasses, in which you are sharing with a number of other Civs. In the past, these were all Continents, but not now.

In the new game, Landmasses are NOT Continents! A Pangea Map with 8 Civs is all one huge landmass, but is broken up into 3 to 4 different Continental areas. There are 2 to 3 Civs per Continental area. Take Norith and South America or Eurasia, both are one single landmass but are split into two separate continental areas (three for America, if you consider that Central America is a separate Continental area). Civ6 has done the same with the newer edition.

They also have a Map Lens that will show the different Continents, so that you know if you are on the same contenent as 'ol Teddy and have to be nice or if your target is on a different continent and thus can use your bonus for your Redcoats.... A nice new wrinkle that has been added to the game and will make a big difference on the whole of your stratigic thinking when starting and playing a new game.

So, ya'll... Have fun!!

That is just one of the fresh and new things that have me all excited...

I'd be more excited about this feature if the map script proves smart enough to split continents up at chokepoints, mountain ranges, or other obvious landmarks. If there's just a stretch of forest where one hex is in continent A and its neighbor is in continent B, I will be sad. I want continent boundaries to be at Sinai, the Panamanian isthmus, the Urals, that sort of thing.
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
-Dedlurker: PB34

Well, if it isn't smart enough, let us hope that the script is Modable enough to make one that is...

(September 8th, 2016, 16:43)E_T Wrote: Well, if it isn't smart enough, let us hope that the script is Modable enough to make one that is...

There better be a full map editor from the start too...



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