January 22nd, 2018, 19:08
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I think it's the average of all the individual civs' eras in the game, which are in turn set by each civ's most advanced civic or technology. So yeah, it's gonna be random, but predictable to a certain degree nonetheless.
January 22nd, 2018, 20:10
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Oh so it's similar to Civ5's mechanic "the world advances to the next era when half the players are in that era, or one player advances to the era beyond that one"? and the "35-55 turns" is just the game's guesstimate?
January 22nd, 2018, 21:32
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The "35-55 turns" is just an estimate and as the game progresses, I believe it will adjust it, and once it gets down to 10 turns, it will give a more definitive count down.
January 23rd, 2018, 04:33
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Interesting fact that has been noticed: tech and civic costs adjust based on the current world era. Same-era techs have the standard cost, old techs get discounted, and 'future' techs are more expensive (apparently cost is increased by 20% per era). However, the bonus from eurekas is constant, so that if, say, Celestial Navigation in the Classical era has a cost of 100 beakers, the eureka is always worth 50 beakers, regardless of whether you're researching it in the Ancient era for a cost of 120 (leaving 70 beakers to produce yourself) or the Medieval for a cost of 80.
January 23rd, 2018, 07:18
(This post was last modified: January 23rd, 2018, 07:21 by Lord Parkin.)
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Hmm, I was never a fan of rubber-banding mechanics in racing games, and this sounds like much the same idea. Leaders get handicapped, losers get bonuses.
Net result will be - on average - all civilizations tending to stay closer together in tech throughout the game. May be a plus to some for keeping the challenge at a more consistent level, but I can't say it's to my tastes.
January 23rd, 2018, 07:25
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Ugh more unnesessary micromanagement added to the game for no reason. It was tedious enough to have to constantly be aware to switch of tech/civic at 50% Do these guys even play their own game? (Eh who am I kidding, judging from the "deep dives" they clearly don't...)
January 23rd, 2018, 07:34
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Actually it balances science and cultural City States as well.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
January 24th, 2018, 10:19
(This post was last modified: January 24th, 2018, 10:20 by suboptimal.)
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Scotland's first look is up. From the CivFanatics thread:
Civilization
Scotland
Leader
Robert the Bruce
Leader Unique Ability - Bannockburn
Can declare a War of Liberation after gaining the Defensive Tactic Civic. +100% Production and +2 Movement for the first 10 turns after declaring a War of Liberation.
National Ability - Scottish Enlightenment
Happy cities receive an additional +5% Science and +5% Production. Happy cities generate +1 Great Scientist points per Campus and +1 Great Engineer points per Industrial Zone. Ecstatic cities double all these amounts.
Unique Improvement - Golf Course
Provides an amenity as well as gold. It also provides culture if adjacent to a city center and additional culture if adjacent to an entertainment district.
Unique Unit - Highlander
This reconnaissance unit replaces the ranger and receives a combat bonus when fighting in hills and woods.
January 24th, 2018, 12:18
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They are just making NPCs by this stage.
January 24th, 2018, 12:36
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(January 24th, 2018, 12:18)Bacchus Wrote: They are just making NPCs by this stage.
I can't believe they made the UI a golf course...
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