May 11th, 2016, 16:03
(This post was last modified: May 11th, 2016, 16:11 by Commodore.)
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This all sounds like commercial winning to me. It's the current year, guys, democracy is in, power to the people.
Although I'll chip in 50c...we need to crowdfund buying T-Hawk a copy so he can break it like a wild mustang and more it his hackhorse.
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(May 11th, 2016, 15:47)Hail Wrote: sounds like bs: more passive gameplay and quests.
Yeah lol its insane. Why are you giving me extra rewards for something that I already am going to do.
May 11th, 2016, 16:11
(This post was last modified: May 12th, 2016, 06:45 by Hail.)
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(May 11th, 2016, 13:23)SevenSpirits Wrote: City improvements on the map is something I've been favoring for a long time. That's probably the part I'm most curious about how they do. if the mechanic resembles Warlock's then the player that will own more tiles will have a significant advantage.
I gave the "City improvements on the map" some thought back in the day. I ended up discarding the mechanic - it's land is power all over again, which civ should strive to move away from imo.
imo, the only alternative to land is power is population is power.
(May 11th, 2016, 14:45)GermanJoey Wrote: Quote:In Civilization VI, each building type is part of a district, and each district exists as a separate tile. "You have a campus tile, and that's where all your research is going on – you have your library, university and research lab all in that campus tile." Similarly, there will be military tiles, industrial tiles and harbours. "There are 10 to 12 different types of tile that you'll put around your city," says Beach, "and the player now has this intricate layout puzzle, where they decide where districts go around their city. That becomes a cool, fun way to develop your empire that has a layer of depth that we didn't have before."
So... do you even have workers anymore? It sounds like half your city's tiles will be taken up with these districts. And how does attacking/defending a city work now, w/ 1UPT, when your city sprawls onto 13 individual tiles? there is a "Military Encampment District that you can build to house military buildings, but it also can be fortified with walls and gain a ranged strike – doubling your city’s defensive power" that one can spam (or is it one per city?) on tiles afaik.
(May 11th, 2016, 15:56)Windsor Wrote: (May 11th, 2016, 15:47)Hail Wrote: P.S. not one article mentioned workers. are they gone!?
Sounds like a good idea. They add nothing of interest in Civ5 and are certainly not needed in a 4X game. civ5 veterans will complain - worker stealing from city-states is a core mechanic in civ5.
on-topic:
from gamespot:
Quote:Unstacking cities will allow for more strategic warfare as well. "You can do bombing raids on key industrial districts," Beech says. Seeing as how farmland, factories, and markets are now separated, the "when and where" of any invasion is key. If London is pumping out armored tanks and fighter jets, you can attack its factory tiles. If Cairo is generating ample currency, its markets are the obvious targets."
I take it that stuff on tiles can be permanately destroyed by bombardment.
will that return the player to the pollution-cleanup days? mm... nostalgia! only better actually! the player may not remember what was previously built on the tile.
wtf is Quote:self-contained multiplayer
?
I hope they moved away from the p2p bs.
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An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
No gods or kings. Only Man.
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(May 11th, 2016, 16:01)El Grillo Wrote: (May 11th, 2016, 15:51)GermanJoey Wrote: http://www.polygon.com/features/2016/5/1...te-preview
Quote:Stonehenge can only be built near stone.
How practical! As opposed to reality, where the rock was quarried and then transported from ~150 miles away
Surely he means that Pyramid requires Stone to build... instead of actual distance-basd geographical limitation?
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(May 11th, 2016, 16:16)Hesmyrr Wrote: (May 11th, 2016, 16:01)El Grillo Wrote: (May 11th, 2016, 15:51)GermanJoey Wrote: http://www.polygon.com/features/2016/5/1...te-preview
Quote:Stonehenge can only be built near stone.
How practical! As opposed to reality, where the rock was quarried and then transported from ~150 miles away
Surely he means that Pyramid requires Stone to build... instead of actual distance-basd geographical limitation? the Pyramids must be build on a desert tile. look at the screenshot. btw, the Lighthouse must be build on a coastal tile.
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An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
No gods or kings. Only Man.
May 11th, 2016, 16:32
(This post was last modified: May 11th, 2016, 16:35 by GermanJoey.)
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(May 11th, 2016, 16:01)Jowy Wrote: Pyramids should be able to be built underwater. Did these guys even play Civ5?
Hey, there's a beach under there - it works!
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(May 11th, 2016, 13:23)SevenSpirits Wrote: City improvements on the map is something I've been favoring for a long time. That's probably the part I'm most curious about how they do.
By the way, Seven, how would you see this working if it was something you could dictate yourself?
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I'm still working my way through the interviews, but this caught my eye (from Time): "There were things you’d find on forums about how building your empire to four or five cities was the optimal strategy, and there was never any reason to go beyond that." Sounds like the designer's trying to make space for bigger empires again, which would be nice.
Btw, I love the art style. People are slamming it for being cartoony, but to me it feels fresh. "Gamey" art design doesn't necessarily mean bad game design!
There is no way to peace. Peace is the way.
May 11th, 2016, 16:49
(This post was last modified: May 11th, 2016, 17:06 by BRickAstley.)
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(May 11th, 2016, 16:36)GermanJoey Wrote: (May 11th, 2016, 13:23)SevenSpirits Wrote: City improvements on the map is something I've been favoring for a long time. That's probably the part I'm most curious about how they do.
By the way, Seven, how would you see this working if it was something you could dictate yourself?
My own Civ-like game I've been drafting out has the buildings on the map feature too. It would work similar to Conquest of the New World, most buildings would be repeatable and have a basic yield, like the tile improvements that we are used to. There would also be unique buildings that you could build per city, that would function similar to the city improvements we are used to.
Of course, my idea would also separate cities out into settlements that focus on gathering resources/yields and distributing those, and hub cities that would take those in and host your factories, your research centers, etc. And I also have some some off the wall ideas as templateable 'city cores' bouncing around.
May 11th, 2016, 17:08
(This post was last modified: May 11th, 2016, 17:10 by SevenSpirits.)
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(May 11th, 2016, 16:36)GermanJoey Wrote: (May 11th, 2016, 13:23)SevenSpirits Wrote: City improvements on the map is something I've been favoring for a long time. That's probably the part I'm most curious about how they do.
By the way, Seven, how would you see this working if it was something you could dictate yourself?
Well it's a big question, but I have part of an answer at least.
The main benefit of having improvements on a map is that they can care about the spacial relationships between them. So what I envision is some more basic improvements that are comparable to farms/mines in civ iv, with more advanced improvements (that are typically themed as buildings) also having special abilities. For example, Granary could be an improvement that boosts adjacent farms by 1 food. Market could be an improvement that's worth 1 commerce per different neighboring improvement. Quarries could make building improvements on adjacent tiles cheaper in addition to producing resources. Farming village could be an improvement that just creates farms on empty adjacent tiles over time. You can also add in stuff like a plaza that makes all adjacent tiles count as adjacent to each other. And obviously not all special abilities need to relate to adjacent tiles - you already know what that looks like from existing civ games.
Oh, and I think an important component of some of these ideas is you want to terrain-restrict at least some of the improvements. So like if there's something you can only build on a hill that makes adjacent Xs good, then you want to plan out your layout so that you can put Xs around a hill. And then that influences what shape you have left to put other improvements.
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