Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
Civilization VI comes to PC on October 21. I spoke with lead designer Ed Beach and associate producer Sarah Darney on the project to nail down some big changes coming to the classic strategy franchise for its sixth installment.
“One of the first principles with Civilization VI was to keep most of the subsystems from the finished (with expansions) Civ V around in some form,” Beach says. “Civ VI builds off a lot of the design that Civ V finished with, but the code and the A.I. and everything like that is all implemented from scratch to fit Civ VI.”
“We want players to adjust and think on their feet in Civ VI. We didn’t want there to be a standard playbook or recipe on how to get through it, from tech tree to policy,” Beach adds. “We always saw discussions about dominant strategies, like, 'Get the Great Library and go into these policy trees and build this way.' We built a game with so many options, but so much of the community is playing it this same way with the same pattern, and we want to shake that up and adjust to the map and leaders they are faced with to come up with other solutions, to rethink their strategic approaches every time they play the game.”
The team laid out the plan for three key core mechanics changes that will drive more dynamic gameplay in Civilization VI.
The first is “unstacking the cities. With cities getting filled with all kinds of buildings, wonders, and other things over time, the gameplay is changing by moving some of these buildings out onto the map. This concept is called districts, and these are pieces of your city that would traditionally be nested inside your city being pushed out up to three tiles away.
“For instance, let’s take the science district,” Beach says. “This is a prerequisite to building science buildings. What’s going to happen is that the exact tile you choose to place that district will be an important decision, as scientists will work better in different tiles. So tiles with more lifeforms like rain forests or something on a mountain to observe the stars would be more valuable. We have 12 different kinds of districts you can place around your city. They require a certain amount of population, so you are going to have to make choices about what kind of districts to build based on what resources you have available.”
The second is the active research system. This will change up the way players approach the tech tree by offering massive bonuses toward specific research based on other variables in the game, pushing players away from going into a game with a set path of tech that they always progress down for the optimal game build. Players can still research whatever they like, but a new boost system will likely change your progression path from game to game.
“Let’s take masonry. In order to do masonry well you need the type of materials to put together for walls or pyramids or whatever,” Beach says. “So if you’re in the middle of a grassland and there’s no stone around, it’s going to be tough for you to be really good at masonry. So if you can find a resource like that, like a quarry, as soon as it’s up and operational, we unlock a boost toward masonry, which will give you 50 percent of the cost for that technology. Similarly, this will work for say maritime technology for setting up on the coast. If you’re on the coast putting in the time on those areas, you’re now getting bonuses for those technologies. That part of the tech tree will naturally unlock for you as a result of the boost.”
“A lot of it is based on the map and what’s around you,” Darney says. “So it changes each game.”
Third is diplomacy, a constant hot topic in the Civilization series. A big focus here is how the A.I. will react and relate to the player. The leaders in Civilization VI will play differently based on their own personalities and not just based on how the player interacts with them – they have their own specific agendas.
“Every leader is assigned one historical agenda based on something they did while ruling their nation in actual history,” Beach explains. “Let’s take a leader who built a whole bunch of wonders. In our universe, that leader is going to feel like he’s better than anyone else in world history at building wonders, and that should be reflected every time they are in a Civilization game. Wonder obsessed. So that civilization will get a bonus toward building wonders, but they also get an obsessive personality where he will get angry if anyone else is building more wonders than they are. So you might have a strategy where you always go for Stonehenge and Hanging Gardens so you grab those right away. If this guy is next to you and he sees you doing this, he’s going to be up in arms and invading your borders."
Leaders will also have a hidden agenda that will be assigned to them that will change from game to game, so even if you know the opposing leader's core personality, you have to discover additional, dynamic traits if you want your political agendas to progress smoothly.
There will be a new emphasis on shorter sessions for multiplayer that will facilitate getting games in well under the traditional 5-10 hour mark. There also will be new ways to engage with multiplayer that can be completed in one or two hours. Other significant new features and mechanics are coming in Civilization VI, but the team wasn’t ready to discuss them at this time.
Email the author Daniel Tack, or follow on Twitter, and Game Informer.
I can feel the "one more turn" syndrome coming back...
This is a good year for the gaming industry. DoW III is announced, and now Civ VI. Although I'll probably have to wait for the DLC's that come out to fix a lot of problems, and also a decent sale for it all, this is definitely on my wishlist.
Irishpeacockz-Blackjack needs a pay raise for being the welcomer to the crusade
Palleus-Write a school essay about Kroot! Pride. Prejudice. And Cannibalsim.
2BlackJack1 wrote: This is a good year for the gaming industry. DoW III is announced, and now Civ VI. Although I'll probably have to wait for the DLC's that come out to fix a lot of problems, and also a decent sale for it all, this is definitely on my wishlist.
You forgot a new lego star wars and 'no mans sky' I foresee a divorce in my near future, or maybe I can send the wife off to her parents for the summer
Some of the differences in VI interest me. I do like that they are trying to add more thinking on your feet, rather than a prescribed build order. I can probably do my early game build in Civ V on muscle memory alone at this point.
I'm sure I missed a lot of games, but those two just hit home the most for me. Also, is Gandhi's obsession going to be "cover the world in nuclear fallout"?
Irishpeacockz-Blackjack needs a pay raise for being the welcomer to the crusade
Palleus-Write a school essay about Kroot! Pride. Prejudice. And Cannibalsim.
That's totally Sean Bean narrating that trailer isn't it? The new changes sound good though, I like the idea of different tech research and better diplomacy.
I'm kind of excited for this...but then I also just wanna replay some Alpha Centauri too.
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights! The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.
After buying the utter train wreck that was Civ 5 on day 1 I will definitely be waiting a while to see reviews and see if they've returned to the glory days of 4 at least.
Oh, and get it cheaper.
“Good people are quick to help others in need, without hesitation or requiring proof the need is genuine. The wicked will believe they are fighting for good, but when others are in need they’ll be reluctant to help, withholding compassion until they see proof of that need. And yet Evil is quick to condemn, vilify and attack. For Evil, proof isn’t needed to bring harm, only hatred and a belief in the cause.”
I'll also be waiting- although my caution is strictly from monetary concerns. Let's face it, no Civilization, from 3 on, can beat the previous, fully expanded edition at launch. V has matured and become something really awesome, and I'm certain 6 will do the same. I wonder if they'll be able to resist naming it with a really bad pun- Civilization VIctory! With the VI in victory being the roman numeral six
Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
Looks like they drew from BE as far as graphics goes. I wonder if they'll do something similar to its awesome tech-web instead of the very linear tree that most Civ games do. BE was great, it just needed more depth to its backstory and characters, and larger worlds.
This message was edited 2 times. Last update was at 2016/05/13 18:53:00
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
After seeing the art direction I'm a bit hesitant, I liked the style of V. For the new features, it sounds ok, but I'm again hesitant about how far they will succeed in implementing it successfully. I was not a fan of the BE diplo overhaul, even if they make it feel right, would it even work with their AI? Furthermore, a lot of these new features were already put in certain mods for Civ V, like the support units in the WWII mod. I'm not seeing a lot of reasons to drop 60 euros on a new game that will cut content (most likely) from the complete Civ V to be able to put out expansions, while not showing any significant upgrades. Civ V was risky, they changed quite a bit, they certainly botched it badly at first, but at least it was innovative for better or worse.
This message was edited 2 times. Last update was at 2016/05/14 10:22:08
Sorry for my spelling. I'm not a native speaker and a dyslexic.
1750 pts Blood Specters
2000 pts Imperial Fists
6000 pts Disciples of Fate
3500 pts Peridia Prime
2500 pts Prophets of Fate
Lizardmen 3000 points Tlaxcoatl Temple-City
Tomb Kings 1500 points Sekhra (RIP)
Well, I guess we already know what happens to whatever Civ he's the voice for. Unless he'll be the game's narrator, which will be awesome.
"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me." - Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks
Melissia wrote: Looks like they drew from BE as far as graphics goes. I wonder if they'll do something similar to its awesome tech-web instead of the very linear tree that most Civ games do. BE was great, it just needed more depth to its backstory and characters, and larger worlds.
Tech is stated to work differently this time. We don't know the full details, but apparently you'll be encouraged to pick certain techs due to bonuses due to things like geographic location. So a coastal civ might get bonuses to ocean techs.
If they adopt an age system like endless legend, that could be pretty cool. Where you wouldn't have to research all parts of the previous age to advance to the next one. Combine that with tech trading (although it should have an automatic science decrease for a few turns or so to avoid the OP nature it has in EL) it could be really good.
Homosexuality is the #1 cause of gay marriage.
kronk wrote: Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
sebster wrote: Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
BaronIveagh wrote: Basically they went from a carrot and stick to a smaller carrot and flanged mace.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
I figured you would show up with that comment. You did on the CIV V as well. You still never answered my original question though, so I will say it again? Why are the soldiers oversized? I think it looks ridiculous, and Age of Empire had a way better look.
It makes them instantly identifiable. It allows for the player to see them in detail. It's stylized, they've been massive since the original Civ, because they are not actual units, but markers for the units. They represent the unit.
Homosexuality is the #1 cause of gay marriage.
kronk wrote: Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
sebster wrote: Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
BaronIveagh wrote: Basically they went from a carrot and stick to a smaller carrot and flanged mace.
Lord Scythican wrote: I figured you would show up with that comment. You did on the CIV V as well. You still never answered my original question though
Yes I did, you just blindly chose to ignore my answer and pretend it wasn't there.
Because, like every single other 4x series, the Civ series abstracts out sizes of various things in order to make gameplay more orderly and easy to identify.
Not a single 4X game doesn't do this to some extent. It's impossible for them not to. Even the "realistic" ones like Hearts of Iron.
This message was edited 1 time. Last update was at 2016/05/18 19:18:30
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Lord Scythican wrote: I figured you would show up with that comment. You did on the CIV V as well. You still never answered my original question though
Yes I did, you just blindly chose to ignore my answer and pretend it wasn't there.
Because, like every single other 4x series, the Civ series abstracts out sizes of various things in order to make gameplay more orderly and easy to identify.
Not a single 4X game doesn't do this to some extent. It's impossible for them not to. Even the "realistic" ones like Hearts of Iron.
Blind...yeah right. Your bs excuse last time was unacceptable. This time it is less bullshitty.
However to compare it to another game and use your reasons, it still would be silly. This would be the equiviant of me using a Space Marine the size of a Imperial Knight to represent a unit in order to make gameplay more orderly and easy to identify.
Blind...yeah right. Your bs excuse last time was unacceptable. This time it is less bullshitty.
However to compare it to another game and use your reasons, it still would be silly. This would be the equiviant of me using a Space Marine the size of a Imperial Knight to represent a unit in order to make gameplay more orderly and easy to identify.
Well, obviously, because you are comparing different types of games. That much should be evident.
It's supposed to a clear represntative of the unit type. It's an abstraction. Especialy since it's built around grid/hex systems. Just looks at units from:
Civ 2
Spoiler:
Civ 3
Spoiler:
Civ 4
Spoiler:
Or even something like the R.E.S. mod for Civ 5
Spoiler:
Or from differnt grid/hex based 4x titles such as Endless Legend
Spoiler:
Or non-gird/hex based games such as stellaris
Spoiler:
It is done this way because making them realistically sized is in no way feasible, and will only negatively effect the gameplay. It's an abstraction.
Furthermore, look at Civ 5's strategic veiw.
Spoiler:
Units are shown as a marker, and that's exactly what they 3d models are. Markers.
This message was edited 2 times. Last update was at 2016/05/20 01:48:06
Homosexuality is the #1 cause of gay marriage.
kronk wrote: Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
sebster wrote: Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
BaronIveagh wrote: Basically they went from a carrot and stick to a smaller carrot and flanged mace.
Automatically Appended Next Post: On another topic-- here's Heart's of Iron 3.
Spoiler:
Haegemonia: Legions of Iron
Spoiler:
Galactic Civilizations 3:
Spoiler:
Crusader Kings 2:
Spoiler:
The Total War series (Attila here):
Spoiler:
Can you give a single example of what you mean, to have a planet-scale or larger 4x game that doesn't have sizes abstracted out for the player's sake?
Because every single 4x game I've ever heard of-- and I have both heard of AND played more than you have-- are larger scale than you seem to be thinking about, and in most cases, having even a regiment of soldiers and tanks would be nigh-invisible next to a settlement. Even the cities would be hilariously small compared to the actual playing space of the game. The game is abstracted out because otherwise it'd be unplayable, basically.
This message was edited 5 times. Last update was at 2016/05/19 20:32:26
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Even the first DoW games had sizes that were disproportionate in some cases. The buildings are absolutely tiny compared to the models. I really doubt my dreadnought towers over my HQ.
IMO, it doesn't detract anything by being disproportionate in games, especially if it's to help the user see what is going on.
Irishpeacockz-Blackjack needs a pay raise for being the welcomer to the crusade
Palleus-Write a school essay about Kroot! Pride. Prejudice. And Cannibalsim.