CIVILIZATION VI - £12.49 on steam

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jiggles
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PostRe: CIVILIZATION VI
by jiggles » Wed Aug 03, 2016 6:33 pm

Ironhide wrote:I really hope that's early build footage, there'd best be more than 8 civs to choose from at launch otherwise I won't be buying it.


The lead designer said at E3 there will be 18 Civs in the base game.

They've been doing a steady rollout of revealing them, so I imagine they wanted to keep a lot of the announcements out of the preview build.

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Ironhide
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PostRe: CIVILIZATION VI
by Ironhide » Wed Aug 03, 2016 7:50 pm

That's a relief.

My predictions for the remaining 8 civs:

India - Gandhi
Romans - Claudius
Greece - Alexander
Russia - Catherine
Mongols - Kublai Khan
Spanish - Phillip I
Germany - Frederick
Vikings - Harold Bluetooth

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Cuttooth
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PostRe: CIVILIZATION VI
by Cuttooth » Thu Aug 04, 2016 12:25 pm

"The Barbarians are much more aggressive than they were in the past."

:dread:

All looking good. The connection between both the layout of the map (with districts) and how you use your units making a real difference to your progress with things like Tech Boosts is exactly what I want from Civilisation.

I never seem to play with a look to the end victory, usually seeing it more of a role play of trying to make the best, most content civilisation based on its unique traits and the resource situation it's in at any given time, so my strategy is only ever really planned a few technologies ahead. My only concern is the district stuff might cause more micromanagement than I'd want.

It's a shame too that the World Congress has been removed because I thought that was a neat addition to Civ V.

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Alvin Flummux
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PostRe: CIVILIZATION VI
by Alvin Flummux » Thu Aug 04, 2016 12:27 pm

The Romans should be lead by Hadrian. He did build a strawberry float ton of walls, after all.

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Knoyleo
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PostRe: CIVILIZATION VI
by Knoyleo » Thu Aug 04, 2016 12:32 pm

Alvin Flummux wrote:The Romans should be lead by Hadrian. He did build a strawberry float ton of walls, after all.

That would be good. They do seem to be going for a few different leaders this time round. Although he was Spanish, and they may want a more "Roman" Roman leader.

pjbetman wrote:That's the stupidest thing ive ever read on here i think.
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Cuttooth
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PostRe: CIVILIZATION VI
by Cuttooth » Thu Aug 04, 2016 12:56 pm

Nehru as India's leader would be an interesting change.

I suppose though that the whole Nuclear Ghandi thing is too big to miss out.

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Alvin Flummux
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PostRe: CIVILIZATION VI
by Alvin Flummux » Thu Aug 04, 2016 1:01 pm

Knoyleo wrote:
Alvin Flummux wrote:The Romans should be lead by Hadrian. He did build a strawberry float ton of walls, after all.

That would be good. They do seem to be going for a few different leaders this time round. Although he was Spanish, and they may want a more "Roman" Roman leader.


Augustus?

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jiggles
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PostRe: CIVILIZATION VI
by jiggles » Thu Aug 04, 2016 1:18 pm

It's been Augustus for the last two games. Give Trajan his time in the sun.

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Alvin Flummux
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PostRe: CIVILIZATION VI
by Alvin Flummux » Thu Aug 04, 2016 3:38 pm

jiggles wrote:It's been Augustus for the last two games. Give Trajan his time in the sun.


I thought it was Julius this last time?

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Kezzer
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PostRe: CIVILIZATION VI
by Kezzer » Thu Aug 04, 2016 4:08 pm

Cuttooth wrote:"The Barbarians are much more aggressive than they were in the past."

:dread:

All looking good. The connection between both the layout of the map (with districts) and how you use your units making a real difference to your progress with things like Tech Boosts is exactly what I want from Civilisation.

I never seem to play with a look to the end victory, usually seeing it more of a role play of trying to make the best, most content civilisation based on its unique traits and the resource situation it's in at any given time, so my strategy is only ever really planned a few technologies ahead. My only concern is the district stuff might cause more micromanagement than I'd want.

It's a shame too that the World Congress has been removed because I thought that was a neat addition to Civ V.


they need to save something for the DLC :shifty:

I am looking forward to the stacked units, in my most recent games I have been trying to make a realistic military force as possible.
And I hope you can still re-name your units as they get promoted... ya get wee :wub: when you see "69 Troop" has survived the entire game

This post is exempt from the No Context Thread.

Tomous wrote:Tell him to take his fake reality out of your virtual reality and strawberry float off


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Ironhide
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PostRe: CIVILIZATION VI
by Ironhide » Thu Aug 04, 2016 5:32 pm

Kezzer wrote:
Cuttooth wrote:"The Barbarians are much more aggressive than they were in the past."

:dread:

All looking good. The connection between both the layout of the map (with districts) and how you use your units making a real difference to your progress with things like Tech Boosts is exactly what I want from Civilisation.

I never seem to play with a look to the end victory, usually seeing it more of a role play of trying to make the best, most content civilisation based on its unique traits and the resource situation it's in at any given time, so my strategy is only ever really planned a few technologies ahead. My only concern is the district stuff might cause more micromanagement than I'd want.

It's a shame too that the World Congress has been removed because I thought that was a neat addition to Civ V.


they need to save something for the DLC :shifty:

I am looking forward to the stacked units, in my most recent games I have been trying to make a realistic military force as possible.
And I hope you can still re-name your units as they get promoted... ya get wee :wub: when you see "69 Troop" has survived the entire game


FFS, that's gooseberry fool.

I seriously might not be buying this now, the stacked units in IV were annoying as hell.

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Knoyleo
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PostRe: CIVILIZATION VI
by Knoyleo » Thu Aug 04, 2016 5:45 pm

Stacking military units hasn't gone back to the same system as 4, thankfully. It's more a means of decluttering the map in the late game when you're able to produce a lot of military units, as you can now combine them to upgrade them, and attach support units, rather than have them take up a separate tile.

http://www.polygon.com/features/2016/5/ ... te-preview

UNIT STACKING IS BACK

As mentioned before, in Civ 5, military units can generally only inhabit one space. This is only not true when you have land, sea and air units in the same space, or when you have multiple air units.

Now, players can attach very specific land units to one another in order to create symbiotic boosts or to create limited "armies" made up of the same unit. We saw this used in Civilization Revolution — the console version of Civilization — in which it was barely worth fighting until you had created a multiple unit army.

"WE HAD TOO MUCH CONGESTION ON THE MAP."
"When we unstacked the armies in Civ 5, all the tactical nuances of having cavalry and archers and melee units separated on separate tiles created little rock-paper-scissors combinations that were very clear for players to understand," says Beach. "That was a beautiful win.

"The problem was we had too much congestion on the map. All those spread-out units took up too much real estate. We wanted to think about clever ways to combine the units, which didn’t lose that tactical mini-game. We found that there were two or three areas we could combine units together and it didn’t hurt the tactical nature of the game.

"The first was that there were a lot of units that were just additional equipment for your units. It might be a battering ram or a siege tower or an anti-aircraft gun or an anti-tank gun. In Civ 5 those were all special units that took up a whole dedicated tile. In Civ 6, we call them support units. They can stack with other military units without you having to worry about managing them on a tile by themselves.

YOU CAN ONLY COMBINE UNITS OF THE SAME TYPE.
"The other part was, we found that once you got your production going in the middle to late part of the game, sometimes you could have lots of units of a certain type. We felt like it was a more realistic part of military history at that point in time if you could concentrate your forces better and achieve what we called corps or armies, where you take two or three units and stack them together.

"That unit is going to have a lot more punch, probably have the ability to drive a hole right through the enemy battle line. That’s how that system works. Now, once you link two units into a corps, they’re individual units, but at that point they’ve been upgraded. You want to keep them in that fashion if possible.

"But you always have to combine units of the same type. You have to take two riflemen and put them together into a riflemen corps. Or you have to take three tank units and create a tank army with them."

pjbetman wrote:That's the stupidest thing ive ever read on here i think.
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Qikz
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PostRe: CIVILIZATION VI
by Qikz » Fri Aug 05, 2016 11:40 am

That sounds like the perfect mix of the two.

Moving all your units in Civ 5 lategame was hell.

The Watching Artist wrote:I feel so inept next to Qikz...
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Knoyleo
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PostRe: CIVILIZATION VI
by Knoyleo » Fri Aug 05, 2016 12:21 pm

Qikz wrote:That sounds like the perfect mix of the two.

Moving all your units in Civ 5 lategame was hell.

Combine the number of units to move, with their inability to cross over each other's tiles, you had to do a ridiculous amount of planning to make sure your combat units arrived at a city ahead of your ranged units, especially when they have different movement speeds, or if you're attacking somewhere behind a natural choke point.

pjbetman wrote:That's the stupidest thing ive ever read on here i think.
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Alvin Flummux
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PostRe: CIVILIZATION VI
by Alvin Flummux » Fri Aug 05, 2016 12:22 pm

Knoyleo wrote:
Qikz wrote:That sounds like the perfect mix of the two.

Moving all your units in Civ 5 lategame was hell.

Combine the number of units to move, with their inability to cross over each other's tiles, you had to do a ridiculous amount of planning to make sure your combat units arrived at a city ahead of your ranged units, especially when they have different movement speeds, or if you're attacking somewhere behind a natural choke point.


Mechanized Infantry was such a boon here, but those missile troops. :dread:

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OrangeRKN
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PostRe: CIVILIZATION VI
by OrangeRKN » Fri Aug 05, 2016 1:39 pm

Civ 5 strategy with civ rev style armies and some additional nuance sounds excellent. I'm still baffled by those who preferred the pre-civ 5 stacking.

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Ironhide
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PostRe: CIVILIZATION VI
by Ironhide » Fri Aug 05, 2016 2:38 pm

I usually do really badly with a militaristic approach to Civ so almost 99% of my victories are technological or cultural.

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OrangeRKN
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PostRe: CIVILIZATION VI
by OrangeRKN » Fri Aug 05, 2016 2:50 pm

Against AI, combat in Civ 5 I always found too easy, and Civ Rev 2 to the point of it ruining the game's replayability for me because there is no challenge. Hopefully they will actually improve the AI in 6 rather than the classic Civ "difficulty" of just giving AI civs buffs and the player nerfs.

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Super Dragon 64
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PostRe: CIVILIZATION VI
by Super Dragon 64 » Tue Aug 09, 2016 9:14 pm

A new Civilization approaches :toot:



I'll check it out after we finish the first part of our multiplayer game of Civ V. Feel free to join us here!

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Ironhide
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PostRe: CIVILIZATION VI
by Ironhide » Thu Aug 11, 2016 9:53 pm

Super Dragon 64 wrote:A new Civilization approaches :toot:



I'll check it out after we finish the first part of our multiplayer game of Civ V. Feel free to join us here!


Mesopotamia next please Firaxis.

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