CIVILIZATION VI - £12.49 on steam

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Alvin Flummux
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PostRe: CIVILIZATION VI
by Alvin Flummux » Wed Nov 21, 2018 10:53 pm

Oblomov Boblomov wrote:
Alvin Flummux wrote:
Oblomov Boblomov wrote:
Alvin Flummux wrote:I wonder if there'll be climatological consequences for cutting all your forests down? Chop all your forest away for farms, invite a dust bowl, etc.

That is specifically mentioned in an interview I read yesterday. I think it said you'll cause an increase in CO2 levels which will result in water levels rising.


So desertification is probably not happening then, just higher water levels?

I'd hope there will be a range of consequences. That was just the one I remember from the article.


Ah, ok. You'd think an expansion where climatology is one of the two big selling points should feature a ton of things like that. Glaciation and ice ages, sea level rises and falls, desertification and desert greening, river movements and extinctions, all sorts. :toot: I hope if they include glaciation, they also include a setting to replace modern fauna with ice age fauna.

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Knoyleo
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PostRe: CIVILIZATION VI
by Knoyleo » Thu Nov 22, 2018 11:17 am

Alvin Flummux wrote:
Oblomov Boblomov wrote:
Alvin Flummux wrote:
Oblomov Boblomov wrote:
Alvin Flummux wrote:I wonder if there'll be climatological consequences for cutting all your forests down? Chop all your forest away for farms, invite a dust bowl, etc.

That is specifically mentioned in an interview I read yesterday. I think it said you'll cause an increase in CO2 levels which will result in water levels rising.


So desertification is probably not happening then, just higher water levels?

I'd hope there will be a range of consequences. That was just the one I remember from the article.


Ah, ok. You'd think an expansion where climatology is one of the two big selling points should feature a ton of things like that. Glaciation and ice ages, sea level rises and falls, desertification and desert greening, river movements and extinctions, all sorts. :toot: I hope if they include glaciation, they also include a setting to replace modern fauna with ice age fauna.

The gameplay footage from Firaxis shows the below, which makes it look like your actions, or actions by players that affect the climate, can contribute to a drought state, so not far off dustbowl, but I guess the time span of a single turn is probably too long to cover the intensive farming that would create a dustbowl. I certainly don't want to be practicing crop rotation every turn in a game, constantly shifting farm tiles around.

Image



Edit: they later confirm that a precondition of drought is a certain area of clear tiles, so deforestation will encourage drought at least.

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 » Thu Nov 22, 2018 3:11 pm

This is nothing to do with the upcoming expansion, but I really feel that in the longer Civ matches, I never have the time to really properly go to war - most especially in the first half of the game, when every turn represents a century or something. Even in antiquity, a ton could happen in a given campaign season. So I think that, moving forward, there should maybe be a toggle option when making a game to break any war your civ is directly involved with down into Campaign Seasons, which take up fractions of a turn for you and anyone else participating in the war. Sort of like Bullet Time I guess, but less slow mo jumping and shooting and more like a magnifying glass on the conflagration.

For you and all the other participating states, these are extra turns that only you will take, and each one permits movement and action from military and civilian units. Maybe it would generate a new civilian unit called Refugees, which you need to get away from the action - if they die, then even if you win the war, the city they came from will be sorely depleted in its population, or if they're captured, the enemy will get a bonus to their populations at the conclusion of the conflict, but you can get big bonuses to tile output if you encamp them on productive tiles, or use them to boost any of your other cities' populations.

Certain actions or tiles possessed/developed may also grant military, civilian, science or societal boosts/bonuses - likely war-focused, but so maybe not, depending on the era. So, maybe there's a civilian bonus called the Spirit of the War; refugees take longer to muster from cities, so less risk to you, but they provide double tile encampment bonuses when they do appear, so they're much more valuable, and they can also fight with a low combat value, unlike Builders or Settlers. Maybe you could choose to turn them into a military unit with a slightly higher combat rating than others of that type (cos they're sooo angry), but give up any tile bonuses they might've given as encamped refugees. The war could also increase the rate at which Great Leaders are earned. Some of the bonuses would carry over into the post-war, like any scientific advances, but social advancements like Suffrage you could choose to cash in - like, give it up in exchange for something else, like a significant boost to social policy earning. So, it'd be like how at the end of the World Wars, women who had proved admirably hard workers were oftentimes forced back into domestic servitude by homecoming demobbed soldiers, but societal attitudes toward women working were forever changed by those experiences, quickening their acceptance as viable workers.

For non-combatants aware of the war, several options appear - you can let all the war's changes for that normal length turn appear and go on (lump all the micro-turns into one), you can watch a very brief and sped up overview of the conflict, perhaps with an auto-generated text summary of territorial gains/losses, casualties etc, and move to the next turn once you've done your stuff for the turn, or, if one of the combatants wants to draw you in, you can enter the fray, and the bubble of the war consumes you too.

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Preezy
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PostRe: CIVILIZATION VI
by Preezy » Fri Nov 23, 2018 11:11 am

Anyone got this on the Switch? Mighty tempted :shifty:

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Venom
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PostRe: CIVILIZATION VI
by Venom » Fri Nov 23, 2018 12:47 pm

The base Civ VI is on sale on Steam for £12.99. There are some harsh reviews. Is this is a fun game to play?

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PostRe: CIVILIZATION VI
by Dowbocop » Fri Nov 23, 2018 1:03 pm

Venom wrote:The base Civ VI is on sale on Steam for £12.99. There are some harsh reviews. Is this is a fun game to play?

I haven't played the expansion yet and I enjoy vanilla Civ 6. Have you played Civ before?

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PostRe: CIVILIZATION VI
by Venom » Fri Nov 23, 2018 1:10 pm

Dowbocop wrote:I haven't played the expansion yet and I enjoy vanilla Civ 6. Have you played Civ before?


I played a lot of Civ II (one of my best games ever) and Civilisation Revolutions on 360.

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PostRe: CIVILIZATION VI
by Dowbocop » Fri Nov 23, 2018 2:24 pm

Venom wrote:
Dowbocop wrote:I haven't played the expansion yet and I enjoy vanilla Civ 6. Have you played Civ before?


I played a lot of Civ II (one of my best games ever) and Civilisation Revolutions on 360.


A lot of the hate seems to be directed towards the new game launcher, which I haven't used. Sounds a bit shitty, but I've heard zero complaints on here, and the mental image I have of Steam forum complainers makes me think this isn't that bad. I mean, there's been an advert on the main menu that Rise and Fall is OUT NOW ever since I've owned the game. There was a big hoohah about a data mining thing they had in called Red Shell, but I think that got removed.

I'm terms of the gameplay, I think one review puts it quite well: is it the best Civ game? The consensus is no. Is it still fun? Yes. The AI is wonky (even for poor Civ players like me), and there's often so little time to use the end of game military units (might be the way I play). On the other hand, it has a really good espionage system, the city planning is a good addition (although out of the box you can't reassign districts in captured cities so you end up with some right basketcase towns built by the AI :lol: ) and I love the great works mechanic. In my last game I had a network of spies systematically sabotaging the US and Australian space programmes until I could trigger a cultural victory.

I paid £12 in the Humble Bundle and I've got my money's worth. If you haven't played a mainline Civ release since Civ II then I'd wager you'd enjoy whichever one you buy.

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PostRe: CIVILIZATION VI
by Pancake » Fri Nov 23, 2018 7:20 pm

I think it is the best Civ game in the sense that it's really hard to go back to IV (often held up as the best) and V once you're used to VI. They got some things spot on, I love the new districts and wonder placement, but there's no denying that the AI is a bit wonky and therefore domination is always the most efficient way to win. If you're a builder/role player type then you'll love it, if you're after a real challenge it may not be for you. That said, for 12.99 you can't go wrong.

The second expansion looks amazing, really looking forward to that.

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PostRe: CIVILIZATION VI
by Dowbocop » Sat Nov 24, 2018 1:33 pm

Civ Rev 2 is £1.79 on Google Play for the next couple of days. Worth a squirt at that price...

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Kanbei
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PostRe: CIVILIZATION VI
by Kanbei » Sat Nov 24, 2018 1:39 pm

Preezy wrote:Anyone got this on the Switch? Mighty tempted :shifty:


Can get it for £35 at CoolShop on back order. Giving that a go...

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PostRe: CIVILIZATION VI
by TheJimster » Sat Nov 24, 2018 4:18 pm

Is rise and fall worth getting? Always enjoy Civ but not played Vanilla VI much yet

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Knoyleo
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PostRe: CIVILIZATION VI
by Knoyleo » Tue Nov 27, 2018 9:57 pm

Hungary for more Civs?


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 » Tue Nov 27, 2018 11:44 pm

Still playing with vanilla, with a bunch of mods (PerfectWorld6 :wub: ). Tried starting a game with a ridiculous 200 tile wide map but it wouldn't load. :slol: Tried the next size down and it took ten minutes. :fp:

Addicted all over again though. :toot: Playing as Arabia, made good territorial gains without getting into any big wars yet. Gotta take out Scythia and neuter Rome though, or I'll be forever at risk.

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Preezy
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PostRe: CIVILIZATION VI
by Preezy » Sun Dec 02, 2018 6:49 pm

Getting this on Switch for my birthday next week :datass:

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Alvin Flummux
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PostRe: CIVILIZATION VI
by Alvin Flummux » Sun Dec 02, 2018 6:53 pm

Preezy wrote:Getting this on Switch for my birthday next week :datass:


It sounds like a worthwhile purchase, do let us know how it is.

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Knoyleo
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PostRe: CIVILIZATION VI
by Knoyleo » Tue Dec 04, 2018 7:36 pm

I'll have Maori this, please.



Starting in the ocean is a big change, will be interesting to see how it works on map types without large bodies of water, basically forcing them onto land straight away.

pjbetman wrote:That's the stupidest thing ive ever read on here i think.
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PostRe: CIVILIZATION VI
by Ironhide » Tue Dec 04, 2018 8:40 pm

Haven't played Civ VI in well over 6 months, I just can't get into it like I did with V.

I don't like the city districts or the more cartoonish art style.

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Preezy
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PostRe: CIVILIZATION VI
by Preezy » Mon Dec 10, 2018 10:36 am

Started my first game of this on the Switch yesterday - it became immediately apparent that I don't know what I'm doing :slol:. I played Civ 5 quite a bit but that was a while ago and my confidence in understanding stuff in the game has diminished.

I think I'm going to read some guides online before starting for reals - anyone got an quick tips for a relative Civ n00b? The only thing I remember is to establish your cities near water if you're able to...

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Knoyleo
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PostRe: CIVILIZATION VI
by Knoyleo » Mon Dec 10, 2018 10:47 am

Does the switch version not have the tutorial messages from your advisors? That's probably the easiest way to learn stuff as it comes up

pjbetman wrote:That's the stupidest thing ive ever read on here i think.

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