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| View Poll Results: Should other aspects than UUs or UBs, differentiate the playercontrolled civs? | |||
| Yes! |
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48 | 92.31% |
| No! |
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4 | 7.69% |
| Voters: 52. You may not vote on this poll | |||
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#1 |
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Deity
Join Date: Feb 2004
Posts: 3,361
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The leaders for the different civs will have different flavors. The way I interpret it is that this means the AI will differ between the leaders - some will favor research, some expansion or naval power.
If there's no other difference than that, there won't be any difference for you playing the Aztecs instead of the English in this aspect. There could be benefits and penalties for social policies or government types, etc, but I don't think they will be tied to the flavors if there are. There will probably be unique units and possibly unique buildings which will differentiate the civs. Should there be other aspects that differentiate the actual civs, in your opinion? // Edit: These characteristics would be tied to the civs and known from the start... Pick the Germans and you know that you'll receive certain bonuses and possible penalties for selecting this civ. Has anything been said in this matter? Last edited by Loppan Torkel; Apr 05, 2010 at 08:23 AM. |
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#2 |
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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They've already announced that each civ will have a unique "trait".
Flavors are just AI preferences, the "trait" will be some knid of particular faction bonuses. Flavors have no impact on a human player playing a faction, the faction "trait" will. |
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#3 | ||
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Deity
Join Date: Feb 2004
Posts: 3,361
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Quote:
Quote:
Edit: What I've found - "There are mixed reports about whether flavors are also replacing leadership traits for players. Some websites treat flavors and traits as one in the same, and others don’t. According to IGN, “The grab bag of leader traits from the previous Civilization games is gone now in favor of traits that are entirely unique to each leader.”" - www.explicitgamer.com. It continues "We weren't told what any of the new ones are, but we do know that one of the rejected ideas was to have one civ treat forests as roads. It ultimately ended up being much too powerful, but it should indicate the direction that the team is taking with the new traits." Still, they mention that the traits are unique to the the leaders, this rather than the civs... Last edited by Loppan Torkel; Apr 05, 2010 at 09:36 AM. |
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#4 | |
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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For example:
Quote:
There is only 1 leader per civ, so the question of being tied to leader vs faction is somewhat academic. We don't know anything about any activation pre-requisites, I imagine it would depend on the ability. I could imagine for example a hypothetical Viking ability (if they were in) to involve loadnig/unloading from transport form faster, and/or their transports having some military strength; this wouldn't need an activation or pre-requisite as such, but you wouldn't be able to use it until you had the tech for transports. |
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#5 | |
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Deity
Join Date: Feb 2004
Posts: 3,361
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Quote:
It seems they're going for more unique civs than before at least... |
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#6 | |
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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Quote:
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#7 |
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Deity
Join Date: Feb 2004
Posts: 3,361
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I interpreted that as one of the flavors of Washington.. An area where he ranks high, as in what the specific AI prefers to focus on.
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#8 |
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Emperor
Join Date: Dec 2009
Location: behind you
Posts: 1,746
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#9 |
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Warlord
Join Date: Mar 2010
Location: Santo Domingo
Posts: 225
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I bet washington's trait(not flavor) will be his cities have more resistors than other people's either that or he gets a small number of partisans around cities that are captured. These might be to pwerful though.
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#10 | |
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Satan's minion
Join Date: Apr 2009
Location: Mother Russia
Posts: 457
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Quote:
ai leaders will each have one flavor (the specialization (navy, army, etc.) associated with the dominating(biggest) weight in the set of weights for each specialization) as has been mentioned by Mr. Shafer himself, the weights will be adjusted by +/- 2 at the start of every game. therefore if the dominating specialization has a weight not distinct (e.g. 3, 3, 4, 3) enough, some of the games the ai leader will pursue another spec.
__________________
what is bogging civ4 games down in modern times? trade routes' assignment, trade group calculations, and python calls what is bogging civ5 games down in modern times? AI workers Gott ist tot |
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#11 |
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Worker
Join Date: Jun 2006
Location: STL
Posts: 2,762
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Where did you see they will only have one trait per civ? I've seen no such thing, I highly doubt that is true. I imagine it'll be more like Civ Revolution where they have four or five unique bonuses (let's use bonuses rather than traits for Civ V) for each civ.
__________________
The only constant is change. |
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#12 | |
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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Quote:
We just don't know yet. |
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#13 | |
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Deity
Join Date: Feb 2004
Posts: 3,361
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Quote:
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#14 | |
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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Quote:
Eg: We could imagine Elizabeth having Naval = 6, Exploration = 3, Expansion = 4. These could vary +/- 2 from game to game, and the AI could end up pursuing a secondary flavor if the first flavor is infeasible (eg landlocked -> pursue expansion techs, rather than nautical techs). I'm guessing that, like in Civ4, flavors are probably at least partly about choosing tech priorities, and maybe some other behavior priorities. |
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#15 |
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Mortal
Join Date: Apr 2007
Location: Pennsylvania
Posts: 325
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Great...speculation on something that's almost certainly going to be in not being in...do you really think they're going to make every multiplayer leader the same?
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Apparently, we all have a right to a good game with free DLC, and if we don't get that, we should go download it illegally. |
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#16 | |
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Deity
Join Date: Feb 2004
Posts: 3,361
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Quote:
Although I think the poll question came out a bit wrong because of the limitation in number of characters. |
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#17 |
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Deity
Join Date: Jul 2003
Location: Adelaide, South Australia
Posts: 6,549
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Although I never played it, I think that the recent Colonization game had a good idea-attribute 1 special ability to the leader, & a 2nd special ability to the Civilization they lead. This 2nd attribute-coupled with the UU & UB-will give each civ its own unique flavor separate from its leader-with the leader adding the extra "spice".
Aussie.
__________________
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