It seems you understood the intended meaning of stylized.
I'll add that it's also contrast of styles which helps readability. Civ 6's terrain still has a lot of realism to it, which makes the more cartoonish improvements/districts stand out more. Opportunity to have best of both worlds.
I've...
I think the stylized art they used in civ6 was a good call. Playing 4X games with realistic art styles has been tougher for me after I got used to how easy it is to read the map at a glance in Civ6. So I very much hope they keep the map stylized.
Leader screens I am ambivalent one, if they...
The worst I've ever had was in a Mali game where my core cities' production was keyed to a single cluster of holy sites with desert production adjacency. It got wiped out three times by sandstorms and with my production being wiped to almost zero took maybe a quarter of my game time to build and...
i don't think Civ7 should be an 'everything' simulator. The strategy game market is pretty wide and civ's biggest edge is the name recognition to reach a big audience, which requires it to be as accessible as possible. That in turn (probably) requires things like a high level of abstraction, and...
I agree that it's not a good idea, more trying to think about how far you could go if you wanted to really try and tackle it...
Random events depend on how significant they are... As long as they aren't too hugely impactful I think they work...
You can still snowball in a tall victory by compounding your good decisions... So I don't think wide vs tall is the real dichotomy here...
The best solution I can think of would be to have the map expand woth each age, adding new civs on a roughly equal power level to the player... But I don't...
I think this really gets at the heart of fixing the snowballing issue in Civ6. Whether you skew the game balance towards wide or tall, civ's basic game loop means good players compound their good decisions to a point where the game is decided far too early, and late game is a formality...
Civ Vi's scenarios never really appealed. I think IV was the only iteration where I played a lot of the scenarios, but that was more becsuse I played the base game to death...
I do like what I'm reading here... Hopefully the ages aren't too easily gamed by the player. And also hoping for good mod support to add new ones.
That said the graphics aren't exactly much to shout about
Combat subgames always sound like they should offer a lot of tactical nuance and fun, but I've yet to see them deliver. In my experience they tend to just get repetitive and stale very quick.
I suspect part of it is that players tend to be good at ensuring they only make one-sided engagements...
That's a good way to describe it. Everything just looks slightly lower quality and rougher around the edges than I'd expect (assuming a premium price point). Nothing obviously wrong with it, but just looks unpolished.
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