Discussion in 'Civ6 - General Discussions' started by bite, Feb 16, 2021.
New Game Mode
What are your thoughts, @Boris Gudenuf?
It sound like everything we could have both asked and hoped for. It shows how to add great value to civ6 without any power creep, and adding some real depth and choice.
Finally, no more late game discoveries of obnoxious Barbarian Islands! Just city states. How long do you think it should take for a camp to convert naturally into a CS? 3 Ages?
This definitely sounds like an “always on” mode!
Way more and better than I expected!
The one idea I might like most is the clans’ ability to build UUs of not present civs - and the player’s ability to access them. This was always an extremely fun feature of Civ5’s Militaristic City States and I am more than happy about its re-appearance in Civ6!
It's about time. Though that's another demand for gold in the early game...
Once we have learned there will be six different barbarians clans based on a terrain type. How do they differ from each other if they differ at all?
Didn't humankind technically do this feature first?
I just posted this in the updated thread, super excited for it, but curious how it will work. I.e.: Will there be no city states to start unless they evolve? Is the number of CSes still capped by the set up screen (including barb-based ones)? If an AI razes a CS, does that open up a new slot for a barb one if there is a cap?
I believe it's been requested that this happen on the forums before Humankind was announced.
Roving clans seem to be the "horse barbarians" that are already present in the game as spawning horse units and horse archers.
I'm assuming there will be a coastal/pirate clan as well that spawn ships, similar to the ones already though with the possibility of additional Biremes, Viking Longships and Dromons oh my!
I'd say the new barbarians are more similar to Endless Space 2's pirates (very similar, in fact--the diplomatic options are virtually identical) than Humankind's minor cultures, which are more like city-states.
In addition: Will the barbarian clans replace 6 of the city states in a given game, or will they add 6 potential extra city states?
I feel like we need to play on a larger map when having the Barb Mode on, in case they all turned into CS and crowded the map.
Barbarian Encampments now have Outer Defenses.
I dunno what Humankind is doing, but Eternal Legend they had sort of a combo of barbarian meets city state.
But there's been mods that do similar in Civ for a while, like Barbarians Evolved for Civ 5.
Just a bet:
Coastal - builds ships, gets sea uniques, turns into commercial city state.
Hills - gets archery (or anti-cavalry) uniques, turns into militaristic city state.
Woods-Rainforest - does not build horses, power on uniques builds anti-cavalry (or archery) uniques, turns into scientific city state.
Rover (plains, horses) - builds mainly cavalry, gets heavy cavalry uniques, turns into cultural city state.
Desert - gets heavy infantry uniques, turns into religious city state.
Tundra - gets light cavalry uniques, turns into industrious city state.
Was it civIII or 4 where barbs could eventually become red cities? I know previous to that they could take over a city and build stuff. This isn't an idea stolen from Humankind.
Yes it was civ 4. Barbs could spawn black cities.
I (vaguely) recall a barb city in one of my games even building the Pyramids.
I mean does certain terrain clans will change into specific CS like Hill Clans will become Industrial CS, or certain clans will spawn certain types of UU like Rover Clans cavalry units? else?
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