Civ 6 Requirement speculation

3) A relatively complete first release.

Tolerance is low for a rerun of Civ 5 "vanilla is awful you have to buy 2 expansions and lots of extra content to actually enjoy the game"
 
I agree with that, they cannot take out a load of features and then sell it back over a number of years as DLC.
 
Yeah, I thought of that, was just wondering if there's any hard evidence or just pattern-based speculation.

Pattern-based speculation coupled with nostalgic symbolism (2016 is the 25th anniversary of Civilization I's release). Now that I think about it, Civ V was released in 2010; if they had just waited a year, not only could it have been a better game upon release, but it would have been released during Civ I's 20th anniversary.
 
3) A relatively complete first release.

Tolerance is low for a rerun of Civ 5 "vanilla is awful you have to buy 2 expansions and lots of extra content to actually enjoy the game"

But wasn't that the standard for both Civ 4 and 3? They pulled the same trick did they not?

I don't really expect much in terms of quality anymore, I'll buy out of sheer boredom for Civ 5 and jump on the hype train for lols. :rolleyes:
 
There are two things civ 6 must deliver:

1) A multiplayer engine that works

2) A competent AI for single player

I would say just one of those.

I would not require there to be religions in the game on release, but I do expect archaeology, deep trade routes, and a culture victory. To me, grand strategy in a civ-builder absolutely is supposed to have either a deeply involved economic system, or a deeply involved political system, and Paradox tends to define the latter.

So give me multiplayer pls.
 
A relatively complete first release.
Is not Firaxis still selling Vanilla? If it was not “relatively complete” would they be able to get away with that?

In hindsight, my only remaining complaint about Vanilla is combat. The base 10 hp (instead of 100) and lack of melee ships was terrible. Coming off IV, the whole game was too simple, but it showcased the new elements well enough. And there were a lot of scenarios. It provides enough to let a player know if they will be interested in the expansions.

Tolerance is low for a rerun of Civ 5 "vanilla is awful you have to buy 2 expansions and lots of extra content to actually enjoy the game"
But wasn't that the standard for both Civ 4 and 3? They pulled the same trick did they not?
Exactly. I learned my lesson from III. For both IV and V, I waited until the first expansion was available. Firaxis knows we are disparage. Tolerance is actually quite high for awful vanilla versions!

I was glad that GnK was available as soon as I was ready for it. It would make me crazy being an early adopter! I would rather play the previous version longer and let others work out the bugs with the new version. I have an easier time waiting on the expansion if I resist buying the initial release altogether.
 
Thank you for the replies. The thread kinda shows the point that Civ VI should be 64 bit. I love and play Civ V and IV often but would like to see what ideas and improvements if any 2k and Firaxis come up with.
 
Don't do anything that they did in Beyond Earth pretty much. I didn't mind the Vanilla version much, but that politics system is annoying in Rising Tide.
 
Moderator Action: Two active speculation threads about Civ VI merged
 
I posted this also on the 2K forums. Does anyone think that the powers-that-be, will migrate to 64 bit platform so we can finally have insane/crazy sized maps?
What makes you so focused on that 64 bit vs map size ?

It might be that in their current software design there are limits to map size, but without a shred of doubt, you can design a game like civ with any size of map you can possibly imagine on a 32 bit system.

Of course, map size is a factor that affects turnspeed.
Of course using the newest technology, among others 64bits, is a factor in performance.

But its just 2 random factors out of a very big picture.

I'm wondering if they'll make it for consoles as well......
Lets hope not.
 
Hypothetically, if Civ 6 were to be announced tomorrow, would anybody believe it?

Seriously, though, PAX East (which is the closest PAX to Firaxis' headquarters in Baltimore, MD) is April 22-24. So if they are planning to make an announcement anytime soon, that would be the likely time/place.
 
There are two things civ 6 must deliver:

1) A multiplayer engine that works

2) A competent AI for single player

Yes especially number 2.
 
There are two things civ 6 must deliver:

1) A multiplayer engine that works

2) A competent AI for single player

It would need to deliver more than that, see Civ:BE; a better multiplayer system would be largely welcomed however I am not sure how you would improve it. Civ games take a looong time even on quick and Civ5 is riding high even with its shoddy MP so what CAN be done to fix it?

I'd personally welcome a leader board but I accept it would be hacked and artificially padded.
 
My understanding is that 64 bit makes some things easier for the developer. The memory space in 32 bit is huge. I have a hard time believing that is what is limiting map sizes in an absolute way.

But with 64 bit a programmer can use sparse matrixes all over the place and never face any space constraints. So from that perspective, 64 bit and larger maps are a safe prediction.

Proper multiplayer support and a competent AI are orthogonal to 64 bit. We never had a competent AI, so that would be a fairly radical shift. Don’t expect that!
 
What I see as the two most disappointing features of civ V are:

1. Incompetent AI, especially at waging war
2. The way global happiness penalties work
2. The severe consequences of conquesting early war as a direct result of the global happiness system

War is honestly a pain in Civ V both from a disappointing standpoint and because of all the penalties for unhappiness and the inevitable unhappiness from really taking out another empire. Most players have gotten used to it but I remember how disappointed everyone was for a few years when the game first came out. You can take a few cities and get hit by over 20-30 unhappiness which is a massive deal early game. Unrealistically the unhappiness hurts science, production, growth, and combat effectiveness of the troops everywhere rather then just locally. It hurts everything and is unavoidable. So you are forced to burn way more cities then previous iterations and stop your own empire from growing effectively. In the end it is manageable sure, especially since you only need capitals, but it's annoying and unrealistic and has a steep learning curve which is a bad design for a game where war was supposed to be a fun feature. With such a great tactical combat system I was very disappointed by 1+2. It really took the fun out of early war for me and it's why so many players are tempted to wait for ideologies to even try. This was a major flaw in my opinion and is a direct result of the way unhappiness works in this game.

I hope civ 6 realized their error and returns to a system where at least some of the penalties for unhappiness are concentrated more locally. Unhappiness and resistance from conquered cities should have regional effects, perhaps even on the garrisoned troops there, but not far away. In fact the opposite was usually true. Rome used war victories and the celebrations after each one to actually keep the population of their empire happy--quite the opposite effect. This is something the honor tree should have really thought about. Perhaps victories could trigger celebrations back in non-puppeted or annexed cities.

I remember long ago that Civilization III had a wonderfully nuanced system for expansion that would be great in combination with 1 UPT. New cities had resistance and corruption, so expanding your empire past a certain point and making colonies far away had little benefit as little of the profit went to the capital without some infrastructure effort to construct police and expand the government (forbidden palace). Also unhappiness from conquest was localized and cities would stage uprisings and return to their previous owner if you didn't leave a large garrison nearby. Also, in contrast to Civ V where burning cities and killing population makes your empire happier, in Civ III if you killed population by burning the city for a few turns or something the unhappiness became more entrenched. Resistance fighters ended quicker but the population had long-lasted unhappiness described as "we cannot forget your cruelty and oppression" if you moused over. Also in civ III you could spend empire funds on entertainment to make the empire happier rather than just being helpless to the global sum of happiness. It felt like a good way to limit large empires but still give many options to players to work on the problems rather then just clicking forward on turns and burning new cities to the ground. However, since there were no global effects to overexpansion ICS was the popular strategy since even though new cities could be close to worthless they didn't ever hurt you unless the had resistance. So I think a combination would be good. Maybe keep the science and culture penalties for empire expansion but adopt the local models of civ III for happiness and subsequent growth, production, science, etc.
 
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