The reason I brought up the TSL maps is, that for me it is obvious, that if you play a TSL map, you don't want Spain to "disappear" in the Modern age, or playing against the Normans, where most of its cites are located in the region we now call Greece.
They continue to put alleged personalities like the last Filipino and it's just a smart move to have more ethnic audiences in more countries. I've been supporting it for years now. Leaders must be changeable, above all simulate their rise or fall, the economic and political reasons, peace and war, a story that is also a narrative event.
Yes. Their interpretation seems to be that players identify with the leader, which is not my sense from the community nor my own interpretation, and this led them to overemphasize the player's leader. I wasn't suggesting the player and AI should be playing with different mechanics.
It seems to me identifying with the civ, and not the leader, is popular here at CFC. The results are probably way different with people from other places that took that survey.
The civ switching is not as jarring as it seems if we think differently about it. Civs evolve over time, that is what it is. But my problem is why should the cities go back to become towns when a new age begin.
I think that for me its less the civ switching and more the ages and the map opening up later in the game. Also the achievments for each age. It feels like its holding your hand. I think it will be good for multiplayer though if your into that.
The reason I brought up the TSL maps is, that for me it is obvious, that if you play a TSL map, you don't want Spain to "disappear" in the Modern age, or playing against the Normans, where most of its cites are located in the region we now call Greece.
That is likely the majority of current TSL map players view as that was the only option. But I can see some TSL players in the future also really liking options like starting at Rome and eventually evolving to other European civs that shared the same region as they go through the game.
I don't see anything on civ switching that goes against the idea of TSL itself.
Not nessecarily, there were tons of map scripts (the most obvious being Pangea) where you could discover and explore the vast majority of useable/useful tiles and resources without having discovered astronomy. It's not really that they closed loopholes, its that they've specifically designed the game in a way that you have play exactly as they want you to experience their "narrative" (let's hope you enjoy mandatory terra scenario)
Not nessecarily, there were tons of map scripts (the most obvious being Pangea) where you could discover and explore the vast majority of useable/useful tiles and resources without having discovered astronomy.
Fair, but Civ was always designed around Continents as the "default" experience. Not to say I didn't enjoy some of those other scripts (Inland Sea was a favorite of mine until R&F broke it).
Fair, but Civ was always designed around Continents as the "default" experience. Not to say I didn't enjoy some of those other scripts (Inland Sea was a favorite of mine until R&F broke it).
Continents may be the defualt experience but it was never the mandatory experience. Now Firaxis is essentially forcing a terra map script variant onto anyone playing past antiquity age .
I'm going to be 100% honest. I still don't understand exactly how it all works, even after watching promotional material. They say that by default there are civs on the other continent but as far as I'm aware the unmet civs discovered on the opposite continent are not even really fully competitive players (for example your lands don't count as distant lands to them and players on the opposite continent are not able to generate treasure fleets or actually take economic advantage of treasure resource for legacy paths)... I don't even know if the spawn in at the beginning of the game and expand like normal civs during antiquity or if their start is entirely simulated.
Continents may be the defualt experience but it was never the mandatory experience. Now Firaxis is essentially forcing a terra map script variant onto anyone playing past antiquity age .
I'm going to be 100% honest. I still don't understand exactly how it all works, even after watching promotional material. They say that by default there are civs on the other continent but as far as I'm aware the unmet civs discovered on the opposite continent are not even really fully competitive players (for example your lands don't count as distant lands to them and players on the opposite continent are not able to generate treasure fleets or actually take economic advantage of treasure resource for legacy paths)... I don't even know if the spawn in at the beginning of the game and expand like normal civs during antiquity or if their start is entirely simulated.
Good to know that they actually spawn and play the game. Still quite disconcerning that they can't/don't seem to actually compete on equal footing in age of exploration though
Good to know that they actually spawn and play the game. Still quite disconcerning that they can't/don't seem to actually compete on equal footing in age of exploration though
As it is possible to toggle End Crisis off from options menu, do you think it would be mechanically/programmingwise possible to make a classic mode where you pick a civ from any era at start and use just it ?
You would get only uniques from it's era but I think it would satisfy people who don't like the switch.
As it is possible to toggle End Crisis off from options menu, do you think it would be mechanically/programmingwise possible to make a classic mode where you pick a civ from any era at start and use just it ?
You would get only uniques from it's era but I think it would satisfy people who don't like the switch.
I believe there are already some modders looking to create the "classic" experience where you could pick for example Greece in the exploration age while they have nothing unique. How long that will take we can't say, but I doubt the devs have any interest in putting that in as a normal mode.
I believe there are already some modders looking to create the "classic" experience where you could pick for example Greece in the exploration age while they have nothing unique. How long that will take we can't say, but I doubt the devs have any interest in putting that in as a normal mode.
Actually this is (technically) very easy, just need to make a blank Civ with the name for each Age. So this kind of mod will be the first ones we face.
But I strongly don't think nor agree with that it will be the official feature. Uniqueless Civs in this Full-Of-Unique game can be one of the worst game design decision, at least when it came from the devs.
Good to know that they actually spawn and play the game. Still quite disconcerning that they can't/don't seem to actually compete on equal footing in age of exploration though
They compete for everything except Economic Victory, but yes, not being a coder, I'm afraid I don't understand why they couldn't just invert the Distant/Home Lands for the other civs. I presume there was a reason since they said they're investigating how to fix it, but it does seem strange to me as a layman.
They compete for everything except Economic Victory, but yes, not being a coder, I'm afraid I don't understand why they couldn't just invert the Distant/Home Lands for the other civs. I presume there was a reason since they said they're investigating how to fix it, but it does seem strange to me as a layman.
I think its less inverting distant lands and more so how do you handle treasure resources. But even then new resources spawn in on age transition, and just have different resources be treasure resources for each side so that the middle islands can have each sides treasure resources if that makes sense.
I think its less inverting distant lands and more so how do you handle treasure resources. But even then new resources spawn in on age transition, and just have different resources be treasure resources for each side so that the middle islands can have each sides treasure resources if that makes sense.
Exactly: for civs in DLs, their treasure resources can just be in your Homeland. It seems like a really obvious mechanic fix. Hopefully it’s feasible to implement.
I think its less inverting distant lands and more so how do you handle treasure resources. But even then new resources spawn in on age transition, and just have different resources be treasure resources for each side so that the middle islands can have each sides treasure resources if that makes sense.
Yes, that's what I meant. Since Treasure Resources spawn in Distant Lands, your Home Land should be Distant Lands for the other continent. Again, I'm not a programmer, but from a lay perspective this seems like it shouldn't be that difficult to program. Hopefully they can make it work after launch. ETA: This would also conceivably allow MP human players to spawn on different continents, which I believe is something some people have said they wanted.
They compete for everything except Economic Victory, but yes, not being a coder, I'm afraid I don't understand why they couldn't just invert the Distant/Home Lands for the other civs. I presume there was a reason since they said they're investigating how to fix it, but it does seem strange to me as a layman.
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