Civvi will have half the amount of techs compared to Civ 5

I dont matter that there will be fewer techs in Civ VI

Some of Civ V technologies were not real techs but social ideas, like chivalry, philosophy, theology. They can be replaced with social policies or something llike that

Other techs could be concluded into one i.e. trapping and archery into hunting

As other posters mentioned, fewer techs mean more turns playing with that techs --> more immersion
 
Here is an idea.

Instead of a tech tree, there are tech trees. Like an RPG.

Each tree advances without touching the others. And each tree has their own booster.

So as the Huns, your horse archers ramp you up the Cavalry tech tree and Siege Tech tree. You would see a lot of mounted units, siege weapons, walls, and pasture bonuses. But you would rarely see naval techs and in the Medieval Era, you would have an Ancient Era navy without a coastal city pumping out ship. Ancient Era Sailing would take longer than Medieval Chivalry.
 
I dont matter that there will be fewer techs in Civ VI

Some of Civ V technologies were not real techs but social ideas, like chivalry, philosophy, theology. They can be replaced with social policies or something llike that

Other techs could be concluded into one i.e. trapping and archery into hunting

As other posters mentioned, fewer techs mean more turns playing with that techs --> more immersion

This is one good way of looking at it, but it could also mean they're simply reducing the average game length to suit quicker Multi Player matches.

I always liked the idea of far slower tech research sort of like Alpha Centauri's stagnant research. But Civ 5 had free techs and bulbs, they needed to be removed.
 
This is one good way of looking at it, but it could also mean they're simply reducing the average game length to suit quicker Multi Player matches.

I doubt that they would diminish SP to benefit MP. I'd be stunned if they've greatly reduced the tech tree without any compensatory mechanism. There's no upside to it -- even for noobs.
 
Looks like a separate culture tree will be a big replacement for lost technologies.

I LOVE this! It never made sense to me that the "tech" tree had both technological advancements, cultural and philosophical advancements all mixed together. This makes so much more sense.
 
I think the quote actually means what it says. Lots of less technologies, and some compensations. Which probably means e.g. iron working unlocking all iron type units in one go (swordsman, pikeman, knights) or sailing unlocks all sailing units (caravel, frigate, galleon), while social techs and religion techs probably are cards earned by culture and faith points accumulated. Personally I hate this change, it's a dumbing down of the game I don't agree with. And it ignores the huge changes individual inventions had in history and the fact that they were invented with huge time intervals.
 
I think the quote actually means what it says. Lots of less technologies, and some compensations. Which probably means e.g. iron working unlocking all iron type units in one go (swordsman, pikeman, knights) or sailing unlocks all sailing units (caravel, frigate, galleon), while social techs and religion techs probably are cards earned by culture and faith points accumulated. Personally I hate this change, it's a dumbing down of the game I don't agree with. And it ignores the huge changes individual inventions had in history and the fact that they were invented with huge time intervals.

It seemes pretty clear from the playthroughs this week that "cutting the tech tree in half" meant exactly that: not half the techs, but the roughly same number of techs divided into two trees.
 
I imagine this will end up how it is. There will be some techs that you get boosted nearly every game while others you never do depending on how you prefer to play.

I'm really hoping when we get some new info that the shortened tech tree will be explained. I'm really worried about having so few techs comparatively to all past civ games.

I thought the boosts change from game to game.

So even with the lowered amount of techs, you would have opportunities to adjust which tech to go for.

Like the boost for construction would be building roads in one game, but would be building forts the next.
 
I thought the boosts change from game to game.

So even with the lowered amount of techs, you would have opportunities to adjust which tech to go for.

Like the boost for construction would be building roads in one game, but would be building forts the next.

Eurekas are the same from game to game, it's just conditions change. I.e. "meet the other civ" condition for Writing could appear at different points of time in different games. And some conditions are attached to your playstyle, i.e. if you play passively against barbs, you may miss the Eureka for pillaging a barbarian camp in each of your games.
 
I think the quote actually means what it says. Lots of less technologies, and some compensations. Which probably means e.g. iron working unlocking all iron type units in one go (swordsman, pikeman, knights) or sailing unlocks all sailing units (caravel, frigate, galleon), while social techs and religion techs probably are cards earned by culture and faith points accumulated. Personally I hate this change, it's a dumbing down of the game I don't agree with. And it ignores the huge changes individual inventions had in history and the fact that they were invented with huge time intervals.
I don't know why having two trees, one for one for scientific and engineering advances and another for cultural, religious and diplomatic advances is 'dumbing down'.
If I didn't know better I'd think you don't like change and are characterizing it as 'dumbed down' to express disapproval while also painting yourself as being smarter than anyone who doesn't dislike it to discourage disagreement.
 
http://www.gamestar.de/spiele/civilization-6/artikel/civilization_6,53802,3272988.html

German Gamer-mag:
Look at this:

about a dozen of the technologies move to the new culture tree - additionally there will be around 50 :eek: new entries in that culture tree... That means in total there will be about 40 more areas of research!

Gamestar was in the crew that got to play the 60 turns and talk to the devs...

doesn't look like "dumbing down" to me... They could still just slice up everything they already had, but I don't think so.
 
Civ IV had religion, government, and technology in one giant tree. In Civ V and Civ VI these three concepts are separate. I am absolutely fine with this. It makes the game more interesting. But they did say Civ VI will have fewer techs than Civ V. And I believe they literally meant the Technology tree. Government concepts were not in the Civ V tree and the new Civics system definitely sounds like an improvement from Civ V.
 
Civ IV had religion, government, and technology in one giant tree. In Civ V and Civ VI these three concepts are separate. I am absolutely fine with this. It makes the game more interesting. But they did say Civ VI will have fewer techs than Civ V. And I believe they literally meant the Technology tree. Government concepts were not in the Civ V tree and the new Civics system definitely sounds like an improvement from Civ V.


That is true, but I don't think the civics of CiVI will be comparable to the SPs in CiV. I think techs in certain catagories; culture, tourism, possibly religion and definately government/policies are now in the civic-tree. This will make for a much deeper system than CiV, where SPs were usually just racking up modifiers and small bonuses.

Certain techs, for example chivalry certainly felt out of place in a tech tree. I can also see archeology as a tech that will go in the civic tree. So ATM the civic tree sounds pretty close to a second tech tree.
 
about a dozen of the technologies move to the new culture tree - additionally there will be around 50 :eek: new entries in that culture tree... That means in total there will be about 40 more areas of research!

About that dozen that gets moved from tech to civics, my guesses are:

Drama and Poetry, Currency, Theology, Civil Service, Guilds, Chivalry, Education, Baking, Economics, Combined Arms, Mobile Tactics, Globalization
 
Does anyone think each tech will take twice as long to get to compensate?
 
Does anyone think each tech will take twice as long to get to compensate?

Fewer techs definitely means longer research times. Especially with the new bonus system that speeds up research. They would have to do this to maintain reasonable game length.
 
Does anyone think each tech will take twice as long to get to compensate?

Fewer techs definitely means longer research times. Especially with the new bonus system that speeds up research. They would have to do this to maintain reasonable game length.

A few things at play here:

1. Would a naked campus in the capital provide anywhere near as much science as in Civ V building a library in the capital? If not, there's a slow down right there.

2. Even with the reduction in number of techs, the video shows Irrigation being researched. Assuming that like Civ IV this allows farms, it's an early slow down to growth, which is indirectly a slow down to everything.

3. For all we know, they might well have doubled all base tech costs; so that if you get a Eureka it's about the same relative cost as Civ V, but if you don't it's a significant delay.

4. The video on getting a Eureka for Writing in the middle of the player's turn (after meeting Teddy), implies it works by cutting the tech cost in half instead of doubling the beakers produced each turn. This can cause if the tech was over 50% researched a beaker overflow in the middle of the players turn, and how is that handled? (Are these rolled over or lost?)
 
Judging from Quill18's video, a lot of the "techs" are being shifted into Civics-which advance in much the same way as techs do.
 
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