I don't like the sound of losing 30+ techs. I'm worried the game length has been shortened for reasons I don't care for. ( Multiplayer and Civ Revolutionitis ) I could already finish a game on standard settings in 3 hours in 250ish turns in Civ 5, that's a good length for me.
From another source.
It seems like a lot of research points come from the player's actions on the map.
Fighting barbarians will speed up military techs.
Finding stone or construct a related building (quarry?) will give bonus science points towards Masonry.
Same thing for naval technologies.
From another source.
It seems like a lot of research points come from the player's actions on the map.
Fighting barbarians will speed up military techs.
Finding stone or construct a related building (quarry?) will give bonus science points towards Masonry.
Same thing for naval technologies.
But if that is the case, a wide civ would get boosts like crazy through expansion while tall civs would be restricted to the most adjacent tech land boosts unless they go domination. Or city population drives science too.
Well they might as well cancel the Renaissance if there's not a lot of invention to be had!
Generally I think it's a shame to cut down no of techs as civ advancement is about tech advancement along with economy and military. And there is nothing like a war to drive invention.
But until I know about the other mystery game mechanic mentioned its hard to make call.
1 thing I do like is situational bonuses to research like costal city helps sailing etc... But this should be most relevant early & mid game. Modern era not really relevant due to comma. Example would be graphene - invented in uk but exploited almost everywhere but. Most notable exception to this would be around uranium and heavy water I guess
Sounds like they are cutting the single unit/building + wonder/upgrade techs and combining some them to make longer.
Look at CivV's Ancient Era. Maybe Calendar is combined with Pottery and Potter is made very long. New Pottery gives shrines, granaries, and plantations. However if you don't have a plantation resource in your city when you research Pottery, it might take forever.
Basically your research could be dictated by what resources you have and which terrain you have. Tech might be fewer, longer, and rushable.
But if that is the case, a wide civ would get boosts like crazy through expansion while tall civs would be restricted to the most adjacent tech land boosts unless they go domination. Or city population drives science too.
Maybe Ancient and Classical techs would require just having the terrain or resource in your border for boosts. Later tech in Medieval and latter would require the resource or districts to be improved for boosts. You might just need horses in the border for horseback riding boost but need improved horses and full blown cultural district for the Chivalry one.
This is an extremely bad sign. Civ5's problem was always that things were too simple and dumbed down so as to appeal to the part time gamer with a low attention span. It meant the whole game was kind of slow and not as engaging as the richer and faster paced Civ 4. Most of the slowing down of production and techs had to do with the mistake of using one unit per tile because you had to nerf production to prevent a carpet of doom. IMHO that just makes for a boring game as I much prefer Civ 4's faster but deeper research field and selection of units. That really made multiplayer more fun plus the game was designed from the ground up witg multiplayer in mind with the user enterface designed for fast mp play.
Winding down a long tech tree was always one of the most fun parts of the Civ series since the beginning. I hope this means base techs and not total techs.
In general, the most fun way to play Civ to me since I was a kid was a "legacy" game, where I might play an hour or two at a time, but keep playing the same game for over a month. Watching my civ grow and expand, wrestling to turn around power relationships. The large tech tree was a big part of this. Gaining techs was an epic achievement in the course of growing an epic civ.
Its not a time issue, about whether I have a lot of time or a small amount of time. Like I said, I played the game a little at a time, over a long period. Gaming as a hobby.
The short game never interested me. Even for multiplayer, although I could see its uses there. Although, I suspect most people are still playing Civ single-player.
As long as the game is playable on Release, i.e. not broken and actually engaging, I am content with them doing outside the box thinking. If it actually shortens the game? Meh, they can remedy that in an expansion. Beach and Shirk really knew what they were doing with BNW, so if they make a Playground that works with VI, even with initially truncated equipment, I'm in. Also, if they change the normal playing structure to outside a consistent core 3-5 cities (and instead make wideish empires with good game balance and a true variance), that'd be a lot of fun.
The research system is probably due for a bit of an overhaul. For my next game I actually pulled something I thought was interesting from MoO 1, where there are research 'tiers' you can use to skip past things. Regardless of the approach, the more optional Techs the better, IMO!
The problem I see with optional techs in Civ is that the game is based on history. This would be acceptable for fantasy and science fiction.
I have myself been tempted to create a mod with a tech line, a culture line, an economic line, etc. but this would be so historically inaccurate. It seems like the new system that they came up with is sort of a compromise.
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