Culture in Civ VI.

So they are doing policy cards that you unlock and swap for bonuses. Get out my head, Firaxis.

Can't wait until some awful type of government becomes the most optimal because of deck slots.


That is my Concern as well but is the trade off for having lots of choices and customization. They can't possibly balance everything. The hope is these things gets balanced and tweaked post release and in expansions. That's always been the CivExperience (TM)
 
Basically they made culture into a second tech tree that run parallel with the "science" tech tree.
Which is great imho.

That combined with the fact that there's tons of ways to reduce tech costs via other methods should finally destroy the tyranny of the tech-race. Maybe we actually DO get a game where we can focus on a ton of different things and they'll all somehow lead to victory without having a (or rather 2, as Food produces Science) dominating yield(s) that is required to be at max priority all the time.
 
That is my Concern as well but is the trade off for having lots of choices and customization. They can't possibly balance everything. The hope is these things gets balanced and tweaked post release and in expansions. That's always been the CivExperience (TM)

exactly.
Research Fascist Distatorship for 6 military slots. Steamroll the AI with double strength half price tanks.

That's why, my hope was a semi-standard number of card slots for all civs.
 
Each government type will have its own attributes, in addition to the policy slots.
I'm very excited for this system, Social policies were always static and uninteresting and hopefully they will show more info on this as its hard to know how balanced the system will be when we don't know what's valuable/trade off when you don't know the system.

I also wonder hoe/if Religion interacts with this new Civic/Government system.
Maybe we actually DO get a game where we can focus on a ton of different things and they'll all somehow lead to victory without having a (or rather 2, as Food produces Science) dominating yield(s) that is required to be at max priority all the time.
Perhaps finally the Holy theocracy will triumph through the might of faith and righteousness. :worship:
 
It sounds worlds better than the Social Policies system in Civ V.

Yes, it will depend a lot on the balance. Looking at the current state of the social policies, it looks like for effective use they'll require much faster switch than it will be possible doing for free (or for reasonable cost). This means they will need some planning and their unlock (which gives free switch) will need much better timing, so, for example, you may want unlock before starting a war. This could be interesting.
 
Hard to make a judgment on that at this point. We'll see.

It sounds worlds better than the Social Policies system in Civ V.

the core is the old social policies system. Some Civic techs unlock buildings and units as others unlock Civic Cards

We still get the same system of stacking bonuses as we progress down the tree. Granted there is one tree this time, AFAIK.

The difference is they are adding in governments which I assume we have to ascend to, and slots for each for you to customize with those civic cards.

So you get the stability from the policy tree advancements and to a lesser extend governments chosen, and flexibility from the cards.
 
So you get the stability from the policy tree advancements and to a lesser extend governments chosen, and flexibility from the cards.

Flexibility itself is not a goal. It only works if there are meaningful choices and planning. I'm not yet sure that's the case here - it depends on the balance.
 
I don't see how there could not be meaningful choices in the new system. The ability to switch policies on the fly is very useful. Just switching between a peaceful setup and a war setup is a meaningful choice. Honor was not a meaningful choice because the investment was far too great to pick. Government switching is not remotely the same level of investment. Choosing what to prioritize at any time will be useful. In that way there could be interesting decision to make in regards to the actual cards even if card balance has optimal setups for each government.. But the cards will be balanced or the mod tools will let people make them balanced.

Also science won't be as dominant in Civ 6. Remember there are 2 tech trees now and science only helps with one. Science domination was a critical reason for lack of choice in social policies. Wide play also seems much more viable in Civ 6. Tall play will still be possible because cities can be made amazing.

Finally there are way too many cards for their not to be choice. People regard 15-16 cards in 60 turns. There is probably a lot of era specific cards or weaker cards. YOu will be switching cards and governments even in the same idea repeatedly during the game.
 
I don't see how there could not be meaningful choices in the new system. The ability to switch policies on the fly is very useful.

The thing I'm basing my hopes is - to switch government/cards you need to either unlock any new government/cards this turn or spend some money. With proper balance it may require some planning to unlock any news social things right in time when they'll be needed or gather the funds by the time. This part could be interesting, but it looks too easy to screw it with improper balance.
 
This sounds promising. Will have to wait and see how it plays out but I'm intrigued. :)
 
Flexibility itself is not a goal. It only works if there are meaningful choices and planning. I'm not yet sure that's the case here - it depends on the balance.

Right. But that was a key complaint with Civ5, is that SP locked you in.
But a Civ5 did relay the sense of progress and achievement by building policies through a tree.

So they blended both the civics system and the SP tree from Civ5 for maximum min-maxing.
 
The only thing that has me worried (other than imbalanced cards) is that from a realism/immersion perspective, I fear that there will not be some interaction between cards (and perhaps between govt types and cards) which would make it easier or more difficult to change between them. For example, switching an economy card from centralized planning to a free market should require more investment than switching to state capitalism - and even more so if the government type is socialist.
 
After seeing the Quill's videos for how the culture system works and how it interacts with goverments, all that I can say is:

"NNNHHGGHHHGHHHHHHH"

Seriously, what a genious system, and wow, we (almost) got it right! :D

The only problem that I see with it is that it might make goverments far too generic. If in addition to "social policy slots" they also have multiple bonuses and disvantages, we might be unto something special here.

For example:

Theocracy
1 diplomatic slot, 1 military slot, 1 wildcard slot
* +50% to faith generation
* Can expend faith in order to rushbuy regular buildings
* -20% to science generation

Democracy
3 diplomatic slots, 1 wildcard slot
* +1 yields to specialists
* +2 gold to city districts
* +50% military unit manteinance costs

And so forth. I really cannot wait to read and learn all the nook and crannies of the social / goverment system!
 
And so forth. I really cannot wait to read and learn all the nook and crannies of the social / goverment system!

Scrub! Scrub all the footage!

The last time I scrubbed a video this well is when I was hunting the Traits list for BERT.

I'm not at the point where I'm concerned about the Governments being Generic. They do provide a template for the Civics and provide basic benefits. This is essentially all we have found out.

Perhaps the scope of the issue you're bringing up just hasn't sunken in for me yet.
 
Hard to make a judgment on that at this point. We'll see.

It sounds worlds better than the Social Policies system in Civ V.

It does sound better than social policies, but I'd submit that the social policies were worlds more interesting than what came before them. They weren't balanced the best which I think is what most people don't like, but people are going to always find a "best path" for things like that.
 
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