Evie
Pronounced like Eevee
"Recommended" or "Suggested" would also have been better.
Ed Beach said it is indeed the intent in an interview. Except not only new players but all players.I think Evie's response above sums up their likely motivations perfectly. It was probably to help not overwhelm new players.
Thank you, I thought I remembered something like that but I wasn't sure enough to state it outright.Ed Beach said it is indeed the intent in an interview. Except not only new players but all players.
Will all civs have gameplay-based unlocks like Mongolia's horses one? Because if they do, then Inca-Mexico might still be an option, just not a default one.The problem with that is getting a DLC suddenly removes an option from the player. If I like going Inca-Mexico, Firaxis still wants to sell me the Brazil DLC…so it’s better if that doesn’t remove the option.
It's not confirmed. We know the requirement of the Mongols and that the Normans have one (but don't know which one). But I fail to see any benefits of this not being the case.Will all civs have gameplay-based unlocks like Mongolia's horses one? Because if they do, then Inca-Mexico might still be an option, just not a default one.
The issue is other civs will be added by piecemeal DLCs….I could see pruning some connections with an expansion pack, but otherwise there could be a complicated boolean of which civs connect based on which DLC combinations you have.It seems quite self-evident to me that the purpose of the design is (in no small part) to avoid overwhelming players, especially more casual players, with too many civs to chose from. Another purpose is to limit the AI to a predictable paths. Both of these are undone if some civ get more than a handful of historical paths, hence, I expect the number of historical-ish paths each civ has to remain limited.
Given that less casual players who may want to play a specific civilization path that's not allowed by default will likely be able to unlock them via fulfilling certain game requirements, to me that's a best of both worlds scenario: people who risk being overwhelmed by choice, are not, and people who want to take specific paths outside the historical ones, may do so.
Far better design than having some civilizations overstacked with potential paths in the name of historical realism. Let alone having some civilizations overstacked with potential paths in the name of not changing the vanilla paths.
The problem with removing/changing unlocks is that it soon becomes a really complicated game. When we get 20 dlcs civilizations, for example, then you have every combination of people having the base game plus 1 to all these dlcs. It also can be confusing for the player who already owns the game when new dlc are added they would have to lock up somewhere that with their current composition of civs they got, what changed on the unlocks path to not get surprised to not have an option they had before with a new game. And then also possible causing problems with older saves before the new DLC.I'm convinced of the exact opposite as the last two posters. Existing unlocks will be updated as new civilizations get into the game. Maybe not right at first, as they may be willing to increase the number of paths a little, but there will be a point in the game lifetime where they don't want to let the number of paths grow beyond a certain size, and they will start adjusting paths accordingly.
Variable paths (eg, what paths are available vary depending on which DLC you own) are easily coded enough to make this an option.
It's much easier to manage than that. Conditional coding (ie, "if DLC X active, then Y, if DLC X not active, then Z") is fairly standard with DLCs these days. When you inTroduce a new appropriate path that you want tO replace an old path), you just add conditional coding accordingly,
Of course, you shouldn't be constanttly changing connections for the same civ, but if you're giving one civ so many logical paths that you need to constantly change them, you may need to check prioroties anyway,