Fall 2017 Update Info

They got an extra spy. It was a pretty minor change compared to the other civs that got modified
I disagree, have played France in about 10 games, The extra spy is great because you do not have to build it, it's just free... and all spies come with a free promotion, this makes it quite a strong change to me because they really do well now, stealing techs is def my favorite.
 
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To fantastical for my liking. The lightening battles don't bother me as an abstract representation of conflict between spiritual ideas... but head into spells and the like and Civ gradually becomes too much like many other games.


I agree 100 % with this. I like that Civ doesn't take a stance on theism/atheism and differences between different religions, but rather simulate how beliefs spread and the fight between different ideas/beliefs. If they start to make actual spells you dive into the realms of fantasy, and that for me would be really weird considering the generally realistic take on different game concepts. Even if for example the effects of social policies are somewhat of a stretch, they are at least rooted in real world concepts. If we start to pull out spells from thin air, it will be very different from how everything else at least has a real world referance.
 
didn't civ 2 had a fantastical and sci fi expansion though? I don't think i'd mind that expansion if it was easy to deactivate reactivate for different games.
 
I disagree, have played France in about 10 games, The extra spy is great because you do not have to build it, it's just free... gut all spies come with a free promotion, this makes it quite a strong change to me because they really do well now, stealing techs is def my favourite.

We were discussing England in Civ V, and it's changes in the expansion compared to other vanilla civs that received an overhaul in Civ V...? :confused:
 
I agree 100 % with this. I like that Civ doesn't take a stance on theism/atheism and differences between different religions, but rather simulate how beliefs spread and the fight between different ideas/beliefs. If they start to make actual spells you dive into the realms of fantasy, and that for me would be really weird considering the generally realistic take on different game concepts. Even if for example the effects of social policies are somewhat of a stretch, they are at least rooted in real world concepts. If we start to pull out spells from thin air, it will be very different from how everything else at least has a real world referance.

I like that feeling of "meme flow" and "meme conflict" too. I hope similar
mechanisms and techniques they use with religion can be extended to incorporate
disease, tech diffusion, and other processes I can't imagine for myself. :)

The weakest aspect of the game is that civs must independently discover techs.
If they fixed that I'd probably become slightly addicted to the game.
 
I disagree, have played France in about 10 games, The extra spy is great because you do not have to build it, it's just free... and all spies come with a free promotion, this makes it quite a strong change to me because they really do well now, stealing techs is def my favorite.

Spies just feel so good to use since the summer patch. Can't remember if they made any changes to them or if I just hand't discovered how powerful they were before.

No matter what I do I always trail in tech (Emp difficulty) and spies with the -25% completion time policy card help me catch up.
 
The weakest aspect of the game is that civs must independently discover techs.
If they fixed that I'd probably become slightly addicted to the game.

Why do you think that is weak? You want tech trading back?
 
Spies just feel so good to use since the summer patch. Can't remember if they made any changes to them or if I just hand't discovered how powerful they were before.

No matter what I do I always trail in tech (Emp difficulty) and spies with the -25% completion time policy card help me catch up.
Each time (i mean every single time) i tried using a spy since the summer patch, he got captured.
I always send them to some secondary city, complete the mission to gain temporary levels then attempt to steal money as it's the easiest mission and they invariably get caught. Now i only ever build one, and i put him where i expect enemy spies will act (a city with Great Zimbabwe is a perfect spies lure) to help kill them and that's it for the spy game.

Too bad there is no option to disable them as in Civ5. At least in 5 we could plant them in CS to gain some passive influence boost but now they are just totally useless to me.
 
And Mysticism would be having a separate tree.

We've got a culture tree and a science tree. Instead of faith being a resource like money, they could very easily create a "faith tree" where you delve deep into the spriritual of your empire along the way.
 
I truly miss the espionage system of BE:RT (especially in tandem with traits). I wish we could have seen something nearly identical in VI.
 
Why do you think that is weak? You want tech trading back?
No, not complete trades, which is what I think you're implying, but
"science pressure", or "meme diffusion", similar to the way that
religious pressure will work after today's iteration.
 
No, not complete trades, which is what I think you're implying, but
"science pressure", or "meme diffusion", similar to the way that
religious pressure will work after today's iteration.

I think it would overly punish players stuck out on a remote island somewhere though.

Not that that isn't realistic, just not fun as a game if you're that person. ;)
 
I think it would overly punish players stuck out on a remote island somewhere though.

Not that that isn't realistic, just not fun as a game if you're that person. ;)

OTOH, if that isolated civ has a science advantage over other civs
then they don't get any benefit.
I like having some, actually multiple, small downsides to every benefit.
 
Well, if you're on an isolated island you don't have to worry about someone else invading you, so you can focus more on science and culture. I think that's a fair tradeoff to having some limited tech diffusion by being near others, with the caveat that you may need to stop building campuses to build troops sometimes.
 
Well, if you're on an isolated island you don't have to worry about someone else invading you, so you can focus more on science and culture. I think that's a fair tradeoff to having some limited tech diffusion by being near others, with the caveat that you may need to stop building campuses to build troops sometimes.
That depends whether you're talking about single or multi player.
For single player, being isolated is already a huge disadvantage as you can't invade your neighbor for free cities.
Of course you could argue that for single player it doesn't matter a lot that players have disadvantages but AIs already have such huge economic advantages at higher difficulties that adding tech diffusion on top of it might pretty well make the game impossible for an isolated human player depending on the potency of that diffusion.

It would be nice thought if we got the science bonus from trade routes from Civ5 (you got additional beakers from trade routes sent to civilizations with higher tech level than you) but that would make take Peter's unique away from him.
 
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