[GS] Future Update?

Status
Not open for further replies.
"Winter is Coming" would be a great mode to play. Just a big fat winter creeping up over time, turning the north and southside of the map into tundra, snow and ice until only a thin strip of fertile land is left along the equator of the map.

Extra resources should be spawned in the north/south parts of the map so there's intensive to expand out into territory that will be lost to winter later on in the game. Build up a large stockpile of gold and strategic resources and get all the techs you can and try and survive the winter.

Also, Id like to be allowed to build canals through a single hill tile, at 2/3/4* the production if necessary. Its just so frustrating to miss out on a nice series of canals on account of one ffing hill tile!!!
 
Last edited by a moderator:
"Winter is Coming" would be a great mode to play. Just a big fat winter creeping up over time, turning the north and southside of the map into tundra, snow and ice until only a thin strip of fertile land is left along the equator of the map.

Extra resources should be spawned in the north/south parts of the map so there's intensive to expand out into territory that will be lost to winter later on in the game. Build up a large stockpile of gold and strategic resources and get all the techs you can and try and survive the winter.
That sounds like fun!
 
"Winter is Coming" would be a great mode to play. Just a big fat winter creeping up over time, turning the north and southside of the map into tundra, snow and ice until only a thin strip of fertile land is left along the equator of the map.

Extra resources should be spawned in the north/south parts of the map so there's intensive to expand out into territory that will be lost to winter later on in the game. Build up a large stockpile of gold and strategic resources and get all the techs you can and try and survive the winter.

Do you know the game "Northgard"? :p
 
Also, Id like to be allowed to build canals through a single hill tile, at 2/3/4* the production if necessary. Its just so frustrating to miss out on a nice series of canals on account of one ffing hill tile!!!
^ THIS so much!
 
"Winter is Coming" would be a great mode to play. Just a big fat winter creeping up over time, turning the north and southside of the map into tundra, snow and ice until only a thin strip of fertile land is left along the equator of the map.

Extra resources should be spawned in the north/south parts of the map so there's intensive to expand out into territory that will be lost to winter later on in the game. Build up a large stockpile of gold and strategic resources and get all the techs you can and try and survive the winter.
Since we already have some climate change features in game, why not apply it as a recurring little ice ages mechanic in game? Winter is a very short period in civ scale...
 
"Winter is Coming" would be a great mode to play. Just a big fat winter creeping up over time, turning the north and southside of the map into tundra, snow and ice until only a thin strip of fertile land is left along the equator of the map.

Extra resources should be spawned in the north/south parts of the map so there's intensive to expand out into territory that will be lost to winter later on in the game. Build up a large stockpile of gold and strategic resources and get all the techs you can and try and survive the winter.

Also, Id like to be allowed to build canals through a single hill tile, at 2/3/4* the production if necessary. Its just so frustrating to miss out on a nice series of canals on account of one ffing hill tile!!!
@dshirk here's a new mode we'd love to try :p
 
-Further improvements to going tall (making specialists more beneficial).
Not going to happen, playing small will not be buffed since it go completely against the fundamentals of civilization vi. Building larger cities may be buffed but thats pretty unlikely since the big risk is it will simply make the game slower and more boring rather than add anything to it and you are still going to want as many cities as possible.
 
You should get Diplo Favor for everyone following your religion that you founded. Makes perfect sense for a religion spanning half the globe to have some kind of political clout.
 
You should get Diplo Favor for everyone following your religion that you founded. Makes perfect sense for a religion spanning half the globe to have some kind of political clout.

At the very least, I'd like to see a return of the Apostolic Palace World Wonder, which could have the very effect you just mentioned-creating Diplo Favour based on how many cities follow your religion.

Not going to happen, playing small will not be buffed since it go completely against the fundamentals of civilization vi. Building larger cities may be buffed but thats pretty unlikely since the big risk is it will simply make the game slower and more boring rather than add anything to it and you are still going to want as many cities as possible.

I see no reason why Tall & Wide can't be equally valid strategies. All I'd want to see is Specialists generate marginally more GPP & Yield than an unmanned building. So, for example, an unmanned Library might generate +2 Great Scientists & +2 Science, whereas a manned Library would generate +3 Great Scientists & +3 Science.

Speaking of religion & diplomacy, I'd love to see Religious matters cropping up more in the early World Congress meetings.....& not just in relation to Emergencies. You might have an agenda item about increasing/decreasing the Faith Cost for Religious Units of a Specific Faith, or increasing/decreasing the strength/movement rate of said units......that kind of thing.
 
Last edited by a moderator:
Looking at the real world I can't see much justification for linking religion and the secular World Congress.
 
Looking at the real world I can't see much justification for linking religion and the secular World Congress.

Religion & Politics were much more intertwined back in the Middle Ages.
 
"Winter is Coming" would be a great mode to play. Just a big fat winter creeping up over time, turning the north and southside of the map into tundra, snow and ice until only a thin strip of fertile land is left along the equator of the map.

Extra resources should be spawned in the north/south parts of the map so there's intensive to expand out into territory that will be lost to winter later on in the game. Build up a large stockpile of gold and strategic resources and get all the techs you can and try and survive the winter.

Also, Id like to be allowed to build canals through a single hill tile, at 2/3/4* the production if necessary. Its just so frustrating to miss out on a nice series of canals on account of one ffing hill tile!!!

Do you know the game "Northgard"? :p

I love Northgard which might explain why that idea appeals to me so much!

Yes, me too, and Banished as well, which imho should be credited with the idea. I've been hoping the civ devs would add a killer winter mechanic/scenario at some point...

Can't believe you guys didn't mention Endless Legend. It is a 4x game with hexagon tiles, has summer and winter, and each winter is longer than the last, until there is a final winter that lasts forever. So.... I would credit that game above all others : P
 
That sounds like a fun mechanic. How much time does it have to pass exactly before the eternal winter?
 
Can't believe you guys didn't mention Endless Legend. It is a 4x game with hexagon tiles, has summer and winter, and each winter is longer than the last, until there is a final winter that lasts forever. So.... I would credit that game above all others : P

I always thought the winter mechanic was fascinating.
 
They added a new series of packages on SteamDB today.

They added a Russia/CIS version of the Gold Edition.

And they made a bunch of other localizations for a new edition called Civ VI Extra.

If I recall correctly, Deluxe is vanilla + DLCs. Gold is vanilla + DLCs + R&F. Extra must be vanilla + DLCs + R&F + GS?
 
Status
Not open for further replies.
Top Bottom