[GS] Future Update?

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I am not saying plagues are not an important factor in our history. All I want to say - not the first time in this forum - that interesting and important things from the historical point of view are not always easy to implement into a game mechanics and could be just bad or dull for gameplay. Plagues sound like one or perhaps I just lack imagination :(
Now everyone wants plagues but no one knows how should it work and what does it really mean for gameplay.
One thing (also from my boardgame experience) I know: The game needs more win conditions or more complex and unrepeatable win conditions, Much more than a "plagues" viral slogan. Less more than for example in-game events (which actually could address plague request)
It's ok if you all understand plagues as a minor small feature, not the main one. I also hope Firaxis would understand this desire this way :)
Any way I will be happy if they just announced the third expansion.

Here's an idea, which relates to the Mongol joke I just made. What if plagues started occurring with over expansion? Basically, if a civilization conquers too much territory too quickly, it will trigger a plague. Or maybe, if a city is under a siege for a long period of time, that will trigger a plague in the city.
 
I though this was a forum for debate and discussion. When did polite conversations and and honest interchange of ideas became a bad thing?. Sure a lot of things can be modded into the game. But a lot of things in this post follow the same trend, and fully animated official leaders are not the same as a fan made mod. Lets not turn non issues into polemics.
I am sorry,
english is a foreign language for me and I see that i should not have said "not to discuss" but rather that we should ALSO discuss other aspects of the game that we would like added or improved in our eagerly awaited and prayed for 3rd xp.
 
How about:

Plagues
Castles
Barbarian Warlords
Nomads
Improvements to diplomacy and religion
Earthquakes
Events/Quests
Trebuchets and other unit gaps
Living world with rain, hail, wandering fauna
Astronomical phenomena/eclipses/comets/OMENS
 
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Really civfanatics? If you would pick only 5-6 iconic leaders on world history surely Napoleon would be one of them together with Julius Ceasar. I’m dissapointed.

I like the idea of a cultural France and would rather see a leader that plays to that strength; hence my desire to see Louis in the game.

And please dont ask for plagues. It will be dull mechanic. If we really need more rng and storytelling in Civilization then quests/events with positive and negative possible outcome would be way better.

A plague mechanic/emergency doesn't have to be dull, and it doesn't have to be random. I have faith that the developers could implement such a feature in a way that is engaging and offers plenty of counterplays so players aren't at the mercy of rng.

alt leaders can be done modders so why bother discussing?

Because as much as I appreciate the work modders put into the game, they lack the resources to do leaders on par with those produced by Firaxis (animation, voice acting, etc).
 
Espionage centre (building)
Castles (purely defensive district)
Upgraded settler (extra pops for making settling in lategame worth it)
Marriages with other leaders and casus belli created with spies.
Black flag operations (quick and easy casus belli but a risk of a big diplomatic hit or event later)
Option to raise a militia during war. (Less effective military units to defend a city tile)
Making 3 tier of forts, upgraded with military engineer. Cost money per turn but extra benefits.
Corruption (if your empire is getting very big it has extra risk of disloyalty and costs more money to maintain)
 
Dams and Hydroelectric Dams are too bad, especially for Hydro Dams, which provides 6 power and cost? 440? Nobody pays 440 production for 3 builder charges.

National Parks need a buff, they're much worse than ski resorts and seaside resorts and rock bands.

Power plants are badly designed. They provide production even when they're not actually producing power. How can a "closed" power plant provide production?

BTW we shall add earthquakes to natural disasters. Earthquakes shall mostly happen at those "high risk" areas. After researching a certain technology we shall be able to reveal where is more likely to have an earthquake.

Add science/culture penalty for number of cities.
 
Dams and Hydroelectric Dams are too bad, especially for Hydro Dams, which provides 6 power and cost? 440? Nobody pays 440 production for 3 builder charges.

National Parks need a buff, they're much worse than ski resorts and seaside resorts and rock bands.

Power plants are badly designed. They provide production even when they're not actually producing power. How can a "closed" power plant provide production?

BTW we shall add earthquakes to natural disasters. Earthquakes shall mostly happen at those "high risk" areas. After researching a certain technology we shall be able to reveal where is more likely to have an earthquake.

Add science/culture penalty for number of cities.

I'm really not liking the idea of penalizing wide again with science/culture penalties. I certainly do not wabt to return to Civ 5 "4 cities is king" in a game about building empires... penalizing wide or reducing city spam could surely come from a more innovative or interesting approach (loyalty is a good start).

I'm also not seeing the appeal of earthquakes. The visual effects won't be impressive or interesting and I can't imagine how it could be anything other than negative and I don't think most players like purely punitive random events (what positive yields could reasonably come from an earthquake?)
 
Earthquakes shall mostly happen at those "high risk" areas. After researching a certain technology we shall be able to reveal where is more likely to have an earthquake.
It has never been hard to work out general areas of earthquakes, it did not require technology.
Seismologists have no better idea than cows do when an earthquake will happen. As to where earthquakes will happen within a region, they also have very little idea.
I say these statements using human time measurements, a seismologist can be more accurate using hundreds of years as predictive models but even then, no-one predicted Christchurch would be wiped out by an earthquake as an example from my own country. China and California are no different.

A quote from one seismologist site “In broad terms, for some earthquake zones it is possible to see a pattern, which allows us to predict either when an earthquake is likely to happen or how big it is likely to be, but it is not possible to predict likely timing and size.”

Disaster happen in all games and in a big empire they generally just cause more micromanagement. I wish I could just turn them off. I can understand the appeal to some people, and many enjoy them, the additional struggle. To me they are just annoying and slow down the game. Please Firaxis, disaster intensity 0 could mean 0?
 
I am sorry,
english is a foreign language for me and I see that i should not have said "not to discuss" but rather that we should ALSO discuss other aspects of the game that we would like added or improved in our eagerly awaited and prayed for 3rd xp.

There is no need at all to apologize. English is actually only my third languaje. But still i think yours is not bad at all.
 
It has never been hard to work out general areas of earthquakes, it did not require technology.
Seismologists have no better idea than cows do when an earthquake will happen. As to where earthquakes will happen within a region, they also have very little idea.
I say these statements using human time measurements, a seismologist can be more accurate using hundreds of years as predictive models but even then, no-one predicted Christchurch would be wiped out by an earthquake as an example from my own country. China and California are no different.

A quote from one seismologist site “In broad terms, for some earthquake zones it is possible to see a pattern, which allows us to predict either when an earthquake is likely to happen or how big it is likely to be, but it is not possible to predict likely timing and size.”

Disaster happen in all games and in a big empire they generally just cause more micromanagement. I wish I could just turn them off. I can understand the appeal to some people, and many enjoy them, the additional struggle. To me they are just annoying and slow down the game. Please Firaxis, disaster intensity 0 could mean 0?

I totally agree with you, on that many elements of the game should be personalizable!. Is a bit shame as you say, that a thing as simple as turning off some disasters is not available.

That said, i will totally love more pseudorandom external threads on the game. Includding earthquakes, tsunamis, plagues.

My inner me actually would love to have in the late game threads like meteor strikes. That would be predicted several years in advance and if not countered could devastate a city or cities, changing a big chunk of the terrain to a devastated crater wastelad!.

Another awesome feature could be actually a reason to put thise cute GDR into use with future eras Kaiju invasions!.

You know a new whole act of the game, that require a united planed, so all civilizations should be united in opposing new threads!!
 
What i think is actually the most needed addition to civ6, is an expansion focused on beliefs and increasing the interaction between civs:
  • Religious game. With religious great persons that act as powerful units or heroes; heal on foreign pantheons of the same religion; disable auto religious lens on and highlight holy sites; increase the ways to spread religion outside religious combat; support regular combat with religious units...
  • Espionage. With false flag wars casus belly after spy mission, sabotage flood barriers and nuclear silos, infiltrate military to reveal troops positions, sabotage energy lines, assassinate great person in a city, fabricate scandal against religious leader or governor, ...
  • Diplomacy. With marriage alliances; separation of sea border, land borders and commercial borders; diplomatic options to adopt official religions; diplomatic option to make other civs declare pace or war in a third party conflict; trade units technologies and map areas; and so on.
  • WC. With more, and more impactful WC resolutions; a WC where the civs that host the congress can actually propose resolutions, and so on.
  • World wars. Possibility of huge multilateral wars that split the world in two factions (plus neutral civs), that would have specific WC and grievance rules, and can only end in special WC sessions.
  • Expanded Belief system. By selecting pros and cons as your civilization expands into a belief tree, including a secular path and a built-in system to create entirely your own religion. So I can finally spread in the world the Esoteric Order of Dagon
  • Option to keep city as a protectorate instead of destroying or conquering it; and option to keep a civilization as a colony nation or vassal state (formed by all its cities you conquered or keep as protectorates) when you take the last city of a civ (so you don't need to wipe out a civilization, or directly control its cities, but instead they would work for you for the rest of the game, unless you act so badly that they revolt.
 
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Byzantines, Babylonians, Italians, Portugal, Maya, Vietnam, Apache
Alt Leader Egypt, China

Those are my XP3 bets.
So no rep from Africa?
 
How about:

Events/Quests

Dear God, yes. IMHO Civ desperately needs some narrative that gives context as to why the player is doing what they are doing. Say what you will about Beyond Earth, but tying victory conditions to specific quest objectives is one of the smartest decisions the franchise has made.

Byzantines, Babylonians, Italians, Portugal, Maya, Vietnam, Apache
Alt Leader Egypt, China

Those are my XP3 bets.

Seconded. But I would sub Navajo for Apache and add in Ethiopia to round out the list as others have mentioned. Also hoping for Hatshepsut and Kublai Khan as alts for Egypt and China/Mongolia respectively!
 
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