[GS] Future Update?

Status
Not open for further replies.
They are just warming up the twitter to get this announcement out:

"Nobody asked for it. We did it anyway: Civilization VI Racing"

Gandhi uses a drivable nuclear bomb. It's OP.

I don't think I can express through words the sense of dread that would overtake me if such a monstrosity was ever announced.

But here, let me show you.
Spoiler :
 
Well why not. The characters are the different civ leaders. The stages are randomly generated based on scripts like africa, europe, america. Power-ups transform your leader into a unique unit, granting increased speed, or extra push power, or some sort of attack to use against other racers. The greek hoplite turns your kart into a row of carts. The indian varu turns your cart into a big, stomping elephant. Englands redcoat spawns redcoats all over the stage, and they shoot at carts that are nearby. Americas P51 turn you into an airplane capable of performing a strafe run of the carts below.

If they're doing a Leaders of Civ spin off, Mortal Kombat : Civilization or bust.
 
If they're doing a Leaders of Civ spin off, Mortal Kombat : Civilization or bust.

That was an April Fools joke back in the Civ V era.
 
I definitely think there is an elaborate and cryptic message behind the recent Twitter posts.

1. Országház, the Hungarian Parliament building (It took more than 100,000 people to build it. So, which missing iconic Wonder had the same or more people built it?)
2. Leader roulette (The five countries with the most casinos according to the internet are: United Kingdom, Australia, China/Macau, ITALY and SINGAPORE) This last two are the only ones not in Civ VI.
3."|If you're looking to expand your empire quickly, then you'll want to enlist the help of Magnus." (Expansion coming!)
4. "Mo money mo problems? Not for Mansa Musa and the Mali people." (Economic Victory coming)

Now, gumshoes, go at it!!!
 
Hello there civfanatics, I came out of lurking today and now I finally can have my say on XP3 :lol:

To me it doesn't seem strange that they haven't announced a third XP so close after the Switch release. Let the new buyers play during the holidays, and then announce an XP somewhere end of January...

It seems equally obvious to me that there will be a third XP for a number of reasons:

They have said multiple times they were not done yet.
A couple of truly essential civs are still missing
Platinum Edition is not Complete Edition
But mainly: so much could still be added, why stop now when multiple platforms have been added to the customer base...?

I think Civ 6 is a pretty solid game now, but it lacks interesting economy and trade options and late game is still rather uninspired and generic compared to the earlier ages, even with GS addded.

Personally, without adding an Economic Victory the game cannot be called finished imo...

I could see an overhaul to the trade system with added colonial/globalisation options, perhaps a market share mechanic (ranked seaports/centers of trade, or even a mini xp that revamps tourism by tying in airports?)

I'd also die to see regional gameplay that helps with late game drag, where several cities under the right conditions can merge into a metropolitan region that unlocks new district gameplay or enables mega ventures like skytrain or terraforming projects that sink huge amounts of production and gold but help contribute to certain victories... (but perhaps the scope of this is indeed something for the next iteration...)

Anyway, not the place to elaborate on suggestions just my two cents on a possible XP3 on the horizon...:thumbsup:

More or less this.

I’ve come back around to thinking we will get a 3XP. There game is in great shape but there is room for more particularly around economics / trade, ideology/ politics / conflict, and late game malaise.

Actually, in the late game, I feel like the last two expansions might not have really nailed the very late game, but they have successfully extended the playability of the game into the medieval and Renaissance era, maybe even Industrial. That is a bit of an achievement. I’m actually pretty hopeful another expansion could really help the late game properly rock, although part of that will come down to whether the AI can be made more engaging late game and whether the game can be extended a little more (because it’s still quite hard not to basically win by the Renaissance).

I’m also reasonably hopeful we’ll keep getting support after a third expansion. I’d love to see some spin-offs based on the same engine and rule set. There is definitely room for a Beyond Earth type spin-off. They just need to work on making the game more hard sci-if (no Firaxite etc, maybe even no Aliens), and making the story more engaging.

In terms of timing, there’s plenty of reasons to push back announcements versus the other expansions. Judging from twitter, it seems like there’s still a lot of patching for consoles etc required. And delaying release also gives them more time to work on any expansions or other dlc / content. Fine by me.

Had a rough day at work but this post by MisterKevin really cheerer me up!

Maybe there is hope for more content.. :D

MisterKevin’s posts were golden. Very amusing.

We've been spoiled a bit with new maps and a scenario in the last few patches, but I don't think anyone is earnestly expecting patches to be content-heavy. Their purpose is to fix and balance.

https://twitter.com/CivGame/status/1205184324548493312?s=19

Now I can't stop thinking about Mansa Musa as Notorious B.I.G.

Yes, we’ve been spoilt. It’s been a fun year.
 
I'm really hoping for a patch next week that fixes the pantheon bug just so the endless posts on Reddit showing off screenshots of the glitch will stop.
 
They are just warming up the twitter to get this announcement out:

"Nobody asked for it. We did it anyway: Civilization VI Racing"

Gandhi uses a drivable nuclear bomb. It's OP.


"It's fun but... why?"
IGN - 7.6/10

Well why not. The characters are the different civ leaders. The stages are randomly generated based on scripts like africa, europe, america. Power-ups transform your leader into a unique unit, granting increased speed, or extra push power, or some sort of attack to use against other racers. The greek hoplite turns your kart into a row of carts. The indian varu turns your cart into a big, stomping elephant. Englands redcoat spawns redcoats all over the stage, and they shoot at carts that are nearby. Americas P51 turn you into an airplane capable of performing a strafe run of the carts below.
Please don't meme this into existence, :cry:

... or do.
 
They are just warming up the twitter to get this announcement out:

"Nobody asked for it. We did it anyway: Civilization VI Racing"

Gandhi uses a drivable nuclear bomb. It's OP.


"It's fun but... why?"
IGN - 7.6/10

I just got this image of a Civ/Mario Kart mashup in my head with Civ leaders racing around. Thank you!
 
They are just warming up the twitter to get this announcement out:

"Nobody asked for it. We did it anyway: Civilization VI Racing"

Gandhi uses a drivable nuclear bomb. It's OP.

"It's fun but... why?"
IGN - 7.6/10

:lol::lol::lol::lmao:

I nominate this for post of the year :D
 
"Nobody asked for it. We did it anyway: Civilization VI Racing"
Gandhi uses a drivable nuclear bomb. It's OP.

"It's fun but... why?"
Every good joke is based on a tragedy.
 
One small things I would like to see either in a patch or expansion would be tubr based resource trading.

You could trade x amount of certain resource for 30 turns. The civilizations would be ready to trade for example 5 iron per turn to 5 horses per turn, if they don't have the traded resource priorly. If they would have a monopoly/enough resources on their own they would require increasing amounts of extra payments.

This would allow the player not invade/settle for certain resources and actually trade for them. For balance reasons the AI could have some differences in valuing certain high end resources foe example:

1 Uranium/pt or aluminum/pt = 3 Coal/pt or Oil/pt = 6 iron/pt or horses/pt
 
The one thing that tickles my nerves atm in the game is the lack of a warning when turn-based trade deals expire.

So then I realise I've been sitting on 3 spare units of Jade for the last 20 turns because previous deals have not been renewed.

I would also like to see the AI seek deals between themselves more aggressively, like in Civ V. It's too easy for the player to get a copy of each.
---

Oh, and when policy changes are free but you forget and click end turn. Thankfully there's a mod for that though.
 
The one thing that tickles my nerves atm in the game is the lack of a warning when turn-based trade deals expire.

So then I realise I've been sitting on 3 spare units of Jade for the last 20 turns because previous deals have not been renewed.

I would also like to see the AI seek deals between themselves more aggressively, like in Civ V. It's too easy for the player to get a copy of each.
---

Oh, and when policy changes are free but you forget and click end turn. Thankfully there's a mod for that though.
Or when you have a new resource extra and all the AIs queue up to claw it from your hands by offering the most egregious trade deals, one after another in the same turn. :D
 
The one thing that tickles my nerves atm in the game is the lack of a warning when turn-based trade deals expire.
So then I realise I've been sitting on 3 spare units of Jade for the last 20 turns because previous deals have not been renewed.
I would also like to see the AI seek deals between themselves more aggressively, like in Civ V. It's too easy for the player to get a copy of each.

Even with some of the mods available I haven't found anything that gives me all the info I want on trade; so this is a table I created a while back to prevent things like missing the turn on which a trade deal you highly value expires. Also down the bottom you can note what resources you are getting from City States as the trade screen does not include that information i.e. If you're getting say diamonds from a CS, then you can trade away the last diamonds that the trade screen shows you having without losing amenities.
 

Attachments

Since there's no point in talking about an EXP announcement at the moment, I'll list some of the things I hope to eventually get in a patch:

- Deal expiration notice (as posted above);
- Pantheon glitch fix;

AI tweaks
- Automatic Chops for AI when placing districts at King and higher difficulties;
- When it comes to placing AI Cities, loyalty should trump all other factors. If there's more than -4 loyalty pressure in a tile, AI wont settle;
- AI highly prioritises Campus/or Theatres, without affecting a particular Civs theme (e.g. Zulu would balance Encampments with Campuses, Peter Holy Sites and Theatres, etc);
- Program AI to always keep one spare builder with a single charge left, so that it can be used to repair improvements. Give AI builders +1 charge per difficulty level above king;
- Separate land from naval military might and exclude naval from the calculation when deciding to declare war (or just give naval units a x0.5 or x0.25 multiplier to the total military score);
- Warring AI switches production to military units and only stops if 150% above opponent's or if no gold left, switches back if it falls below 100%;
- Program AI land units to not enter sea tiles when ranged or naval enemies in range.

Gameplay
+1 Movement per upgrade to the scout. (Skirmisher = 4, Ranger = 5. Spec Ops doesn't need it)
- Rising Sea Level is a bit of a non issue atm. Increase the percentage of floodable tiles, allow them to go two tiles deep, increase the cost of barriers and hide the information regarding floodable tiles behind a Tech or Civic of the Industrial era (for gameplay balance. Modern era is too late to be useful);
- Settlers are converted to workers if captured (captured settlers only ever favour the player imo);
- Naval units can escort land units at the naval unit's base speed;
- Convert siege units to support type unit. (additional: can't fire by itself but it gives land units on the same tile the bombard ability).
- 1 turn delay to loss of control over levied units. If AI or human player has envoys left, they have one turn to regain control over the city state without losing the units. (This alone would make levying units feasible and wouldn't hurt the AI as much).

--------

Edit: on a side note, and in case you missed it, Amplitude Studios used the game awards opportunity to reveal some more info (it was a bit underwhelming to be honest).
 
Last edited:
AI tweaks
- Automatic Chops for AI when placing districts at King and higher difficulties;
- When it comes to placing AI Cities, loyalty should trump all other factors. If there's more than -4 loyalty pressure in a tile, AI wont settle;
- AI highly prioritises Campus/or Theatres, without affecting a particular Civs theme (e.g. Zulu would balance Encampments with Campuses, Peter Holy Sites and Theatres, etc);
- Program AI to always keep one spare builder with a single charge left, so that it can be used to repair improvements. Give AI builders +1 charge per difficulty level above king;
- Separate land from naval military might and exclude naval from the calculation when deciding to declare war (or just give naval units a x0.5 or x0.25 multiplier to the total military score);
- Warring AI switches production to military units and only stops if 150% above opponent's or if no gold left, switches back if it falls below 100%;
- Program AI land units to not enter sea tiles when ranged or naval enemies in range.

Gameplay
- Settlers are converted to workers if captured (captured settlers only ever favour the player imo);
- Naval units can escort land units at the naval unit's base speed;
- 1 turn delay to loss of control over levied units. If AI or human player has envoys left, they have one turn to regain control over the city state without losing the units. (This alone would make levying units feasible and wouldn't hurt the AI as much).

:agree: 100% to the ones I quoted you on.

- Convert siege units to support type unit. (additional: can't fire by itself but it gives land units on the same tile the bombard ability).

This one I like to, but I suspect it will favour the human player over the AI too much :sad:
 
support units would need more drawback or a proper counter then though.

such as for example light cavalry doing extra damage to units with support or straight to the support unit.
or generally flanking attacks dealing extra damage to support/supported units.
 
support units would need more drawback or a proper counter then though.

such as for example light cavalry doing extra damage to units with support or straight to the support unit.
or generally flanking attacks dealing extra damage to support/supported units.

There are already some drawbacks: They are useless by themselves and automatically destroyed if an enemy unit enters a tile with them; the bombard ability spends that units turn; they can't be used by cavalry or scout units; they can't move and attack in the same turn.

So you can't, for instance, both bombard and capture a city with the same melee unit in the same turn.

That also gives an inherent flanking advantage to cavalry. Since cavalry suffers no ZoC and has high movement points, you can move around the frontlines to assault any siege units poorly protected before they reach the front lines.
 
Status
Not open for further replies.
Back
Top Bottom