Gamasutra article on Civ6

This mayhem mechanic is going to have to avoid breaking the golden rule of game design: Don't punish the player for no reason. Otherwise, I can see it being a major issue upon the game's release.

Interesting that you assume that things happening = punishment. I don't see it like that, what I do see and have experiences is the game isn't to go along with turtle mechanics and players ignoring the world while they build up.

In a 4X game, you need stuff happening all the time. If the player turtles and hopes to run down the clock, then things ought to still happen.

Like you know, how countries with perfectly good deals choose for exit in hopes of renegotiating the same deal outside of said union with no guarantee the same deal is even on offer.

That's real life mayhem.
 
Agreed, if the AI sat idle doing nothing unpredictable, the game would get incredibly stale.
 
The key thing here is - player could do a lot of things. Player could go wide or tall; war or peace; focus on science, culture or religion; deal with city states differently and so on. It's impossible to make all possible playstyles equally fun (although it's a goal for systems like Archaeology). So, the AI needs to adapt it's behavior to give player more things to do. It just needs doing so without breaking immersion too much.
 
Like you know, how countries with perfectly good deals choose for exit in hopes of renegotiating the same deal outside of said union with no guarantee the same deal is even on offer.

You mean we're all being played in a big game of Civilization? Oh my...
 
You mean we're all being played in a big game of Civilization? Oh my...

Except you have to listen to millions of people to make your decisions.

All of them...

And in this case 46% of the people who were on the 'winning' side believe that the secret service you employ tried to rig the results.

No...No...No

But really who you listen to is the Lizard people. They control everything.
 
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