Greek wildcard slot broken ?

brettbdl

Chieftain
Joined
Nov 11, 2016
Messages
10
I decided to play a game as the Greek Empire.
I have just completed 'Code of Laws' and need to assign my policy slots. As the Greeks, you gain a bonus wildcard slot. However, at this stage of the game you have not learned any wildcards. Because I have no card to slot, I can't end the turn because the end turn button is filled with a "fill policy slot' demand.. What the fudge ?!!
 
You can put any card in there (economic, military etc). Not just the "official" wild cards.
 
You have four cards and 3 slots, so you can actually continue the game.

It is on the other hand possible to change civic cards, shop a tree and complete a civic card wonder and get stuck like this.
 
You can put any card in there (economic, military etc). Not just the "official" wild cards.
Yea, I knew this even before release from the official videos on Firaxis youtube channel. But from multiple sources I know that a lot of people didn't know this or maybe STILL don't know it. The game should be more explicit in this I think.
In fact it is a bit confusing - four types of slots and four types of cards. It's absolutely natural that people make the conclusion that the violet cards go to the bottom slot and no other card should be put there.
 
hmm don't know. seems pretty obvious. when you grab a military, diplo or economic card, the game highlights the respective column and the wildcard column.

and the wildcard icon literally contains all 4 symbols associated with the military, economic, diplo and great people cards.
 
hmm don't know. seems pretty obvious. when you grab a military, diplo or economic card, the game highlights the respective column and the wildcard column.

and the wildcard icon literally contains all 4 symbols associated with the military, economic, diplo and great people cards.
Well, as I said, I wasn't able to "test this on myself", because I knew that the wildcard slot was for anything even before I had the game. But if an important number of people don't know it, then it may be badly designed.

Btw you talk about highlighting - I've never noticed it, I've got no idea what are you talking about :D (So it probably isn't such a strong clue...)
 
This actually is one of the few things the game bothers to explain in Civilopedia.

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There's a difference between burying something in the Civilipedia and putting it where it's actually used.
 
Like was said earlier, there are already plenty of hints on the policy screen itself. In addition we have the definition of a wild card: "a playing card that can have any value, suit, color, or other property in a game".

Of all the things in the game that are badly documented and badly explained, this isn't one I'd be particularly upset about.
 
Yea, I knew this even before release from the official videos on Firaxis youtube channel. But from multiple sources I know that a lot of people didn't know this or maybe STILL don't know it. The game should be more explicit in this I think.
In fact it is a bit confusing - four types of slots and four types of cards. It's absolutely natural that people make the conclusion that the violet cards go to the bottom slot and no other card should be put there.

I think it might be a language issue. In English we understand that a "wild card" can stand for any card in the deck so it's very obvious. It's just a guess but that's something you could miss if you're not a native speaker.
 
I think it might be a language issue. In English we understand that a "wild card" can stand for any card in the deck so it's very obvious. It's just a guess but that's something you could miss if you're not a native speaker.

The real problem is that there are cards that can only go into the wild card slot. So, one might naturally assume that those slots are meant for those cards. I have no idea why anyone thought that was a good idea.
 
The real problem is that there are cards that can only go into the wild card slot. So, one might naturally assume that those slots are meant for those cards. I have no idea why anyone thought that was a good idea.

I recall some of the early previews even mistaking that only "wild cards" could go in the wild card slots; such that I was pleasantly surprised upon actually playing the game that I could indeed put anything I wanted there.
 
I think it might be a language issue. In English we understand that a "wild card" can stand for any card in the deck so it's very obvious. It's just a guess but that's something you could miss if you're not a native speaker.

I recall some of the early previews even mistaking that only "wild cards" could go in the wild card slots; such that I was pleasantly surprised upon actually playing the game that I could indeed put anything I wanted there.

I wonder if it is related to the word they've used in other languages too. Wildcard in english very much indicates any card you want.
That seemed so obvious to me that when some of the videos did mistake that it was only great people point cards that could go into wildcard slots; I was certain they were wrong. Had that been the case, the slot would've had a different name.

But if your first exposure to this is in a different language and there isnt a great equivalent word - that could explain a lot.
 
Using 'cards' for adding government/social/civic policies doesn't really make sense in the first place. This isn't a card game. Civ5 developed a system to build up a set of policies without resorting to picking from a big pile of random playing cards. Not to mention that the interface for doing this is cramped and unappealing (like many other parts of the interface). I still like the Civ5 system better - or at least change the presentation and layout in Civ6 so it doesn't look like an afterthought.
 
Speaking of which, whenever a card is made obsolete, I wish the game would tell me what one it removed from my policies so I'd know how best to replace it.
 
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