He is, albeit under his real name, Arnaud Roy.I hope flybyno does the sound track for Humankind.
He is, albeit under his real name, Arnaud Roy.I hope flybyno does the sound track for Humankind.
To make some things clear, I'm not saying that HK is super historical or an amazing simulation of history, or that earlier Civs were. It's a bit more subtle. They are both very "simulation lite" games. Earlier civs tried to represent history a bit more, and they always had a gameboard feel. With Civ VI it moved a bit towards fun, powerful abilities that need an extra of effort of mental gymnastics to justify where those yields are coming from.
I'd guess here I would add a bit of a spin, which is more about simulating history. What bothers me about Civ VI is that it strays further and further away from the historical abstractions is trying to simulate. For example, the yields. In the earlier games, it had 3 yields: Food, Production and Commerce. They were abstractions that represented using the terrain to feed your people, using resources to create things and commerce which you could tax and invest in science, happiness or money. They came from exactly you could see on the map, using some of course very simplified rules but that had a link to a more solid idea of reality and history. Jump 30 years forward, and these yields just popping out nowhere, resources that get duplicated because a city or "governor" has a secret formula or something, natural wonders that create especial abilities for some reason, or man made wonders that make barren wastelands into an explosion of yields. BTW, not saying it might not be a more fun or even better game if you have all those rules. But at some point, for some of us, it breaks the illusion that you are taking a civ through history when you get all those powerful, game changing arbitrary bonuses.
It's still abstracted and makes every bit as much sense as Darwin's Voyage spurring you to develop Space Flight or the Hanging Gardens - famously associated with one city - somehow magically making citizens in 20 cities spread across the planet happy.
As far as I can tell, people are upset with Civ, especially VI, because:
1. Historicity ("I don't want Vampires in my historical Civ game")
2. Boring late game ("AI will not stop me from wining after Classical or shake other things up")
3. Bad AI - Game too easy (Highly related to the above, as well as "AI cannot properly siege my cities" and "New gamemodes let me win more and let AI struggle more")
I'd guess here I would add a bit of a spin, which is more about simulating history. What bothers me about Civ VI is that it strays further and further away from the historical abstractions is trying to simulate. For example, the yields. In the earlier games, it had 3 yields: Food, Production and Commerce. They were abstractions that represented using the terrain to feed your people, using resources to create things and commerce which you could tax and invest in science, happiness or money. They came from exactly you could see on the map, using some of course very simplified rules but that had a link to a more solid idea of reality and history. Jump 30 years forward, and these yields just popping out nowhere, resources that get duplicated because a city or "governor" has a secret formula or something, natural wonders that create especial abilities for some reason, or man made wonders that make barren wastelands into an explosion of yields. BTW, not saying it might not be a more fun or even better game if you have all those rules. But at some point, for some of us, it breaks the illusion that you are taking a civ through history when you get all those powerful, game changing arbitrary bonuses.
The whole conceit of Wonders since Civ I has amounted to magic resource generation
I actually believe the next civ will push down on the yields heavily.
Don't even get me started on the limitations of Civ VI's Mindless Barbarians. Realistically, Barbarians should be capable of Trade with Civs, can be bribed, hired, join the Civ voluntarily or involuntarily, raided for slaves, raid you for gold, slaves, or Just For the Heck Of It - they desperately need to be completely rethought for Civ VII.
. . .
Most probably. What I'm fairly certain is that they will go more into the "improvements" direction, instead of building stuff through cities, kinda like Old World does. You can see that trend in each expansion. And it's certainly more fun to plop down an improvement than selecting it from a list. Plus they'd probably make the city range bigger, or just unlimited like in OW.
I disagree. This just sounds like city states or civs. I think this is a classic realism versus gameplay. I find barbs to be fun for target practice and as a diversion and a small obstacle to overcome.
I love how systematically you are approaching this. I'd add one more big point though:
4. Bad UI or lots of micromanaging needed in late game (just clicking stuff)
This will be really though for Humankind aince people need to learn new terms (extensions), but with f.e. combining cities and armieas instead of units, they seem to want to tackle the problem of having to do so many clicks for a small effect (i.e. moving an invasion force to another continent)
-.
I agree. I am excited about Humankind but in my opinion Amplitude games are horrendous when it comes to micromanagement. Look, all 4X games have micromanagement problems and it's rare to find a game that doesn't have it (can anyone think of one?). But I feel that Amplitude games are a lot worse in this respect.
Sure, never disputed that (hence my comment that it's subtle and that Civ was never heavy on simulation), and Humankind also does the same with man made wonders. Some make a bit more sense than others, and as I said, you can justify anything with enough effort since they are made with some kind of inspiration. But sometimes the justification is really stretched, and sometime it creates some inconsistencies.
Again, my point was not to nitpick examples or to "prove" that everything in Civ is magical yields, but to show a slight general direction in which each game goes to. Civ I had those effects only on Wonders, and Civ VI has those on Wonders, Natural Wonders, City States and Governors. Hence my point of the Civ franchise going more into that direction, while HK has them only on Man Made Wonders, a bit of throwback to the style of earlier Civs. Plus having less wonders in general.
I disagree. This just sounds like city states or civs. I think this is a classic realism versus gameplay. I find barbs to be fun for target practice and as a diversion and a small obstacle to overcome.
Most probably. What I'm fairly certain is that they will go more into the "improvements" direction, instead of building stuff through cities, kinda like Old World does. You can see that trend in each expansion. And it's certainly more fun to plop down an improvement than selecting it from a list. Plus they'd probably make the city range bigger, or just unlimited like in OW.
You get 4 free Settlers of random nationalitiesMaybe they should add the Tower of Babel as a wonder you can build. You could get free Settlers.
Haha.You get 4 free Settlers of random nationalities![]()
If you finish building it, you win a Science Victory; if someone else beats you to it, -100% loyalty in all cities except your capital.Haha.That would be interesting, although that wouldn't really help the Civilization building it. I still stand that the Tower of Babel gives 2 free Settlers and +25% Production towards Settlers.
That -100% loyalty in all cities except your capital is rubbing salt as you have already lost at that point (as that civ that successfully built the Tower of Babel won Science Victory).If you finish building it, you win a Science Victory; if someone else beats you to it, -100% loyalty in all cities except your capital.![]()
Yeah, I didn't think about that until after I posted.That -100% loyalty in all cities except your capital is rubbing salt as you have already lost at that point (as that civ that successfully built the Tower of Babel won Science Victory).