Disgustipated
Deity
And I'm doubling down on Qin looking considerably better than Julius Caesar and actually being the best model in this pack
I agree he looks the best on the pack reveal (post #62). I think it's the armor.
And I'm doubling down on Qin looking considerably better than Julius Caesar and actually being the best model in this pack
I think the main thing is that her personality would be more faith focused and not the build walls to keep the barbarians out.Eh, girlish, sweet, and innocent is not how I'd describe Tamar from any of the sources. Maybe if she'd come first she'd have Tomyris's personality...At any rate, here's hoping she's not confusingly sulky and paranoid in her next appearance.
It would be a shame if Qin didn't use the color black, since that was the official color of the Qin dynasty.So far, they haven't introduced new jersey colors so gold on red works for Yongle but it would have to be blue on gold for Wu. If that's the case, Qin will get the remaining red on gold.
I'm genuinely curious : what makes the Leader pass of higher quality than NFP? I found most of the abilities of the NFP leaders/civ interesting and fun to play with, with some bold choices that at least were unconventional and forced you into a new gameplay, and the models were also quite nice, without counting new elements like new city-States (with interesting abilities, again), the Preserve (quite the fun district to play with) and other elements.Again, at least it's higher quality than NFP.
Well, yes, all of the art assets of NFP were just of horribly low quality--not just the leaders (though Ba Trieu was okay) but also the new in-game assets. From a design standpoint, I also found all of the new civs boring and gimmicky except Vietnam and Maya. Most of them were "Press the Win Button" civs, and Babylon was just...Babylon might be the worst design in the entire game just for lacking anything remotely Babylonian in its design (once again, shoutout to Port Limes for making something playable out of Babylon). Most of the NFP civs took something a base game civ was good at and cranked it to eleven: Ethiopia absolutely embarrasses the already-slightly-OP Russia in the faith-culture game; Portugal and Maya swim in so much gold they make Mali look impoverished. Etc. The intern-produced art, the gimmicky designs, and the fleet of game-breaking bugs collectively burned me out on Civ6. (For what it's worth, I don't consider Caesar part of LP, and Lincoln looks fine to me. I haven't seen Mbande in game to comment; Kongo is permabanned on account of their music. ) One thing I will say for NFP, though, is Knorr brought his A-game; the NFP themes were his best works IMO.I'm genuinely curious : what makes the Leader pass of higher quality than NFP? I found most of the abilities of the NFP leaders/civ interesting and fun to play with, with some bold choices that at least were unconventional and forced you into a new gameplay, and the models were also quite nice, without counting new elements like new city-States (with interesting abilities, again), the Preserve (quite the fun district to play with) and other elements.
Is it solely the fact that they reused animations that make you consider NFP of lesser quality than LP? I'd say that the gigantic fingers of Julius Caesar and Lincoln and the strangely thin neck of Nzinga Mbande to balance that, at least.
Yongle: "I'm not mad. I'm just disappointed."Maybe it's me, but I like the expressions and poses on this new image more than the pack reveal, especially Qin Shi Huang.
I'm hoping that Theodora at least makes Byzantium interesting and not as heavily focused on domination. At least hopefully they'll give her a better diplomacy screen than Basil II, which I still can't figure out what he's standing behind. Hopefully she'll be in front of the Hippodrome of Constantinople.Well, yes, all of the art assets of NFP were just of horribly low quality--not just the leaders (though Ba Trieu was okay) but also the new in-game assets. From a design standpoint, I also found all of the new civs boring and gimmicky except Vietnam and Maya. Most of them were "Press the Win Button" civs, and Babylon was just...Babylon might be the worst design in the entire game just for lacking anything remotely Babylonian in its design (once again, shoutout to Port Limes for making something playable out of Babylon). Most of the NFP civs took something a base game civ was good at and cranked it to eleven: Ethiopia absolutely embarrasses the already-slightly-OP Russia in the faith-culture game; Portugal and Maya swim in so much gold they make Mali look impoverished. Etc. The intern-produced art, the gimmicky designs, and the fleet of game-breaking bugs collectively burned me out on Civ6. (For what it's worth, I don't consider Caesar part of LP, and Lincoln looks fine to me. I haven't seen Mbande in game to comment; Kongo is permabanned on account of their music. ) One thing I will say for NFP, though, is Knorr brought his A-game; the NFP themes were his best works IMO.
Honestly, he really feels like a dude who is just there to support his bros when something went down.Yongle: "I'm not mad. I'm just disappointed."
Understandable, although I think different perspective from different players would give completely different opinions.Well, yes, all of the art assets of NFP were just of horribly low quality--not just the leaders (though Ba Trieu was okay) but also the new in-game assets. From a design standpoint, I also found all of the new civs boring and gimmicky except Vietnam and Maya. Most of them were "Press the Win Button" civs, and Babylon was just...Babylon might be the worst design in the entire game just for lacking anything remotely Babylonian in its design (once again, shoutout to Port Limes for making something playable out of Babylon). Most of the NFP civs took something a base game civ was good at and cranked it to eleven: Ethiopia absolutely embarrasses the already-slightly-OP Russia in the faith-culture game; Portugal and Maya swim in so much gold they make Mali look impoverished. Etc. The intern-produced art, the gimmicky designs, and the fleet of game-breaking bugs collectively burned me out on Civ6. (For what it's worth, I don't consider Caesar part of LP, and Lincoln looks fine to me. I haven't seen Mbande in game to comment; Kongo is permabanned on account of their music. ) One thing I will say for NFP, though, is Knorr brought his A-game; the NFP themes were his best works IMO.
I'm also a narrative/builder focused player who plays offline on low difficulties. But to me Vietnam was the only NFP civ that was fun (Maya was okay). The others were all just "Press Win Button," which is what I meant by OP. Russia is fun OP. Ethiopia, Portugal, Gran Colombia are not fun OP. (And then there's Gaul. Poor Gaul. The idea was good, but man, playing Gaul was excruciating.) I enjoy unique, different takes on civ--but Mali, Inca, and Maori are good examples on how to do that; the NFP civs, to me, are not.Like, I'm not a competitive player and not a good one neither, so for me overpowered civilizations don't even become that overpowered anyway, and I like to lean more on the roleplay side than competitive side, so I put myself in situations that might not be optimals, but make the game funnier... Like never settling outside of tundra/desert when playing as Laurier/Musa, things like that. So, for me, the NFP Civs were really interesting, although I can understand why they can come of as gimmicky for you. But new Civs, when introduced without new mechanics (like environment or loyalty) should be new, as in they should bring you new ways to explore the game and new strategies to develop, which the Mayas, Babylon, Portugal, Vietnam and others did. For example, I didn't saw Portugal as taking the place of Mali, because for me Mali was not solely the "amass lots of gold" Civ. It was the Desert and lack of production civ, so Portugal didn't stepped at all on its territory (in fact, for me, Portugal was too close to Phoenicia if anything).
After all, making all abilities more "reasonable" and less gimmicky would lean dangerously in the way of Civs who look the same too much, or Civs without anything exciting or newsworthy...
My comment about quality was more directed at the LP/NFP art assets than their in-game designs, though NFP did leave me so burned out with Civ6 that Tokugawa was my first game since late 2021 (and maybe my first time enjoying the game since more like mid 2021). The lack of programmers means the new leaders are going to be bland (though I do rather like Tokugawa's design--his isolationist internal trade abilities are exactly what a Sengoku/Tokugawa Japan should look like, and I think I proposed a similar mechanic for them some time in the past). I also think the modes, most of which I tried at least once except Apocalypse and Zombie, kind of soured my opinion of NFP--it's a model I very much don't want to see in the future just because I feel like Civ6's mechanics are already too disjointed, even if some of them (Monopoly--despite being so bug-riddled as to be unusable--and Barbarian Clans) are really good ideas in and of themselves. Another thing to take into consideration is that I feel like GS really raised the bar on both aesthetic and mechanical design standards, and NFP felt like a substantial letdown after that.But I think you're not really fair on the abilities designs... You say NFP were just civs and leaders having old abilities cranked up, but in the Leader Pass, as far as we saw it, there's not a lot of new abilities. Nzinga Mbande is just Lady Six Skies, but without the territory limit; Nader Shah just doubles the Satrapies bonuses; Abraham Lincoln loyalty mechanic is gimmicky and unconsequential, and his units from the IZ is just the Hippodrome's ability; half of Tokugawa's ability is a mix between Dido and LSS... Saladin was good and new but quite bland, and Suleiman is actually one of the most interesting (too bad I don't like the other pieces of the Ottomans' kit). I mean, I love pretty much all the new additions in the LP so far, but because I have very low standards, and for the critics you made against NFP (mechanically speaking, not artistically), I feel that the same could be made for the LP, as in: nothing really new, with reused, overpowered, gimmicky abilities.
For context, I'm a huge Bronze/Iron Age Near East nerd. It is my favorite time and place in history. I could fill the entire game roster with Ancient Near Eastern civs (not literally, but I could probably stock the base game with them). Phoenicia and Persia are great, but Sumer was a huge disappointment. So when we finally got a Babylon civ and the most Babylonian thing about it was a Water Mill replacement...you can understand my frustration. Maybe the design is fun, but it could have been attached to any civ without changing anything but the name. It has no flavor at all. I found that extremely, excruciatingly frustrating. Like when your favorite band finally drops a new album and you don't like it.especially on Babylon: I looove Babylon and I truly consider its design as a step in the right direction for forcing players to adopt new strategies and renew their games
Not at all. I enjoy the discussion.I hope you don't mind.
If anyone's curious those colors are defined in the "..\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\UI\Colors\PlayerStandardColors.xml" file with the RGB codes. They're basically 28 pre-defined colors that they've mix and matched since the jersey system was first implemented.
In my own mod I delete all the FXS jersey combos in the PlayerColors table and insert my own defined color combos similar to what Prismatic does, but I set up unique colors for every Civ instead of drawing from a pre-defined pool, and then define only one main and one alt jersey. I also alter the Civ unit tints in order to reflect the updated jersey colors.
Probably doesn't have anything do with population as much as they have thousands of years of leaders to choose from.As for Yondle I wonder what they will be good at being from the same civilization and everything. Im guessing this was done because the Chinese population is by far one of the or the largest population in the world.
Funnily enough I've felt the same about Vietnam and Tokugawa being my favorites, while also liking Empress Wu's model. Maybe I'm turning into a Far East fan. I mean Australia is even farther east as well.I'm also a narrative/builder focused player who plays offline on low difficulties. But to me Vietnam was the only NFP civ that was fun (Maya was okay). The others were all just "Press Win Button," which is what I meant by OP. Russia is fun OP. Ethiopia, Portugal, Gran Colombia are not fun OP. (And then there's Gaul. Poor Gaul. The idea was good, but man, playing Gaul was excruciating.) I enjoy unique, different takes on civ--but Mali, Inca, and Maori are good examples on how to do that; the NFP civs, to me, are not.
My comment about quality was more directed at the LP/NFP art assets than their in-game designs, though NFP did leave me so burned out with Civ6 that Tokugawa was my first game since late 2021 (and maybe my first time enjoying the game since more like mid 2021). The lack of programmers means the new leaders are going to be bland (though I do rather like Tokugawa's design--his isolationist internal trade abilities are exactly what a Sengoku/Tokugawa Japan should look like, and I think I proposed a similar mechanic for them some time in the past).
Yeah, I wasn't happy when they got rid of the blood red color for the Aztecs, the rose red color for Poland, and even the jade green for China. Luckily, I found the colors and are able to put them back in.I also habitually edit the jersey colours of the civs to suit my tastes. I didn't stick with Firaxis' 28 + 4 colours, I added a bunch (about 60?) of new colours to fill the gaps. This gives me a large range of combinations to play with.
Firaxis used the colour Black in the Leader pass (Saladin, jersey #3). There is also a pure white and a couple of blues (XP blue and just plain blue) pre-defined in the colours xml files that Firaxis could probably use if they wanted to.
Even though I love Empress Wu coming, I do feel like she might be the least synergistic just because nothing about China right now deals with espionage/loyalty, but that's not really a problem. Qin might have something to do with the already existing Great Wall and Yongle with eurekas/inspiration.Meanwhile, the historian in me approves of the way that- within their tight restrictions- the Leader Pass leaders try to nod to their history. Tokugawa hits the nail on the head (with his gunbai specifically because the sword would cut it in half). At the same time, though, they look the other way when it comes to synergy. It's actually one of my biggest fears with these new Chinese leaders. They will match Kublai's plainness due to circumstance, but there's a good chance they'll fall short in matching his elegant synergy. The Leader Pass has the issue of slapping loosely related (or unrelated) leader bonuses onto existing Civs. Contrast that with the NFP bunch where the leaders are a core part of the Civ, an issue that Theodora is going to have a difficult time solving.
Given how simple the mechanical aspect of introducing abilities into the game is, especially since they're only using existing code, there's some hope they've read the complaints and put a bit more effort into designing them (which would be the most time consuming aspect).The Leader Pass has the issue of slapping loosely related (or unrelated) leader bonuses onto existing Civs. It's actually one of my biggest fears with these new Chinese leaders.
Thanks a lot ! I understand more your point of viewI'm also a narrative/builder focused player who plays offline on low difficulties. But to me Vietnam was the only NFP civ that was fun (Maya was okay). The others were all just "Press Win Button," which is what I meant by OP. Russia is fun OP. Ethiopia, Portugal, Gran Colombia are not fun OP. (And then there's Gaul. Poor Gaul. The idea was good, but man, playing Gaul was excruciating.) I enjoy unique, different takes on civ--but Mali, Inca, and Maori are good examples on how to do that; the NFP civs, to me, are not.
My comment about quality was more directed at the LP/NFP art assets than their in-game designs, though NFP did leave me so burned out with Civ6 that Tokugawa was my first game since late 2021 (and maybe my first time enjoying the game since more like mid 2021). The lack of programmers means the new leaders are going to be bland (though I do rather like Tokugawa's design--his isolationist internal trade abilities are exactly what a Sengoku/Tokugawa Japan should look like, and I think I proposed a similar mechanic for them some time in the past). I also think the modes, most of which I tried at least once except Apocalypse and Zombie, kind of soured my opinion of NFP--it's a model I very much don't want to see in the future just because I feel like Civ6's mechanics are already too disjointed, even if some of them (Monopoly--despite being so bug-riddled as to be unusable--and Barbarian Clans) are really good ideas in and of themselves. Another thing to take into consideration is that I feel like GS really raised the bar on both aesthetic and mechanical design standards, and NFP felt like a substantial letdown after that.
For context, I'm a huge Bronze/Iron Age Near East nerd. It is my favorite time and place in history. I could fill the entire game roster with Ancient Near Eastern civs (not literally, but I could probably stock the base game with them). Phoenicia and Persia are great, but Sumer was a huge disappointment. So when we finally got a Babylon civ and the most Babylonian thing about it was a Water Mill replacement...you can understand my frustration. Maybe the design is fun, but it could have been attached to any civ without changing anything but the name. It has no flavor at all. I found that extremely, excruciatingly frustrating. Like when your favorite band finally drops a new album and you don't like it.
Not at all. I enjoy the discussion.
Ironically that's my favorite part about Babylon.Just for Babylon: I understand that the kit (except the Palgum) doesn't really feel Babylonian, especially to a nerd like you I guess. However, the Babylon ability is very interesting because, IMO, it represents in a much more realistic manner how technological progress was made until the advent of the scientific method: you didn't discovered Astrology because you put a bunch of people in a library searching for it, you discovered it because you saw natural wonders, looked up and wondered what other beautiful mysteries lie above our head. Babylon having this ability to represent how scientific research was performed in those first civilizations was an interesting but quite fitting choice. Perhaps not Babylonian per se, but at least it has an Ancient vibe. But I understand the frustration of having a Babylonian civ (such a rich culture) boiled down to something so... general. But, frankly, where I first tried Babylon, it was one of the funniest game I had in a while.