It can be turned off if wanted. But I am in three PBC games in OW now where it is on.Wow for multiplayer as well? I guess that's why I like civ 6 because it has good mods for multiplayer.
It can be turned off if wanted. But I am in three PBC games in OW now where it is on.Wow for multiplayer as well? I guess that's why I like civ 6 because it has good mods for multiplayer.
This approach is the way to go, IMO. Let players have it as a togglable option, even in MP. Let me play the game how I want to play it.It can be turned off if wanted. But I am in three PBC games in OW now where it is on.
I think even Paradox knows the game is ugly, man…I just saw an ad for the game that said something like:Graphics: its a question of taste and personal preferences, of course, but the longer I look at it, the nicer it becomes. The picture is clean and neat, tiles are instantly recognisable, I find the looks good.
Idk, are you sure the meaning of this isn't rather opposite? Like, not only we provided a nice wrapper, but the candy inside is pretty good too!I think even Paradox knows the game is ugly, man…I just saw an ad for the game that said something like:
“A strategy game for the thinker, not just someone who likes visual appeal”
Hot take: I think the obsession with pretty graphics is why so many AAA games fail to live up to expectations. These companies blow their budgets on beauty at the expense of gameplay, then they try making all their money selling cosmetics. Meanwhile, you have low-budget indie games that focus on gameplay or at least making some fun, industry-defying experience.I think even Paradox knows the game is ugly, man…I just saw an ad for the game that said something like:
“A strategy game for the thinker, not just someone who likes visual appeal”
Hot take: great games need to excel in all dimensions, presentation included. Doing well in one part but neglecting another isn’t enough.Hot take: I think the obsession with pretty graphics is why so many AAA games fail to live up to expectations. These companies blow their budgets on beauty at the expense of gameplay, then they try making all their money selling cosmetics. Meanwhile, you have low-budget indie games that focus on gameplay or at least making some fun, industry-defying experience.
I used to think "This game looks low-budget, it won't succeed" back in the day too. Then Minecraft happened. Turns out there are plenty of people who will play a game that you can run on a toaster if the game itself is fun.
This is a non-sequitur false dichotomy that keeps getting brought up. There’s no disconnect or tension between having good gameplay and having a polished, aesthetic presentation.I'd much rather they focus on good gameplay and figuring out the design for the remaining 6 eras (and the various alternative-eras) than blowing their budget on pretty graphics and not having good gameplay.
this isn’t even how game development works. The art team and the programmers aren’t drawing from the same bucket
To hire good people, you need to pay them well.
Hiring both good artists and good game designers requires a high budget.
However, a combination of a terrible artist (who can be hired for cheap wages) or a generative AI (no wages required) and a good game designer would suffice on a smaller budget.
On the other hand, even a combination of a good artist and a terrible game designer can save the budget.
Limited budgets require sacrificing either graphics or gameplay.
I agree, they are not ugly. Some of the Improvements' Graphics would actually fit in Civ6, if reskinned. But you can hardly fall in love with it either.And no, it is far from ugly.
This is not quite true. Civ6 didn't end-up being pretty, it always was. It's just that people at that Time weren't yet ready for a very cartoonish looking style in a Civ Game. Especially after the 1st realistic (muddy) looking Civ5. But that was it: Civ5 Players being too used to that, and most of them not having played Civ4 and previous Civ Games to realize it was always like that. And especially at that Time, Civ5 Players were the most vocal Civ Players, with most Civ Youtubers (at least the ones with big Fan Communities) also being Civ5 Fans, you can easily see how that may have affected how people perceived Civ6. This is not to bash on Civ5 Players, afterall my first Game was Civ5, which is what hooked me into Civ, and I'm also guilty of being one of those who thought Civ6 was ugly when it first came out. I was too used to Civ5, too.Civ VI ended up being a game with very pretty graphics
This couldn't be further from the Truth. As I said above, I was at first turned off by the Graphics, but since I couldn't find an alternative to Civ, I just gave it a try nonetheless, to see what it has to offer before I return back to 5. And Boy was I surprised to see it having improved on nearly every aspect of the Game. If it wasn't the deep and interesting mechanics of Civ6, I wouldn't have kept playing it. Beside this personal opinion, you can easily take a look at the Civ6 Wiki and compare it to Civ5, Civ4, Stellaris, EU4...etc. to notice how well designed, detailed and rich its mechanics. So, I have no Idea what you mean by "content inside under that wrapper turned out to be much less pretty" if not the mechanics and how they work, bc I totally disagree with you here.However, the content inside under that wrapper turned out to be much less pretty.
Maybe. In the Future. But I didn't see anything in the Game that would indicate that. As many have noted, the Game is just a combination of old mechanics from different 4X Games, with nothing new or innovative even. Shallow and boring mechanics (resource chains just giving more of a yield? what's the point of the production chains if they don't give something unique and actually useful?), unintuitive and for-mobile looking UI (I can't get behind why the City Panel takes you unnecessarily out of the Game just to scroll over extremely enlarged Icons), neglected Diplomacy... too many things to count here. I don't see what made you think it could be a good sequel to Civ4, but I would love to hear what exactly you mean here.Millennia might be shaping up to be what some of us waited for for a long time - a thorough remake and remaster of Civ IV
I think you're talking more about Civ5 here, because I'm of the same Opinion here.Where Civ V and Civ VI increasingly took a route of ever bigger visual appeal, and dumbing down their systems
Even though I don't agree on this for Civ6 as a whole, but in terms of DLCs only Gathering Storm was a well done DLC for Civ6. What you said applies to Rise and Fall and the New Frontier Pass IMO. They disappointed me a lot tbh, especially Rise and Fall as an actual Expansion. But AI was also getting worse with each Expansion, even in GS, but also especially with NFP, where Firaxis, as you said, focused more on pretty Leaders with broken Abilities than making a good AI and polishing the Game. Which also shows in the state of the Game before NFP (stable) and after NFP (prone to crashes, Asset Limit).a huge amount of development resources was dedicated to leader figures and animations, for example, and the actual programming of the AI was left in the hands of the proverbial single employee, probably intern, and the gameplay and quality of the product indeed kinda supports such allegations.
What's so bad about Civ6's UI? and what's better about Millennia's UI? The only must have UI Mods for Civ6 are the detailed map tacks mod for Districts and the Extended Policy Cards that shows the yields you gain from Cards (ofc there are cool UI Mods out there, but I would hardly call them "a must have otherwise unplayable game"). That's about it, and it's not enough to claim "Civ6 has bad UI". Yes, some things can be improved, but it's not worse than any other Strategy Game, and if you've played any of Paradox's Games you would know how bad UI looks like.Civ VI also does a fairly poor job of surfacing information and explaining its systems, and has the dubious distinction of being the first Civ game for which I play with mods in single player specifically to improve the user interface and availability of information.
I would also be interested to hear what you think Millennia understands here that Civ6 or Civ5 didn't understand.But at this point, I'm cautiously optimistic that Millennia understands that gameplay is what made Civ I through IV great
This notion, while not incredulous, seems surprising, somehow, given a lot of people these discussions talk about experience with multiple iterations, and fond memories of their favorite (which I have done too, I admit). Then again, I haven't actually played Civ5 - I, "skipped," that one.Civ5 Players being too used to that, and most of them not having played Civ4 and previous
Although true player base of Civ1-3, like many older games, are hard to gauge, because of shareware, and, due to the lack of needing a specific sign-in ID, security theatre, and to be online when playing, buying, or borrowing copies from friends - or even Limewire - I do see your point. 2005 is roughly around when things like WoW and FFVII and such hit the market, I believe, too.Anyone who's on CFC is likely to be an especially dedicated veteran of the series. Some of us have been on Civ forums since before CFC existed.
But Civ5 was definitely the entry point for many, many fans. The gaming industry changed completely between the release of Civ4 and 5. Civ4 was released in the very beginning of video games going truly mainstream (I'd argue a bit before as 2005-06 were the turning point), and Civ5 was a few years after that. Civ4 released as a huge hit in a fairly nerdy industry, Civ5 released to the broadest audience. Civ5 has ~10 million sales as a low estimate, Civ4 probably sold ~4 million, maybe 5? So it's definitely common for people to have Civ5 as their first Civ game.
Idk, I'm quite close to thatBut you can hardly fall in love with it either.
Yes, my bad wording prehaps, I wanted to say it turned out to be pretty when we saw more of it and especially when it came out and I had it before my eyes.This is not quite true. Civ6 didn't end-up being pretty, it always was.
OP in this thread sums it up quite well and I agree with pretty much everything that's being said there.This couldn't be further from the Truth. As I said above, I was at first turned off by the Graphics, but since I couldn't find an alternative to Civ, I just gave it a try nonetheless, to see what it has to offer before I return back to 5. And Boy was I surprised to see it having improved on nearly every aspect of the Game. If it wasn't the deep and interesting mechanics of Civ6, I wouldn't have kept playing it. Beside this personal opinion, you can easily take a look at the Civ6 Wiki and compare it to Civ5, Civ4, Stellaris, EU4...etc. to notice how well designed, detailed and rich its mechanics. So, I have no Idea what you mean by "content inside under that wrapper turned out to be much less pretty" if not the mechanics and how they work, bc I totally disagree with you here.
Have you really played the demo enough? How the UI is unintuitive? Isn't it that it is a new thing and you just allowed too little time to get used to it? Now that I learned where everything is, it feels very friendly. No unnecessary mouse clicks, everything seems to be quite at hand. And I don't get that comparing with the "mobile looking", and as a negative thing, never thought about that myself.Maybe. In the Future. But I didn't see anything in the Game that would indicate that. As many have noted, the Game is just a combination of old mechanics from different 4X Games, with nothing new or innovative even. Shallow and boring mechanics (resource chains just giving more of a yield? what's the point of the production chains if they don't give something unique and actually useful?), unintuitive and for-mobile looking UI (I can't get behind why the City Panel takes you unnecessarily out of the Game just to scroll over extremely enlarged Icons), neglected Diplomacy... too many things to count here. I don't see what made you think it could be a good sequel to Civ4, but I would love to hear what exactly you mean here.
Oh my. Have you ever needed to know how long your new trade route will run, how many turns existing ones have remaining? Try to learn this from the unmodded UI. It may be useful to know when considering if its worth to pick Reform the Coinage Dedication. I'll just tell that the number next to the clock there is not the trade route duration, it's the shortest distance to the destination in tiles as the crow flies. Without mods, the only way to know is to count tiles yourself and do the maths. Time waster.What's so bad about Civ6's UI? and what's better about Millennia's UI? The only must have UI Mods for Civ6 are the detailed map tacks mod for Districts and the Extended Policy Cards that shows the yields you gain from Cards (ofc there are cool UI Mods out there, but I would hardly call them "a must have otherwise unplayable game"). That's about it, and it's not enough to claim "Civ6 has bad UI". Yes, some things can be improved, but it's not worse than any other Strategy Game, and if you've played any of Paradox's Games you would know how bad UI looks like.
I would also be interested to hear what you think Millennia understands here that Civ6 or Civ5 didn't understand.
I understand that we have only a very short demo. But you can see already how systems start to evolve, and how they are intertwined, making for interesting decisions every turn, but not owerwhelming you with the quantity of them to devalue them and cause tedium. But here we'll have to wait and see how later game looks like. So far things only became more and more interesing.None of the things that make Civ VI tedious - most notably, 1 UPT movement/traffic jams and calculating adjacency bonuses and ranges on tile improvements - are present, so the pace is more like the older Civ games, with nice new twists.
FF7 came out in 19972005 is roughly around when things like WoW and FFVII and such hit the market, I believe, too.