New Expansion Speculation Thread

Status
Not open for further replies.
I know this has been said a million times—but I will be highly disappointed if they do not fix the AI. It is really, really average two years after the release date.
I hate to be the bearer or bad news, but expect to be at a minimum "mildly disappointed" and very likely "highly disappointed" with this expansion. As with each of the patches they will probably tweak and improve the AI, but AI improvements don't sell enough to the market as a whole. The Development effort will almost exclusively be focused on selling new features (and hopefully tying existing ones together better) with this expansion.

-New Civs (ex: Portugal, Maori)
-New Victory Condition (ex: Diplomatic Victory)
-New Units (ex: Rifleman)
-New Techs (es: Rifling)
-New Mechanics (ex: World Congress)
-New Wonders (ex: Acquario di Genova)
etc.

These are what makes the money, and drives sales across the spectrum. I've mentioned before, looking at the Achievement stats, you can see that the number of players winning even one game against the highest AI setting is small enough (currently 4.8%) that it doesn't really move the needle enough to dedicate significant resources to make the AI "play better".

Currently the AI can implement every single feature in the game (including naval and air combat). Unfortunately, it is just terrible at many of them - and certainly against hardcore Civ players.
 
Fascinatingly, it appears that some time before colonization, the Apache, Navajo, and Dene people were all one uhhhh "empire" (Confederacy?) that was torn apart by some other nation in a war. The antagonists were so powerful that these peoples never managed to merge back together

Hmm...didn't know that. I thought they split off due to population growth or some natural disaster.
 
That would be an interesting idea. Yet Pa's were their village centre...so not especially accurate as an improvement.
Now that would be even more interesting making it a unique city center.

With all this natural disaster, doomsday, talk the Maya would be the best Civ to work with these mechanics it into this expansion. Unless they add Atlantis. :shifty:
 
With all this natural disaster, doomsday, talk the Maya would be the best Civ to work with these mechanics it into this expansion.
Except ironically natural disasters and overpopulation are what doomed Classical Mayan civilization. :p Still, it would be fun for the Maya to play with the proposed doomsday clock (which is an idea I love, BTW) like Tamar does with golden ages.
 
Except ironically natural disasters and overpopulation are what doomed Classical Mayan civilization. :p Still, it would be fun for the Maya to play with the proposed doomsday clock (which is an idea I love, BTW) like Tamar does with golden ages.
This is exactly why I mentioned it. If this mechanic would get them in the game I won't complain.
Once you reach the year 2012 and don't win a victory with the Maya game over. :devil:
 
As far as I know there is no precedent for industrial facilities at sea aside from oil rigs.

I would guess these would be tidal/wave generators.
 
I don't believe Firaxis would add random disasters to the game because from the game design perspective it is bad and not fun. You can't really play around random events,

This is just extremely incorrect. What's bad and not fun is if you get completely screwed over by RNG. If you randomly, like, lose 1 population in a city due to disease, that's just part of the game. In particular if you've also come across the event where you get 1 free population due to good harvests. Compare it (for those who have played it) with Crusader Kings II: The entire game is built out of random events. That's just how the game functions; there's a chance you catch a deadly disease that kills you, things like that. And yet, no one ever complains about getting screwed over by bad events with CK2 (well, perhaps getting screwed over early on in a single play-through, but then the next play-through is probably fine, and on top of that you can take basically every negative event once you've been going a few years).

And that's the important thing. As long as events don't decide the game by themselves (the infamous volcano-destroys-a-city from Civ IV that I've never come across despite having a volcano erupting next to my city would fall under this category), negative events are fine. You may gain a free population, you may lose a population. Maybe a militia forms during war because a city feels unprotected, giving you a free unit, or perhaps a unit can lose 25 hp because they can't find food in the desert. A comet is seen in the sky, which has a 50% chance of spawning a missionary and a 50% chance of causing unrest in a city, stopping it from producing anything for 2 turns. Chances influenced by whether the city has a holy site and how many people are religious, as well as game era. And on average, an event like that may continue as often as once every five or ten turns. But as long as the events are small, it's no problem if they're straight up negative, on the condition people also come across straight up positive events.

I know this has been said a million times—but I will be highly disappointed if they do not fix the AI. It is really, really average two years after the release date.

I'm so interested in this magical "AI fix" people keep talking about, that would just *poof* turn the AI into gods at the game.

One might even wonder why the hell Firaxis is improving the AI in every single patch if they can just implement this magical fix instead.
 
This is just extremely incorrect. What's bad and not fun is if you get completely screwed over by RNG. If you randomly, like, lose 1 population in a city due to disease, that's just part of the game. In particular if you've also come across the event where you get 1 free population due to good harvests. Compare it (for those who have played it) with Crusader Kings II: The entire game is built out of random events.

Even though I am not heavily opposed to random events but I would not be excited about it.
As it would probably be a feature that you can easily turn off.
But I don't agree with what you said there.People don't complain about random events in CK2 is because it is a different genre and it is more about simulating history.
There is no winning or losing in CK2 but there are strict winning conditions in Civilization VI.
I'll rather have it as a mod but not an official feature.
Way I see it random events in CIV VI can be either
:-Too effective and many people would complain about balancing issue.
:- Not much effecting and hence a boring feature.
There is no middle ground for it, even if they let us customize the frequency and the level of those random events.I didn't care about random events in CIV IV.
Now it is up to Firaxis if they think enough people would love that feature and it is worth their development time.
PS:Also there is already a baseline for it in outback tycoon.
 
Even though I am not heavily opposed to random events but I would not be excited about it.
As it would probably be a feature that you can easily turn off.
But I don't agree with what you said there.People don't complain about random events in CK2 is because it is a different genre and it is more about simulating history.
There is no winning or losing in CK2 but there are strict winning conditions in Civilization VI.
I'll rather have it as a mod but not an official feature.
Way I see it random events in CIV VI can be either
:-Too effective and many people would complain about balancing issue.
:- Not much effecting and hence a boring feature.
There is no middle ground for it, even if they let us customize the frequency and the level of those random events.I didn't care about random events in CIV IV.
Now it is up to Firaxis if they think enough people would love that feature and it is worth their development time.

I don't think we should have random events as affecting entire games though. Have them not affect much, but occur relatively often. And it's not there primarily to influence gameplay, but rather to add flavor or immersion.
 
They should have released it in September. The marketing practically writes itself.

September 21st, 2019 release date confirmed!

Moderator Action: Please stop using the word "confirmed" as it misleads other readers of the forum that may think this is true. Thanks, leif
 
Last edited by a moderator:
This is just extremely incorrect. .
Is it?
Why randomness is a bad idea
1. Civilization VI is a strategy game. It is not a historical simulation! It means the complexity of the game you can earn by deep mechanics, not by randomness.
2. You are writing: "As long as events don't decide the game by themselves ". Well, that's a theory. Or even more: That's a "but in perfect world" condition. Realistically it is very hard to balance catch up mechanics and make them not impactful. And yet again. If they are not impactful why bother them anyway? Is this a good way of making the game deeper and more interesting?
3. Crusader Kings II is not Civilization VI. There is plenty of RNG in Hearthstone for example. (by the way very good example for RNG in games discussion). Even more in a poker game. But this is not a proof RNG is good for Civ and it is not a proof that RNG effect will not be hated in Civ game. (see 5.)
3. You can't play around RNG and build any strategy, that is why RNG effects are building false depth in the game. You don't need that false depth in a Civilization!
4. Civilization is a snowball effect game. It means every random effect will affect your process from x food x hammer, in turn one to your win in turn x with x*n hammers and foods (sorry for huge simplifying). That means random effect will add x turns to your win. Try to win a game in Immortal where the game itself makes victory harder because it helps AI snowball effect with the additional settler, workers etc. Do you want another similar effect in a game? Even worse because you can play around "difficult level" factor. It is just a boring way to make game harder.
last but not least
5. There is no fun in losing strategy game because of RNG, and it would be very easy to create such RNG outcome in Civilization. Too easy to risk.

If you want more arguments why RNG is bad in strategy games here is a link: http://keithburgun.net/randomness-and-game-design/
And few good arguments from Keith Burgun.
"Output randomness is just input randomness for the next turn." - Game designer and blogger DanC of the Lost Garden has said this to me numerous times in response to my positions. Basically he's arguing that there is no actual difference between output randomness and input randomness.

This position has two major flaws. One is that it seems unaware of the possibility of a larger strategic picture that could be providing tons of complexity effectiveness that otherwise you're losing out on.

The other major flaw is that even if it's actually input randomness for the next turn, that's what I call "unfair input randomness". It's up so close in your face that you don't have time to respond to it. You now have a significantly different game state than you did a second ago, and there's no discernible reason for it. On some games, you might play optimally, but get put into this position and lose anyway. On other games, you don't get put into that position because the dice rolls go your way. Input randomness, when put up close enough to the player so that he can't plan around it, is basically output randomness. Feedback is being artificially delayed.

Ironically, I agree with Dan's sentiment that there's no significant difference between output randomness and input-randomness-for-the-next-turn, although I think they're equally bad.

To really drive the point home, imagine a scenario where you have a character who has a “to-hit” dice roll against a tough monster. He swings, and he misses! Well, that’s ok, it’s just input randomness for the next turn, after all! He tries to attack again, and misses again! At this point, you may already have lost, and it wasn’t because of any decision you made.

"Some games need output randomness to work."

If you were to just rip the dice rolls out of Risk, it definitely wouldn't work.

This simply means that they are shallow games. It's understandable, because creating a coherent system that is deep is very, very hard to do. However, this is not a defense of randomness; more an indication of a weak design.

“If there’s randomness, then it’s all about risk management."

A favorite of poker players. The idea behind this argument is that having random elements adds a "factoring in your odds" element to the game. You have to weigh the odds of outcome A happening against the odds of outcome B against the benefit of outcome A and the benefit of outcome B, and that makes games more interesting. Essentially, it's combining odds and valuation.

This kind of risk management is not unique to random games. In any game that you haven't solved, really every move you make is to some degree a risk that you must manage. In chess, there could be two major strategies - strategy A and strategy B. You might figure that A is more likely to work than B, but B has a bigger payoff than A, for instance. Randomness isn't necessary.

As to the "calculating odds" aspect of this, determining odds is never interesting, especially not when you're talking about something like counting cards in poker. Calculating odds in a deterministic system might be harder to do, but it would certainly be far more interesting due to all of the variables at play in a good, dynamic strategy game.

"Randomness doesn't matter - just do the best you can!"

The argument goes something like, "if you care about randomness, you care too much about winning. Just have fun!"

This argument is not actually a defense of randomness in strategy games; rather, it is a defense of randomness in toys. Strategy games have a win/loss condition. If you are telling us to ignore that in FTL, then you are saying that FTL is a toy and that's why randomness is OK.

"Players with a wider skill range can compete against each other."

If a grandmaster and a newbie play chess against each other, the result won't be interesting or fulfilling for either party. That much is true! This argument suggests that the answer to that is to throw in some randomness.

Of course, that's throwing the baby out with the bathwater. You've now severely damaged your game for the sake of presenting people with the illusion of more-similar skill levels. The real answer to this problem is good matchmaking.

"Randomness makes a game more like real life."

To quickly counter this argument, let's simply assume that there is a set of values for strategy games which we can separate from the set of values for a simulator.

"Games with randomness still have skill to them!"

True, and I haven't argued otherwise. The issue is that on a practical level, you will be able to actually explore less of that space in your lifetime, since so many of the games are essentially wasted on false random outcomes.
 
Last edited:
As for AI fixes, they are necessary. No one is expecting deep blue. But we should have an AI that is comparable to civ5 ai. If they can make it that good I would be happy. The biggest issue that needs fixing is AI using air power (and air power in general needs to be much cheaper).
 
Is it?
Why randomness is a bad idea
1. Civilization VI is a strategy game. It is not a historical simulation! It means the complexity of the game you can earn by deep mechanics, not by randomness.
2. You are writing: "As long as events don't decide the game by themselves ". Well, that's a theory. Or even more: That's a "but in perfect world" condition. Realistically it is very hard to balance catch up mechanics and make them not impactful. And yet again. If they are not impactful why bother them anyway? Is this a good way of making the game deeper and more interesting?
3. Crusader Kings II is not Civilization VI. There is plenty of RNG in Hearthstone for example. (by the way very good example for RNG in games discussion). Even more in a poker game. But this is not a proof RNG is good for Civ and it is not a proof that RNG effect will not be hated in Civ game. (see 5.)
3. You can't play around RNG and build any strategy, that is why RNG effects are building false depth in the game. You don't need that false depth in a Civilization!
4. Civilization is a snowball effect game. It means every random effect will affect your process from x food x hammer, in turn one to your win in turn x with x*n hammers and foods (sorry for huge simplifying). That means random effect will add x turns to your win. Try to win a game in Immortal where the game itself makes victory harder because it helps AI snowball effect with the additional settler, workers etc. Do you want another similar effect in a game? Even worse because you can play around "difficult level" factor. It is just a boring way to make game harder.
last but not least
5. There is no fun in losing strategy game because of RNG, and it would be very easy to create such RNG outcome in Civilization. Too easy to risk.

If you want more arguments why RNG is bad in strategy games here is a link: http://keithburgun.net/randomness-and-game-design/
And few good arguments from Keith Burgun.
While I do agree on most parts, still there are random spawned barbarians in civ6 that have a huge effect on any unprepared players AND all AIs that will loose settlers and builders to them (which give the human another advantage over them)

And yet a lot of people consider that playing civ6 without Barbarians is not playing civ6.

IMO any random event that is not completely random and you can prepare for in a way or another can be put in the game.
 
I hate to be the bearer or bad news, but expect to be at a minimum "mildly disappointed" and very likely "highly disappointed" with this expansion. As with each of the patches they will probably tweak and improve the AI, but AI improvements don't sell enough to the market as a whole. The Development effort will almost exclusively be focused on selling new features (and hopefully tying existing ones together better) with this expansion.

-New Civs (ex: Portugal, Maori)
-New Victory Condition (ex: Diplomatic Victory)
-New Units (ex: Rifleman)
-New Techs (es: Rifling)
-New Mechanics (ex: World Congress)
-New Wonders (ex: Acquario di Genova)
etc.

These are what makes the money, and drives sales across the spectrum. I've mentioned before, looking at the Achievement stats, you can see that the number of players winning even one game against the highest AI setting is small enough (currently 4.8%) that it doesn't really move the needle enough to dedicate significant resources to make the AI "play better".

Currently the AI can implement every single feature in the game (including naval and air combat). Unfortunately, it is just terrible at many of them - and certainly against hardcore Civ players.

Yeah. I don’t know why, but I’ve recently gone from fairly positive about Civ to quite pessimistic. I’m really not sure the game will get the balancing it needs, or that governors and Legacy cards and all that stuff from RnF will get fleshed out, or that the AI / difficulty levels / challenge will be improved, and I really don’t think England or any other problematic Civs will get sorted.

I really don’t know why I’ve got so slumped about the next expansion.

As for AI fixes, they are necessary. No one is expecting deep blue. But we should have an AI that is comparable to civ5 ai. If they can make it that good I would be happy. The biggest issue that needs fixing is AI using air power (and air power in general needs to be much cheaper).

I think it’s more than just the AI that needs to improve. The overall challenge needs to improve. That does mean better AI, but also better difficulty levels (AI getting increased bonuses over time, perhaps even tied to particular strategies), maybe tweaking some mechanics to be more AI friendly (eg getting rid of Rams), and more and better conflict late game generally.

Really, by the end game, the world should be divided between you and a few big Civs duking it out, and various smaller Civs left behind. Better AI is one solution, but it’s also maybe down to the right bonuses and the right time.

Ultimately, I think VCs probably need a look too. The game might work better if you had some overall diplomatic / cultural victory, but to be in the running to win it you need to hit certain targets each Era to earn and then maintain major Civ status. Each Era, more and more Civs miss out, until you’re left with only a small number of very powerful Civs competing to victory. Civs that miss out could still pursue more turtle type VCs (along the lines of science victory), but the game would treat Civs winning those lesser victories as more sort of “forcing a draw”.

Religion already sort of works like the first part of this - miss out on a GP and you can’t get a Religious Victory. Likewise, if your Relgion gets wiped out, you also can’t get a RV. You’re not out the game - but you’re relegated to other victory types.


But they indirectly fuel economic production, no more of a stretch than mines producing production.

Good point on the mines. I think oil rigs already produce production too. But hopefully we get something that’s actually focused on actual strategic resources, not just the improvement. It’s silly that all coal and oil do is let you build ironclads and tanks.
 
Last edited:
As for AI fixes, they are necessary. No one is expecting deep blue. But we should have an AI that is comparable to civ5 ai. If they can make it that good I would be happy. The biggest issue that needs fixing is AI using air power (and air power in general needs to be much cheaper).
Well hello there rose colored glasses, fancy meeting you here.

The Civ5 AI was awful, too. It didn't understand 1UPT at all. AT. ALL.

You're thinking of after the final expansion, the last patch, the dll source release, AND the vox populi mod which was co-opted by the game devs.

Don't pretend like the Civ5 AI was capable of playing the game while the game was actively being marketed, because it was not. It's one of the reasons Civ5 was hated and a large portion of us stayed with Civ4.
 
Yea the AI at least needs to be on par with civ 5 to make me play civ 6 again. I only got over 150 hours on 2 years with the game and thats nothing with a game like this. For me the AI have to get mutch better now if im going to buy the next expansion.(civ 5 AI units could attack all over the map). youre lucky if you see one ship out in the ocean of another civ now in civ6 :/ and im waiting for the worldbuilder fix. If they can get these things fixed now i would be happy with the game
 
Random thought, please forgive me if it’s already been suggested.

What if the blonde medieval queen is a redesigned Isabella of Spain that isn’t accidentally based on Isabella of Portugal?
 
Random thought, please forgive me if it’s already been suggested.

What if the blonde medieval queen is a redesigned Isabella of Spain that isn’t accidentally based on Isabella of Portugal?

Isabella wasn't all that blond.
Hair colour somewhere between strawberry-blonde and auburn.
Besides I don't think another leader focused on overseas expansion and religious conquest adds that much to Spain.
 
Status
Not open for further replies.
Back
Top Bottom