thecrazyscot
Spiffy
- Joined
- Dec 27, 2012
- Messages
- 2,605
It's been a couple of days, and I've been trying to absorb as much of the new information as possible without making a judgment one way or another. After sitting with it for a bit, I'm feeling overall optimistic regarding some fundamental mechanical and pacing changes but a bit wary that ancillary systems will continue to be represented in a way that I find tedious.
I like that they are trying something different. I think I got burnt out on the formula for the past few games after a lot of time with Civ 6, so I'm excited that they are shaking up the fundamental structure of a game via Ages, map expansion, and civilization switching. If they are tackling the fundamental problems plaguing late game that's a huge deal. But we need to see more about what happens during an Age Transition and just how much of your hard work is removed when starting the next Age. Definite feelsbadman potential.
The updated terrain looks amazing, with a height system and navigable rivers.
I like what they seem to be doing with city-states/independent peoples - seems much more dynamic and player-influenced.
I'm unsure about the RPG-lite Leader system, with all those Attribute trees to upgrade throughout the game. Is it just going to be a min-max mechanic or will it actually feel meaningful in pursuing dynamic strategies?
There's a bunch of important, but ancillary systems which appear to be in the game, but I don't know if I'm going to care for (Religion, Espionage, etc). I don't think Civ 6 got them right, but if they are in the "33% keep" category since a lot of other stuff is changing I'd be a bit bummed.
There are other "fluffy" systems (like Great People and Great Works) which seemed cool to me at first but I quickly found rather annoying in Civ 6. They seem to be here in some fashion, and I hope they don't end up being obstructive systems rather than something that is consistently engaging to manage.
Combat logistics problems and tediousness could be nicely addressed by the Commander system, or not. I want to see more.
I like that they are trying something different. I think I got burnt out on the formula for the past few games after a lot of time with Civ 6, so I'm excited that they are shaking up the fundamental structure of a game via Ages, map expansion, and civilization switching. If they are tackling the fundamental problems plaguing late game that's a huge deal. But we need to see more about what happens during an Age Transition and just how much of your hard work is removed when starting the next Age. Definite feelsbadman potential.
The updated terrain looks amazing, with a height system and navigable rivers.
I like what they seem to be doing with city-states/independent peoples - seems much more dynamic and player-influenced.
I'm unsure about the RPG-lite Leader system, with all those Attribute trees to upgrade throughout the game. Is it just going to be a min-max mechanic or will it actually feel meaningful in pursuing dynamic strategies?
There's a bunch of important, but ancillary systems which appear to be in the game, but I don't know if I'm going to care for (Religion, Espionage, etc). I don't think Civ 6 got them right, but if they are in the "33% keep" category since a lot of other stuff is changing I'd be a bit bummed.
There are other "fluffy" systems (like Great People and Great Works) which seemed cool to me at first but I quickly found rather annoying in Civ 6. They seem to be here in some fashion, and I hope they don't end up being obstructive systems rather than something that is consistently engaging to manage.
Combat logistics problems and tediousness could be nicely addressed by the Commander system, or not. I want to see more.