PhoenicianGold
Emperor
- Joined
- Jan 30, 2018
- Messages
- 1,828
Something you've got to keep in mind is that the resources required to model and animate a leader are probably one of the most resource intensive aspects of implementing new content in-fact when it comes to creating a new civilization I would say it is the most resource intensive aspect. Also theres no such thing as "primarily only aesthetic changes" each leader comes with their own unique abilties, buildings, units, districts or improvements - It is these that define how the civilization plays in the game, what its strengths and weaknesses are, something I would say defines each civilization far more. Essentially each new leader or civilization will have the same level of resources put into it, from scratch.
See, I think the players are reading too much into this business about leaders requiring a lot of resources. Regardless of how long developing one leader actually takes, the devs can and probably did start work on them a lot earlier. Potential leaders were likely vetted while the base game was being developed, so any number of leaders the devs want to include, their designs, their scripting, even their voice acting could have been done years in advance. They could have a whole database of audio files and concept art just waiting to get the green light.
And the actual modeling and animating of the leaders would be wholly independent of the rest of a civ's design. No coding required, no mechanical balancing. So even if it did take longer to actually render the leaders, they again could start work on that earlier--whereas the rest of a civ's design would likely require a pre-planning phase to straighten out all the mechanical ideas.
I could be wrong, but I believe that if 90% of these proposed DLC/expacks was recycled mechanics and assets, I think churning out eight leaders in a year is more than feasible, especially since most of the preliminary work has likely been done for most proposed leaders. In the grand scheme of things, throwing together some purely aesthetic bonuses is a lot easier money than having to come up with and refine new gameplay styles.
(It's also quite possible that Firaxis deliberately played this up so that players would see more value in a future leaders DLC pack; but my opinion doesn't fall either way because even on its shadiest day Firaxis is an amazing company)
It's also important to note what Deliverator said; these new civilizations would have to be designed purely on the base game, without the modified or newly introduced gameplay systems we've had with the expansion packs thus far. That makes new civilization or leader packs from this point onwards far more difficult - I just don't think its likely.
The clone civs I proposed are just aesthetic redesigns of base game civs. The Byzantium hybrid clone civ I proposed is just a combination of two (or three?) base game civs. Also, aren't the DLC packs being included with the base game in some releases?
Your description of "alternative game modes" are exactly what scenarios are, which are something I do think is a possibility but as I said above not until late 2020. But I do believe the introduction of any new gameplay features or systems like a new era as you suggest with such a scenario pack would be very unlikely - at least not without the intent of bringing such a feature into the main game in some sort of future expansion.
Well, again the design space is extremely, extremely limited if we are talking about content that does not require DLC/expansions. But the reality is that a "prehistoric era" mode could be developed purely on base game content (the Inuit and the Noongar are practically made for this). Maybe a nomadic challenge featuring a civ specially designed for it like the Romani. Or perhaps a single-city challenge featuring Vatican City. While there may be design space for implementing extremely broad universal mechanics to overlay over any iteration of the game, I do admit that I find this improbable because, absent a strong idea like "space" or "fantasy" or "co-op" it's extremely unfocused, not to mention would require extensive balancing. But there is still quite some potential for very small concepts to be executed around specific civs the devs want to include, but for one reason or another are just too weird to sell as a typical civ.
I agree that Firaxis are certainly holding the tourch for lesser-known or explored civilizations, but they're equally bringing back saples as well, they've famously said they work by the rule of 3's - 3 new, 3 old, 3 modified - and if you look at the civilizations introduced with the previous expansion packs they seem to go along that design philosophy. We will most certainly see the return of the likes of Byzantium and the Mayan's with a 3rd expansion, which is where I think Firaxis are focused right now.
That's...kind of true? They've actually been introducing more "modified" civs over time:
Base game: 2 (Sumeria, Scythia)
DLC: 1 (Macedon)
R&F: 2/3? (Scotland, India) (Georgia?)
GS: 4 (Phoenicia, Hungary, Maori, Angevin)
While I am positive we will see some sort of Byzantium representation, it is anyone's guess whether they will be an "old" or a "modified" civ, given the new paradigm of consolidating civs according to cultural legacy. Mechanically speaking, Byzantium is losing design space, given that:
* Russia already has the lavra and a trade route bonus.
* Hungary already has the cross symbol and city-state levying bonuses.
* Poland already has strategic forts and a unique heavy cavalry unit.
* Rome already has everything early Byzantium would likely have.
* Georgia's unique walls, city state bonuses, and chanting music feel like it was intended to serve as a Byzantium stand-in.
Honestly, I would rather the devs not expend time actually developing a Byzantium civ, and instead just combine several of these civs' uniques into a hybrid civ