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Yeah after they add the inevitable Britain Civ + English leader, I would hope that all the remaining inclusions for the two DLCs go in on adding proportionally more Euro Civs and non-Euro leaders, for that sake of balance.
 
I guess what I'm trying to piece together is:

Did the talk of historical paths back then apply to leaders at all? Or was that an assumption on our part?
Did their stance change since then? (Also, is that in part due to current options.)

This outcome was pretty obvious from Firaxis' devolopment diary about seperating leaders from their civs and their philosophy about mixing and matching/ages. I think those who entertained and assumed civ choices would compliment leader pool enough to allow for some semblence of "historical" pathways were giving Firaxis too much credit
 
Playstyle pathways I guess are a thing, as well as historical pathways?
I really hope so, and that it's not just random selection by the AI.

I get Tecumseh and Greece because of city-states, but not sure about Isabella and Egypt other than the Economic focuses. :dunno:
I have a page with a dozens of paths of varying associations between leaders and civs, so maybe!:lol:
 
Given the limited leaders and civs per era, it is bound to happen that some leaders might lead a non-historical civ. Hopefully as more civs are added in future, this get better.
Yeah honestly at this point I'm more interested into what this system could grow into. The release limitations are going to be wonky for a while until it gets fleshed out. At least that's my hope, but, if we get inhundated with personnas it would be incredibly dissapointing.
 
The player can choose the other leader/civ combinations in the setup by the way.

All transitions into the next era that I've seen have been reasonable choices (e.g., geographical unlocks).

Bildschirmfoto 2025-01-16 um 17.49.15.jpg
 
Jose Rizal is a pleasant surprise! Probably the non-Latin American leader I feel most comfortable pairing with Mexico.
 
There are minor bugs, e.g., when a Augustus (Rome) met Pachacuti (Maya), the Persian music was triggered. Some leader animations have strange "jumps" between frames. Didn't see graver things yet.
 
Wasn't there a popular mod for Civ6 that separated the leaders and civs? Now, we need a purely cosmetic mod that changes the name of the civ to be compatible with the leader.
 
Some general observations after watching two games:
- cities grow really fast
- there is a lot of fighting in the antiquity age with independents
- improvements from city state suzerainty, such as step pyramids, are built over normal improvements (yields are kept)
- crises look interesting. I haven't seen which setting the streamers used for these (I assume standard), but the barbarian ones meant a lot of military pressure while the happiness one has quite uncomfortable cards
- german translation is really bad, looks like done by an AI. Some words are just invented or imply other things, some cities names are translated for some reason (!) and some civs just get an adjective that is used like a noun. If this makes it in the release version without change, I don't think I can stand playing the german version (which I've always done in civ games so far)
- resource slots don't seem to be very rare, quite the opposite
- quest rewards are relevant (e.g., a free codex, attribute points)
- turn times are very fast
- so many nice graphical details
- graphical road placement on a tile glitches relatively often (with buildings, rivers, rocks), which is unpleasant in an otherwise so nice looking game
 
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I don't know how it works. In one game I've quickly looked at, it looked good:
Charlemagne started as Rome (while the player was also Rome!)
Confucius as Han
Catherine as Greece
Hatshepsut as Egypt

Another one also looked good:
Pachacuti as Maya into Inca
Xerxes as Persia into Mongolia
Hatshepsut as Egypt into Songhai

Another streamer's game also looked mostly good. But it had Catherine of the Shawnee in the Distant Lands.

So, maybe it is an option somewhere? I didn't see it at the start of the game, so maybe a more general option buried in other settings?

I suspect it works like this: Leaders choose one of their preferred civ if available. And then choose a random civ if those are not available anymore. So Augustus chooses Rome, Catherine chooses Greece and then Charlemagne has no preferred options left and goes Mississippians. With the unfortunate imbalance of too many European leaders for not enough civs, we will see strange pairings very often.
 
I suspect it works like this: Leaders choose one of their preferred civ if available. And then choose a random civ if those are not available anymore. So Augustus chooses Rome, Catherine chooses Greece and then Charlemagne has no preferred options left and goes Mississippians. With the unfortunate imbalance of too many European leaders for not enough civs, we will see strange pairings very often.
I'm not quite sure of this.
a) I've meanwhile seen the screen that lets you choose leaders and civs for the opponents
b) I've seen at least two games with duplicate civs in them
 
I'm not quite sure of this.
a) I've meanwhile seen the screen that lets you choose leaders and civs for the opponents
b) I've seen at least to games with duplicate civs in them
Duplicate civs? Do you know if this is toggled in settings as well?

I've restarted the Quarbit video to pay better attention to the game setup bits.
 
- there is a lot of fighting in the antiquity age with independents

I really like this direction (so as the similar approach with IPs in Humankind). On the one hand, the map becomes busier and more lively, and it also opens up some new playstyles (IP conqueror, IP assimilator, IP alliance-builder). On the other hand, historically, major empires never existed in a vacuum; they had many smaller neighbors, and they expanded through interacting with and absorbing these neighbors (such as Rome absorbed the Socii and the Kingdom of France absorbed all those duchies).
 
I'm not quite sure of this.
a) I've meanwhile seen the screen that lets you choose leaders and civs for the opponents
b) I've seen at least two games with duplicate civs in them
Duplicate civs is bad, hopefully that gets fixed soon.

improvements from city state suzerainty, such as step pyramids, are built over normal improvements (yields are kept)
As I understand it, this is how all unique improvements are handled.
 
Duplicate civs? Do you know if this is toggled in settings as well?
I haven't seen a toggle for it so far. But I haven't watched the respective videos. I just skimmed through to see the leader/civ combos and how they evolved. GamerZakh had a duplicate Rome in his game (led by Charlemagne). I just looked at the beginning now, and he doesn't show his settings. It may be that he set this or that he toggled duplicate civs or that it's standard to allow these.
 
In practice, most of those hexes will soon be covered by city improvements and urban districts, so the mess of roads won’t be there for long.
replaced by a mess of city improvements and urban districts (not an urban sprawl guy)

Joining the chorus against duplicate civs. If I'm playing as Rome, I don't want to play against Rome. Just having a different leader of Bizarro-Rome isn't enough to make it feel like it's a rival civ. Hope it can be toggled. Does Deutero-Rome even have the same city names, has any video revealed?
 
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I haven't watched many videos so far, but I have to say, that I've enjoyed GamerZakh's one the most. It's basically just him playing and discovering the game, like I would with a cup of coffee. Probably not the best video if you want to learn as much as possible, but very good to watch and chill.
 
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