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Red Death

Hey hey hey. Get your rational and moderate approach the eff outta here.

Something was released that didn't apply directly to me and my playstyle therefore the game is totally dead and the devs have clearly all given up and are horrible at their jobs and probably in their personal lives as well.
Yeah, what he said! We don't need no logic and reason here - this is the Internet!!!!111!
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I'm not sure to what extent the "they should've applied these resources elsewhere" argument that's floating about is valid.

They've worked on AI for this patch as well, and many other areas of interest to many of us. I doubt time and resources are so linear or interchangeable to the point not working on Red Death would've produced a meaningful improvement elsewhere.

Yeah, definitely that argument doesn't make much sense.

But what I'm a bit worried is about the culture, vision and what's fun for the franchise. Things like what the developer said on reddit regarding the implementation of the World Congress, in which they would not add mechanics that mean nothing when used on a human player. For example, asking the AI to vote on something. So they did this "favor" yield.

Basically, I'm noticing that the design trend is going more and more about competition between players for everything, abstract "magical" yields, some which appear out of nowhere*, less simulation, fast paced game, smaller maps... I understand that many people love this direction, but I'm kinda on the opposite side.

* The other day I was watching a YouTube video in which it was in a fully snow world. No food production whatsoever. But then you plop an internal trade route and voila! food is created (?). A more "simulationist" approach would be what was done in AoW: Planetfall, in which cities can contribute half or all their food surplus and other cities can take from it. Basically, the food other cities get exist, and they are not created out of nowhere.
 
I was going to try out a game of Red Death.

Then it said I had to go back and turn off some mods that were interfering with game creation. I backed out to the main menu....but exited the game instead.

I guess I'm just not interested enough to bother switching off my mods temporarily.
 
Remember how Civ2 had total conversion scenarios that turned the game into Masters of Magic and Masters of Orion?

Plus Apocalypse, Alien Invasion, Midgard, World War 3, Jules Verne, Mars Colony, Ice Planet, X-Com...

The Civ6 engine is versatile enough to be ANY 4X game they want it to be.
In my opinion they already have a lot of assets that could go towards a mythological scenario.

Theological combat already summon lightning down from the sky like Zeus and Thor.
Many of the factions would be in the game already: Greeks, Norse (Norway), Egyptians, Chinese etc. with some of their UUs. Give each faction a unique mythological creature or two also.
Add in the Maya at least for the regular game.
 
In my opinion they already have a lot of assets that could go towards a mythological scenario.

Theological combat already summon lightning down from the sky like Zeus and Thor.
Many of the factions would be in the game already: Greeks, Norse (Norway), Egyptians, Chinese etc. with some of their UUs. Give each faction a unique mythological creature or two also.
Add in the Maya at least for the regular game.

And the Babylonians. Marduk v. Tiamat ftw!
 
Yeah, definitely that argument doesn't make much sense.

But what I'm a bit worried is about the culture, vision and what's fun for the franchise. Things like what the developer said on reddit regarding the implementation of the World Congress, in which they would not add mechanics that mean nothing when used on a human player. For example, asking the AI to vote on something. So they did this "favor" yield.

Basically, I'm noticing that the design trend is going more and more about competition between players for everything, abstract "magical" yields, some which appear out of nowhere*, less simulation, fast paced game, smaller maps... I understand that many people love this direction, but I'm kinda on the opposite side.

* The other day I was watching a YouTube video in which it was in a fully snow world. No food production whatsoever. But then you plop an internal trade route and voila! food is created (?). A more "simulationist" approach would be what was done in AoW: Planetfall, in which cities can contribute half or all their food surplus and other cities can take from it. Basically, the food other cities get exist, and they are not created out of nowhere.

At what point was Civ a "simulation", it was ALWAYS a strategy game based off a board-game. sure Civ 5 and 6 have made that bit more "clear" but I still prefer most of the features way above what Civ 3 and 4 had. (I never had a chance to really get i nto Civ 1 and 2, blame it on millenials for that one).

For crying outloud, you play as an immortal leader to begin with in every of the games.
 
Wish they would do a scenario with characters and story reminiscent of AC (hence the avatar) this certainly isn't for me but I don't have time or money for much civ anymore. I suppose at 40 I am out of the demographic they target. I do hate seeing them jump on bandwagons also...trends make me sick.
 
At what point was Civ a "simulation", it was ALWAYS a strategy game based off a board-game. sure Civ 5 and 6 have made that bit more "clear" but I still prefer most of the features way above what Civ 3 and 4 had. (I never had a chance to really get i nto Civ 1 and 2, blame it on millenials for that one).

For crying outloud, you play as an immortal leader to begin with in every of the games.
suspension of disbelief always has a breaking point. For some of us it breaks earlier, and even if I can ignore the immortal leaders (as they are the first thing I've modded out), civ6 really does its best to hammer it in pieces with its naked gameboard design.

civ5 was a first step in that direction, I can understand this is a marketing thing and I'm not anymore in the targeted audience, but at least with civ5 we had the tools to change that.

civ4 did a good job at hiding its gameboard core, and so, ironically, it's the one that has the biggest modding community that I was playing with the lowest number of mods...

yet, I appreciate that scenario, I don't think it has taken resources required elsewhere (almost no AI code in there, a bit of Lua coding, and some artists time), and hopefully we'll have access to the assets at some point.

because wanting something more "simulation" or more "immersive" doesn't mean I'd refuse to add some doom events to late game and a continuation/reconstruction 4X in a post-apocalypse universe.
 
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suspension of disbelief always has a breaking point. For some of us it breaks earlier, and even if I can ignore the immortal leaders (as they are the first thing I've modded out), civ6 really does its best to hammer it in piece with its naked gameboard design.

civ5 was a first step in that direction, I can understand this is a marketing thing and I'm not anymore in the targeted audience, but at least with civ5 we had the tools to change that.

civ4 did a good job at hiding its gameboard core, and so, ironically, it's the one that has the biggest modding community that I was playing with the lowest number of mods...

I'm in the opposite boat. I was getting tired of the franchise during IV because I was no longer the target audience as the game felt like it was moving too far from those board game roots. I have played VI more than any other iteration since II, have been such a fan of the direction Ed has taken the game.
 
Finally got a chance to watch the video, looked pretty exciting near the end. Beginning was so-so, but they definitely push you into the action at the end. I'm more of a builder, so not necessarily my cup of tea, but if this keeps the civ IP relevant and franchise strong I'm all for it. Now to try to find time to play...
 
Welp, won against the other five factions (although two players dropped out early, the last remaining opponent was clearly human), feel like I just ran five miles instead of sitting in front of the computer for 40 minutes - playing on a clock really gets my adrenaline rushing.

It was fun, and it helped that I started near what would end up the center of the safe zone with no one on one side of me, and I got lots of stuff including two nukes before running into other factions.

My daughter enjoyed watching me, too.

But I don't think I'll play it frequently. Still need two of the achievements. But I usually go to Civ to relax, not for a tension-filled, clock-driven, last-one-standing competition.

Overall, thumbs up, but it's not usually the type of thing I want to be doing.
 
I watched a game posted to YouTube on my lunch break. I was rather impressed at the excitement and potential for tactics and strategy.
 
At what point was Civ a "simulation", it was ALWAYS a strategy game based off a board-game. sure Civ 5 and 6 have made that bit more "clear" but I still prefer most of the features way above what Civ 3 and 4 had. (I never had a chance to really get i nto Civ 1 and 2, blame it on millenials for that one).

For crying outloud, you play as an immortal leader to begin with in every of the games.

Gedemon said it quite clearly. The immortal leader thing is more cosmetic than anything, it doesn't relate to gameplay, which was my point. Also, there are degrees of simulation, and Civ 6 is way less simulationist than 4, for example. It's not all black and white, I hope you can get what I mean.

In gameplay terms, the abstractions were kept to a much lower degree that what they are now. Like that example with the food I gave in my post. Civ 6 is currently filled with yields/resources/etc that appear out of nowhere, and as Gedemon said, that's my breaking point. Takes me out of the "historical" setting and starts veering towards fantasy.
 
actually played a hot seat game against myself (the rest were ai opponents). As expected, the AI is rather terrible. It has no tactical purpose at all (which you would expect since it's not a real AI). As for playing against myself initially player 1 had the larger army, and player 2 started off in a corner and had a bad start. But player 2 had some good pops mid game including nukes. Nukes really win this game. It's a pretty fun scenario, though maybe a little too luck focused. Nukes really turned the tide. Player 2 ended up winning. I beat myself. :D Got all the achievements except losing your civilian unit in the first 10 turns (can probably do that with a tiny map). I played on standard time and standard size map.

Overall it was pretty fun, even against myself (I kept turn timers on to keep the tension up). I actually do want to play this against other players at least a few times. Overall, it's not civ, but it's pretty fun. Keep an open mind.
 
Relax folks. It was a skunk works job. They're having fun and we're getting free goodies. And even if it wasn't what's the problem?

Looks like fun, I'll try it. Glad they're still pumping up VI and that they're having some creative fun along the way. Everybody wins.
Yeah.

I just wish was a more full-featured scenario of rebuilding civilization from the ashes.

Oh wellsies!
 
I just tried it and won as the Wanderers on my first game. Actually really enjoyable, even if it’s just an occasional thing i play, a nice hour long game
 
Played a few games yesterday, had one game that lasted almost an hour with great gameplay. Some of the others where the usual PUG internet games, people quitting early game ("bad" starts?), quitting mid game and, well the usual shenanigans with random games.

Gameplay itself is quite fun, I think I'll probably go for a game every now and then.
 
I wonder if they might use this scenario as the basis for adding more late-game possibilities in an expansion.
 
Where did the graphic files of this scenario (Graphics of big muscle heavy infantry thing with machine rifle (Is it M60 or MGs?), and big ATV civilian truck)

They will be cooked into .blp files in the Platforms directory. There may be a way to use them in mods by copying the .artdef entries, but for full mod usability we'll need them to do a new release of the SDK Assets that include the Red Death assets.

This is one drawback of the Civ VI compared with Civ V. In the older game once you had the pak files you could unpack them and use the assets but asset cooking into .blp is a one way street which limits the re-use of graphical assets unless people are willing to share the source files.
 
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