[R&F] Rise and Fall General Discussion Thread

Beyond Earth had outposts that became cities after so many turns. The mechanic could be adapted.

I like this idea. I miss the trading posts... they had them in Civ II (or perhaps earlier) & they were very useful. Always thought there should be something like this in the game.
 
I like this idea. I miss the trading posts... they had them in Civ II (or perhaps earlier) & they were very useful. Always thought there should be something like this in the game.

Can't remember anything like that from Civ II... It'll have been Civ I then.
 
Can't remember anything like that from Civ II... It'll have been Civ I then.

I think they were in Civ3, if I recall. Civ1 was a very basic, streamlined game of farms, mines, and roads. No districts, trading posts, or aurora borealis there!
 
Can't remember anything like that from Civ II... It'll have been Civ I then.

The part where it becomes a city is always something I thought should’ve happened. In prior versions it was just a trading post to extend long trade routes.
 
I like this idea. I miss the trading posts... they had them in Civ II (or perhaps earlier) & they were very useful. Always thought there should be something like this in the game.
Not sure what you mean by trading posts, but they had colonies in Civ III, which let you claim a resource without having a city there
 
Not sure what you mean by trading posts, but they had colonies in Civ III, which let you claim a resource without having a city there

This is def what I was thinking of (thank you — been so long) & the fact it never became a city remained a disappointment. I also miss the creation of corporations late-game. That’d be cool if they did that again.. the more powerful the corporate structure the higher chance of corruption... hmm modern themes...
 
When talking about "having to have two versions of DLCs" and polls about who buys DLCs, one thing is forgotten:

Civ6 is Steam integrated, which means Firaxis has access to more data than you can imagine. If I was in charge of marketing and I was asked, "will these post-xpac DLCs sell" I would need a handful of numbers:

Total copies of Civ 6 sold.
Percentage of those that purchased at least one DLC (and yes, deluxe customers count, since they explicitly bought deluxe to get the DLCs).
Percentage of those that have played the game within the last 90 days.
Percentage of those that bought the xpac.

Now, I compare that group and suddenly I have a reasonable estimate of how many post-xpac DLCs I can sell.
 
I think they were in Civ3, if I recall. Civ1 was a very basic, streamlined game of farms, mines, and roads. No districts, trading posts, or aurora borealis there!
it was civiii

That'll be it, then. I never played Civ III myself, but I assumed Civ I because the person I was replying to said Civ II or earlier, and I did play Civ II.
 
They seem to have enough success as they’ve been doing it, otherwise they surely wouldn’t keep going through the same rabbit hole. I trust they’ve been managing their money just fine.
 
When talking about "having to have two versions of DLCs" and polls about who buys DLCs, one thing is forgotten:

Civ6 is Steam integrated, which means Firaxis has access to more data than you can imagine. If I was in charge of marketing and I was asked, "will these post-xpac DLCs sell" I would need a handful of numbers:

Total copies of Civ 6 sold.
Percentage of those that purchased at least one DLC (and yes, deluxe customers count, since they explicitly bought deluxe to get the DLCs).
Percentage of those that have played the game within the last 90 days.
Percentage of those that bought the xpac.

Now, I compare that group and suddenly I have a reasonable estimate of how many post-xpac DLCs I can sell.
Don't forget that Steam also collects data for achievements, such as the percentage of players who won at least one playthrough.
 
This is def what I was thinking of (thank you — been so long) & the fact it never became a city remained a disappointment.
You had to place your colony directly on the resource which is not where you would place a city though.
 
You had to place your colony directly on the resource which is not where you would place a city though.

Very occasionally I actually do that, if it is the only spot or the one spot with good housing. Also it instantly connects a luxery or strategic resource.
 
Beyond Earth had outposts that became cities after so many turns. The mechanic could be adapted.
That would be a great mechanic.

Colonial outposts can easily be flipped to a nearby civ unless one of your military units is garrisoned there. When I say military unit, I don't include support class or recon class.
 
I'm a big fan of the idea of being able to found small towns that don't grow beyong a certain point. They would use half the resources to create a regular settler, and would control only a seven-hex area around the town. They could have, say, a maximum of two districts besides the city center. The number you could found could be related to how many major cities you have, or some other population based index. Most nations have more small towns than large cities, and this is totally not reflected in the game.
 
I'm a big fan of the idea of being able to found small towns that don't grow beyong a certain point. They would use half the resources to create a regular settler, and would control only a seven-hex area around the town. They could have, say, a maximum of two districts besides the city center. The number you could found could be related to how many major cities you have, or some other population based index. Most nations have more small towns than large cities, and this is totally not reflected in the game.

I'd want a return of Civ IV's Cottage/Hamlet/Village/Town for that, to be honest. Always absolutely loved that.
 
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