SMcM
Emperor
Spoiler :
I think the city style is early East Asian from comparing it to the Japan pics. Based on the colors and the fact that they get included earlier and earlier with each iteration, I'd guess it's Korea.
You owning the holy city of the religion of 80% of the world?
Inspired me to quickly do my own version. I personally would probably want it to look a bit like this:me_on_the_left on Reddit posted a 'shopped version with fixed colors.
Spoiler :![]()
Time? (ie score after 500 turns?)
Mechanically that seems pretty similar to culture - spread your religious influence across the world vs spread your cultural influence across the world. Of course we don't know how things will play out, how culture and religion will work, or any major details really, all we have are three screenshots.
Probably -too- desaturated for most people, but I like it.
Other changes include:
- Quick and dirty ground textures for the Forests (just to get some color, also didn't do a good job at cleaning up the forests in the distance)
- Sharpened edges (and a tiny bit of depth of field)
- Darker Shadows
Biggest flaw are still the ground textures imho.
Seconded, this is what I would prefer my Civ VI to look like. Ah well, I guess we'll see if the graphics get improved on at all as development proceeds (it is still 5 months off, I suppose...)
XCOM was designed from the beginning for console as well as PC, so the interface was already simplified, making the tablet port much easier. XCOM2, which is PC-only, would be much harder to port to a tablet.You do realise that not only was XCOM ported to tablets without sacrificing any of the experience when played on a PC, but the development pipelines for these platforms are actually different?
I agree wholeheartedly:From VentureBeat: " The happiness level will be focused on a city level, rather than on a global basis across your civilization."![]()
I really like it. I wish there would be an option in your settings to turn off or on for grasses. This being off for lowrange cards.Inspired me to quickly do my own version. I personally would probably want it to look a bit like this:
Spoiler :![]()
Probably -too- desaturated for most people, but I like it.
Other changes include:
- Quick and dirty ground textures for the Forests (just to get some color, also didn't do a good job at cleaning up the forests in the distance)
- Sharpened edges (and a tiny bit of depth of field)
- Darker Shadows
Biggest flaw are still the ground textures imho.
I've never seen anything that supports that statement, sorry. The gap between the PC release (October 2012) and the iOS release (June 2013) is more than enough time for a separate port (or perhaps, just about enough time).XCOM was designed from the beginning for console as well as PC, so the interface was already simplified, making the tablet port much easier. XCOM2, which is PC-only, would be much harder to port to a tablet.
I agree that there's a lot of knee-jerk "looks mobile" reactions going on here, sure. But to say that you don't sacrifice anything when you move from the PC to a mobile platform just isn't true. Good gameplay often has a lot to do with the UI, and good UI design for complex systems is hard enough when you have all of the tools of the PC at your disposal; it becomes much harder when all you have is touch and drag.
This could easily be the case. If not only the game is ported to portable devices but allowed players to cross platforms (starting a game on PC and ending it on mobile device) I could surely like with what I too consider at downgrade comparison to Civ5.This art style makes me suspect that they plan to port the game to next gen mobile devices at some point after launch.