Some options that civ BE have that can be used in CIV 6

Onun

Chieftain
Joined
Jun 13, 2016
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10
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Portugal
Hello There

I played CivBE and for me it was very disapointing. For me compared with Civ 5 is a lot worst. But this is my opinion.

However there are some features that CivBE have that are good.

The wildlife in CivBE - they are annoying but real. Civ 6 should have something similar like rogue population or nomadic tribes etc. They should only exist in the first 2 or 3 eras.

The afinities in CivBE - Civ6 should have something like this related to the social policies or idealogies

The quests in CivBE - Civ6 should have this and the decisions we made each time, should affect the game on the feature or give special abilities, unique resources, or buildings.

What do you think

Please complete


Thank you

"“Appear weak when you are strong, and strong when you are weak.”
― Sun Tzu, The Art of War
 
The wildlife in CivBE - they are annoying but real. Civ 6 should have something similar like rogue population or nomadic tribes etc. They should only exist in the first 2 or 3 eras.
Well, it has Barbarians. The new Scout System (They send out Scouts and if they find your borders move back, later an army will be sent towards your area) sounds a lot more interesting than BE-Aliens. Because the aliens, while neat in concept, really never did much other than being in the way until you could remove them from existence with superior units.

The afinities in CivBE - Civ6 should have something like this related to the social policies or idealogies
Ideologies will probably take that spot again, not as dominant of course, but I think that's a good thing. BEs Affinity System dominated the game, I don't think Ideologies should dominate that much in Civ VI.

The quests in CivBE - Civ6 should have this and the decisions we made each time, should affect the game on the feature or give special abilities, unique resources, or buildings.
Well, normal Quests, yes, they were great, especially for the story-line. Building Quests were an utter failure in my opinion. Once again a good idea, but the implementation really didn't work out well. Maybe there were some people who chose based on who they roleplay as, but the majority of people quickly found the "best" options and then it got boring really quickly. Lots of small decisions without much impact just isn't interesting design.

Anyway, it seems like we will once again get a pseudo-Quest System with city states, so that'll probably be about it when it comes to quests.
 
Moderator Action: Moved to Ideas & Suggestions
 
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