The Civ VII team is aware of Vox Populi to the point they are just calling it "Vox Pop" now

I fully agree with Acaerus. All Civ games up to 5 was challenging; Civ 6 is a dead brain. The game developers point to multiplayer so they avoid the need of good AI.
Well its more "what level of AI can we get away with?"

Firaxis has thrown down some stats ever so often about its user base, and the most consistent fact we have seen is....the VAST majority of players play the most basic difficulty. They are not looking for challenge when they play civ.

AI is really for people like us VP people that thrive on highly competitive civ play, but we are a tiny fraction of the user base.

This is further compounded by the fact that....not only does an AI take time to make....its often time right at the end of the design cycle, because you have to get all of your other mechanics coded before you can really craft an aI to play it. And so AI design is often running right up against that all important delivery schedule.

So AI design is always a balance by what they have to do to keep players engaged, but not so much it sucks up resources or delays timelines.
 
My biggest concern was stated in a Marbozir video (link), basically before the game's release they have already laid out a plan for like 6 DLCs, leader skins (???), "personas", tile sets, profile customizations, etc. that you can buy.
That might seem bad on it's own, but it also affects mod support. Think about skins/personas: these are easily added by mods. I suspect that to keep profitability, which they clearly care a lot about with all of these things they're selling, they will disable or severely restrict mod support.

@Slyceth how familiar did they seem with Vox Populi, they actually called it "Vox pop"? Did they mention it before you mentioned it?
 
Civ 7 seems to be way more bold at giving each civilization strong complex unique stuff than its predecessors. That's actually something I heavily associate with this particular mod, so I do wonder whether "we" influenced them on that aspect.
 
Civ 7 seems to be way more bold at giving each civilization strong complex unique stuff than its predecessors. That's actually something I heavily associate with this particular mod, so I do wonder whether "we" influenced them on that aspect.
Nah other way around, this mod tries to not make the uniques too complex and there's been an emphasis on adjusting things in general so the AI can actually use the stuff that gets modded in.
So at every propsal its not just about balance its also a question if its feasable to code decent AI usage of it, if not its usually scapped..
 
Nah other way around, this mod tries to not make the uniques too complex and there's been an emphasis on adjusting things in general so the AI can actually use the stuff that gets modded in.
So at every propsal its not just about balance its also a question if its feasable to code decent AI usage of it, if not its usually scapped..
When have you last looked at the vanilla unique components? Sure, we are limited by AI, but we are pushing those boundaries. Like, Arabia only had +1 Gold per TR and doubled Oil. Compare that to what this mod has been doing.
 
When have you last looked at the vanilla unique components? Sure, we are limited by AI, but we are pushing those boundaries. Like, Arabia only had +1 Gold per TR and doubled Oil. Compare that to what this mod has been doing.
Hrm, you are correct was a loooong time since I opened vanilla but still its an important factor when someone suggests something wild.
With civ 6 I've seen ppl complain AI really struggles to use core mechanics, sadly most civ 7 posts seems to be about "cartoonish graphics" , "leaders not looking at camera" and other things that also does not affect gameplay at all.
 
sadly most civ 7 posts seems to be about "cartoonish graphics" , "leaders not looking at camera" and other things that also does not affect gameplay at all.
No, the most popular complaint is about civ changing every era, which totally affects gameplay.
 
No, the most popular complaint is about civ changing every era, which totally affects gameplay.
I saw that too, as someone said taking the worst part of humankind, it was highlighted after the demo but drowns a bit in all the cosmetic rants, "oh my great wall need to be showed correct" and things like that.
 
I saw that too, as someone said taking the worst part of humankind, it was highlighted after the demo but drowns a bit in all the cosmetic rants, "oh my great wall need to be showed correct" and things like that.
I'm still not over the fact that they ruined the great wall in civ 5
 
How did they ruin it?
The borders are not stored in the save file and are instead recomputed on each game load.
The size is capped at like 6 or 7 tiles wide, which means that you eventually end up with the wall becoming a big ugly hexagon.

I also dislike the fact that the great wall is no longer land-facing only. In civ 4, the wall would end at coastlines.
 
I'm still not over the fact that they ruined the great wall in civ 5
The only problem is not opening that part of the source code so we can fix that.
From what I understand, they already did this for the Mac version, to maintain OS compatibility. Maybe when windows drops x86 support we'll see it
Wasn't that just a 64-bit wrapper and the game is still 32-bit?
 
I want insane exponential growth per age or I shall outlive their company and make it myself.
 
Top Bottom