Wonder-spamming is a play style some people enjoy. Don't see why we should absolutely prevent it.
How is it being prevented?
Wonder-spamming is a play style some people enjoy. Don't see why we should absolutely prevent it.
How is it being prevented?
Well, you won't be able to build 10 wonders in your capital, for example.
There simply isn't enough space. You'll want to build districts, farms and other tile improvements.
So spam 'em in multiple cities if you are dead set to do it.
By the way, I am a wonder spammer......I have to adjust if I want to continue....and yes, I realize it's a bad strategy.
One thing I noticed and sort of felt is production don't seem as terrain dependent in the early game as in older Civs where people rerolled for the 5 cow, 3 wheat start or some such insanity.
But they did not really focus on the production side of the map. The preview video played on the same map as everyone else showed significant number of improvements and wonders by Turn 30+, granted it's a cooked start to preview features, and they were playing China, but it does mean waiting 20 turns for the library to finish is probably not a thing.
I've never re-rolled a game that I recall since 1991.
Even if it is not visually shown, there could be a counter next to each building in the city management screen telling you how much of each building there is.
It seems that Civilization's arcade mode is going backwards though. Civilization is becoming a casual game you play on the bus on the way to work and is no longer the deep thinking game it once was.
Why can't there be a gameplay effect? The economic, social and political stability of a city should be influenced by its amenities.Make up your own values and write them on a piece of paper or in a spreadsheet. Since there is no gameplay effect, this should be almost as good.
Why?Please list some arcade games similar to how you expect Civ VI to play. Or non-arcade games with an arcade mode that plays anything like you expect Civ VI to play.
I don't want more mechanics. I want better mechanics. Arbitrarily adding more and more and more is just lazy. I like the core idea of districts, they just appear to have been poorly executed. it makes not sense to have things like universities and theaters so far away from my city, especially without penalties. There should be a penalty for building districts further away from your cities.nyyfootball:
They are having 64-bit system and multithreaded AI for Civ 6, pretty much ALL the reviews confirm that there's much more mechanics and details to the game than Civ 5, forums and reddit are excited about the features and like the graphics on gameplay video.. and you are still having your "dumbed down iPhone game" -mantra.
Civ IV had all of that except canals and even then it had canal cities. Civ V was obsolete from day 1.War weariness, goverments and civics, no global happiness, canals(pretty likely).. so much more details and features. I already feel that Civ V is obsolete.
I never denied that Civ V was the top seller. I said that the Revolution series are among the most commonly played Civilization games and are often people's first exposure to Civilization. It makes complete sense that the developers are trying to make Civ VI more like Civ Revolution.You didn't like the art style and now based on that you keep bashing the game and writing stuff like "CivRev and CivRev2" are the biggest sellers (it's Civ 5).
There is much that I would like to see included into the Civilization games. I have written several threads detailing what I would like to see included. Organic urban sprawl is something which I would very much like to see in Civ.I bet there is literally nothing that will make you like the game, as you have already decided so.
Why can't there be a gameplay effect? The economic, social and political stability of a city should be influenced by its amenities.
Why?
That is completely unrealistic and illogical. Why would a city with millions of residents only have one library and one supermarket?There is a gameplay effect of those buildings - they're just represented by a single value/modifier.
I have been suggesting total-war style combat for a long time now.Of course there could be a specific effect for each specific building in the town. There could even be gameplay effects resulting from specific households or even the relationships between the people in a household and how their productivity is affected by whether their basic needs are fulfilled. Or instead of modeling combat as random outcomes, the player can actually control individual members of the military and control the combat of that single person in real-time.
Civilization should seek to educate those who play it. There is so much potential to teach about history and sociology and economics and politics and environmental science and geography, etc. Civilization should not be a casual game. It should require that the player partake in active creative problem solving.Those are other more complex gameplay systems that could be potentially implemented in a game that someone calls Civilization. Should Civ VI implemented those also to ensure that it doesn't become a game preferred casual gamers?
Who's "us"? Are you more than one person?So that us regular folk can understand what you actually mean.
That is completely unrealistic and illogical. Why would a city with millions of residents only have one library and one supermarket?
Civilization should seek to educate those who play it...
Civ IV gives a literal, exact number of how many residents live in your city. If my city has 20 million people, it serves to reason that my city would have more than one library and most certainly more than one supermarket. Would gameplay not be enhanced by requiring more of the player?Yes, that is illogical. But that is not actually what exists in the conceptual world of the game. It's a representation. The same way some Civ games show a small number of citizens in your city screen although a metropolis with 20 people is completely unrealistic. The same way some tiles only show a couple fish even though those few fish could not have an impact on feeding a city (and should be gone if they are ever eaten by one of those 20 citizens).
As Civ has become more and more popular, its demographics have changed significantly. Civilization is, by definition, now a casual game. It has been optimized to be able to take a short amount of time to play and for a successful end game to take minimal effort.That's a fine goal, but Civ has never been the type of game you are describing. So you can't use that as an argument for the game becoming dumbed down.
Civ IV gives a literal, exact number of how many residents live in your city. If my city has 20 million people, it serves to reason that my city would have more than one library and most certainly more than one supermarket. Would gameplay not be enhanced by requiring more of the player?
As Civ has become more and more popular, its demographics have changed significantly. Civilization is, by definition, now a casual game. It has been optimized to be able to take a short amount of time to play and for a successful end game to take minimal effort.
Civ seems to be purging any and all emergent gameplay in favor of short term enjoyment. The freemium effect. Civilization is now a game you can play on your tablet on the bus while your commuting to work or while your sitting in a waiting room and have ran out of magazines to read. It makes complete sense that the developers are trying to make CIV VI more like Civ Revolution and thus more accessible to more people.
I like the idea, but I must say also that I don't get a graphical sense of a city spanning multiple tiles from these screenshots. The improvements on each tile looks distinct and unique and doesn't really "connect" to the tiles next to them. I'm hoping that when they say cities span multiple tiles, it will actually look like a single coherent city spanning multiple tiles, not a bunch of atomistic, unconnected tiles which are "part of the same city" in text description only.