Update 1.1.0 is coming March 4 + New Development Roadmap

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Interested to see what the “significant” cultural victory changes are. I haven’t enjoyed culture victory nearly as much as I did in VI (it’s way too easy here) but I can’t imagine a total overhaul this soon.

I'm guessing they just moved things back further into the civics tree, but tbd.
 
I'm guessing they just moved things back further into the civics tree,
I would be surprised if you were correct as I wouldn't regard that as significant and they specifically said no more explorer stacks.
 
Do you unlock more beliefs for converting a certain amount of cities? I wondered about this because I never get the additional beliefs that it mentions you get if you keep playing...
I've seen an Event giving a new Belief where one of the triggers was that the Religion had been founded in a Distant Land Settlement.
 
I've seen an Event giving a new Belief where one of the triggers was that the Religion had been founded in a Distant Land Settlement.
Yeah, I managed to replicate it after seeing that post, but the requirement is way too tedious.
 
I would be surprised if you were correct as I wouldn't regard that as significant and they specifically said no more explorer stacks.
I hope you’re right, as they really do need to tweak it so that high culture output makes a difference. Although less than a month does seem to be an awfully short time frame to plan out and fully test an entirely revised victory condition (plus get the AI to understand it).

Their exact statement on the explorer stacks was:
AI leaders will also be better at completing a Cultural Victory (so expect fewer Explorer Unit stacks!)
So it could just mean that the AI leaders just stop being foolish about their allocation of resources (buying fewer explorers) and do a better job with unit placement (explorers not all in the same location), but still the same basic idea for the victory condition.
 
I don't know what it means. Does it mean we will have new types on top of Empire, City, Bonus and Factory resources, or will we have resources variety?
One of the goals stated by developers was to allow playing multiplayer without AI. If the game includes exploration, this means the game needs to be symmetrical and I assume it requires tweaking to how treasure fleet resources are handled, with potential introduction of new resources.
 
WHAT Happened here is a crash. after ten hours and more playing.

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Ability to convert holy cities is a good change:
  1. You create missionaries of your state religion anyway, so it's not a problem
  2. In the current version gaining relics from enemy capitals is problematic, because they often become holy cities. With this change this belief will be as good as others
 
"Holy Cities can be converted" smells of being something that was a "fan request;" and I can't believe people wanted that, and thought that was the big issue with the religion game. Oh well, mostly looks good.
Whether things get changed often has more to do with how easy it is rather than how important it is. In this case it's changing a single flag check.
 
Curious what the new resource types is about, I thought the resources in the base game were pretty good as is - hopefully will include a modern camels equivalent lol
I don't know what it means. Does it mean we will have new types on top of Empire, City, Bonus and Factory resources, or will we have resources variety?
Sounds like resource variety to me. A fifth category sounds unnecessary.
It's too ambiguous to tell much, but my guess is that they plan to improve the variety of Distant Lands resources. I've seen others point out that it's strange that you necessarily always see just tea/chocolate/spices/etc. in the Distant Lands while you may be playing a civ that, historically, relied on the trade of these goods at home for its wealth—Majapahit and the spice trade, say. I'd definitely welcome that; it also feels (to me) like some of the classic bonus resources of past games are missing: wheat, rice, bananas, the bunch.
Given that there is no Farm Resource currently, that could be it.
Also, maybe a step towards the possibility to have symetric Home/Distant Lands gameplay.
 
Given that there is no Farm Resource currently, that could be it.
Also, maybe a step towards the possibility to have symetric Home/Distant Lands gameplay.
The “symmetry” is definitely needed.
Perhaps it’s dividing Treasure resources into

Distant Land Treasure (Must be cashed in at a Homeland territory of a Homeland civ giving Points and Gold both to the owner of the Fleet and the Homeland civ it is cashed in at. Homeland civs settlements with those resources will automatically produce Treasure Fleets, as it is now. Homeland civs can also send a Merchant to a Distant land civs settlement to get it to generate Treasure a Fleets for the Homeland civ, with significant gold rewards)

Homeland Treasure (Must be cashed in at a Distant Land territory of a Distant Land civ giving Points and Gold both to the owner of the Fleet and the Distant Land civ it is cashed in at. Distant Land civs settlements with those resources will automatically produce Treasure Fleets. Distant Land civs can also send a Merchant to a Homeland civs settlement to get it to generate Treasure a Fleets for the Distant Land civ, with significant gold rewards for the Homeland civ settlement)
 
Interested to see what the “significant” cultural victory changes are. I haven’t enjoyed culture victory nearly as much as I did in VI (it’s way too easy here) but I can’t imagine a total overhaul this soon.
That’s the most significant change IMO, there’s a thread about it I’m glad the devs took notice

 
you're making a big assumption that a lot of us have seven friends

Well, I suppose even if you don't have 7 friends, you could still gather in online-lobbys 7 strangers to have fun with.
I am just a bit confused, that while in the multiplayer-stream the question of expanding the possible playercount was explicitly adressed and a rework of the distant-land-mechanic announced ... and the "A message of Firaxis Games" reiterated that point as well ("Allowing full player counts in multiplayer in all three Ages through refinements to our Distant Lands system.") as the 2nd point of community-requested features ... the now announced roadmap has no mention of the issue. Which is why I'd like to know whether plans have changed or its mentioning has simply been forgotten.
Maybe @FXS_Sar can help us out here?
 
Well, I suppose even if you don't have 7 friends, you could still gather in online-lobbys 7 strangers to have fun with.
I am just a bit confused, that while in the multiplayer-stream the question of expanding the possible playercount was explicitly adressed and a rework of the distant-land-mechanic announced ... and the "A message of Firaxis Games" reiterated that point as well ("Allowing full player counts in multiplayer in all three Ages through refinements to our Distant Lands system.") as the 2nd point of community-requested features ... the now announced roadmap has no mention of the issue. Which is why I'd like to know whether plans have changed or its mentioning has simply been forgotten.
Maybe @FXS_Sar can help us out here?
I expect it to be in the works and potentially could be released, it just can't be promised at the current point, due to heavy work required.

It may simply not be as simple (it's probably not a matter of "just do this and that"), and also need more extended testing.
So even if it is a priority for the customer value, the job size implies some delay.
It's clearly not as simple, as it requires a lot of changes in exploration gameplay, changing the resource effects, changing map generation for all scripts and setting, and on top of this - change AI behavior, do playtest and balance.
 
move it later in civics tree
....
awfully short time frame to plan out and fully test an entirely revised victory condition
I'm not expecting either extreme to be honest just some significant tweaking.
 
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