Moderator Action: Please get back on topic.
Probably because you mentioned Goths in your list but not the Berbers.I don’t recall ever making a direct comparison between the Goths and Berbers.
And I’ve been expecting Gaul to be unpacked from the Celts ever since they started deblobbing civs.
I think that some key Devs are already working on 7. We know whatsherface (sorry!) who narrates the first looks is still involved, but no where to be seen publically on the NFP. Ditto the dev with the excellent beard, Shirk, and Beach himself. Sure the latter may have moved on to do something else, but I suspect that he asking with the other three I mentioned have been working on 7 for many months now.
I think there could possibly be a dlc or two after NFP, but that's it.
Honestly I'm not too pumped about the supposed Barbarian Mode. Given that the Barbarians are already powerful, if they make them more powerful, I will rage... for about a second.
Fixing bugs, exploits, AI, etc is not a content we should consider as a additional paid DLC![]()
Probably because you mentioned Goths in your list but not the Berbers.
That being said I think that a new Berber civ has one of the strongest chances to get, even over the Goths, considering they occupy a region that hasn't been explored in the game yet.
Since you mentioned Gaul I think that would partly cover the niche that a Goth civ would take up, not to mention Europe is crowded with civs at this point.
errm nope?I think the devs realised that Civ 6 was a failure after gathering storm.
I think the devs realised that Civ 6 was a failure after gathering storm.
I think Civ 7 is going to have the following:
- Less cartoony graphics
- Allowing unit stacking of 3 to 4 units
- Reverting movement rules back to Civ 5 rules
- Have corporations and world congress in base game.
the dev with the excellent beard,
NFP is showing to be a success... so where is your evidence? It is selling well and a lot of fans are happy with it ( sure there are some who would wish they did "more" but I never heard anyone who said NFP is an outright failure.)I think the devs realised that Civ 6 was a failure after gathering storm.
A lot of the mechanics would require a significant rework in order to get Civ 6 to where they want it. In that case, they might as well build a new game.
I think Civ 7 is going to have the following:
- Less cartoony graphics
- Allowing unit stacking of 3 to 4 units
- Reverting movement rules back to Civ 5 rules
- Have corporations and world congress in base game.
I expect second round of (final) Frontier pass with 9 new civs to add up to 60 civilization at the end.
..and I would like that to happened.
He one thing that really annoys me about 1upt won't be resolved by a +1. That's route conflict, particularly at choke points, really annoys me. All I want to do is send three units through a valley to the other side. It takes 20 turns of micro management to do it.I know a lot of people here on the forum are against 1UPT. However, if having a look about other hex-based turn-based strategy game outside the Civ series, you will notice that 1UPT is very much the common standard these days.
Even within the historical 4x game genre: Old World, a game made by a renowned former FXS dev for a much smaller and serious audience, is 1UPT. Humankind, a game which let units stack when in the move, is still 1UPT when in the actual battle. And that's not to say a lot of "problems" caused by 1UPT can be solved by changing some rules of movement - for instance, a universal +1 movement to all units.
If anything I would say Civ VII is very likely still a 1UPT game, or use a system similar to Humankind's.
He one thing that really annoys me about 1upt won't be resolved by a +1. That's route conflict, particularly at choke points, really annoys me. All I want to do is send three units through a valley to the other side. It takes 20 turns of micro management to do it.
1UPT works in Old World for multiple reasons that do not apply to a classical civilization game IMO, first there is a lot (and I mean a lot) more space on the map (not that they are bigger, well, technically they could be, but more importantly there is a big separation between pre-placed cities and no locked CS territory), the order system both put a soft cap on your number of units and allow faster moving (by a factor 2 or 3, not by a linear +1), and finally the game is very short (in turn number) and generally ended before you can have enough units to make moving them a boring mess.I know a lot of people here on the forum are against 1UPT. However, if having a look about other hex-based turn-based strategy game outside the Civ series, you will notice that 1UPT is very much the common standard these days.
Even within the historical 4x game genre: Old World, a game made by a renowned former FXS dev for a much smaller and serious audience, is 1UPT. Humankind, a game which let units stack when in the move, is still 1UPT when in the actual battle. And that's not to say a lot of "problems" caused by 1UPT can be solved by changing some rules of movement - for instance, a universal +1 movement to all units.
If anything I would say Civ VII is very likely still a 1UPT game, or use a system similar to Humankind's.
He one thing that really annoys me about 1upt won't be resolved by a +1. That's route conflict, particularly at choke points, really annoys me. All I want to do is send three units through a valley to the other side. It takes 20 turns of micro management to do it.
It's not that it's a choke point, it's that every time a unit blocks it, any and all units that have a path planned through that point, even if miles away, will suddenly stop and get confused. It gets really frustrating after a while, just dealing with the micro managing. Choke points are fine, it's how the unit pathing deals with it, especially with the ADHD civ AI that can't just keep a unit still.Isn't that part of the strategy? Whenever I come across a geographic choke point, that becomes an space for an Encampment automatically to block any foreign units from coming through.
I'm going to need more specificity. I suspect you mean Dave McDonough.
I know a lot of people here on the forum are against 1UPT. However, if having a look about other hex-based turn-based strategy game outside the Civ series, you will notice that 1UPT is very much the common standard these days.
Even within the historical 4x game genre: Old World, a game made by a renowned former FXS dev for a much smaller and serious audience, is 1UPT. Humankind, a game which let units stack when in the move, is still 1UPT when in the actual battle. And that's not to say a lot of "problems" caused by 1UPT can be solved by changing some rules of movement - for instance, a universal +1 movement to all units.
If anything I would say Civ VII is very likely still a 1UPT game, or use a system similar to Humankind's.
It's not that it's a choke point, it's that every time a unit blocks it, any and all units that have a path planned through that point, even if miles away, will suddenly stop and get confused. It gets really frustrating after a while, just dealing with the micro managing. Choke points are fine, it's how the unit pathing deals with it, especially with the ADHD civ AI that can't just keep a unit still.
I'd love to have more space on the map, and I'm not fully against the orders mechanism, but it's tied to short and fast games, while I'd prefer Civilization to return to the ~500 turns standard length from before civ6.
errm nope?
where is your evidence on that?
Such a failure they created a whole new model for content that far exceeds what we’ve seen before?