What after the New Frontier Pass - the end or more

I don’t recall ever making a direct comparison between the Goths and Berbers. :confused:

And I’ve been expecting Gaul to be unpacked from the Celts ever since they started deblobbing civs.
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.
 
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.

Absolutely, but they are like the core game engine development team. They'd start on 7 I'd say 3 years minimum in advance of it's intended release. The bulk of the team working on NFP (like artistic resources) would likely coming in like the last year of Civ 7 development.

I'm leaning in favor of 'spin-off' (ala BE2) coming after NFP (and before 7) but we'll see. I hope it's not just a reskin. If I remember correctly the lead devs of BE are still at Firaxis.

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.

I'm hoping it's something that gives you more options for dealing with barbarians - diplomatic options for example.

Fixing bugs, exploits, AI, etc is not a content we should consider as a additional paid DLC ;)

As paid DLC, no. Coming as free updates in conjunction with paid DLC (ala NFP), I think is the reality though. From a 2k/Corporate POV, I don't think they'd want much developer resources going to a game that doesn't currently have an 'income stream' - so I don't know how much longer 6 would get updates after the DLC stopped.
 
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.

I considered the Berbers to heavily overlap with Morocco, which I think is more likely to be included since it’s already been included once before. More than 3/5 of Moroccans are of Amazigh (Berber) descent, and I did mention I thought Morocco was highly likely in my post.
 
I hope before they move on, we get Portugal and Iroquois. The former could even be a Leader for both Portugal and brazil should they want to do the usual 1 leader in 2 different civs.

After that, i am fine with whatever Civs. Morocco is another top contender. Huns or Goths arent bad picks. I am always hoping prussia returns with Frederick the Great, but the chances of that are almost 0. Bismark leading germany (with prussia leaning abilities) is more likely.
 
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:
  1. Less cartoony graphics
  2. Allowing unit stacking of 3 to 4 units
  3. Reverting movement rules back to Civ 5 rules
  4. Have corporations and world congress in base game.
 
I think the devs realised that Civ 6 was a failure after gathering storm.

I think Civ 7 is going to have the following:
  1. Less cartoony graphics
  2. Allowing unit stacking of 3 to 4 units
  3. Reverting movement rules back to Civ 5 rules
  4. Have corporations and world congress in base game.

Such a failure they created a whole new model for content that far exceeds what we’ve seen before?
 
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:
  1. Less cartoony graphics
  2. Allowing unit stacking of 3 to 4 units
  3. Reverting movement rules back to Civ 5 rules
  4. Have corporations and world congress in base game.
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.)
EDIT: OH I GET IT! you are OP of "is Civ 6 doomed" thread... and can't be convinced that it isn't.
Your doomsaying isn't funny anymore. :undecide:
 
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“I think the devs realised that Civ 6 was a failure after gathering storm.”

Looks like a meme made it out of meme purgatory for this occasion.

x5Pc0kO_d.webp
 
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.

I agree. I don't know if there will be as many DLC's if there is another pass. Some of the content like Random Techs, Dramatic Ages, and Pirates I thought were ideas that just didn't make it into the original game, and i wonder how many more 'spare' ideas like this sitting around. I'm going to shut up before i convince myself it's not going to happen.
 
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.
 
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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.
 
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.

Having Humankind's system then.
 
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.
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'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.

On a side note, I'm not a fan of Humankind solution with tactical battles "chopping" the gameplay.

edit: and not a fan of SoD either, before someone point that argument in defense of 1UPT, forgetting there is literally an infinite number of intermediate solutions.
 
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.

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.
 
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.
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'm going to need more specificity. I suspect you mean Dave McDonough.

Designer Brian Feldges according to the video I snipped this from. So not a Dev @Andrew Johnson [FXS] ?

Excellent beard Dev.PNG


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 like to see 1UPT ended from at least the POV that I think that multiple civilizations units should be able to share the same tile, unless they are at war. That would solve many of the needless blockages. Obviously once you are at war with a Civilization your unit can no longer share a tile with their unit.

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.

I don't play standard, but isn't that still set to 500 turns? Or do you mean, that no matter what level one plays 6 at, games very rarely go to the turn limit?
 
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