What do we know about the next expansion?

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So perhaps global warming is their mechanic to address the mine spam in this game. But of course if they do that, they have to make things a little easier produce. There's a reason we spam mines in the game, otherwise it takes forever to build anything. This is of course assuming global warming mechanics are the same/similar as past titles.
If they wanted to reduce mines they could make it so they had to be build on a resource. I often wondered what the people in the mines without coal, diamonds, copper, etc. were spending their time digging up.
 
As an aside I want to show appreciation for SMAC's global warming system, which was based on the sea level rising, made possible by the completely transformable map. Coastal cities would often disappear, although usually an emergency pressure dome would be put up just in time, making it a sea base. You then either accepted it or tried to restore it by terraforming the land back. SMAC's map was amazing.
 
As an aside I want to show appreciation for SMAC's global warming system, which was based on the sea level rising, made possible by the completely transformable map. Coastal cities would often disappear, although usually an emergency pressure dome would be put up just in time, making it a sea base. You then either accepted it or tried to restore it by terraforming the land back. SMAC's map was amazing.
Great ideas in what I'd call the ugliest graphics in the CIV extended family.
 
Great ideas in what I'd call the ugliest graphics in the CIV extended family.

I used to love the graphics when it first came out until I stopped playing it regularly a few years ago. When I played it again a few months ago I found it a bit ugly, I think it doesn't scale to modern monitors very well. I don't think it's particularly bad though, the grim colour palette and the general mood remains incredible. IV on the other hand has aged badly.
 
I think we will have nothing more to discuss until after the Switch version comes out. :undecide:

So we have a Maori leader, some sea improvements, and an apparent concept art of a blonde European Queen? Will that keep the discussion going on through November?
 
I think we will have nothing more to discuss until after the Switch version comes out. :undecide:

So we have a Maori leader, some sea improvements, and an apparent concept art of a blonde European Queen? Will that keep the discussion going on through November?
It didn't stop us from having discussions for so many months without nothing new announcement or leak.It won't stop us now ;)
However this wait is gonna be painful for some as it is so close and yet so far.
 
But you know I also like this, so I understand it but... What I mean is that it is limited to me. There is a moment, after multiple games like this, where I really want to play with other humans... It is not "only" a question of win or loss it is just to play with someone else, even with friends sometimes, but just not alone versus AI.
The last thing in the world I want is other humans in my games. :p

I think we will have nothing more to discuss until after the Switch version comes out. :undecide:

So we have a Maori leader, some sea improvements, and an apparent concept art of a blonde European Queen? Will that keep the discussion going on through November?
Hi, you must be new here. Welcome to CivFanatics! :p
 
It's because I'm antisocial and I want those kids off my lawn. :p
 
So perhaps global warming is their mechanic to address the mine spam in this game.
Or maybe to curtail chopping spam. Cutting down trees makes it harder for us humans to breath.
But of course if they do that, they have to make things a little easier produce. There's a reason we spam mines in the game, otherwise it takes forever to build anything.
Or they just need to give us another way of generating production, like Lumber Mills on those unchopped Woods tiles . . . or Wind Farms on the ocean.
 
What I want in the next expansion:

  • A focus on making the game more of a strategy game and less of a role playing game:
    • a balance of tile yields (including buildings/districts/improvements)
    • tweaks to science and culture pacing including inspirations/eurekas
    • AI that actually is reasonably competitive beyond the first two eras (and can use navy, spies, air force, atomic bombs, etc.)
    • a length of game that feels engaging through the modern era
    • victory conditions that actually have some give/take
    • general balance and tweaking to military units, policy cards, and governors
I feel that all besides the AI would be pretty straight forward to do. I do understand the issue with decent AI.
 
  • a length of game that feels engaging through the modern era

This is actually much harder to do than you'd think. Often, you'll end up with either early game decisionmaking not being important because everything is decided later on, or with the game being decided early on already (which is why the game currently doesn't feel engaging).

  • victory conditions that actually have some give/take

Not sure exactly what you mean here but it sounds like a complete overhaul of victory conditions which is quite big, even for an expansion.

Regarding yield production, unit balance, etc, part of this problem is a very mathematical approach to unit, building and wonder cost, where their cost depends on their type (unit vs building vs wonder) and the column in the tech tree that unlocks them only. I would love to see them step away from it, but I doubt they will do so for Civ VI. In my opinion a good way to at least reduce the problems is to decrease all production costs by a third (which you'll have to do manually, about an hour work I'd estimate). That's what I have done.
 
A focus on making the game more of a strategy game and less of a role playing game
In what way is it at all a roleplaying game? Because governors have ability trees?
 
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What I want in the next expansion:

  • A focus on making the game more of a strategy game and less of a role playing game:
    • a balance of tile yields (including buildings/districts/improvements)
    • tweaks to science and culture pacing including inspirations/eurekas
    • AI that actually is reasonably competitive beyond the first two eras (and can use navy, spies, air force, atomic bombs, etc.)
    • a length of game that feels engaging through the modern era
    • victory conditions that actually have some give/take
    • general balance and tweaking to military units, policy cards, and governors
I feel that all besides the AI would be pretty straight forward to do. I do understand the issue with decent AI.

These are the most important points to me. It seems ATM if you make it to mid-game without getting conquered you will very likely win.
 
These are the most important points to me. It seems ATM if you make it to mid-game without getting conquered you will very likely win.

This is actually much harder to do than you'd think. Often, you'll end up with either early game decisionmaking not being important because everything is decided later on, or with the game being decided early on already (which is why the game currently doesn't feel engaging).
 
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