I wonder what kind of changes they will make to this iteration. I know VI was a big change from V, but eventually I learned to enjoy the different mechanics and have a ton of hours logged.
My only request would be the same it's always been: harder difficulties make the NPCs play better instead of just giving them bonus resources so they have amazing starts you have to rush to overcome.
But that sounds haaaaard to design.....
Hey, maybe here's an actual good use for AI, study how lots of people play strategy games, and teach a model to play at varying skill levels.
That's exactly what I was thinking. If they can teach an AI to play GO, Civilization should be easy.
I'm kind of hoping for some asynchronous multiplayer features; Age of Wonders does this with some jank, but I think there's room for a less jank / a more polished implementation.
Stupid question probably, but as someone who hasn't really gotten into V or VI yet and thought that at a cursory glance they seemed pretty similar - what kinds of big differences are there between them?
Civ6 has districts. Instead of having all of a city's buildings existing in the city center tile, the city builds specialty districts that occupy a hex near the city. For example, a science district placed near some mountains will house the city's library, university, and research lab.
I think the districts are a fun addition because it exposes a civ's infrastructure to attack. You can pilliage an opponent's districts to temporarily cripple them and you get some decent loot in the form of gold, science, culture, or faith.
Thank you!
In 6 your buildings in cities are categorised into districts. The districts take up a hex on the grid and receive bonuses based on adjacent hexes. A large part of the game revolves around planning your districts in every city as once they are placed, they cannot be moved. This is a slightly different playstyle compared to 5 where only the city location itself matters.
Some other changes were around science, policies and eras. You unlock policy cards which you can swap out for different bonuses when needed instead of a constant effect. Policies are just as important as science this time around, and researching science and policies is boosted by actions in the game instead of only using Great scientists/writers. Every set amount of turns the world enters a different era, which also offers different policy cards for that period.
There are no (or few) multiplicative bonuses. Having more cities is always beneficial.
I wonder what kind of changes they will make to this iteration. I know VI was a big change from V, but eventually I learned to enjoy the different mechanics and have a ton of hours logged.
My only request would be the same it's always been: harder difficulties make the NPCs play better instead of just giving them bonus resources so they have amazing starts you have to rush to overcome.
But that sounds haaaaard to design.....
Hey, maybe here's an actual good use for AI, study how lots of people play strategy games, and teach a model to play at varying skill levels.
That's exactly what I was thinking. If they can teach an AI to play GO, Civilization should be easy.
I'm kind of hoping for some asynchronous multiplayer features; Age of Wonders does this with some jank, but I think there's room for a less jank / a more polished implementation.
Stupid question probably, but as someone who hasn't really gotten into V or VI yet and thought that at a cursory glance they seemed pretty similar - what kinds of big differences are there between them?
Civ6 has districts. Instead of having all of a city's buildings existing in the city center tile, the city builds specialty districts that occupy a hex near the city. For example, a science district placed near some mountains will house the city's library, university, and research lab.
I think the districts are a fun addition because it exposes a civ's infrastructure to attack. You can pilliage an opponent's districts to temporarily cripple them and you get some decent loot in the form of gold, science, culture, or faith.
Thank you!
In 6 your buildings in cities are categorised into districts. The districts take up a hex on the grid and receive bonuses based on adjacent hexes. A large part of the game revolves around planning your districts in every city as once they are placed, they cannot be moved. This is a slightly different playstyle compared to 5 where only the city location itself matters.
Some other changes were around science, policies and eras. You unlock policy cards which you can swap out for different bonuses when needed instead of a constant effect. Policies are just as important as science this time around, and researching science and policies is boosted by actions in the game instead of only using Great scientists/writers. Every set amount of turns the world enters a different era, which also offers different policy cards for that period.
There are no (or few) multiplicative bonuses. Having more cities is always beneficial.
Thank you!