Civ 6 Announcement and Date

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paperfist

Diamond Member
Nov 30, 2000
6,520
280
126
www.the-teh.com
I wish I never played Civ Rev on the console because Civ 6 is making me feel like I'm playing a console game. I have not gotten deep into the game yet at all as I'm also playing BF1, but a lot of the sounds, graphical ques give me that feeling like I just leveled up or earned a badge. The menus seem simplistic like they are protecting me from my brain usage. And the tech tree.. Is it just me or is it really 'streamlined'?

Maybe this is just progress and I have an old mind geared toward complex Civ when you fired it up from DOS.
 

Martimus

Diamond Member
Apr 24, 2007
4,488
153
106
I wish I never played Civ Rev on the console because Civ 6 is making me feel like I'm playing a console game. I have not gotten deep into the game yet at all as I'm also playing BF1, but a lot of the sounds, graphical ques give me that feeling like I just leveled up or earned a badge. The menus seem simplistic like they are protecting me from my brain usage. And the tech tree.. Is it just me or is it really 'streamlined'?

Maybe this is just progress and I have an old mind geared toward complex Civ when you fired it up from DOS.
I don't know. Civilization has always been one of the simpler 4X games. I guess it used to be the only 4X game (or at least it was the only one I knew about in the early 90s), but after playing other 4X games it just doesn't compare in complexity. Still it is fun and addicting for a time, until the simplicity gets to you.
 

Yakk

Golden Member
May 28, 2016
1,574
275
81
All I need for Civ. VI is a Civ. V mod using DX12 so lategame is still very fast (like Civ. BE Mantle).

If I can see this it's an insta-buy for me.
 

paperfist

Diamond Member
Nov 30, 2000
6,520
280
126
www.the-teh.com
I don't know. Civilization has always been one of the simpler 4X games. I guess it used to be the only 4X game (or at least it was the only one I knew about in the early 90s), but after playing other 4X games it just doesn't compare in complexity. Still it is fun and addicting for a time, until the simplicity gets to you.

I know it's not as complex or in depth as Europa Universalis, but it still scares away a lot of novices. Still in Civ 3 and below there was a lot to keep your eye on with the tech tree, city placement, city improvements, infrastructure, religion, corporation, politics, war, etc. Maybe what I'm experiencing is they dumbed all that down even further and I'm just a click commander.
 

MarkizSchnitzel

Senior member
Nov 10, 2013
444
62
91
Not having to build roads anymore is amazing, they are built automatically by the trade-caravans. no longer need roads connecting your cities.

Auw, crap. How am I going to have the roads in EXACTLY the position I want? What about movements of army inside my borders, will the caravans take that into account?
or when I'm invaded, how do I make their progress slower?

I don't like that. At all.
 

ControlD

Diamond Member
Apr 25, 2005
5,440
44
91
I'm a little bummed out they have backed off on releasing a Linux version of this game. I might break down and get the Windows version and just hope for a Linux port sometime in the future.
 

GoodRevrnd

Diamond Member
Dec 27, 2001
6,801
581
126
Auw, crap. How am I going to have the roads in EXACTLY the position I want? What about movements of army inside my borders, will the caravans take that into account?
or when I'm invaded, how do I make their progress slower?

I don't like that. At all.
When you get to medieval era you can build a military engineer which can build roads wherever you want. This early game loss of control over road building is still better than in 5 where you had to pay 1 gold per tile for road maintenance and you usually didn't have time to build roads early game anyway. I sometimes ask myself early game if I want the better trade route or the better road... However, iInternational trade routes inevitably lead to some interesting and very useful roads you would never consider building on your own.
 

MarkizSchnitzel

Senior member
Nov 10, 2013
444
62
91
When you get to medieval era you can build a military engineer which can build roads wherever you want. This early game loss of control over road building is still better than in 5 where you had to pay 1 gold per tile for road maintenance and you usually didn't have time to build roads early game anyway. I sometimes ask myself early game if I want the better trade route or the better road... However, iInternational trade routes inevitably lead to some interesting and very useful roads you would never consider building on your own.

Thanks for quick explanation!
I actually skipped V. Still on IV. VI looks promising, roads or no roads.
 

ultimatebob

Lifer
Jul 1, 2001
25,134
2,446
126
The Steam game streaming seems to work very well. I was playing the game on my Mac from Windows 7 machine fairly well.
 

ultimatebob

Lifer
Jul 1, 2001
25,134
2,446
126
The AI is this game was pretty damn impressive! I was in the middle of a space race with China, and I had just nuked their cities with space ports in order to slow down their Mars project production. I thought that I had the game won, until they suddenly swarmed my homeland with a bunch of Acolytes and converted enough of my cities for them to win a Religious Victory instead. Cheeky bastards!
 

Pandora's Box

Senior member
Apr 26, 2011
428
151
116
Huge patch was just released, 2.1GB update. Massive AI improvements and DirectX-12 Support :drool: Can't wait to test this out, hoping the AI is a lot better now, it was terrible on release.

NEW
• Maps
- Added a balanced six player map.
- Added a balanced four player map.
• ‘Cavalry and Cannonades’ Scenario Added
- Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
- Larger starting army and additional starting techs.
- Time limit: 50 turns.
- Goal: Possess the largest territory.
• DX12 Support
• Complete Logitech ARX Support

GAMEPLAY UPDATES
• Added additional notifications.
• Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
• Added additional Hotkey support (next unit, next city).
• Added the ability to rename cities.
• Added UI to show the next tile a city will grow to.
• Added a visual cue for Barbarian Scouts that are alerted to your city.
• Changed Dan Quayle rankings.

BALANCE CHANGES
• Added prerequisite project (Manhattan Project) for Operation Ivy.
• Added Metal Casting as a prerequisite for Economics tech.
• Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
• Adjusted relationship decay rates.
• Reduced the effectiveness of cavalry production policies.
• Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
• Reduced border incursion warnings if the troops are within their own borders.
• Increased the number of Great Works of Writing slots in the Amphitheater to 2.
• Increased Counterspy operation time.
• Increased the cost of Religious units and applied additional charges.
• Units may no longer be deleted when they are damaged.
• Deleting a unit no longer provides gold.
• Updated Island Plates map to have more hills and mountains.
• Units may no longer remove features from tiles that are not owned by that player.
• Fallout now prevents resource harvesting.
• Barbarian camps must spawn further away from low-difficulty players’ cities.

AI TUNING
• Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
• Adjusted AI understanding of declared friendship.
• Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
• Increased AI competitiveness in building a more advanced military.
• Increased AI usage of Inquisitors. Especially Phillip.
• Increased AI value of upgrading units.
• Increased AI use of Settler escorts.
• Tuned AI usage of units that cannot move and shoot, like Catapults.
• Tuned AI city and unit build planning.
• Improved the ability of city-states to maintain a strong military.

BUG FIXES
• Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
• Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
• Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
• Fixed a unit cycling error with formations.
• Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
• Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
• Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
• Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
• Fixed an issue where the Settler lens would not always show the right information to the player.
• Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
• Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
• Fixed some crashes with units.
• Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
• Fixed an issue where Trade Route yields were doubling in some instances.
• Units in formations now break formation before teleporting between cities.
• The achievement ‘For Queen and Country’ was unlocking too frequently.
• AI with neutral relationships should accept delegations barring exceptional circumstances.
• Can no longer declare a Joint War if it is invalid for either party.
• Save game files should no longer be case sensitive.
• Certain wonders were sending extra notifications.
• Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
• Liberating a civilization back to life will now bring them back into the game properly.
• Observation Balloon range bonus was being incorrectly applied when stacked.
• Text and grammar fixes.

VISUALS
• Buildings on snow will now have snow on them.
• Added an Industrial Barbarian Encampment.
• Added a ranger tower to National Parks.
• Fixed some issues with buildings not culling around other world items properly.
• Fixed an issue with some Districts not showing properly.
• Miscellaneous polish applied to multiple improvements, districts, and buildings.

MULTIPLAYER
• Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
• Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
• Cap the max players to 12.
• Added LAN player name option to options screen.

UI
• Added the number of specialists working a tile.
• Added some additional icons for espionage, promotions, etc.
• Added additional Civilopedia shortcuts, including right clicking a unit portrait.
• Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
• Added Trade Route yields to the Reports screen.
• Added City Center to the City Breakdown panel.
• Added rewards and consequences to mission completed popups.
• Updated the leader-chooser when beginning a new game.
• Updated the end game Victory screen.
• Updated the multiplayer staging room.
• Updated city banners.
• Updated Espionage mission chooser flow.
• Updated to display what cities are getting amenities from each resource.
• Changed resource icon backings to reflect the type of resource it is.
• Auto-scroll to the first Great Person that can be claimed.
• Improved search functionality in the Civilopedia.
• Removed Barbarian data from player replay graphs.
• ESC now closes the Tech, Civic, and Eureka popups.
• When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.

[AUDIO]
• Added some missing mouseover sounds.
• Fixed the Oracle quote.
• Fixed an issue where the Advisor voice was not playing in some languages.
• Fixed compatibility issues with some sound cards, especially those set to high playback rates.

MISC
• Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
• Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
• Plot Tooltip Delay is now available in the Options menu.
• Auto Cycle Units is now available in the Options menu.
• Benchmark updates.
• Credits updated.
 

Yakk

Golden Member
May 28, 2016
1,574
275
81
Finally DX12, can't wait to see performance and see if it was just added on, or deeply integrated like Mantle was in Civ. BE with no slowdowns late game and was the first, and only, game to use SFR.
 

ultimatebob

Lifer
Jul 1, 2001
25,134
2,446
126
I hope that they patch the Mac version of the game as well, because it has some really nasty graphical glitches in it. The worst one has to be the game getting stuck at maximum zoom level after a space race rocket launch.
 
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