Alpha Centauri 2

Other Games => Civ 6 => Topic started by: Rusty Edge on May 15, 2016, 08:51:48 PM

Title: Your Civ VI Wish List.
Post by: Rusty Edge on May 15, 2016, 08:51:48 PM
I know that what's on the drawing board is all that's going to be in the game at release time, and maybe not all of that.
But we all know that the game evolves with patches and expansions over time. Sometimes they incorporate modder's work in a patch, such as Solver's random events for IV.

So what would you like to see in VI eventually, if not upon release?
Title: Re: Your Civ VI Wish List.
Post by: Buster's Uncle on May 15, 2016, 09:19:54 PM
I'm sure it will never happen, but the story -easily ignored if you don't like that sort of thing, but value-added for a lot of us- is what made SMACX special above all else.  I was talking about this for 6 back when Civ 5 was the Shiny New Thing.

Admittedly, I don't quite know how you do that with something as long and broad as the history of mankind being organized, but at least a lot more could be done with interludes between ages.  The historical figures used as leaders could be far more in-character -Yang has an individual personality, and he's great that way, not that I can reconcile Gandhi leading India with ever being in a war- and --- my ideas are vagueish, and the creative difficulty level is higher because of scope and having to handwave immortal 6,000 year-old leaders, but I can't believe it can't be done...
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 15, 2016, 09:47:58 PM
I was going to make a list, but I think my first post will be a single subject- Diplomacy.

I'm glad they are introducing personal agendas, both historical and random /hidden.  Great.

I liked both the civ-centric approach to differentiating civs from III, and the leader approach from IV. I wanted V to combine the two. I want both to have traits.

Trilateralism  - I wish I could negotiate with two leaders at once. I would like to be able to do a triangular trade. Strategic materials for food for luxuries- iron for wheat for bananas for example, with some gold per thrown in.. Or I'll join you in the War against Monty, but only if Shaka agrees to also.

Also, I wish peace negotiations didn't have to be one sided. We have our objectives for going to war- resources, religions, etc. Why can't we negotiate a win-win, where one side gets the strategic resource or ocean access the other  refused to share , and gives back or gets rid of the cranky religious misfits?  Everybody claims victory.

Reputation. An important consideration for the A.I. should be the human's reputation. How good is he at honoring deals and not breaking them? How good is he at defending his allies? Does he back up his threats?  Call it a credibility rating. The more credible he is, the more likely the A.I.s should be willing to negotiate. This is separate from how much they like or dislike you. For example, the historical Genghis Kahn was universally disliked, but his credibility was above question.

So in my vision of the game, you could make creative trades, such as mixtures of gold, resources,  gold per turn, and techs, as long as you had enough credibility and likability. If you exploited such deals by backstabbing somebody- well, there goes your credibility. You may have trouble getting anybody to cooperate or trade with you the rest of the game in a Civ V we hate you because you're human kind of way. They may not even talk unless you have something they need.

Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 16, 2016, 02:21:36 PM
I'm sure it will never happen, but the story -easily ignored if you don't like that sort of thing, but value-added for a lot of us- is what made SMACX special above all else.  I was talking about this for 6 back when Civ 5 was the Shiny New Thing.

Admittedly, I don't quite know how you do that with something as long and broad as the history of mankind being organized, but at least a lot more could be done with interludes between ages.  The historical figures used as leaders could be far more in-character -Yang has an individual personality, and he's great that way, not that I can reconcile Gandhi leading India with ever being in a war- and --- my ideas are vagueish, and the creative difficulty level is higher because of scope and having to handwave immortal 6,000 year-old leaders, but I can't believe it can't be done...

I think the personalities/agendas could go a long way towards that.  ESPECIALLY if they constrained the human player a bit.  Make your people unhappy if you run a civ outside it's predefined agendas. 

Advisors are likely a dead in the water concept at this point, but they could really be fun to implement in this sense, with civ specific advisors to push you into the specific agendas. 
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 16, 2016, 08:32:38 PM
Well, like I said, think of this as a wish list for VI and it's expansions.

The series has done some fun things with advisors in the past. I would welcome them back. Rationally, I can see that a religious nation would be happier spreading the faith than making war, and a martial nation wouldn't be much interested in culture, for example.

Like many things that are potentially controversial, the solution is to simply make it a check box option on the start-up menu.
Title: Re: Your Civ VI Wish List.
Post by: Buster's Uncle on May 16, 2016, 08:51:41 PM
You know, I'm sure the problem they face is wanting to offend no one and rightly thinking that a non-trivial portion of the audience will come to the game with an attachment to certain factions from real life - the Americans alone, the conservative ones, would get torn all out of shape if it had Lincoln done realistically with his radicial liberalism and corresponding penalties for some play styles - likewise, the same crowd would burst veins if the US was set up to favor an imperialist bully style IF they made the connection with it might be saying something about real life that any Nicaraguan would tell you...

Yang, after all - was leader of the HIVE, not space-CHINA, not explicitly COMMUNIST (or even actually)...  Some artistically-sensible things that would make the game better are just LOOKING for trouble and ratchet up the difficulty level - (though if they were any good at marketing, that's actually free publicity that could blow a niche game into the stratosphere of sales...)
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 16, 2016, 09:11:08 PM
You know, I'm problem they face is wanting to offend no one and rightly thinking that a non-trivial portion of the audience will come to the game with an attachment to certain factions from real life - the Americans alone, the conservative ones, would get torn all out of shape if it had Lincoln done realistically with his radicial liberalism and corresponding penalties for some play styles - likewise, the same crowd would burst veins if the US was set up to favor an imperialist bully style IF they made the connection with it might be saying something about real life that any Nicaraguan would tell you...

Yang, after all - was leader of the HIVE, not space-CHINA, not explicitly COMMUNIST (or even actually)...  Some artistically-sensible things that would make the game better are just LOOKING for trouble and ratchet up the difficulty level - (though if they were any good at marketing, that's actually free publicity that could blow a niche game into the stratosphere of sales...)

There would no doubt be some feelings to navigate.  But, there were those who had their nickers in a twist over the traits back in Civ IV, and I would see this as just an extension of that concept. 
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 16, 2016, 09:28:38 PM
How about an Imperialist-Environmentalist Teddy Roosevelt as an American leader for a change?


------------------------

I've had an idea for a Civ scenario since the announcement of the VI.

MYTHIC LEGENDS-

All of the leaders are semi- mythic. Gilgamesh of the Sumerians, King Arthur of England, Finn McCool of Ireland, Moses of Judeah, Hercules of the Greeks, Davey Crocket or Paul Bunyan of America, etc.  The object is a cultural victory.

You could take it a step further and have the leaders personified as Great People with unique abilities. Moses can part seas with dry land. Finn McCool can destroy a land bridge. Bunyan can clear contiguous forests in one turn. Maybe Hercules can move mountains. Gilgamesh respawns from the dead.  That sort of thing.

Uno, what mythical ability would King Arthur have?
Title: Re: Your Civ VI Wish List.
Post by: Buster's Uncle on May 16, 2016, 09:33:50 PM
DANG - that's pretty genius, Rusty.

-I like the idea of Roosevelt I, too.
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 16, 2016, 09:59:28 PM
Uno, what mythical ability would King Arthur have?

Most everyone would understand taking the 2 Excalibur traits of the sword drawing blood with every stroke, and the scabbard healing, but that is more combat than map oriented (you list map abilities for the others).  The more clandestine nature of the king is the land, the land is the king, I'm not sure how to represent.  Production bonuses around the king, diminishing if he's wounded? 
Title: Re: Your Civ VI Wish List.
Post by: Buster's Uncle on May 16, 2016, 10:08:25 PM
Something to do with morale?  Inspirational leader with a vision, and never lost a field he took to in battle (I re-read That Wicked Day a few months ago, and of course I was think about Camelot at the beginning of the month).
Title: Re: Your Civ VI Wish List.
Post by: Dale on May 17, 2016, 01:01:35 AM
Knights of the Round Table - map FOW slowly lifts automatically (the Knights exploring the lands).

Keeps with the map-based themes of the others.
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 17, 2016, 03:03:21 AM
Uno, what mythical ability would King Arthur have?

Most everyone would understand taking the 2 Excalibur traits of the sword drawing blood with every stroke, and the scabbard healing, but that is more combat than map oriented (you list map abilities for the others).  The more clandestine nature of the king is the land, the land is the king, I'm not sure how to represent.  Production bonuses around the king, diminishing if he's wounded?

Well, it wouldn't have to be map related. Gilgamesh is just a Great General who comes back from the dead.  The idea is just to make something interesting enough to get people reading the Civilopedia about the mythic heroes, and sort of balanced.

Moses is overpowered with his plagues, so I went with part the Red Sea. FinMcCool tricked the Scottish giant to tear up the causeway, so the reverse seemed like a fit.

I have long advocated the ability of a great engineer to build a 1 tile bridge or tunnel late game, in case Napoleon is still eager to cross the channel 200 years later.
Title: Re: Your Civ VI Wish List.
Post by: vonbach on May 17, 2016, 09:16:04 PM
Easy modding and an AI that actually works. Future tech would be nice.
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 17, 2016, 10:22:54 PM
Future tech would be nice, provided it's reasonably integrated.
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 18, 2016, 03:08:46 PM
So in my vision of the game, you could make creative trades, such as mixtures of gold, resources,  gold per turn, and techs, as long as you had enough credibility and likability. If you exploited such deals by backstabbing somebody- well, there goes your credibility. You may have trouble getting anybody to cooperate or trade with you the rest of the game in a Civ V we hate you because you're human kind of way. They may not even talk unless you have something they need.

So long as we keep the III system where I can be a complete ass to Civ A and Civ B has no clue because they've never met/I wipe them out before they could meet. 

And let's add unit trading into the list.  Honest to goodness unit trading.  For gold, GPT, resources, whatever.  But a well fleshed out system for a change.  I did a LOT of workarounds to make it work in III and IV, be nice to have it actually work.  Let me be a global arms supplier if I want. 

For that matter, some realistic motivation and reward for helping out smaller nations would be nice.  Give me a reason to save Civ X instead of dogpiling to grab as much land as I can.  Traditionally the vassal state system just weakened your supposed vassal/ally so much as to make it worthless without 100% hands on support from you, and often more annoying than beneficial. 

Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 18, 2016, 10:11:15 PM
That reminds me of a proposal I once made in the CFC ideas and suggestions subforum, and we developed pretty well.

It was about being able to establish diplomatic relations with the Barbs by means of a spy. The Barbs in IV were a vast entity, like a backward civ. They could see much of the map.

Anyway, the proposal was to be able to initiate proxy wars, hire mercenaries,  and trade on a black market  for horses or something denied to you. The downside is that they usually wanted military techs, which they would potentially broker to other civs which had or would  establish diplomatic relations with them. Of course the black market is overpriced, but sometimes it's the only game in town. It doesn't trade food. Like spying or piracy, it's bad diplomacy when you get caught.

In the modern era the barbarians transform into international defense contractors a la Haliburton/Blackwell.
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 18, 2016, 10:18:01 PM

or that matter, some realistic motivation and reward for helping out smaller nations would be nice.  Give me a reason to save Civ X instead of dogpiling to grab as much land as I can.  Traditionally the vassal state system just weakened your supposed vassal/ally so much as to make it worthless without 100% hands on support from you, and often more annoying than beneficial.

How about for the rest of the era or game- open borders, willingness to talk and trade, and they will abstain , rather than vote against you. That would be gratitude.
Title: Re: Your Civ VI Wish List.
Post by: Buster's Uncle on May 18, 2016, 10:20:57 PM
I was always disappointed in II when barbarians would conquer a city - I would let it live, hoping they'd do something.   Never.

How hard would it have been to code that they became a faction when they took a city alive?
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 18, 2016, 11:43:38 PM
It was modded that in time Barbs became minor civs. That is, civs without diplomacy because they lacked the tech.
Title: Re: Your Civ VI Wish List.
Post by: Buster's Uncle on May 18, 2016, 11:58:46 PM
Right there; that's all I asked for.  Hopefully, they'd do something like at least pump out all the units they could and make a nuisance of themselves.  -But I was actually curious about diplomacy, and why not posit that barbarians who lasted a generation without getting frustrated and burning it down became civilized?  That's what happened constantly IRL...
Title: Re: Your Civ VI Wish List.
Post by: vonbach on May 19, 2016, 02:19:40 AM
Make it like Civ 2. That was probably the best game out of them. You could play in fantasy or the future. Someone even made a Master of Orion type mod for it.
You could have maps with three different layers on it.
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 19, 2016, 02:24:11 AM

Anyway, the proposal was to be able to initiate proxy wars, hire mercenaries,  and trade on a black market  for horses or something denied to you. The downside is that they usually wanted military techs, which they would potentially broker to other civs which had or would  establish diplomatic relations with them. Of course the black market is overpriced, but sometimes it's the only game in town. It doesn't trade food. Like spying or piracy, it's bad diplomacy when you get caught.


Don't suppose you ever crossed one of my Merc/Pirate teams?
Title: Re: Your Civ VI Wish List.
Post by: Buster's Uncle on May 19, 2016, 02:25:16 AM
I never get tired of saying I luvs me some 2.  I may break down and install on my current machine and play me a month or two of Alpha Centauri landing victories when I go into my next useless phase...
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 19, 2016, 03:09:09 AM

Anyway, the proposal was to be able to initiate proxy wars, hire mercenaries,  and trade on a black market  for horses or something denied to you. The downside is that they usually wanted military techs, which they would potentially broker to other civs which had or would  establish diplomatic relations with them. Of course the black market is overpriced, but sometimes it's the only game in town. It doesn't trade food. Like spying or piracy, it's bad diplomacy when you get caught.


Don't suppose you ever crossed one of my Merc/Pirate teams? 
 

No. Not that I know of.
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 19, 2016, 03:54:52 AM
http://apolyton.net/showthread.php/140419-A-Mercenary-Team-anyone (http://apolyton.net/showthread.php/140419-A-Mercenary-Team-anyone)

Team Merc version 3, I think. 
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 19, 2016, 04:09:56 AM
Sample contract from that game:

Quote
Contract #0009
"War like any other racket, pays high dividends to the very few. The cost of operations is always transferred to the people who do not profit." -General Smedley Butler

Type: Reparations
Team: Sarantium
Details:
Team Sarantium attacked and killed a neutral Mercenary Chariot.

Team Mercenary shall remain at War with Team Sarantium untill reimburssed for the amount of 50.

Results:

- Team Sarantium offers explaination for their actions and makes suggestion to improve Mercenary Policies. Offered one time discount on reimbursement as credit for advice. Balance: 25 gold.

- Sarantium denies offer. Balance: 50

- Team Sarantium obtains Masonry from the Horde, cancelling Contract #0004. Cost 142. Balance: 192

- Team Sarantium invades Mercenary lands, balance for Hammer differential on Contract # 0006 added to reparations. Cost 8. Balance: 200

- Team Sarantium pillages Mercenary Gems. Cost 60 Balance 260

- 2 Mercenary Horse Archers in Pre-emptive strike on invading Sarantium Forces. Cost 200 Balance: 460

- 2 Mercenary Horse Archers, 4 Mercenary Axes died in Battle of Anhinga. Cost 480 Balance 940

- Sarantium Cottage donates 4 gold towards Reparations. Balance 934

- Citizens of the Sarantium town of Anhinga have donated 10 gold to the reparations. Balance: 924

- Citizens of the Sarantium town of Port Tiberium have donated 90 gold to the reparations. Balance: 834

- 2 Sarantium Workers have volunteered their lives in Service of Team Mercenary as reparations. Credit 240 Balance: 594

- Hostilities paused to give Sarantium chance to make good payment.
Title: Re: Your Civ VI Wish List.
Post by: vonbach on May 19, 2016, 12:57:39 PM
Multiple leaders per civ would be nice. Mke sure they speak thier native languages like in Civ V. Wonder movies would be nice as well.
Honestly so long as it has a decent AI a reasonable amount of civs
I'm good. Make it like Civ V with a better AI.
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 19, 2016, 09:22:52 PM
http://apolyton.net/showthread.php/140419-A-Mercenary-Team-anyone (http://apolyton.net/showthread.php/140419-A-Mercenary-Team-anyone)

Team Merc version 3, I think.


I started reading that last night, I liked the idea. After all, If you are to have Carthage, you should also have mercenaries. Rome Total War did. I could envision my fail gold windfall being sent to Team Merc so that they could explain to Ramses what I thought of him beating me to the Colossus or Great Lighthouse.  In fact, that sounds like the best strategy to actually get it!

This other log was entertaining, especially the parts about the Sarantium donations.
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 19, 2016, 10:19:33 PM
Okay, finished the thread.

Well, the obvious question was- "How did the concept work in practice?"
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 19, 2016, 10:27:22 PM
The merc forum is open:  http://apolyton.net/forumdisplay.php/279-C4DG-The-Mercenary-Team (http://apolyton.net/forumdisplay.php/279-C4DG-The-Mercenary-Team)

Contract history:  http://apolyton.net/showthread.php/162033-Merc-Contract-History (http://apolyton.net/showthread.php/162033-Merc-Contract-History)

Cliff notes version:  We started on a continent with 2 other teams.  Sarantium and Horde.  Roughly Triangular continent/setup.  Going into the game about the only team Sarantium hated more than the idea of team Merc was the Horde, from player feelings about a former game.  I very well knew this as I kinda sorta used to keep psychological profiles of frequent demogame members. 

Horde kill one of our settlers early (lucky 50-50 odd strike, iirc), thus we go to war to get paid, but only half-heartedly, hoping to involve Sarantium.  Sarantium seizes the opportunity and pounces thinking they'll join in a dogpile.  As suspected, Horde then makes peace with us and hires us to attack Sarantium.  Sarantium now pissed off we bartered peace with Horde ALSO hires us to attack the Horde. 

When each team finally finds out we're playing both sides (MERCS.  DUH!) They both get pissed, and jointly concoct a plan to eliminate the Mercs, have us sacrifice the units they've hired on each other, and jointly invade along 2 fronts.  WE FOLLOW THROUGH AND SACRIFICE OUR UNITS TRUE TO OUR WORD EVEN THOUGH IT'S OBVIOUSLY JUST TO WEAKEN US.  Simultaneously someone took advantage of team Merc policies of everyone being allowed in, created a DL, joined  team Merc and sabotaged a turn, whipping recklessly in all cities, and moving the army out of position.  (verified with administration, I won't name names, it was kept hush hush for the better of the community and I'm not entirely sure what name they may go by these days) 

In a particularly satisfying moment, we still beat back both invading armies, had a choke on the Horde and had broken and invaded Sarantium, all the while trying to sue for peace as all we wanted was the gold.   

High points of our victory involve the unorthodox  ;) philosophy of defending against horsemen with horsemen of our own (Spears were REALLY BAD in Vanilla Civ IV when you do the math, actually) and ignoring the obvious choke point to force Sarantium to split their defenses (Hiked our army around their stack of doom, daring them to attack us on the hills, once outflanked, our force was more mobile). 

A bilateral compensation was drafted with a Horde/Sarantium alliance forming and agreeing to pay us off.  I don't know if they ever would have followed completely through as about this time, it was discovered one civ had emerged as the sole survivor of the other 4 civ continent and garnered an insurmountable lead, so the game stalled. 

Sarantium, particularly come away with hard feelings, thinking I purposely manipulated them for my own amusement.  The bone of contention is they thought an agreement to trade them a tech on turn Y meant they would have peace from now until Y.  When the Horde hired us for 10 turns that would have ended before Y, Mercs saw no problem following the money.  They say I lie and or misrepresented how the contracts work.  It's all in public, I stand by my interpretation. 
Title: Re: Your Civ VI Wish List.
Post by: Oerdin on May 20, 2016, 09:15:50 PM
I hope 1UPT goes into the dustbin of history but it doesn't look like that will happen.
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 20, 2016, 09:34:34 PM
No, but it sounds like siege could be more like Civ III, something that attaches.
Also, with corps (still sounds like III, doesn't it? Well, they could do worse. ) and formations, it should help the A.I. with routing.
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 20, 2016, 09:47:37 PM
The merc forum is open:  http://apolyton.net/forumdisplay.php/279-C4DG-The-Mercenary-Team (http://apolyton.net/forumdisplay.php/279-C4DG-The-Mercenary-Team)

Contract history:  http://apolyton.net/showthread.php/162033-Merc-Contract-History (http://apolyton.net/showthread.php/162033-Merc-Contract-History)

Cliff notes version:  We started on a continent with 2 other teams.  Sarantium and Horde.  Roughly Triangular continent/setup.  Going into the game about the only team Sarantium hated more than the idea of team Merc was the Horde, from player feelings about a former game.  I very well knew this as I kinda sorta used to keep psychological profiles of frequent demogame members. 

Horde kill one of our settlers early (lucky 50-50 odd strike, iirc), thus we go to war to get paid, but only half-heartedly, hoping to involve Sarantium.  Sarantium seizes the opportunity and pounces thinking they'll join in a dogpile.  As suspected, Horde then makes peace with us and hires us to attack Sarantium.  Sarantium now pissed off we bartered peace with Horde ALSO hires us to attack the Horde. 

When each team finally finds out we're playing both sides (MERCS.  DUH!) They both get pissed, and jointly concoct a plan to eliminate the Mercs, have us sacrifice the units they've hired on each other, and jointly invade along 2 fronts.  WE FOLLOW THROUGH AND SACRIFICE OUR UNITS TRUE TO OUR WORD EVEN THOUGH IT'S OBVIOUSLY JUST TO WEAKEN US.  Simultaneously someone took advantage of team Merc policies of everyone being allowed in, created a DL, joined  team Merc and sabotaged a turn, whipping recklessly in all cities, and moving the army out of position.  (verified with administration, I won't name names, it was kept hush hush for the better of the community and I'm not entirely sure what name they may go by these days) 

In a particularly satisfying moment, we still beat back both invading armies, had a choke on the Horde and had broken and invaded Sarantium, all the while trying to sue for peace as all we wanted was the gold.   

High points of our victory involve the unorthodox  ;) philosophy of defending against horsemen with horsemen of our own (Spears were REALLY BAD in Vanilla Civ IV when you do the math, actually) and ignoring the obvious choke point to force Sarantium to split their defenses (Hiked our army around their stack of doom, daring them to attack us on the hills, once outflanked, our force was more mobile). 

A bilateral compensation was drafted with a Horde/Sarantium alliance forming and agreeing to pay us off.  I don't know if they ever would have followed completely through as about this time, it was discovered one civ had emerged as the sole survivor of the other 4 civ continent and garnered an insurmountable lead, so the game stalled. 

Sarantium, particularly come away with hard feelings, thinking I purposely manipulated them for my own amusement.  The bone of contention is they thought an agreement to trade them a tech on turn Y meant they would have peace from now until Y.  When the Horde hired us for 10 turns that would have ended before Y, Mercs saw no problem following the money.  They say I lie and or misrepresented how the contracts work.  It's all in public, I stand by my interpretation.


My impression is that team Merc had an outstanding credibility rating.
Well, the constraints were Confidentiality, Honoring Contracts, but you needed to have that to make the business, work.

The problems were Communication  and the subject of buying "Mercenary Insurance", because it 1) verges on a permanent alliance, 2) it's potentially difficult to discuss that without hinting at existing contracts or lack thereof. Probably better to have a policy of saying that the best way to protect yourself is to keep us fully employed.  Or of not discussing it, only shopping it around when things are slow.

But it was a noble experiment!
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 21, 2016, 02:33:07 AM
I can't find the other two experiments.  One is gone for good, I'm not sure where the other ended up.  Team Pirate was a little more...uncivilized.  We COULD be bought but we were more proactive about taking things for our own gain as well. 
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 23, 2016, 06:01:06 PM
While V tried to put in some interesting things diplomatically with hosting the Olympic games or World's Fair, in general, I find diplomacy more closed than it used to be. III felt more wide open than IV , and IV more open than V. I understand that humans can abuse A.I.s, but if you can program limits to re-declaring a war , why can't you do something similar with regard to a tech trade? Or why can't things be more open where humans are concerned? Again, either a hard rule for human-human, or a check box option.

Oh well.
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 26, 2016, 04:22:00 AM
New Topic-

Civ I had a customizable palace that was built piece by piece by your subjects when they were happy with you.

III had a trophy room at the end of the game, with the vanquished leader's heads sticking through the wall.

Civ Rev had a Throne Room. I understand that one of the versions of II had something similar.


I wish that they would bring something like that back. For the sake of glory and story.
Title: Re: Your Civ VI Wish List.
Post by: Unorthodox on May 26, 2016, 02:39:07 PM
New Topic-

Civ I had a customizable palace that was built piece by piece by your subjects when they were happy with you.

III had a trophy room at the end of the game, with the vanquished leader's heads sticking through the wall.

Civ Rev had a Throne Room. I understand that one of the versions of II had something similar.


I wish that they would bring something like that back. For the sake of glory and story.

I never particularly cared for those. (well, maybe if I wasn't addicted to poprushing my people would have been more happy and built more stuff for me) Now, what would be NICE is a list of benchmark achievements more akin to SMAC. 

First tech researched year x. 
First military victory year Y. 
First civ to start religion.
Built wonder year Z

Etc.  They kinda worked like steam achievements long before those existed, and resetting each playthrough. 

They could even have some unique to civs/leaders. 

I'm forgetting what SMAC called those, but they always interested me more than the throne room stuff.  (that's not to say the two ideas couldn't be coordinated together.) 
Title: Re: Your Civ VI Wish List.
Post by: Buster's Uncle on May 26, 2016, 03:07:15 PM
Monuments. ;nod
Title: Re: Your Civ VI Wish List.
Post by: Rusty Edge on May 26, 2016, 08:06:51 PM
I'm fine with Monuments for actual acomplishments as opposed to building them to produce culture. It sounds cool.

Steam achievements - well sometimes I think they're geared to selling me stuff, rather than doing anything that makes sense in a game context.
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