Civilization VI


#3469

I thought there was a tactical 2-d map mode that was much cleaner looking.


#3470

Yes, there’s a 2D “strategic” map view (it’s one of the buttons near the minimap). It’s clean and very pretty, and you can play entirely from that view if you like. I’ve done this, and it works great, sometimes better than the 3D view because you’re less likely to misclick on things.


#3471

What about a mod that changes the minimum city distance? or does that cripple the AI or the game too much?


#3472

Honestly, I’d say that jamming cities together cripples the game. Running cities at 4-5 tiles apart feels like the right distance when it comes to having space for placing districts, wonders and tile improvements.

There’s 4 mods I use with the game:

Australia - Better Colours. This swaps out the stupid green and black colour scheme for Australia with a much more appropriate green and gold.
https://steamcommunity.com/sharedfiles/filedetails/?id=1297979453

Quick start. Doesn’t really make the game load faster so much as it removes the logos at the start so I’m able to hit start and walk away.
https://steamcommunity.com/sharedfiles/filedetails/?id=1297979453

Community Quick User Interface. Much superior UI. It basically displays more information in a convenient manner. Think of it as being similar to BUG mod for Civ IV. The UI does have a few quirks on occasion with the city screen when it comes to reallocating workers I’ve found. However for the most part, it works well.
https://steamcommunity.com/sharedfiles/filedetails/?id=1125169247

Unique District Icons: What it says in the box.
https://steamcommunity.com/sharedfiles/filedetails/?id=882664162


#3473

I meant increasing the minimum city distance even further.


#3474

Something to consider if you do tinker with city distance is the knock on effect of city loyalty.

Honestly, the AI is pretty good at founding cities. Or more to the point, the game is pretty generous when it comes to turning sub-optimal land into something useful. The AI isn’t always smart about district placement, but then it can not really see potential that I as a player can.


#3475

#3476


#3477

Contains info I hadn’t heard previously.


#3478

Yeah, that was actually a pretty compelling video. Now if only they didn’t price it so high, lol.


#3479

Looks like fun. I knew about the natural disasters and diplomatic features, but I hadn’t realized power is now a thing. Also, I like the idea of the randomized tech tree in the late game. (I kinda wish the whole tree were semi-randomized, the way Stellaris does it. One of the early MOO games did this too.)


#3480

+1

Yes, this is an enormous plus in most any game. And in Civ, where the tech tree necessarily pushes other activities due to inspirations, it would be especially helpful in keeping the game fresh.

Aggressors: Ancient Rome does a particularly good job with this.


#3481

Neither of those approaches would work copied wholesale into Civ, though I’m not against the idea of some randomisation in the Civ tech tree in general.

MOO’s tech set consists almost entirely of a relatively small number of essential concepts repeated several of times at different tech levels. Higher tech versions of the same concept don’t require the earlier versions. They provide better gameplay numbers and obsolete earlier versions of the technology. So for example the engine concept gives the techs Nuclear Engines, Fusion Engines, Sub-light Engines and so on. Each one provides additional travel speed when added to a designed ship. Rinse and repeat across the entire tech tree.

This would be extremely dull if not for the randomisation, which removes most of the possible techs from your tree at the start of the game. This is a brilliant design that results in great variety from game to game as the technologies you have available to play with are different. Working around a series of missing techs in your tree can be a big challenge, and you probably won’t see the same challenge in your next 30 games.

But I don’t see it working as it stands for Civ. A lot of the joy of Civ is the loose simulation of history. It’s simply absurd to be effectively told “Oh no, your nation’s brightest minds simply can’t conceive of Writing. You’ll have to make do without libraries until universities come along to obsolete them.” To work around that, your techs would have to become much more generic and have less of a gating effect on game mechanics. I can see why they want to avoid this as it loses flavour.

By comparison, Stellaris has a much simpler tech tree. There aren’t all that many pre-requisites except straight up a line of similar tech. Stellaris goes with completely randomising the techs available to choose from at any given moment, out of all the techs you could be able to research. That works well for avoiding players using the same strategy for every game but doesn’t really add much in the way of interesting decisions. It’s very rare to not have the next level of laser tech available within your next few selections, for instance, so the randomisation is more of a speedbump.

This is a much less interesting system but would work rather better in Civ. The big change required would be to significantly increase the number of techs in the game: right now there simply aren’t enough available to research at any given moment to randomise a choice between them. You’d also probably need to break some of the dependence between specific technologies and resources available on nearby terrain: it’s no good rolling loads of mounted unit tech to develop when the nearest source of horses is on another continent. One option for this would be to make any tech you had the inspiration for always available as a research choice, allowing the player limited control over the randomisation.

The way I’d approach it would be:

  • Keep a similar number of techs as Civ currently has.
  • Each time a civ advances to a new age (not sure quite what would trigger this), it unlocks new research choices.
  • All techs would appear as options to research sooner or later. Specifically, a medieval tech would always appear by the renaissance, would usually appear in the medieval era, but you might get lucky and have the option to research it while still in the classical era.
  • This would usually be randomised at game start but could be fixed for some techs for specific civs, as a flavourful advantage. For example the Greeks might always have Drama in the classical era when it would appear in the medieval for most civs. The Mongols might always get horse techs early but tend to get infantry technology late.

#3482

Not one of, the very first game did it. I still don’t understand why that particular element of the original MOO was left by the wayside. [Edit: explanation snipped since @rho21 did a much better job.] Honestly, it was a great system and I don’t think any 4X since then has done anything similar?


#3483

Sword of the Stars had a tech tree that had links with a given probability for each race. That meant it was quite possible to end up with no good heavy beams, or torpedoes, or point defense, or shields, or kinetics, or super colonizers, or fancy lasers. Every race had different probabilities, which was huge for adding unique character to each race’s gameplay with only minimal changes to the base ruleset.


#3484

Oh yeah, I always forget about Sword of the Stars (because I really couldn’t get into it).


#3485

That’s too bad, it’s one of the best 4X games ever made, IMO. Well, it reached that point after an expansion or two, at release it was pretty mediocre.


#3486

The implementation in SotS was the closest I’ve seen, certainly. It played quite differently to MOO though due to techs having prerequisites: if it decided you were missing a specific tech, you’d also miss out on everything past it.

This usually worked pretty well, but it would occasionally effectively shut you off from end-game weapons entirely. More commonly, you’d go down the the most likely weapons line for your race, discover a blockage, and have to spend ages researching down a new weapons branch and hope you didn’t get shut off from that one too.

This is the full tree, with probabilities:

A note on reading that: two power techs were necessary but not sufficient prerequisites for large chunks of the tree - that’s the yellow and purple background colour areas.


#3487

I always thought the tech tree in Alpha Centauri was brilliant…if I recall, you could pick individual techs and micro it or just pick a category for the big picture

As far as the next xpac here, sure looks like civ6 is goin the ‘builder’ route…i’m ok with that…less need to deal with AI I suppose


#3488

There was a completely blind option as well, I believe.

As it happens, there was some apparent randomisation in available tech choices in Alpha Centauri too. When you had free tech selection on, it would actually remove some techs from consideration based on the number of techs you had already discovered. Split into three groups, so a tech would appear two-thirds of the time. Looks random to the player, but they’re guaranteed to get the tech they want available next time if it wasn’t this time.

Knowing this means you need to track it in high-level play to ensure you can always reach your current tech target as quickly as possible.