Author Topic: Civilization VI - Districts and Dictators  (Read 12556 times)

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Esch

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Civilization VI - Districts and Dictators
« on: May 11, 2016, 11:07:09 AM »
Release date: October 21



Quote
About This Game
Originally created by legendary game designer Sid Meier, Civilization is a turn-based strategy game in which you attempt to build an empire to stand the test of time. Become Ruler of the World by establishing and leading a civilization from the Stone Age to the Information Age. Wage war, conduct diplomacy, advance your culture, and go head-to-head with history’s greatest leaders as you attempt to build the greatest civilization the world has ever known.

Civilization VI offers new ways to engage with your world: cities now physically expand across the map, active research in technology and culture unlocks new potential, and competing leaders will pursue their own agendas based on their historical traits as you race for one of five ways to achieve victory in the game.

EXPANSIVE EMPIRES:
See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.

ACTIVE RESEARCH:
Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures.

DYNAMIC DIPLOMACY:
Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.

COMBINED ARMS:
Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units.

ENHANCED MULTIPLAYER:
In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.

A CIV FOR ALL PLAYERS:
Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems introduce new players to the underlying concepts so they can easily get started.



« Last Edit: October 15, 2016, 09:30:16 AM by Esch »

benjipwns

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Re: Civilization VI
« Reply #1 on: May 11, 2016, 11:07:58 AM »
endorsing this thread over mine

Esch

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Re: Civilization VI
« Reply #2 on: May 11, 2016, 11:08:48 AM »
endorsing this thread over mine

I endorse you over me

archie4208

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Re: Civilization VI
« Reply #3 on: May 11, 2016, 11:24:00 AM »

Esch

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Re: Civilization VI
« Reply #4 on: May 11, 2016, 11:26:53 AM »
Super hyped about this city expansion. Putting some of that processing power to use :doge

Beyond Earth was pretty wack so this better live up to the brand name :ufup


archie4208

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Re: Civilization VI
« Reply #5 on: May 11, 2016, 11:28:24 AM »
I bought BE day 1 and got halfway through a game before I was bored.  :fbm

I hear the expansion helped things, but it's still not that great.  I don't want to risk $30 to find out though lel.

Premium Lager

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Re: Civilization VI
« Reply #6 on: May 11, 2016, 11:31:03 AM »
Firaxis kind of fell off with me with Civ Rev 2 :(

Tasty Meat

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Re: Civilization VI
« Reply #7 on: May 11, 2016, 11:43:05 AM »
Wake me up when the second expansion is out, game will be barebones shite until then.

spoiler (click to show/hide)
I still plat BE every couple weeks and haven't even bought the Rising Tide yet.  :-[
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Esch

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Re: Civilization VI
« Reply #8 on: May 11, 2016, 11:50:37 AM »
Firaxis kind of fell off with me with Civ Rev 2 :(

Civ V complete is the best game they've ever made imo.

They just got too complacent and thought they could hedge BE without the necessary effort or any interesting systems/diplomacy/victory objective design.

Civ VI will probably be shit at release but I'm sure itll improve

benjipwns

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Re: Civilization VI
« Reply #9 on: May 11, 2016, 11:51:50 AM »
http://www.gameinformer.com/b/features/archive/2016/05/11/civilization-vi-coming-october-21-big-changes-to-core-gameplay.aspx
Quote
“We want players to adjust and think on their feet in Civ VI. We didn’t want there to be a standard playbook or recipe on how to get through it, from tech tree to policy,” Beach adds. “We always saw discussions about dominant strategies, like, 'Get the Great Library and go into these policy trees and build this way.' We built a game with so many options, but so much of the community is playing it this same way with the same pattern, and we want to shake that up and adjust to the map and leaders they are faced with to come up with other solutions, to rethink their strategic approaches every time they play the game.”

The team laid out the plan for three key core mechanics changes that will drive more dynamic gameplay in Civilization VI.

The first is “unstacking the cities. With cities getting filled with all kinds of buildings, wonders, and other things over time, the gameplay is changing by moving some of these buildings out onto the map. This concept is called districts, and these are pieces of your city that would traditionally be nested inside your city being pushed out up to three tiles away.

“For instance, let’s take the science district,” Beach says. “This is a prerequisite to building science buildings. What’s going to happen is that the exact tile you choose to place that district will be an important decision, as scientists will work better in different tiles. So tiles with more lifeforms like rain forests or something on a mountain to observe the stars would be more valuable. We have 12 different kinds of districts you can place around your city. They require a certain amount of population, so you are going to have to make choices about what kind of districts to build based on what resources you have available.”

The second is the active research system. This will change up the way players approach the tech tree by offering massive bonuses toward specific research based on other variables in the game, pushing players away from going into a game with a set path of tech that they always progress down for the optimal game build. Players can still research whatever they like, but a new boost system will likely change your progression path from game to game.

“Let’s take masonry. In order to do masonry well you need the type of materials to put together for walls or pyramids or whatever,” Beach says. “So if you’re in the middle of a grassland and there’s no stone around, it’s going to be tough for you to be really good at masonry. So if you can find a resource like that, like a quarry, as soon as it’s up and operational, we unlock a boost toward masonry, which will give you 50 percent of the cost for that technology. Similarly, this will work for say maritime technology for setting up on the coast. If you’re on the coast putting in the time on those areas, you’re now getting bonuses for those technologies. That part of the tech tree will naturally unlock for you as a result of the boost.”

“A lot of it is based on the map and what’s around you,” Darney says. “So it changes each game.”

Third is diplomacy, a constant hot topic in the Civilization series. A big focus here is how the A.I. will react and relate to the player. The leaders in Civilization VI will play differently based on their own personalities and not just based on how the player interacts with them – they have their own specific agendas.

“Every leader is assigned one historical agenda based on something they did while ruling their nation in actual history,” Beach explains. “Let’s take a leader who built a whole bunch of wonders. In our universe, that leader is going to feel like he’s better than anyone else in world history at building wonders, and that should be reflected every time they are in a Civilization game. Wonder obsessed. So that civilization will get a bonus toward building wonders, but they also get an obsessive personality where he will get angry if anyone else is building more wonders than they are. So you might have a strategy where you always go for Stonehenge and Hanging Gardens so you grab those right away. If this guy is next to you and he sees you doing this, he’s going to be up in arms and invading your borders."

Leaders will also have a hidden agenda that will be assigned to them that will change from game to game, so even if you know the opposing leader's core personality, you have to discover additional, dynamic traits if you want your political agendas to progress smoothly.
« Last Edit: May 11, 2016, 12:01:12 PM by benjipwns »

Tasty Meat

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Re: Civilization VI
« Reply #10 on: May 11, 2016, 12:04:48 PM »
Really sucks that I vastly prefer scifi settings to boring old history in my strategy games. :'(
🌈

I'm a Puppy!

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Re: Civilization VI
« Reply #11 on: May 11, 2016, 12:23:52 PM »
Oh god no.
This must be what recovering meth addicts feel like when their dealer comes back to town.
que

Mupepe

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Re: Civilization VI
« Reply #12 on: May 11, 2016, 12:28:54 PM »
http://www.gameinformer.com/b/features/archive/2016/05/11/civilization-vi-coming-october-21-big-changes-to-core-gameplay.aspx
Quote
“We want players to adjust and think on their feet in Civ VI. We didn’t want there to be a standard playbook or recipe on how to get through it, from tech tree to policy,” Beach adds. “We always saw discussions about dominant strategies, like, 'Get the Great Library and go into these policy trees and build this way.' We built a game with so many options, but so much of the community is playing it this same way with the same pattern, and we want to shake that up and adjust to the map and leaders they are faced with to come up with other solutions, to rethink their strategic approaches every time they play the game.”

The team laid out the plan for three key core mechanics changes that will drive more dynamic gameplay in Civilization VI.

The first is “unstacking the cities. With cities getting filled with all kinds of buildings, wonders, and other things over time, the gameplay is changing by moving some of these buildings out onto the map. This concept is called districts, and these are pieces of your city that would traditionally be nested inside your city being pushed out up to three tiles away.

“For instance, let’s take the science district,” Beach says. “This is a prerequisite to building science buildings. What’s going to happen is that the exact tile you choose to place that district will be an important decision, as scientists will work better in different tiles. So tiles with more lifeforms like rain forests or something on a mountain to observe the stars would be more valuable. We have 12 different kinds of districts you can place around your city. They require a certain amount of population, so you are going to have to make choices about what kind of districts to build based on what resources you have available.”

The second is the active research system. This will change up the way players approach the tech tree by offering massive bonuses toward specific research based on other variables in the game, pushing players away from going into a game with a set path of tech that they always progress down for the optimal game build. Players can still research whatever they like, but a new boost system will likely change your progression path from game to game.

“Let’s take masonry. In order to do masonry well you need the type of materials to put together for walls or pyramids or whatever,” Beach says. “So if you’re in the middle of a grassland and there’s no stone around, it’s going to be tough for you to be really good at masonry. So if you can find a resource like that, like a quarry, as soon as it’s up and operational, we unlock a boost toward masonry, which will give you 50 percent of the cost for that technology. Similarly, this will work for say maritime technology for setting up on the coast. If you’re on the coast putting in the time on those areas, you’re now getting bonuses for those technologies. That part of the tech tree will naturally unlock for you as a result of the boost.”

“A lot of it is based on the map and what’s around you,” Darney says. “So it changes each game.”

Third is diplomacy, a constant hot topic in the Civilization series. A big focus here is how the A.I. will react and relate to the player. The leaders in Civilization VI will play differently based on their own personalities and not just based on how the player interacts with them – they have their own specific agendas.

“Every leader is assigned one historical agenda based on something they did while ruling their nation in actual history,” Beach explains. “Let’s take a leader who built a whole bunch of wonders. In our universe, that leader is going to feel like he’s better than anyone else in world history at building wonders, and that should be reflected every time they are in a Civilization game. Wonder obsessed. So that civilization will get a bonus toward building wonders, but they also get an obsessive personality where he will get angry if anyone else is building more wonders than they are. So you might have a strategy where you always go for Stonehenge and Hanging Gardens so you grab those right away. If this guy is next to you and he sees you doing this, he’s going to be up in arms and invading your borders."

Leaders will also have a hidden agenda that will be assigned to them that will change from game to game, so even if you know the opposing leader's core personality, you have to discover additional, dynamic traits if you want your political agendas to progress smoothly.
This sounds awesome. 

Esch

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Re: Civilization VI
« Reply #13 on: May 11, 2016, 12:37:27 PM »
https://www.rockpapershotgun.com/2016/05/11/civilization-vi-details/

Long write up from RPS. This sounds fuckin awesome.

Dantizzinel

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Re: Civilization VI
« Reply #14 on: May 11, 2016, 12:44:57 PM »
OHMYGOD I GET TO DIGITALLY BECOME THE GREATEST ARAB LEADER OF ALL TIME IN A NEW ONE IM CUMMING
\m/

Brehvolution

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Re: Civilization VI
« Reply #15 on: May 11, 2016, 12:50:40 PM »
©ZH

Madrun Badrun

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Re: Civilization VI
« Reply #16 on: May 11, 2016, 01:02:30 PM »
OMG OMG OMG hyped
NtGay

Madrun Badrun

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Re: Civilization VI
« Reply #17 on: May 11, 2016, 01:20:14 PM »
The most exciting thing to me is that this will most likely be built for good multi-core support.
NtGay

TVC 15

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Re: Civilization VI
« Reply #18 on: May 11, 2016, 01:52:07 PM »
Visual style is kinda off-putting. It looks like Civ Revolution.
serge

Madrun Badrun

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Re: Civilization VI
« Reply #19 on: May 11, 2016, 01:53:06 PM »
Meh, I care about civ graphics for all of 2 seconds
NtGay

TVC 15

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Re: Civilization VI
« Reply #20 on: May 11, 2016, 01:57:48 PM »
They need to invest in the Aesthetics technology. There's no excuse for having bad art.
serge

Esch

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Re: Civilization VI
« Reply #21 on: May 11, 2016, 02:00:58 PM »
i dont care for the art either but some mods will fix it. :blessed

i dont mind the characters looking cartoony, but the landscapes should be more realistic.

Also i hope this is DX12.

Madrun Badrun

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Re: Civilization VI
« Reply #22 on: May 11, 2016, 02:16:38 PM »
They need to invest in the Aesthetics technology. There's no excuse for having bad art.

Aesthetics is a policy 
NtGay

TVC 15

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Re: Civilization VI
« Reply #23 on: May 11, 2016, 02:20:27 PM »
Clearly not in this version. It looks terrible. It looks like a Tiny Toons episode with sub-Asian animation.
serge

TVC 15

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Re: Civilization VI
« Reply #24 on: May 11, 2016, 02:21:08 PM »
I'd rather watch Patch Adams than look at this game.
serge

Rahxephon91

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Re: Civilization VI
« Reply #25 on: May 11, 2016, 03:11:24 PM »
I just hope it runs on my crappy computer. Super excited about the diplomacy stuff.

Tasty Meat

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Re: Civilization VI
« Reply #26 on: May 11, 2016, 03:51:10 PM »
Second BE expansion when...? :'(
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Esch

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Re: Civilization VI
« Reply #27 on: May 11, 2016, 03:53:10 PM »
Second BE expansion when...? :'( (Image removed from quote.)

waste of resources and everyone's time

TVC 15

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Re: Civilization VI
« Reply #28 on: May 11, 2016, 03:55:43 PM »
Second BE expansion when...? :'( (Image removed from quote.)

waste of resources and everyone's time

It never shaped up?
serge

Esch

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Re: Civilization VI
« Reply #29 on: May 11, 2016, 04:01:18 PM »
I didnt bother to play the expansion. It didn't address any of the things i disliked about the base game. The wonders were shit, the victory conditions were all the same countdown/build X shit. Diplomacy still looked shit.

Just a real boring game with minimal imagination or risks taken in terms of how you actually play it. "reskin" kinda fits.

pilonv1

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Re: Civilization VI
« Reply #30 on: May 11, 2016, 05:45:51 PM »
This is the best sort of surprise
itm

CajoleJuice

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Re: Civilization VI
« Reply #31 on: May 11, 2016, 08:10:21 PM »
have to say my initial reaction to the screenshots mirrored tvc's

who cares about aesthetics when the sex feels this good tho
AMC

TVC 15

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Re: Civilization VI
« Reply #32 on: May 12, 2016, 12:25:29 AM »
who cares about aesthetics when the sex feels this good tho

Have fun fucking Edith Massey's video game equivalent.
serge

thisismyusername

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Re: Civilization VI
« Reply #33 on: May 12, 2016, 01:25:10 AM »
Visual style is kinda off-putting. It looks like Civ Revolution.

...This is a bad thing? Civ Rev 1 was great. Sure, it wasn't as deep as the PC Civilizations but as far as what they were going for it worked amazingly. You're not coming to Civ for melt-your-PC graphics, anyway.

TVC 15

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Re: Civilization VI
« Reply #34 on: May 12, 2016, 10:47:11 AM »
Visual style is kinda off-putting. It looks like Civ Revolution.

...This is a bad thing? Civ Rev 1 was great. Sure, it wasn't as deep as the PC Civilizations but as far as what they were going for it worked amazingly. You're not coming to Civ for melt-your-PC graphics, anyway.

I liked Civ Rev, but it had an awful art style, like this. I'm not expecting melt-your-PC graphics. I'm expecting an appealing art style. This looks vaguely like something they've tried in the past, and I didn't particularly like it then, although I understood that they needed something with more "personality" than usual because they were targeting console mouth-breathers.
serge

Fifstar

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Re: Civilization VI
« Reply #35 on: May 12, 2016, 10:50:09 AM »
Looks like a cross between Warcraft 3 (Barf) and Age of Empires.
Gulp

TVC 15

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Re: Civilization VI
« Reply #36 on: May 12, 2016, 10:53:21 AM »
Looks like a cross between Warcraft 3 (Barf) and Age of Empires.

Yeah, I thought of that f2p (right) AoE game.
serge

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Re: Civilization VI
« Reply #37 on: May 12, 2016, 01:42:41 PM »
Based on my recent readings of various anti-civilization writers, I think someone should make a game called Anti-Civilization.

It's loosely based on a premise I read in an old issue of Fifth Estate. Basically, some anarcho-primitivist writer said that for whatever variety of hunter-gather society he advocated for, the US (or maybe the North American continent) continent could only support a population of ~1/3rd of what it was currently at.

So, my premise for Anti-Civilization is that it is the modern day, with the political climate being roughly what it is today. You have just been elected president. How do you use your 8 years in office to reduce the US population by roughly 200 million? Of course, your anti-civilization agenda needs to be kept as secret as possible. Because this needs to be a strategy game on par with Civilization, you have to take into account things like body disposal and the ecological viability of your depopulation strategies (for example, you can only dump so many dead bodies into the ocean before you affect the ecosystem in negative ways, and using poison gas to kill hundreds of millions isn't going to score you points for mother Earth).

I think there's also the possibility to introduce an international element, but I'd have to rethink parts of the basic premise. I like the idea of the US and China teaming up to kill off large portions of their own populations under the guise of a false war, but that would end up involving far more conspirators, and I'd have to conceive of ways to incorporate national and international obfuscation into the game.

You could invest in various population control technologies, like converting cattle slaughterhouses to handle humans. ~30 million cattle a year are killed in the US for food. How many of those cattle killing resources can you use while still keeping the rate of cow slaughter high enough to feed the docile, clueless, surviving populace? You can invest in advanced nuclear weapons technologies (like that 100 megaton bomb the Soviets never built) to level cities in false flag operations designed to convince the public into acceptance of martial law, thus allowing you access to more overt actions that would normally appear suspicious.
« Last Edit: May 12, 2016, 01:58:00 PM by TVC 15 »
serge

Esch

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Re: Civilization VI
« Reply #38 on: May 25, 2016, 12:43:10 PM »
https://www.rockpapershotgun.com/2016/05/25/cvilization-vi-hands-on-preview/

:rejoice

Quote
http://And as it is with the cities, so it is with the civilization that contains them. Social policies are selected from a deck that grows as you discover new civic ideas (research now divides broadly into civics and ‘physical’ tech), and the number and type that can be in play at any one time is based on your government type. With research boosts now tied to in-game achievements and geographical discoveries, there’s more incentive to tailor your civ to its surroundings and situation, but the ability to tinker and specialise through policies and faith-based bonuses adds flexibility.

All of those possibilities combine to make Civ VI a more involved game than I expected. It must be stressed that I’ve had very limited experience with the game so far, but if all of the systems in play unfold across the eras in a satisfying fashion, the game will be far more than Civ 5.5. Despite an obvious heritage – it shares features and a lead designer with its predecessor’s expansions – Civ VI already has its own character. It’s in the AI, in the cities and in the application of policies to boost or tweak certain elements of your nation.

It’s attractive too, in motion, particularly the way in which unobserved but revealed areas of the map are displayed as an actual ink and paper approximation of the terrain. Truth be told, I was sold on those first screenshots but can understand concerns about the oversized cartoonish look. It’s designed to be legible though and that’s because there’s so much more information than you might expect rather than because the game has been streamlined in any way.

 :ohhh

Re: Civilization VI
« Reply #39 on: May 25, 2016, 01:59:05 PM »
Oh god no.
This must be what recovering meth addicts feel like when their dealer comes back to town.

I told my wife I was done :'(

Esch

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Re: Civilization VI
« Reply #40 on: May 25, 2016, 04:15:39 PM »
http://www.pcgamer.com/new-looks-and-classic-gameplay-60-turns-of-civilization-6/

i found this interesting

Quote
"One thing I think is the best for people who love to min-max, is as a culture player you no longer have to worry about that small [city]. With local happiness you can go as wide as you want. You can build that crappy little city up in the tundra just to get that iron, and they're going to be kind of unhappy, they're going to be displeased, but you can do that because it's not going to affect your entire empire, it's just going to be that city that's unhappy."

:ohhh

Esch

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Re: Civilization VI
« Reply #41 on: May 25, 2016, 04:49:26 PM »
im going full MUPPET



archie4208

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Re: Civilization VI
« Reply #42 on: May 25, 2016, 05:15:43 PM »
:bow Builders and traders :bow2

:piss workers :piss2

Mupepe

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Re: Civilization VI
« Reply #43 on: May 26, 2016, 08:06:27 AM »
http://www.pcgamer.com/new-looks-and-classic-gameplay-60-turns-of-civilization-6/

i found this interesting

Quote
"One thing I think is the best for people who love to min-max, is as a culture player you no longer have to worry about that small [city]. With local happiness you can go as wide as you want. You can build that crappy little city up in the tundra just to get that iron, and they're going to be kind of unhappy, they're going to be displeased, but you can do that because it's not going to affect your entire empire, it's just going to be that city that's unhappy."

:ohhh
Finally!  I'll have my own fucking Alaska!

Madrun Badrun

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Re: Civilization VI
« Reply #44 on: May 26, 2016, 08:20:07 AM »
Ummm I think you mean I can own fucking Alaska and you can have death.  The world will be mine come the fall.   
NtGay

Mupepe

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Re: Civilization VI
« Reply #45 on: May 27, 2016, 07:58:59 AM »
YOU AND NAMI ARE GOING DOWN

TVC 15

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Re: Civilization VI
« Reply #46 on: May 29, 2016, 08:39:03 PM »
I really liked my idea for an anti-civilization/depopulation game :( I'm bummed no one else did. I've been thinking about it a lot, and have come up with more potential mechanics ideas. I think it could actually be a neat game, and it would be pretty original, too.
serge

jakefromstatefarm

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Re: Civilization VI
« Reply #47 on: June 15, 2016, 01:30:56 AM »


idk how i feel about what we've seen visually

Madrun Badrun

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Re: Civilization VI
« Reply #48 on: June 15, 2016, 11:40:32 AM »
Looks great gameplay wise.  Don't care about graphics stuff though that fog of war is hot hot hot. 
NtGay

archnemesis

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Re: Civilization VI
« Reply #49 on: June 15, 2016, 01:33:39 PM »
I really like the new art style. It's really clean and everything is easy to identify.

Esch

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Re: Civilization VI
« Reply #50 on: June 16, 2016, 11:16:51 AM »
If anything, I don't care for the UI style / aesthetic. The game itself is easy to view well and i love how cities spread.

Esch

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Re: Civilization VI
« Reply #51 on: June 23, 2016, 12:40:40 PM »
:whew

SEAN

 BEAN

  NARRATION

:whew



Tasty Meat

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Re: Civilization VI
« Reply #52 on: June 23, 2016, 02:55:53 PM »
So we can kill the narrator?
🌈

jakefromstatefarm

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Re: Civilization VI
« Reply #53 on: June 23, 2016, 03:46:51 PM »
alright I'm back in

Re: Civilization VI
« Reply #54 on: June 28, 2016, 12:59:20 AM »
Amazing 10/10

Esch

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Re: Civilization VI
« Reply #55 on: June 28, 2016, 04:10:11 PM »

jakefromstatefarm

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Re: Civilization VI
« Reply #56 on: June 30, 2016, 06:36:17 PM »



interesting religious makeup of Washington

Brehvolution

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©ZH

Esch

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Re: Civilization VI
« Reply #58 on: July 25, 2016, 04:14:57 PM »



Madrun Badrun

  • twin-anused mascot
  • Senior Member
Re: Civilization VI
« Reply #59 on: July 25, 2016, 11:52:47 PM »
kinda disappointed we haven't seen any new civs yet. 
NtGay