You can't trade tech any more, but in another example of how gold takes a more upfront role, you invest in research agreements. This provides both civilisations with a research bonus to use as they see fit - not necessarily in the same area. It keeps you interested in your alliance, and saves you having to check to see if you can sell anything you've just learned to anyone else.
You can't trade tech any more, but in another example of how gold takes a more upfront role, you invest in research agreements. This provides both civilisations with a research bonus to use as they see fit - not necessarily in the same area. It keeps you interested in your alliance, and saves you having to check to see if you can sell anything you've just learned to anyone else.
Sounds fine to me. Puts more of a penalty of warmongers as you can't just extract techs out of your enemies and should encourage more careful diplomacy.
Supposedly the team learned a lot about streamlining Civ V's controls by looking back at Civilization Revolution
...D:
You can streamline my Civ anytime. :winky:
Does that research agreement imply that they have an monetary or otherwise upkeep to uphold, or are players just going to spam agreements with everyone, except harderd AI:s as they don't probably trade with players.
Everything regarding diplomacy comes down to this: Will the AI contrinue to launch irrational wars on players? All of these new developments won't mean a thing if after coming to trade and research agreements the AI attacks you out of the blue.
Supposedly the team learned a lot about streamlining Civ V's controls by looking back at Civilization Revolution
...D:
You can streamline my Civ anytime. :winky:
Does that research agreement imply that they have an monetary or otherwise upkeep to uphold, or are players just going to spam agreements with everyone, except harderd AI:s as they don't probably trade with players.
I think the most obvious example is in the one unit per hex system. It likes like unit and city information isn't being shown yet. Maybe the logos and briefs that you see on the map will be simplified to Civ Revs version. That could be ok.
You can't trade tech any more, but in another example of how gold takes a more upfront role, you invest in research agreements. This provides both civilisations with a research bonus to use as they see fit - not necessarily in the same area. It keeps you interested in your alliance, and saves you having to check to see if you can sell anything you've just learned to anyone else.
Sounds fine to me. Puts more of a penalty of warmongers as you can't just extract techs out of your enemies and should encourage more careful diplomacy.
Hopefully warmongers will just be able to use legions of spies still, I love a good espionage game.
Of course I wonder if this will just lead to the AI's being all buddy-buddy and spamming research pacts with themselves instead of the player like they do with tech trading.
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and we can tell you how hexy it is. That's right, forget about old Civilization games which only had four cardinal directions to choose from when moving your units; this installment ramps that up to to six.
First paragraph and I already know they don't know shit about Civilization, probably haven't played one. I mean, it's not like you could move on the diagonals right? So, really, we're going from 8 to 6, not 4 to 6.
and we can tell you how hexy it is. That's right, forget about old Civilization games which only had four cardinal directions to choose from when moving your units; this installment ramps that up to to six.
First paragraph and I already know they don't know shit about Civilization, probably haven't played one. I mean, it's not like you could move on the diagonals right? So, really, we're going from 8 to 6, not 4 to 6.
Hm... he isn't the one to write about Civ 5. He's the guy that does Joystiq Box Office. He does some good interviews too.
I wonder who edited it. Most of the editors seems to be Civ fans.
And hey, if its "cardinal directions" its 8 to 2 ;P
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I'm really hoping they come up with a good answer to the multiplayer dilemma of Civ4. Super-long epic multiplayer games are cool but it's just not feasible to get them up and running on a regular basis so the game's multiplayer potential really goes to waste. I'd like to see default settings that make the game really fast, like start to finish in 2 hours fast. They just need to trim all the fat - make research/production really fast, with some good automation options for workers and such and very quick turn time limits. It's cool to play on a slow burn in singleplayer, but multiplayer games need to be playable in single chunks for people to be maintain interest.
The option of simultaneous player turns (like what I think they did with CivRev) would probably make the multiplayer much better. In a 2 person game that basically halves the time, in a 4 person game that cuts it by 3/4s, plus no one is just stuck waiting around.
It might be too "RTS" for the diehard traditionalists though.
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
and we can tell you how hexy it is. That's right, forget about old Civilization games which only had four cardinal directions to choose from when moving your units; this installment ramps that up to to six.
First paragraph and I already know they don't know shit about Civilization, probably haven't played one. I mean, it's not like you could move on the diagonals right? So, really, we're going from 8 to 6, not 4 to 6.
Hm... he isn't the one to write about Civ 5. He's the guy that does Joystiq Box Office. He does some good interviews too.
I wonder who edited it. Most of the editors seems to be Civ fans.
Ummm, the first paragraph says this:
That's right, forget about old Civilization games which had four cardinal directions plus diagonals to choose from when moving your units; this installment ramps that down to to six. That's right! Two less directions! It's a brand new game!
During a theater demonstration here in San Francisco of this fall's Civilization V that I witnessed yesterday (and chronicled in depth), I asked where the roads were.
I was being shown a civilization that was advanced enough to amass armies to attack other great civilizations. Yet all I saw was a single, nicely-paved road. It looked nice, but it didn't look like Civ.
It turns out, one of the developers of the game, told me, that the game's creators are re-thinking how roads are implemented and displayed in these games. The idea the creators at Civ studio Firaxis are going for is, they said, that "roads will mean something" this time. As in: Even a single road will have relevance and feel as special as a key highway does in the real world.
Here's an official screenshot of a more primitive Civilization V empire. This is one you'd expect to have a single road, but trust me that this type of clean look appeared even in the more evolved communities I was shown.
That's right, forget about old Civilization games which had four cardinal directions plus diagonals to choose from when moving your units; this installment ramps that down to to six. That's right! Two less directions! It's a brand new game!
lol that's some pretty obvious and shoddy editing, unless they are poking fun at themselves / original writer.
"Our understanding of the game was completely the opposite, but our conclusions are verbatim!"
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I actually liked the road spaghetti - it was fun to see the whole grid resolve itself as the workers went about it, and to see how my web of Dominance and Mammon spread.
They could do it like they did in CivRev where you pay to connect cities but don't actually build the roads. Thus you wouldn't really be able to spam them and they are a somewhat hefty investment.
Alternatively they could just interfere with resource gathering.
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The option of simultaneous player turns (like what I think they did with CivRev) would probably make the multiplayer much better. In a 2 person game that basically halves the time, in a 4 person game that cuts it by 3/4s, plus no one is just stuck waiting around.
It might be too "RTS" for the diehard traditionalists though.
They had that in Civ4 too. Even beyond the terribad implementation, it's still an awful idea unless you're playing with people who you trust to play by the spirit of the game instead of abusing all the bad mechanics that comes with it.
Roads paved with the skulls of the serfs? What is this, Dwarf Fortress?
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Who knows how they'll change the mechanics, but I like that they're trying. I always hated advanced-stages road spaghetti, and especially railroad spaghetti, which looks terrible in every game, and makes not even a tiny bit of real-world sense into the bargain.
To be fair, it doesn't make a whole lot of sense for it to take a full year for a tank to drive 10 miles either ;P
(Or what, 500 years to get 3 guys to pick up some clubs and take a walk at the speed of 1 square / century)
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Yeah so Games =/= Reality. Not news. But the way armies work at least feels like an approximation of reality balanced against gameplay needs. Workers building roads and then railroads on every square inch of land just because they're bored does not.
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I actually liked the road spaghetti - it was fun to see the whole grid resolve itself as the workers went about it, and to see how my web of Dominance and Mammon spread.
If only you could modify the workers' auto-process... End-game Civ4 is where I'm starting to lose interest because I'll have to babysit the urban development of 15-20 cities (Cottages you fuuuuuucks!).
So, is it ok to talk about civ 4 in here since the civ 4 discussion thread seems to be dead?
Because if so, I dug into the colonization art files a bit and got kind of carried away:
Meijii and Hitler are downloaded from civfanatics of course, the rest are taken out of the civ colonization directory and copied over (I found a pack with the buttons pre-extracted as the colonization button file didn't seem to work, and I had to copy the eyeshadow.dds from civ4 leaders over, but otherwise they work straight out of the box).
I also whipped up custom personality profiles for them as well, all that's left is civilopedia text and trying to figure out how to get custom diplo text in for them.
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Sounds fine to me. Puts more of a penalty of warmongers as you can't just extract techs out of your enemies and should encourage more careful diplomacy.
You can streamline my Civ anytime. :winky:
Does that research agreement imply that they have an monetary or otherwise upkeep to uphold, or are players just going to spam agreements with everyone, except harderd AI:s as they don't probably trade with players.
I think the most obvious example is in the one unit per hex system. It likes like unit and city information isn't being shown yet. Maybe the logos and briefs that you see on the map will be simplified to Civ Revs version. That could be ok.
Hopefully warmongers will just be able to use legions of spies still, I love a good espionage game.
Of course I wonder if this will just lead to the AI's being all buddy-buddy and spamming research pacts with themselves instead of the player like they do with tech trading.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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First paragraph and I already know they don't know shit about Civilization, probably haven't played one. I mean, it's not like you could move on the diagonals right? So, really, we're going from 8 to 6, not 4 to 6.
Hm... he isn't the one to write about Civ 5. He's the guy that does Joystiq Box Office. He does some good interviews too.
I wonder who edited it. Most of the editors seems to be Civ fans.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
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So looking forward to this!
It might be too "RTS" for the diehard traditionalists though.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
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Ummm, the first paragraph says this:
lol that's some pretty obvious and shoddy editing, unless they are poking fun at themselves / original writer.
"Our understanding of the game was completely the opposite, but our conclusions are verbatim!"
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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Not if doing so reduces said relevence and...er...specialness. Or something. We'll have to wait for more info on the system mechanics.
Alternatively they could just interfere with resource gathering.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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They had that in Civ4 too. Even beyond the terribad implementation, it's still an awful idea unless you're playing with people who you trust to play by the spirit of the game instead of abusing all the bad mechanics that comes with it.
Roads paved with the skulls of the serfs? What is this, Dwarf Fortress?
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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I was thinking this:
http://wcco.com/topstories/roadkill.paint.raccoon.2.373126.html
When the paving truck shows up on the horizon.. you best be getting out of the way.
Ugh. People will get outraged about anything.
Apparently it happens relatively often!
Steam: badger2d
(Or what, 500 years to get 3 guys to pick up some clubs and take a walk at the speed of 1 square / century)
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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Steam: badger2d
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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Hey Greenland.
Nice road system.
*giggles cruelly in unison with the other girls*
Because if so, I dug into the colonization art files a bit and got kind of carried away:
Meijii and Hitler are downloaded from civfanatics of course, the rest are taken out of the civ colonization directory and copied over (I found a pack with the buttons pre-extracted as the colonization button file didn't seem to work, and I had to copy the eyeshadow.dds from civ4 leaders over, but otherwise they work straight out of the box).
I also whipped up custom personality profiles for them as well, all that's left is civilopedia text and trying to figure out how to get custom diplo text in for them.
Hey, I can see the Ice Road Truckers road from here.