Civilization 6 is coming in October, with big changes
polygon.com
polygon.com
To me, Paradox's Stellaris is more of a spiritual successor to SMAC than Beyond Earth is. You have empires that have radically different traits, values, and governments. You actually have to play to your strengths and think about your policies. (Disclaimer: I am extremely sleep deprived from playing Stellaris the last two nights.)
The Civs and Beyond Earth all play the same. The faction differences are superficial. It's bleh.
//edit forgive me HN, I commented before I read. The article does address my concern:
> "We found that there was a bit of a sameness to leaders as opponents," he says. "They didn’t really act as different personalities in terms of diplomacy. In Civ 6, every single leader in the game has a historical agenda. We look at something they did very well in history and we dial that up in the game world to make them a bit fanatical about it in Civilization 6.
But I have very little faith that they've solved it. Having a leader that is more fanatical about something isn't the same thing as having to make hard deicisions about Values & Government trade-offs!
For reference: The Alpha Centauri Social Engineering panel: http://cdn.thedailybeast.com/content/dailybeast/articles/201... And wiki for details: http://strategywiki.org/wiki/Sid_Meier's_Alpha_Centauri/Soci...
I learned the word Atrocity from Sid Meier's Alpha Centauri
My dad and I had a horrible discussion in the car about the word, eventually.
"Dad, what's an atrocity?"
"It's when someone does a horrible thing to a lot of people"
"...but sometimes they're necessary, right?"
"..."
Are we still talking about Caesar chopping off all those rebellious Gauls' right hands?
> “He held his arm too stiffly, and so was thrown back repeatedly, until at last I seized his forearm and snapped it back against itself. His training suffered while the arm healed, of course, but I felt this was a lesson he must learn early, and well.”
I know that my brother had difficulty with this quote. The mental image of someone's arm being jui-jitsu'd off is pretty powerful. My brother would click "OKAY" as fast as possible to avoid listening to the quote.
Civ 5 wasn't bad, but I'd rather take on Auriga in Endless Legend if I'm playing a hexagonal 4X - plus it reminds me pleasantly of Master of Magic.
It's very much trying to be a spiritual successor, but I'm not sure it really achieves the goal. The setting isn't as convincing (it's mostly Civ 5 in space, with orbital units). The factions all pretty much play the same, just with some bonuses. The biggest problem (though I suppose this has been a problem for all civ games to some extent) is that the AI is bad. It can do tactical decisions, but strategic big-picture it seems to have no clear goal.
It's worth checking out, but it's only partly the spiritual successor to SMAC it tries to be. I see a lot of people here recommending Stellaris, I haven't tried it but now I think I should.
And the Planet Busters! God, I'd love a SMAC 2!
PC Gamer ranked SMAC as the best game of all time for quite some time, and deservedly so. That is not an accolade they hand out lightly.
Ideally, the game would be able to make conducting the affairs of a large global hegemon like the United States as interesting as playing a small kingdom beset on all sides. Sort of like Crusader Kings but set in the modern world.
The real interesting part of the game in my view is that conquest is no longer an option, and tactics would get abstracted out of armed conflict in an "amateurs think tactics, generals think logistics" kind of way.
Although I've never gotten deep enough into Crusader Kings II to really know how to play it.
Isn't it though? Russia seemed to do OK with the conquest of Crimea. Anyway the suggestion of Europa Universalis is probably the closest you will get right now. If Paradox made a post-cold war sim I'd play the hell out of it, but I think it would be hard to do right and be interesting precisely because without real conquest and wars, there isn't much that is interesting for a game on the global level.
A modern version simulating the last 100 years of politics and war on a worldwide scale would interest me. Especially if you could try different strategies and perspectives in current day hotspots like Syria, Southeast Asian sea, etc.
> Russia seemed to do OK with the conquest of Crimea
While I'm no Putin apologist, Russian "conquest" of Crimea is a bit like hypothetical Éire conquest of Northern Ireland. You're certainly going to upset a lot of people, but it's also hardly black and white.No, I think it's clear. The Russians invaded another country, conquered Ukranian land and kidnapped Ukrainian people.
EDIT: Fixed the ambiguous pronouns
> Their military invaded
"Their" being Russian here... > conquered their land and kidnapped their people
By 'their', you mean the people of Crimea, of which over 50% identify as Russians?Plus, IIRC that survey was also Russian propaganda.
Conquest of strategic locations is just as important as before. Suez, Panama, Gibraltar and Singapore are pretty carefully looked after. But there has been significant decoupling between ownership of arable land and economic power. So you don't see same kind of land grabs that marked most of middle ages and lasted until WWII.
Sounds like an interesting idea for a game, but that doesn't really accurately reflect modern geopolitics, does it?
There've still been civil wars, coups, proxy wars, trade wars, foreign-funded revolutions, etc, but these are way smaller scale and result in far less bloodshed than building up a massive army and smashing it against an enemy in an open war of conquest.
Interesting dynamics for a game like Civ.
Balance of Power (both the original and 1990 editions; allowed play of the USA or USSR only) and Shadow President (allowed play as the USA only) come to mind; ISTR one that allowed play as a wider variety of real-world nations, but can't place the name.
I'm an Aussie and Australia in the game always frustrated the heck out of me. I often nuked it. :-/
But make no mistake: this is not how the game is designed. The game is designed around conquest, by one means or another. Sooner or later, the game 'wants' you to go to war. Everything pushes towards war. There's a lot of fun, in fact, in trying to be a stabilizing force in a world hell-bent on going Mad Max. But it will go there, sooner or later.
Every faction ends up going to war with the others, and you'll find yourself taking various sides in an attempt to shore up the defenses of the helpless, the aggrieved, and the outmatched. Since the roles of aggressor and aggrieved change every few cycles, you'll pretty much go to war with every other nation in a grim rotation of shifting alliances. Eventually you're rewarded for your peacekeeping efforts with the seething and irreparable enmity of every other faction on the map.
At that point, you've got two choices: 1) Cheat and reset relations with the other factions; 2) Accept your new role as World Police, bringing democracy and prosperity at gunpoint.
https://en.wikipedia.org/wiki/The_Third_World_War_(video_gam...
There's a Paradox game I played a few years ago called Supreme Ruler that I got excited about thinking it was similar but it tends to get bogged down in the military in my opinion.
https://en.wikipedia.org/wiki/The_Third_World_War_(video_gam...
I haven't played Victoria II but know it also fits this mold. It is set in the colonial time frame so not quite modern but close.
I didn't really play Civ 2 or 3. I just found them to be classic examples of sequels: adding tedium more than anything else.
Civ 4 I also played a lot, possibly as much as Civ 1. Civ 4 was, for me, a rare sequel that didn't just add feature bloat. It added a lot of depth while streamlining some other aspects.
But I didn't play the base game as much as I played a particular mod: Fall From Heaven 2. Fall From Heaven was, I believe, a mod that came with the game that was fantasy themed. Ffh2 was that taken to another level with years of development effort.
There was much more difference between civilizations. Unit promotions were about twice as strong (eg each strength was 20% not 10%). Heroes and magic were pretty interesting. I spent countless hours playing this mod.
I tried to like Civ5. Really I did. But it just never grabbed me. Some people got excited about hexes. Not me. Once you add in all the expansions (that fix a lot of issues with the original Civ 5) it's not bad but just not inspiring.
I'm not sure I have terribly high hopes for Civ 6. I mean, it might be a perfectly fine game but the smart money is on it not hooking me like Civ 1 or Civ 4 did.
Really I just want a Ffh2 successor.
I also played Civ2 for DOS and the Windows version that had multiplayer over modem. After that I was definitely done with the general mechanics and had my fill. I'm going to take a look at FFH2 out of interest, but more than likely won't start playing it.
I can't play the same game for 25 years straight and I imagine most gamers my age have also just moved on. Maybe the others don't even play games anymore. But MOBAs are still new enough for me that I haven't burned out on those yet. I played WC3 Frozen Throne DOTA back in 2003 when it was new but I didn't play enough to really get it. Fast forward to when League of Legends came out in '09 I was hooked and been playing that ever since.
I have friends that played Duke Nukem 3D over Kali with me and are still playing FPS games daily. That's another genre that I enjoyed but really can't do anymore out of overexposure.
After League of Legends wears off on me I'll probably move to games built for VR as the formulas that work there are solved.
Does it? One of my favourite tactics in Civ5 is rushing to pile up religious wonders, convert the crap out of other countries, and proceed to actually get decent trade deals with their leaders. Combined with Patronage and a few network-oriented beliefs, religious domination will let me lock-in complete support from all City-States (as long as goddamn Alexander isn't in the picture) and dramatically ease my path to victory.
Found this a bit amusing given that the most likely quarry site for Stonehenge's material is a couple hundred miles away from Salisbury Plain, in Wales. (Not a nitpick at all, the restriction is a good idea, just thought it was quite funny given reality.)
The gameplay changes themselves seem very promising, though
Here is a fan made mockup of how Civilization VI could look with a different art direction:
http://i.imgur.com/ZawuP8E.jpg
Here is the original look for comparison:
http://cdn.akamai.steamstatic.com/steam/apps/289070/ss_a79c8...
Real mod could do much more, e.g. changing textures or models geometries.
It's the whole new cartoony art direction that's weird and off-putting, unfortunately evoking the feel of cheap mobile games.
Here is a real world photo example of what look modern AAA "Civ-like" game could strive for:
http://i.imgur.com/p4XZDeR.jpg
It's possible to be lush and colorful, yet realistic and more mature looking.
The 2D isometric art in Civ 2 will always be my favorite, though.
Endless legend is pretty cool, but doesn't run on Linux, sadly.
In Civ5, with the former approach, city population growth eventually becomes unsustainable (as with fewer cities, you have access to fewer resources and buildings to provide happiness to offset the growth of unhappiness from population), and city productivity will also eventually plateau (as all tiles are worked on and specialist slots filled). In practice, you tend to fall so far behind your rivals in terms of technology, economy, and military that even a cultural victory becomes out of reach on higher difficulties.
"Look, it's very simple, the city is called Moneyopolis, it's next to gold mines, and I want it to focus on money. That means unless something really dire is happening like a food-shortage, you build a marketplace, a bank, and a stock-market. If you can't, then make me some gold."
"OK, now Scienceland and Warriorville, any status updates?"
IV added some interesting ideas, and could have worked really well, but the interface and design was an ugly mess.
V sorted the interface and design, but seemed a very shallow shadow of the former game. It also seemed to want a ludicrous amount of resources - a simple isometric view that always seemed to need as much PC power as Far Cry. Games bogged down to plain slow from mid game on - too much turn waiting, not enough playing. I gave up on V quicker than any previous Civ and spent most of my Civ time since in Europa Universalis.
If I buy VI at all it'll be after it's been out long enough to have plenty of real reviews and opinions on how well they did. Some of the ideas sound interesting, but the real test is how the balance ends up.
Don't like the cutesy graphics style though, so would hope for a mod or post-processing fix.
I really enjoyed the civ games and played all of them and this mod blows them all away by far and im not much of a mod fan. Seriously go look it up now :)
[1] Number pulled out of my butt - I've no idea the exact figure.
Also there is huge challenge to create playable RTS game with current popular monetization strategies - in game purchases
Unfortunately, they're driving the franchise into the ground with bugs and no support. :( If anyone at Microsoft reads this... help us!
Some guys from Ensemble has since formed Robot Entertainment, released e.g. AoE Online, and is supposedly (?) using Microsoft as publisher once again but I don't think they're part of Microsoft Studios anymore. AoE Online was shut down in 2014 though. :/
It would be fun to upgrade to a new CIV and see how it compares. Maybe I'll do that in October. But I might need some laptop-upgrades :)
I think there has been a strong pressure to make Civ more appealing to casual audiences and this has somehow degraded the game to a more bland experience.
This new direction sounds slightly too RTS-y, but as long as they don't try to pull a Simcity 5 ("social" games, just say no, kids!), I'm happy to give them the benefit of the doubt.
Now, just to let my friends and family know that I'll be a little harder to get hold of this autumn...
"Just one more turn..." is the ultimate design pattern for a game.
Most improvements were sensitive to the type of tiles they built upon.
I'd like to see them taking some risks and innovating new franchises, and perhaps even new genres.
(They also recently made Sid Meier's Starships, which is a completely different genre, though IIRC it can integrate with Beyond Earth.)
The main Civ series has had a new base-game release every 4-6 years, not every year or every other year.
Civ I: 1990 Civ II: 1996 (6 years) Civ III: 2001 (5 years) Civ IV: 2005 (4 years) Civ V: 2010 (5 years) Civ VI: 2016 (6 years)
It's been around for a quarter of a century...
Civilization: Call to Power (1999)
Sid Meier's Alpha Centauri (continuing where Civilization II ended) (1999)
Call to Power II (2000)
Civilization: Beyond Earth (2014): Spiritual sequel to Sid Meier's Alpha Centauri.
There are of course other PC games that are related to the Civilization series but those are IMHO further away from the "main Civilization series".
SMAC was made by the same people (at least, some of the key people) that made Civ I-II, at a different company (Firaxis) from the one then producing and controlling the IP for the main Civ series (MicroProse) who had, IIRC, laid them off.
Several acquisitions and spinoffs of everyone involved, and all the rights are now with Take-Two, of which Firaxis is now a studio under the 2K games umbrella.
But I can't play those any more because I'm addicted to hex maps now. And pie menus. I hope Civ 6 has pie menus.
I think my point still stands.
I got downvoted for it though, so it's probably not very popular. :)