RE: Sid Meier’s Civilization VI
Posted: Wed Oct 19, 2016 3:36 pm
Mods fix that.ORIGINAL: Commander Cody
I picked up Civ4 and 5 cheaply on Steam and I prefer 4, and stacking is the main reason.
What's your Strategy?
https://forums.matrixgames.com:443/
Mods fix that.ORIGINAL: Commander Cody
I picked up Civ4 and 5 cheaply on Steam and I prefer 4, and stacking is the main reason.
ORIGINAL: Matti Kuokkanen
Mods fix that.ORIGINAL: Commander Cody
I picked up Civ4 and 5 cheaply on Steam and I prefer 4, and stacking is the main reason.
warspite1ORIGINAL: wings7
Civ VI will be released later today on Steam...[:)]
http://store.steampowered.com/app/289070/
ORIGINAL: warspite1
warspite1ORIGINAL: wings7
Civ VI will be released later today on Steam...[:)]
http://store.steampowered.com/app/289070/
I hope you enjoy it - perhaps give a Wingsreview in a few days?
ORIGINAL: Hotschi
For the first time ever (yesterday) I pre-ordered a game, this one, and it will arrive about Tuesday next week. I guess I need a Steam account to activate it?
Is that something like special ticks in Unity of Command?ORIGINAL: wings7
"The Combined Arms feature:
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."
This is a good feature...this is a new unit design right? [&:]
I've read Civ4 used to get that too even before it was released.Been seeing a lot of bad comments or threads about that game.
ORIGINAL: Matti Kuokkanen
Is that something like special ticks in Unity of Command?ORIGINAL: wings7
"The Combined Arms feature:
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."
This is a good feature...this is a new unit design right? [&:]
And there you have it. I'm not gonna get it just yet. I'll wait until all the patches and expansions are made and done and available. In other words: when game is complete & done. Also I found this big, nice mod for Civ4:BtS I wanna try out. How do I install mods on Civ4:BtS? Can anyone tell?to your question? a lot things stayed the same and a lot of things are different.
so far it seems like they took the best from civ 4 civ 5 and beyond earth and blended them nicely...art is very nice and even without icons you can tell what it is thanks to amount of detailing added that is even culture/civ specific.
mechanics are unchanged still addictive click one more time skinner box >:D. selection of basic civs is not much but just enough room to have more with future dlc
not sure about mods yet but i am sure some will be made in next few weeks if not days.
now for one or two things that irks me workers had been removed and replaced with builders that last for 3 builds/improvements, the auto explore is bit clumsy compared to previous games.
huge change is in cities which makes them rougher to defend...a good change too, but one huge change is districts. for example if you have encampment district which is military enhancement you can only build military related buildings same goes for trading/banking district etc. district are build connected to the center and do bring that much needed flavor when it comes to defending the city
research has also changed a bit but not too much from previous games tree is probably least changed.
another change was in government cultural research does affect your bonuses which you can change by using cards with specific bonuses this includes all 4 branches
as for game play ai is way better than previous ones it will retreat after doing damage wait to heal out of range and come back either straight at you or from another direction. this is also reflected in how it builds improvements and cities
looks like civ 6 will replace civ 4 as fans fav and i agree...
now to see if i can play sometimes this weekend before bed and see how long i can stave off one more turn