• smoothbrain coldtakes@lemmy.ca
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    1 month ago

    I wonder what kind of changes they will make to this iteration. I know VI was a big change from V, but eventually I learned to enjoy the different mechanics and have a ton of hours logged.

    • kandoh@reddthat.com
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      1 month ago

      My only request would be the same it’s always been: harder difficulties make the NPCs play better instead of just giving them bonus resources so they have amazing starts you have to rush to overcome.

      • calabast@lemm.ee
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        1 month ago

        But that sounds haaaaard to design…

        Hey, maybe here’s an actual good use for AI, study how lots of people play strategy games, and teach a model to play at varying skill levels.

        • kandoh@reddthat.com
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          1 month ago

          That’s exactly what I was thinking. If they can teach an AI to play GO, Civilization should be easy.

    • Dark Arc@social.packetloss.gg
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      1 month ago

      I’m kind of hoping for some asynchronous multiplayer features; Age of Wonders does this with some jank, but I think there’s room for a less jank / a more polished implementation.

    • Taalen@lemmy.world
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      1 month ago

      Stupid question probably, but as someone who hasn’t really gotten into V or VI yet and thought that at a cursory glance they seemed pretty similar - what kinds of big differences are there between them?

      • Dogyote@slrpnk.net
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        1 month ago

        Civ6 has districts. Instead of having all of a city’s buildings existing in the city center tile, the city builds specialty districts that occupy a hex near the city. For example, a science district placed near some mountains will house the city’s library, university, and research lab.

        I think the districts are a fun addition because it exposes a civ’s infrastructure to attack. You can pilliage an opponent’s districts to temporarily cripple them and you get some decent loot in the form of gold, science, culture, or faith.