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Two things mainly :
- The map not being fully available from the start and expanding with the ages change. Hopefully, it s mainly when going into the exploration age.
What worried me is the fact that you ll basiclaly be playing a pangea map with every start, being close to all other players and not having your typical continent map where you re basically "stuck" with a few olayers before being able to make contact with the rest of them with navigation.
I red somewhere that the new land will be populated by independant people, but i liked the idea of meeting an actual civilization in foreign land.
Also, i hope it doesnt cut down on exploration or makes antique seefaring civilization irrelevant.
second is the event system. I absolute couldnt care less about those systems in most games and basically never read any kind of text, just looking at the actual "rewards" or "consequences" and just click. In some games it s fine but does civ really fit this ? I hope they re limited to just singular events and not chain of events that need to be guessed and remembered at the risk of losing on major opportunities. Also, once remembered it could become a question of "damn, i sure i trigger that event or my deity playthrough is f****ed". That would be terrible.
And lets slap a third one because why not. Feom the early yield we were able to see, with some tiles showcasing 9 science in early stages from buildings and, i guess, adjacency, i m also afraid we get into a "numbers go beeeeeeg" situation.
What i like about civ is that numbers remain pretty reasonable between early and end game. Yes you still go from 0 to 1/2k science if you want but cities individually remain in the 100 to 200 production or science.
I ve played humankind, and i found the numbers to be absolutely ridiculous by the end game, going exponential like crazy. And the scaling of building costs to sustain such growth was also laughable. So yeah, i hope they avoid that as well.
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