Interessante dingen zichtbaar op de screenshots. Zo waren bepaalde wonders in CIV V alleen voorbehouden aan city's aan de kust of aan bergen, maar ik zie op één screenshot al dat een city die niet aan de kust staat toch de great lighthouse heeft kunnen bouwen.
Ook staan wonders op tiles, en lijken ze dus nu workable te worden, terwijl ze in CIV V passief waren. De boosts die wonders gaven, kreeg je hoe dan ook. Geen idee of het echt zo is, maar dat zou wel interessante, nieuwe gameplay toevoegen aan CIV V.
De stijl ben ik niet ondersteboven van. Te fel, te cartoony. Nu viel er aan de stijl van CIV V niet veel te verbeteren in mijn ogen, goede mix, duidelijk en overzichtelijk. Moet het nog maar zien of ze hier bij blijven. Lees al veel kritiek op de gekozen stijl.
En als de reviews tegen gaan vallen gaan we gewoon weer "Next turn" klikken in CIV V
Is dat trouwens Sean Bean als narrator onder het filmpje?
edit:
Dit artikel even doorgenomen (
http://www.gameinformer.c...ges-to-core-gameplay.aspx). Ze gaan dus door op de basis van CIV V met de uitbreidingen en voegen daar drie nieuwe mechanismes aan toe die de gameplay dynamischer moeten maken:
The first is “unstacking the cities. With cities getting filled with all kinds of buildings, wonders, and other things over time, the gameplay is changing by moving some of these buildings out onto the map. This concept is called districts, and these are pieces of your city that would traditionally be nested inside your city being pushed out up to three tiles away.
The second is the active research system. This will change up the way players approach the tech tree by offering massive bonuses toward specific research based on other variables in the game, pushing players away from going into a game with a set path of tech that they always progress down for the optimal game build. Players can still research whatever they like, but a new boost system will likely change your progression path from game to game.
Third is diplomacy, a constant hot topic in the Civilization series. A big focus here is how the A.I. will react and relate to the player. The leaders in Civilization VI will play differently based on their own personalities and not just based on how the player interacts with them – they have their own specific agendas.
“Every leader is assigned one historical agenda based on something they did while ruling their nation in actual history,” Beach explains. “Let’s take a leader who built a whole bunch of wonders. In our universe, that leader is going to feel like he’s better than anyone else in world history at building wonders, and that should be reflected every time they are in a Civilization game. Wonder obsessed. So that civilization will get a bonus toward building wonders, but they also get an obsessive personality where he will get angry if anyone else is building more wonders than they are. So you might have a strategy where you always go for Stonehenge and Hanging Gardens so you grab those right away. If this guy is next to you and he sees you doing this, he’s going to be up in arms and invading your borders."
Leaders will also have a hidden agenda that will be assigned to them that will change from game to game, so even if you know the opposing leader's core personality, you have to discover additional, dynamic traits if you want your political agendas to progress smoothly.
[Reactie gewijzigd door JanW op 22 juli 2024 21:32]