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I wish that Civ 7 gets a few features of each game you mentioned and also Total War Warhammer 3 graphics and it's Character focus
After switching to Amplitude (Endless) games and especially Paradox games (Stellaris, Victoria 3, Crusader Kings 3) I also realized two other points:
6) Lacking long term support (mainly compared to Paradox)
7) Somewhat connect to point 3: Civ is way to simple with a lack of interesting gameplay and complexity that I personally discovered that I had missed in all my time playing civ games.
Civ was a great "gateway" game, but I can't see myself going back to it, when I have tried other 4X / Grand Strategy games.
I mainly play the three mentioned Paradox games now - switching between them depending on which "itch" I want to scratch, since those games a quite distinct. Stellaris is by far the closet game to Civ, and is in a really great place with active development still ongoing after 7 years, with both large, free patches(4) and paid DLC(3) each year.
Rant over :-)
1) The AI is terrible, and modding support for AI is way too bad.
2) DLL modding was never delivered as promised, and the existing modding being somewhat limited. Modding civ has honestly been a bit of strange experience - in some ways it is super powerful and simple, and in other ways extremely rigid and limited.
3) The game had a lot of potential but was never fleshed out. Lots of systems that was just thrown together instead of being connected and working together. Good ideas never fully explored.
4) Bad balance that was never addressed. And I dont mean balance in a min-max kind of way, but simply in a way that made the gameplay work as intended by the devs.
5) Civ definitely have the "one more turn" feel, but every turn is boring and the reason for wanting to take one more turn is the never fulfilled promise of the next turn being interesting.
Part 1/2
Should a new Civ game come out - would you be interested in modding it?
Anyone else feel free to fork the mod to maintain/develop it further. Credit for original work would be appreciated.
<Include mod_id="A3F42CD4-6C3E-4F5A-BC81-BE29E0C0B87C" action_id="KublaiKhanVietnamGameplay" />
Have the traps remain, but they should be able to pillaged and repaired. This is will come in handy with bombers, as bombers can pillage from a range.
However, for non-bombers, they should still have to go to the tile to pillage. The traps shouldn't be easy to destroy, as that makes them useless.
Some naval units (melee/raider) should recognize sea mines after radio tech was researched and an extra unit can destroy these improvements. others like battleships and earlier naval ships should not be able to see them
Give a Military Engineer the ability to pillage or destroy these traps without gettin' hurt from it.
it could also be an idea, that he stand adjacent to the trap an can pillage or destroy this improvement.
2. I have suggestions for more improvements, if you're interested. I'm not sure that they could cause damage, but I'd love to see them in game:
-Radar (advanced watch tower)
-Bunker (advanced fort)
-Minefield (advanced trap?)
-Tank trap, AKA Dragon's teeth (slows vehicles but not infantry)
-Razor wire (slows infantry but not vehicles)
-Field hospital, later supply depot: similar effect to medic/supply convoy
-Sea Fort
-Coastal defence
@Stahlseele: They work against all enemies (barbarians, other players, etc). I just checked and yes you can remove them.
I also checked the code from Zombie mode (where this comes from) and it appears they are "capturable". I am unsure what exactly this means in regards to the damage they deal. Like if you capture a city with a trap, does the trap then stop dealing damage to you and instead deal damage to your enemies from then on? I haven't tested this myself.
If so, this will make some civs horrible horrible trench warfare opponents . .
Gauls. Viet Cong. Rome with their Fors. Maori.
Can you get rid of them once you own the tile and send a worker to clear it out?
@erik.vale : ownership cant be swapped. I don't know if they are removable. I think they are? They work exactly the same as those from the mode, so however it works there is the same with this mod.
in civ 6? just on civfanatics.com there is a component with models.
@hippityDippity: Thank you for the kind words :-) Much appreciated.
Thank you m8