I have an interesting thought about Exploration Age which is that they should have one or two “isolationist” civs who focus on staying put on their continent but have really strong bonuses on their continent. I think Tokugawa Japan could be a really cool civ with this gimmick, then on the other end of the spectrum have some super colony focused civs like we saw with Spain. I guess Mongolia seems focused on their own continent but not exactly in an isolationist way.
This game just looks so neat. I love a lot of the things they have in here and the potential for other things. Those treasure fleets are amazing and navigable rivers keep getting better and better. Can't believe we're only (goes to check Ursa's drawings) 93 days until this comes out. Fascinating to see what they've figured out and what they're still working on three months away (really hope the launching on all platforms works).
Some time ago, the team was asked why multiplayer games start in Antiquity can only have 5 players, and they said that they had some ideas to bring that number up. Those are almost certainly the same ideas that they have for civs that start in Distant Lands to be able to have treasure resources. Why do I think that? Because there are only 30 civs at launch. That's 10 per era, with 5 in Homelands and 5 in Distant Lands. If there are only 5 Homelands civs, then there can only be 5 player civs, because players have to start in Homelands. Most likely, the issue is just that there is a global concept of what is Homelands and Distant Lands, and their idea to fix it is to make those concepts independent for each civ. If wherever you start is Homeland from your point of view, then everything else can be Distant Lands, and then everyone can engage with treasure resources and everyone can every civ can be player-controlled. But they'll need to rethink some mechanics for that to work. What happens if you steal a Treasure Fleet that spawnes right next to you? It has resources that are valuable to someome else, not you, so it shouldn't be worth much. But then, if you stumble across a Treasure Fleet in the ocean, how do you know if its treasures are even treasures to you? That fundamentally breaks the mechanic, if a player can't even be sure whether it has any value at all.
On the whole, I am optimistic about the game. I always fell into the category of players who loved early Civ 6 and then lost interest midgame and started over. I've played the game a ton -- at least a thousand hours. But I doubt I've finished a game in three years. And the chapter system to the game is a great way to address this. It gives you concrete goals per era. (It remains to be seen how natural those goals feel. That will make a big difference. The era goals in 6 were just annoying. I could get a dark age at the same time I was rocketing into the lead.) The fleshing out of distinct civs is also a huge plus. I have zero problem with switching civs each era -- the Romans really did morph into something else in the next era. However, if I have qualms, it remains that I always smell a bit of a control freak streak in this dev team. Take the way they used abused mountains in Civ 6 map generation as the poster child for this. (I wouldn't restart so often if I didn't find a wall of mountains controlling my entire game so often! Many a rage quit against being placed in a playpen.) I think that they know how they want players to play the game, and this leads to some dysfunctional decisions. We'll see how the limits on which civ to play next fit into that. Or making all kinds of tiles more nearly equivalent. Or capping settlements. But it is possible that the game will feel on rails. But that is just a slight worry, on the whole, this looks good. Thanks for the enlightening videos!
The more I see of what they have added to the game, the more I get intrigued. Very happy that they keep modifying kinda bravely their Ip.
I have an interesting thought about Exploration Age which is that they should have one or two “isolationist” civs who focus on staying put on their continent but have really strong bonuses on their continent. I think Tokugawa Japan could be a really cool civ with this gimmick, then on the other end of the spectrum have some super colony focused civs like we saw with Spain. I guess Mongolia seems focused on their own continent but not exactly in an isolationist way.
The scientific path and Abbasid seems to be precisely that - Turtle and go tall on your homeland instead of going after the distant land.
The exploration age treasure fleets screams for a viking civ!!!
So much!!
This game just looks so neat. I love a lot of the things they have in here and the potential for other things. Those treasure fleets are amazing and navigable rivers keep getting better and better. Can't believe we're only (goes to check Ursa's drawings) 93 days until this comes out. Fascinating to see what they've figured out and what they're still working on three months away (really hope the launching on all platforms works).
Pretty happy with the treasure fleets and exploration age in general. I wish they were able too showcase naval combat more tho.
I reckon we'll see more across the next few streams
Some time ago, the team was asked why multiplayer games start in Antiquity can only have 5 players, and they said that they had some ideas to bring that number up. Those are almost certainly the same ideas that they have for civs that start in Distant Lands to be able to have treasure resources.
Why do I think that? Because there are only 30 civs at launch. That's 10 per era, with 5 in Homelands and 5 in Distant Lands. If there are only 5 Homelands civs, then there can only be 5 player civs, because players have to start in Homelands.
Most likely, the issue is just that there is a global concept of what is Homelands and Distant Lands, and their idea to fix it is to make those concepts independent for each civ. If wherever you start is Homeland from your point of view, then everything else can be Distant Lands, and then everyone can engage with treasure resources and everyone can every civ can be player-controlled.
But they'll need to rethink some mechanics for that to work. What happens if you steal a Treasure Fleet that spawnes right next to you? It has resources that are valuable to someome else, not you, so it shouldn't be worth much. But then, if you stumble across a Treasure Fleet in the ocean, how do you know if its treasures are even treasures to you? That fundamentally breaks the mechanic, if a player can't even be sure whether it has any value at all.
Makes me happy to know that Ursa is a Cumbrian
On the whole, I am optimistic about the game. I always fell into the category of players who loved early Civ 6 and then lost interest midgame and started over. I've played the game a ton -- at least a thousand hours. But I doubt I've finished a game in three years.
And the chapter system to the game is a great way to address this. It gives you concrete goals per era. (It remains to be seen how natural those goals feel. That will make a big difference. The era goals in 6 were just annoying. I could get a dark age at the same time I was rocketing into the lead.)
The fleshing out of distinct civs is also a huge plus. I have zero problem with switching civs each era -- the Romans really did morph into something else in the next era.
However, if I have qualms, it remains that I always smell a bit of a control freak streak in this dev team. Take the way they used abused mountains in Civ 6 map generation as the poster child for this. (I wouldn't restart so often if I didn't find a wall of mountains controlling my entire game so often! Many a rage quit against being placed in a playpen.) I think that they know how they want players to play the game, and this leads to some dysfunctional decisions. We'll see how the limits on which civ to play next fit into that. Or making all kinds of tiles more nearly equivalent. Or capping settlements. But it is possible that the game will feel on rails.
But that is just a slight worry, on the whole, this looks good.
Thanks for the enlightening videos!
You could have TSL maps but limited by being able to only play in one age.
Hi everyone! Would we be able to speed up units like in Civ 6?
The animations? Yeah I bet there are quick animations as a setting - they're probably just not using it right now
I wanna play it so badly.
(Likely to buy it for both PC and Switch 😅 cross-save is pretty interesting)
Aluminum and Aluminium are both correct 😄
I promise! There wasn’t a comment before! Don’t criticize me, please!
2:42:23 thanks
What no Tier list??
Soon... we need all the civs first!!
1st dlc will be trump and Americas dark ages lol
I REALLY DISLIKE the whole civ X turns in to Y , because a period has changed .