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Partnering with the Shawnee Tribe for Civilization VII

ProjectArcturis

I would have preferred they partner with some UI experts.

viewhub

Definitely LOL'd watching the video when it opened up with the singing native American trope. Marketing content is torture. I'll die on this hill.

ending

Given that the content described in the partnership here is part of a DLC, I wonder if the Tribe is party to any profit sharing agreement with the game company.

deviantbit

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orange_joe

couldn’t you just ignore them?

deviantbit

How? If you enter into a contract with them, it has to be litigated in their tribal court. Who do you think is going to win? The chief sits on the court as the judge and jury.

rexpop

[flagged]

ars

So basically because someone did something bad to them, they have become unethical thieves? And you're fine with it?

(I know nothing about them, but your description of them ... yikes. You are making them out to be pretty terrible people.)

CSMastermind

It sucks that all the Civ competitors seemed to have failed so far. The genre really needs some innovation.

uncletaco

Paradox Interactive is right there and thriving? They’re like the next step into the 4x rabbit hole and their fanbase is pretty loyal.

mcmoor

It also sucks that all the Paradox competitors seemed to have failed so far. The genre really needs some innovation.

acdha

I really wish they believed in UX, though. Going from Civ to EU4 is like going from one of those meal kit recipes to someone handing you some raw olives, grain, and a live chickens and expecting you to figure out the details.

zevets

Old World, made by some ex-civ people, is really quite excellent

lelandfe

I heard this from so many people that I bought it, and ultimately sought a refund. I had similar problems with its UI that I did with Civ VII. The row of 15 unlabeled icons, a parade of numbers. Font pairings that do not work together. It was hard to see the likely good game underneath.

I wish Humankind was a better game because its presentation is so good.

acdha

I especially like that they’re still making substantial improvements. It’s quite the contrast to Civ V having game-breaking bugs which were never patched.

loganc2342

Not to discount your experience, but I’ve played for thousands of hours and never had any problems like this so YMMV

Freedom2

> failed

What is success meant to look like? Many play and enjoy other Civ-style games, as they offer varied experiences and alternative styles of play. If success is just about becoming the biggest game, then that's a fairly narrow view of what entertainment is supposed to be.

labster

I’d hardly call Paradox a failure. Europa Universalis in particular is the most 4X game from PDX, even if grand strategy game is a better description.

rsynnott

> With each Civilization title, we take great care to thoughtfully and authentically portray every culture on our roster of civilizations and leaders

Especially Gandhi: https://en.wikipedia.org/wiki/Nuclear_Gandhi

(Note that while the original bug apparently wasn’t real, they _did_ play with it in subsequent games, at least V and VI).

pclmulqdq

Nuclear Gandhi, as far as I can tell, was actually about Civ I, not Civ II. Gandhi would get to nukes early because India had a tech boost, and he would threaten the player in every diplomatic interaction that his words were backed with nukes. The AI in the early Civ games is pretty aggressive, too, so I assume that if you rejected him too many times, he absolutely would become a big warmonger.

As to the integer underflow, that appears to either be debunked or to be something that Sid Meyer misremembered (IMO both are possible). I don't think you need an integer underflow for Gandhi to go nuclear in an early Civ game, though.

eliben

It is authoritatively debunked in Sid Meier's (excellent) memoir - there was no such integer underflow bug in Civ I, it was all a rumor that went viral. The franchise did embrace the meme, though.

wetpaws

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29athrowaway

Civ was completely changed after Civ 4.

The Normandy invasion in World war 2 was a "death stack".

Blitzkrieg style operations were death stacks too (e.g.: schwerpunkt)

And almost every major conflict involved a decisive battle with two death stacks on each side.

The game designers of Civ 5 decided to restrict forming death stacks and the new versions of the game still have this mechanic. This is the moment Civ became a completely different game. The last true Civ game was Civ 4.

sien

Civ 1 and Civ 4 got highest ratings on Metacritic .

https://www.metacritic.com/pictures/every-sid-meiers-civiliz...

jncfhnb

The problem isn’t really the existence of death stacks so much as the fact that the map is too zoomed out for _any_ tactical nuance. This creates extremely unrealistic game-y mechanics when you have two opposing stacks of 50 guys and one guy moves right while the other guy jukes and runs into a city that’s not defended.

I actually love Humankind’s approach where you have a fairly chunky stack and the stack gets spread out over the map into individual units during combat where you do some short term tactics that pulls in all surrounding units as reinforcements with temporary combat only movements.

29athrowaway

You can pick the world size.

Knowing how to concentrate your forces is a tactical element. Once you get railroad you can move your units across your territory easier.

jncfhnb

“Put everyone in a single stack” is not an interesting tactic or knowledge check imo.

jldugger

> The Normandy invasion in World war 2 was a "death stack".

It's clear to me that the designers wanted to include flanking as a mechanic, and other positioning elements of warfare (ranged attacks, zone of control, etc) thus stacks of doom had to go.

If you want to be pedantic about it, Normandy was 5 separate beaches in a 50 mile stretch, and involved paratroopers behind the beachfront ahead of time. And the game does model concentration of power to some degree, in the form of armies and corps.

jltsiren

Normandy was not a death stack. The actual landings involved 156k troops facing 50k troops over 80 km of coastline. That's maybe 2x as many troops as in a major ancient battle, stretched over a frontline 20x as long.

WW2 battles were physically large, often spread over hundreds of kilometers. When the main threat was artillery, dense concentrations of force made no sense.

ProjectArcturis

And the AI was totally incompetent at maneuvering tactically. They had to massively outnumber you to even have a chance at taking your city. And they really haven't learned anything since!

int_19h

One thing that bugs me the most in Civ7 is that there's no option to continue playing after the victory condition is achieved, anymore. Nor can you disable some victory conditions if you don't want them.

npinsker

I haven’t played much Civ — is there some reason that preserving that particular mechanic is important? It doesn’t seem obviously desirable (or undesirable).

29athrowaway

Civ 1, 2, 3, 4 all played the roughly the same.

Civ 5 onwards plays completely different because how tile movements are restricted.

In real life those silly restrictions they added do not exist and get in the way of simulating a war.

jncfhnb

A single giant blob of every unit you have moving as one is about as unrealistic as you can get with respect to war logistics and strategy.

throwawaymaths

even unit stacks were janky. for me the last true civ game was CTP 2

29athrowaway

Ironically Call to Power 2 is not a Civ game because their Civilization license was lost so they had to remove Civilization from the name.

wetpaws

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meristohm

Cautiously optimistic, though I'm skeptical a game based on "explore, expand, extirpate, exploit, extract, exterminate", capitalism, and colonization will change sufficiently in this next iteration. To be fayuh... I mostly played Civ3, Civ4 and only a little bit of CiV, and put Civ6 on my Steam Ignore list after reading enough about it (and now I've gone and (gladly, willingly) deleted my Steam account, so this is academic for me).

Awhile back I daydreamed about other "victory" conditions (what other victory is there but an interesting story across generations, a sense of meaning and purpose to life, and the continuation of a diverse interrelation of life forms on Earth?), and would like to have played a game where I set up the initial conditions, played out as many turns as I wanted, and then turned it over to the algorithm (not AI, not the current ML/LLM fad, but something far cheaper to run, and with just the biases of the devs as a result of all their research) to see how things shook out over the next ten thousand years.