Gameplay Reveal Trailer
https://www.youtube.com/watch?v=kK_JrrP ... XVyolQO3wj
@Haroon38931 wrote:Finally navigable rivers
@MoonguKang wrote:Looks like it's just the automated trade route travelling
We have no in-interface mechanism to interact with the "side" of a hex
@wedonteatbears wrote:Navigable rivers, more dynamic terrain, trains, civ-specific architecture and better sprawl generation... This game shows how far we've come in terms of game technology since 2016
@jankoodziej877 wrote:@wedonteatbears almost every single feature you mentioned was there in sole form in Civilization 1, or at the very least 2. Navigable rivers perhaps not very literally, but travelling along the rivers was like using roads, only 1/3 movement point cost, and made a lot of sense from historical point of view. Dynamic terrain as in terrain changed due to climate change, nuclear wars and direct changes by settlers was there too. The last two things are not game mechanics, so honestly I don't care.
@turnip9367 wrote:One thing that strikes me about this trailer is how detailed the terrain is now. It's a lot more vibrant and textured compared to Civ 6, which could often look identical. Even the layout of the cities seems to have been improved. They're not as disjointed as they used to be. There seems to be a lot more urban sprawl in the surrounding countryside.
@theodoreroosevelt3143 wrote:I appreciate that the art style is still a bit cartoonish and colorful but a bit more realistic too. Like a perfect blend of Civ V and Civ VI.
@batdougandtherussian2429 wrote:I don't think enough people are talking about verticality yet, it looks like you have cliffs leading down to more land below, with ability to create elevators/something like that? Elevation is something we haven't ever seen here!!
@hegylako89 wrote:The only thing I miss, is that seeing my people doing their everyday things (mining, woodcutting or riding a train etc.) to make my empire feel more alive. Otherwise looks amazing!
@HectorRiveraOrtiz wrote:I love how they've scaled back the cartoonish artstyle of Civ 6 while maintaining its vibrant colors whilst maintaining the realism of Civ 5. A beautiful blend of both games. I think the units are WAY too big, but that's something mod authors can address later down the line.
The way to move this game forward is to start modelling everything at scale. Show the whole planet PA-style, and if a city has a million pop, show me a million people. Our hardware can do this now, especially since this isn't a networked game, or at least not a real-time one.
It will happen some day, but it won't be a midwit company doing it, it'll be a high-IQ one, for a small high-IQ playerbase, with a lot of AI helping to build the game due to lacking funds.
And btw,
@BjornBS wrote:Looks promising, but I am sceptical about the switching civ per age. I think I would rather just play the same civ throughout the ages. Wouldn't have minded it much if the leader changes per age, but a leader from that specific age.
@tomschannel4122 wrote:This is what happens in human kind. Human kind is a really good game in honesty. There is more competition about now. I hope this game live up to the legend of its predecessors. I have thousands of hours across the series :)
Humankind is crap.
@FeetFertilizer wrote:@BjornBS is this confirmed? I didn’t see the evidence in the trailer but only watched it once. Are you saying each era you’ll have to switch? If I start as Rome I can end up being Portugal or something?
@HaloTracks wrote:@FeetFertilizer It was confirmed in the livestream announcement. I'm unsure to what extent you can switch civs, but in your Rome -> Portugal assumption seems like an accurate assumption. I saw something in the announcement that suggested you could switch from Egypt to Mongolia, so it might be decently far-reaching.
@svn-zq5rv wrote:It's optional, you pick a civ but you can change the culture at the turn of the age if you want.
Thank Sid.
@bloodypelican wrote:City sprawl and navigable rivers, I'm going to fucking cry
It basically looks like they played
Humankind and took the new aspects and integrated them in a playable way, so that the good stuff like urban sprawl improves the game, and the bad stuff like civ-switching is made optional and can be ignored. Not a very creative approach, but not a bad way to make a decent sequel. They basically used
Humankind as a free prototype and market-survey.
February 11.