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+Intro video.
The intro is great. Although it is no Baba Yetu, the video combined with the awesome score had me in chills. The last game's intro was really good as well but this one was just spectacular and a great way to introduce players to what will be an extravagant game.

+Main menu.
Very good looking and very intuitive. It is much more simple this time around, with few sub-menus that you have to nagivate just to start or continue a game. The options panel has many, many settings. There is also a "New to Civ VI" advisor option for returning players. There is now a benchmark to test your system.

+Civics and research.
I thought, coming into this, that I would not like a second tree, but it in fact helps to expand the gameplay especially with the addition of governments and policies.
Research now adds more to your game, not just a building and a unit here and there. The game feels like it is tailoring itself for you quicker than it would in Civ V.

+Governments, policies and casus belli.
One thing I thought that I was certain to hate was the removal of social policies and the addition of governments and policies, especially with the card system. However, it has turned out to be very useful especially when you need a specific resource like gold or faith, or if there are many barbarians surrounding you. You can unlock more governments and policies in the civics and research trees.
Casus belli, which is a justification for war, is a great addition to this game. There are many different casus belli in the game. Declaring a liberation war can be used if someone has captured one of your or one of your allies' cities. The warmonger penalty for this is nothing, but only for the recapture of that city. There is a holy war, which is war on a civilization whose religion has been spread to one or more of your cities. All warmonger penalties for this are halved. There is also a reconquest war, protectorate war and a few more.

+Districts.
I also thought that I would dislike districts and having to manage each one and finding space to build each one, pre-planning cities etc. But it had turned out to be a service and a great addition to the game. There are many more district types than I had initially realised. This all sums up to a very unique game.

+Huge maps. Compared to the pre-installed maps in Civ V, these maps are huge and a treat to explore! I recommend setting the amount of civilizations in your game to upwards of 8. It had taken me over 150 turns to find another civ in a game of 8 civs on Continents. I was really starting to question whether there were any other civs or not.

+Great people and promotions. Great people are truly great. Each unique great person has a unique ability, except for the great prophet. This mixes the gameplay up a bit and adds variation.
Promotions now have their own tree. They also heal the unit, not to full health though which is still a very nice feature.

+Trading, envoys, and builders.
Trading takes on a new format which I feel is much more customisable. Traders add roads as they travel and have new bonuses.
Envoys are better ways to handle gifts from city states. You do not have to be an ally (or suzerain) with a city state to receive its bonus, just send an envoy.
Builders now have charges like Great Prophets, Missionaries and Inquisitors did in Civ V. This might seem like a bad thing, but they get the job done on the turn that you order them to do it.

+Game length. In Civilization VI, the developers have stated that they have tried to lower the game length to just get through everything faster. This is definitely a positive thing. Before this game was released, I started a Standard Speed game from Ancient era in Civilization V. After playing for around 10 hours, I was in the industrial era. After around 10 hours on Standard from the Ancient era in Civilization VI, I have almost completed the Research and Civics trees.This helps to filter out all of the repetitiveness and the waiting around and it does a good job at that.

+Graphics. The graphics, which can be considered cartoony, I don't mind. The graphics in Civilization V were definitely more realistic than they are in Civilization VI. This doesn't particularly bother me, I don't mind how the graphics look. If anything, the graphics look quite nice. If it bothers you, then consider everything else in the game before you decide to not buy it.

+-AI. The AI in the game is okay. The only reason that the AI isn't a negative for me is because I like that they have agendas and the gossip features and how they react to some things that you do. After watching the AI match and reading peoples' complaints, it looks like the AI has multiple issues, like the placement of districts and expanding their civilization. The AI would also declare war and then make a peace treaty soon after. There were pillaged tiles and sitting units for most of the game. These things don't particularly bother me. I can still play a game fine with these issues but it looks like it really riles people up.

+-Few glitches at launch. From launch, the game has very few glitches. However, here are some which I have enoucntered. Mousing over the messages which appear on the right of the screen as they did in the previous game does not always reveal what the message is. You need to fiddle with your mouse a bit for it to finally show. Also, meeting a new city-state has three separate messages and it would be nice if they were incorporated into one to unclutter the screen. The game does have a system of making multiple messages into one. It should do this for these city state messages.

-Amenities, housing and others. Although it can be fun to micromanage these small additions, it feels more like Cities: Skylines than Civilization in this respect. Being able to queue productions was a neat part of Civ V, but it has been removed from Civ VI.
Postat 20 octombrie 2016. Editat ultima dată 6 decembrie 2016.
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