Much joy. The 2016 PolyCast Christmas Special, “[url=http://thepolycast.net/polycast/season9.php#christmas2016]We Wish You a Merry Civmas[/url]”, is now available for netcasting. Join regular panelists [url=http://apolyton.net/member.php/2-DanQ]Daniel “DanQ” Quick[/url], [url=http://apolyton.net/member.php/22677-Makahlua]”Makahlua”[/url] and [url=http://forums.civfanatics.com/member.php?u=136315]Philip “TheMeInTeam” Bellew[/url], with [url=http://forums.civfanatics.com/member.php?u=145352]Scott “AlphaShard” Dirk[/url] and a cameo by [url=http://forums.civfanatics.com/member.php?u=163829]Lisa “qnl” Bang[/url], as they give their take on questions and comments received from members of the show’s audience and otherwise in this hour-long plus (73m02s) production.
The summary of topics is as follows:
– [i]05m18s[/i] | [b]Forum Post #1[/b]
Annoyance over [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14590914]lacking “competent”[/url] Artificial Intelligence (AI) following the release of [i]Civilization VI[/i] turns to challenges and hopes.
– [i]17m19s[/i] | [b]Forum Post #2A[/b]
Speculating as to the [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14590881]timing and content[/url] of the first pieces of Downloadable Content (DLC) for [i]CivVI[/i].
– [i]24m24s[/i] | [b]Forum Post #3[/b]
The [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14591740]trifecta inquiry[/url] of having a human and AI-controlled civilization alliance/friendship lasting an entire [i]Civilization[/i] game, why AIs in its sixth iteration seem to end up always hating each other and favourite music from the title.
– [i]35m25s[/i] | [b]Forum Post #4A[/b]
For that which each panelist has been [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14592431]”most pleasantly surprised by”[/url] in [i]CivVI[/i].
– [i]43m36s[/i] | [b]Forum Post #2B[/b]
Symptom, not a cause, in response to a [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14590881]stated “loophole”[/url] in the game’s District costing.
– [i]49m45s[/i] | [b]Forum Post #5[/b]
Hinging views of “rushing” not in [i]Civilization VI[/i], but [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14593077]of its release[/url].
– [i]59m21s[/i] | [b]Forum Post #4B[/b]
If the North Pole were a [i]CivVI[/i] City State, its unique suzerain bonus is [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14592431]open for consideration[/url].
– [i]61m28s[/i] | [b]Forum Post #6A[/b]
Considering what [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14592143]additional mechanic[/url] one would (most) like to see added to the game.
– [i]66m30s[/i] | [b]Forum Post #7[/b]
On making Gold an [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14590831]in-game resource again[/url] in [i]Civ[/i].
– [i]67m59s[/i] | [b]Forum Post #6B[/b]
Contemplating what civilization should [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14592143]be added next[/url] into the [i]Civilization[/i] series, [i]VI[/i] in particular.
– [i]72m27s[/i] | [b]Forum Post #8[/b]
Would giving [i]CivV[/i] City States the [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14591452]Ancient Walls building from the outset[/url] be a good thing or a bad thing.
– [i]76m53s[/i] | [b]Forum Post #9[/b]
Qualifier quandary to fulfill a [url=https://forums.civfanatics.com/threads/input-requested-for-polycast-christmas-special-2016.606772/#post-14591396]musical request[/url].
– [i]Intro/Outro[/i] | [b]Miscellaneous[/b]
Presupposing identities, real-life identification and gleeful extrapolation.
[url=http://thepolycast.net/polycast]PolyCast[/url] is a bi-weekly audio production in an ongoing effort to give the [i]Civ[/i] community an interactive voice on game strategy; the tenth edition of Evergreen, a side series on selected moments and topics that best represent the show, is set to be released in one week’s time. Fellow sibling shows also in production presently are [url=http://thepolycast.net/modcast][u]ModCast[/u][/url] on [i]Civ[/i] modding and [url=http://thepolycast.net/turncast][u]TurnCast[/u][/url] on [i]Civ[/i] multiplay.
Came here because I want to buy and play civ 6, however, if the game sucks and has no hope of improving I just wouldn’t touch it till it’s dirt cheap, like 90% of the current retail price it is now….on sale. Was hoping something more from these guys, wanted them to properly answer the first question, the main reason why i was here, in regards to fixing the AI. What they’ve stated is more or less common place knowledge, we know that it’s harder to make more “smarter”, “challenging” and fun to play with/against AI in 4x games without making turn-timers exceedingly long. What I’m here for is whether these guys can propose or know if the Devs will propose a solution difficulty adjustment, not a cheating AI that the harder the difficulty the more buffs they have (unlock technologies faster, gaining early advantages faster etc.) but rather an actual intelligent AI that was more fun to play with/against like in Civ 4. I mean, they can propose this difficulty level adjustment for those, like myself, who would want to play with more intelligent AI at the cost of increased turn-timers. And for those who just can’t be bothered to wait that long, atleast for the temporary, they can just play on easier difficulties with reduced time taken for AI turn times.
It’s not optimal, yes, but it’s definitely a better solution than just “harder” difficulties that aren’t actually fun and challenging.
I mean…Civ 4 was my first game into the series and playing with the AI was just so much fun and rewarding, so many fun memories and experiences. One that i quite often remember is one, where i was still relatively new to playing a Civ game, was one where Genghis Khan ended up near me to my north east and Washington to west. Of course me not being adept at the game at the time just made myself a prime target for Genghis Khan and he declared war on me taking 1 of my cities before i have developed an army, being desperate, i begged and bribed the hell out of Washington to help me reclaim it back and get some sweet, sweet revenge on the accursed Mongol. After a few centuries we finally wiped out the Mongol Horde, and me being the noob and sentimental bastard I was when my relations started going sour with Washington i gave him one of the cities we conquered from Genghis earlier to renew our friendship (yes i know, i did say i was a noob at the time). Proceeded to be friends with Washington for the rest of the game with some slight manipulation and some diplomacy. It was great, i loved it.
Honestly i’d just like a new and updated Civ game where, at least the option for, smarter AI returned. Doesn’t have to be top-notch graphics, I mean that’s not why i play Civ, i’ve got Watch Dogs 2 and Witcher 3 for that, I’m here for well… immersing myself in being a leader of a mighty civilisation.
Well, that’s just this random poster’s 2 cents. Merry Christmas peeps.
This was a good listen even though I haven’t played Civ6 and at the moment it seems a right behavior till they improve UI and AI.
One of the thing Civ designers neglect to do in terms of AI is shaping rules of the game to support AI. I’m not talking about a decision of switching to 1UPT system and then realizing it cripples the AI. I’m talking about false choices that human doesn’t take into account but AI has to think about. If Paradox design a Civ5 BNW you wouldn’t have dozens of city to chose for trade, you’d probably have 1 city per civilization in list and only city states with trade requests available, as choosing other options would be suboptimal in most cases. They’d probably force you to wait several turns after each diplomatic interaction – because you probably won’t want something every turn and thus AI doesn’t have to think about this option too. They’d lower amount of available buildings for a city hiding many of them behind special conditions so that AI doesn’t have to think about them. Ah, wait, Civ6 did that with districts, but the district system itself is very hard to use for AI.
This design process – create rules first, care about AI working with them later – is kinda like multiplayer game. Without working multiplayer.
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