Civilization 6 “New Frontier Pass” for iOS available.

By | August 25, 2021

Aspyr media has released the “New Frontier Pass” for iOS. It contains various DLCs with new civilizations, and you can check the full content here. Currently Civ6 for iOS is also still discounted: You can play the first 60 turns for free, and the base game (without the DLCs or the New Frontier Pass) will only cost 5€.

Discuss the New Frontier Pass for iOS in our forum: https://forums.civfanatics.com/threads/new-frontier-pass.658340/.

Follow this discussion on Twitter: https://twitter.com/civfanatics/status/1430618187704438785.

Watch the Civ4 BtS playthroughs by Henrik75 on Youtube

By | August 23, 2021

We still have a lot of thinks going on for all the Civilization titles. Our user Henrik75 does quite some playthroughs on Youtube for Civ4 BtS. On his youtube channel you can find various examples. His latest playthrough is an Immortal One City Challenge as Huayna Capac. Have a look at it here: https://www.youtube.com/watch?v=XrM5d97S6zo .

Follow this discussion on Twitter: https://twitter.com/civfanatics/status/1429745509493846020

SEGA commissions cave art of Humankind’s modern historical events

By | August 19, 2021

Various news outlets have reported this interesting piece of information: For the release of Humankind, SEGA has commisioned “cave art” of various events in modern history. This is definitely a creative marketing strategy.

You can read more about it here:

The article of “The Sun” also has a video worth watching.

Discuss this in our forum: https://forums.civfanatics.com/threads/sega-commissions-cave-art-of-humankind%E2%80%99s-modern-historical-events.672536/

Follow this discussion on Twitter: https://twitter.com/megavisionsmag/status/1428025038096195584

Soren Johnson’s designer notes about the tech tree

By | August 18, 2021

Soren Johnson, the lead designer of Old World, which is probably the biggest contender for Humankind right now, has written another note about the design decisions in Old World. An excerpt:

“Of course, every piece of game design is a set of trade-offs, and one of the trade-offs that the traditional tech tree made in the name of clarity was determinism. As everyone knew the path to Gunpowder, it was very easy to remember the exact order of the ten techs which led to Gunpowder so that the player could get to it as early as possible. If this strategy turned out to be optimal, then a veteran player would find themselves making the same choices, game after game after game. Indeed, many versions of Civ made this even easier for the player by allowing them to target a specific tech and then highlighting the right choice each time it came up.

In fact, Sid anticipated this problem from the beginning as the technologies presented to the player in Civ 1 were a random subset of the ones available. However, because this version had no in-game UI and because the tech tree itself was so new, players didn’t give this randomness much thought, especially when it was dropped quietly in later versions. Giving players a random subset of tech choices did solve the basic problem but was perhaps an inelegant way of addressing it. The ideal solution would force players to make difficult choices while also being transparent about why the player couldn’t choose from all the valid options.”

You can find the original blog post here: https://www.designer-notes.com/?p=1703

You can discuss this blog post here in our forum: https://forums.civfanatics.com/threads/soren-johnsons-designer-notes-about-the-tech-tree.672513/

Follow this discussion on Twitter: https://twitter.com/SorenJohnson/status/1428057298904043520