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  1. #1
    Tech Membro Avatar de MAXLD
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    Sid Meier’s Civilization VI


    SITE: http://www.civilization.com
    STEAM: http://store.steampowered.com/app/289070

    TAKE ‘ONE MORE TURN’ IN CIVILIZATION VI

    We’re excited to celebrate the 25th anniversary of the Civilization franchise by announcing Sid Meier’s Civilization VI, the next entry in the award-winning turn-based strategy franchise. Be sure to follow the Steam Community group here and add the game to your Steam wishlist!
    Sid Meier’s Civilization VI, set to launch on PC on October 21, 2016, offers new ways to interact with your world, expand your empire across the map, advance your culture and compete against history’s greatest leaders to build a civilization that will truly stand the test of time. Your story begins later this year!
    Sid Meier’s Civilization VI includes:
    - EXPANSIVE EMPIRES: See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.
    - ACTIVE RESEARCH: Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures.
    - DYNAMIC DIPLOMACY: Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.
    - COMBINED ARMS: Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units.
    - ENHANCED MULTIPLAYER: In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.
    - A CIV FOR ALL PLAYERS: Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems are designed to introduce new players to the underlying concepts of Civilization so they can easily get started on a path to victory.

    Join the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

    Screenshots:




    ________


    What a f... Civ virou Super Mario?? Ca treta de gráficos / art style...

  2. #2
    GIF Master Avatar de tiran
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    OMG É O NED STARK...

    Compra obrigatória...
    GOD OF AWESOME SIGNATURES - KING OF GIFS - TRIGGER OF TROLLS

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  3. #3
    Tech Membro Avatar de Minion
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    http://www.pcgamer.com/analyzing-the...ffer_pcgamerfb


    LANÇAMENTO DIA 21!!

    Analyzing the five biggest changes in Civ 6
    By Tom Marks, T.J. Hafer a day ago
    We breakdown the good and the bad of Civ 6's huge differences.






    Over the last week, we've had unfettered access to a preview build of Civilization 6 that let us play games from beginning to end. We had 10 of the game's eventual 20 civs to choose from and were limited to Prince difficulty and certain map types and sizes, but we were able to experience the game itself otherwise unhampered. This gave us time to really dig into some of the big changes we've so far only seen briefly at preview events and in promo videos.

    There are city districts, a culture-based "tech" tree, a religious victory, and more big changes that have a significant impact on the long-running series. Tom and T.J. have a logged a combined 50-plus hours in Civ 6 over the last week—forsaking their responsibilities and families for the sweet taste of "one more turn..." to find if these changes were good, bad, or just different for the sake of different.

    Cities have districts and need to be planned out more carefully



    Tom: There’s a whole lot more to consider when picking a spot to found a city in Civ 6. Districts have adjacency bonuses and tile requirements that need to be considered well before you ever plan on building them. For example, if you don’t have a flat hex adjacent to both your city center and a source of fresh water, you won’t ever be able to build an Aqueduct in that city, plain and simple. It adds an extra layer of depth to city planning beyond just checking what resources are nearby, and is something you can really only learn through trial and error.

    T.J.: Which can be a little frustrating on your first couple starts, but I like that it makes it far more difficult to drill down to an optimal city layout. And once you get a bit more experience, you realize that you might have to make some sacrifices early on, like not building a holy site to have room for an effective industrial core in the later eras. In fact, having the district that grants bonus production unlock so late is definitely a game-changer for civ veterans, as “spam a lot of production buildings early” used to be one of, if not the, dominant strategy for all empires.

    Tom: Yeah, the need to specialize certain cities—especially ones with limited housing, which caps your population—is really exciting. My capital still tended to become a super city that could do everything, but eventually I just ran out of tiles to build on and had to look to my other cities to fill certain roles. You can only rush so many wonders before you literally run out of land to build them on! At first I didn’t really get why Firaxis introduced districts, but it makes city planning a lot more challenging in the best possible way.

    There are two ‘tech’ trees, and they are much more flexible



    T.J.: I was kinda bewildered by how small Civ 6’s tech tree seemed at first, but then I realized a lot of stuff had been moved to the new civics tree. This creates some interesting cases where you can be ahead technologically but behind socially, or vice-versa, and helps make the science rush playstyle a bit less of a no-brainer.

    Tom: As someone who usually goes for a cultural victory, I do love that those points are going to something beyond border expansion and civic bonuses in the early game, but it’s a little strange to me that they decided the answer was “another tree.” I like that culture is used for substantial unlocks, but I still enjoyed that the civics trees in Civ 5 had their own flavor to them. But I suppose sharing a common form allowed both trees to benefit from the new tech boosting “eureka” moments, which are one of my absolute favorite new features. They let you adapt to what’s actually happening in your game by directly rewarding you for it.

    T.J.: It unlocks a totally new way to play the early game, if you so choose. Reading the tech and civics trees as mini quest logs and actively maximizing your progress through them can be a lot of fun if you’re not going for early war, and in past Civs might have just been sitting around waiting for buildings to finish. I likewise miss the different civics trees with their own themes—though a lot of that has been moved into the government types and policy cards, which are a bit more dynamic.

    Religion has its own victory condition



    T.J.: Religion was kind of an accessory added in the Gods & Kings expansion in Civ 5. It was a nice accessory, but it really played into other elements and victory conditions rather than being a game of its own. Civ 6 changes this by adding a victory condition for essentially converting the world to your religion, and introducing the somewhat hilarious “theological combat”, where competing missionaries can bombard each other with sky-born rays of truth and righteousness until one of them gives up and decides to go home. Something that never, ever happens in internet debates, but can happen in Civ 6.

    Tom: I like that religion has a victory condition, but the whole system currently feels like one of those things that is waiting to be “fixed” in an expansion. I don’t know about you, but I found the theological combat to be extremely one-dimensional and dull, especially when the AI decides to start massing religious units to storm your empire. It’s almost exactly what was wrong with Civ 4’s unit stacking that Civ 5 tried to fix and Civ 6 has expanded upon. Civ 6’s actual combat has increased nuance through the new support units and combining units into Corps and Armies, while spreading and defending your religion is just “spam a bunch of dudes and walk towards your opponent.”

    Each AI leader has unique agendas



    T.J.: The reason I love this change is that it shows a recognition that singleplayer and multiplayer in a strategy game are different beasts. If you try to make AI leaders behave like a human opponent, it’s just never going to work. Agendas give the AI leaders goals that are varied, interesting, comprehensible, and discoverable (in the case of the hidden ones). They’re much more fun to play against because they’re not trying to play like people. They’re crafted to be interesting opponents to a human player.

    Tom: I totally agree. It makes the sometimes obtuse behavior of each AI leader a lot clearer. You can specifically see what will make someone happy or mad, and then watch as they don’t like you anyway because the AI is the meanest and I hate them. Seriously, does any leader on the same continent as me ever just want to be buds?

    T.J.: I’m also astonished how overlooked the introduction of cassus belli (needing a reason to go to war) has been in Civ 6. Going to war without justification greatly increases your warmonger penalty, so the AI leaders further act as a check on naked aggression that can be mitigated with civics that unlock religious, colonial, or territorial wars. Denouncing an opponent and waiting five turns waives this requirement, but gives them a decent heads up that war may be coming. It also decreases the incidence of surprise wars the AI declares against you in the early game.

    Tom: I like that you can also finally make the same demands your AI opponents would make of you (don’t settle near me, move your troops, etc.) to them, and then hold them to those demands. In general, AI leaders don’t seem too much smarter than previous games—at least on Prince difficulty—but they are significantly more understandable in how they react to you and how you can influence them.

    Movement is slower, but roads are easier to lay down.



    Tom: As I explained in my preview video last month, unit movement doesn’t “round up” anymore and scouts can no longer waltz through rough terrain. I’m pretty torn on this change. I may just need to get used to it more, but the limited movement feels a lot more frustrating to deal with in the early game. Everything is (predictably) slower, and trying to move an army through a thick jungle can be downright infuriating.

    T.J.: A lot of people have been seeing this as a general nerf to military units, but I like to view it rather as a buff to specialized units. If you have a unique unit that ignores certain terrain-based movement penalties, like Kongo’s, that’s a pretty huge deal now, and completely changes how you conduct war as or against that civ. It also gives more of a combat role to scouts who have earned the Alpine and Ranger promotions, whereas in Civ 5, they were mostly just used for exploration. In addition, the fact that roads auto-build along trade routes opens up some interesting choices. Do I want to trade with the civ I eventually plan to conquer and give them resources, in exchange for an easy highway to attack them with?

    Tom: Sending a trade route to a nearby opponent before declaring war is the dirtiest tactic, and boy do I love it to death. I really like not having to use workers to lay down roads (especially considering workers are now expendable builders) and worry if the maintenance cost of my highways will one day sink my empire. And the movement change does make those roads more important to get down when you can, but I’m just grumpy and impatient. I’ll get it over it I suppose...
    Última edição de Minion : 30-09-16 às 16:40

  4. #4
    GIF Master Avatar de tiran
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    Ainda tenho que ganhar mais uns trocos no steam market para comprar isto...
    Vou ter este jogo sem gastar um euro...
    GOD OF AWESOME SIGNATURES - KING OF GIFS - TRIGGER OF TROLLS

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  5. #5
    Tech Membro Avatar de Minion
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    Skins For The Win?

  6. #6
    GIF Master Avatar de tiran
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    Queria ver se fazia isso sem vender muitas... Mas já fiz 30 euritos sem vender nenhuma só a comprar e vender... Faltam mais 30... Mas se tiver que ir uma ou duas que não use, lá vai ter que ser...
    GOD OF AWESOME SIGNATURES - KING OF GIFS - TRIGGER OF TROLLS

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  7. #7
    Tech Membro Avatar de Minion
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    Qualquer coisa, apostas que vais ganhando os 30 paus xD

  8. #8
    GIF Master Avatar de tiran
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    Talvez... Tenho que ver como está o sistema do lounge agora... Mas mesmo assim não é onde me sinto mais à vontade para fazer uns euritos na steam...

    Tenho visto vídeos do jogo e gostei, o jogo está diferente mas parece me que mantém aquele vício do "only one more turn" e quando das por ti são 3 da manhã... Lol
    GOD OF AWESOME SIGNATURES - KING OF GIFS - TRIGGER OF TROLLS

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  9. #9
    O Administrador Avatar de LPC
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    Boas!
    Eu já não tenho pachorra para este tipo de jogos...

    Comecei tal e qual como tu... "mais uma volta apenas" e é um time sink do catano!

    Chega de sexo Tantrico... Agora é mais harcore!

    Cumprimentos,

    LPC

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  10. #10
    Tech Mestre Avatar de Winjer
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  11. #11
    Tech Mestre Avatar de Winjer
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    Não sei se já repararam, mas civilização dos Aztecas será exclusivo durante 90 dias para quem fizer pre-order.

    Quem não comprar o jogo em pre-order, não vai poder jogar com os Aztecas durante 3 meses.
    Isto é uma jogada muito suja para forçar as pessoas a comprar o jogo em pre-order, sem saberem ainda se é um bom jogo ou não.



  12. #12
    Tech Membro Avatar de Minion
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    Vamos analisar alguns pontos.

    É apenas uma civilazaçao que n vai estar disponivel, sendo apos os 3 meses gratis para todos os utilizadores, claro que nao e benefico, mas ja aconteceu bem pior e muitas preorders.

    Agr imaginemos que a civ se tornava algo pago para o pessoal que nao fez a preorder, assim sim ja estava a criar vantagem para alguem que n fez a preorder, mas sendo gratis, e com tantas civs a disposiçao, nao e tao negativo, sendo apenas uma civ.

    Ainda considerando outra coisa, preorders sao negocios arriscados, sendo normal sempre darem uma recompensa por devotarem o voto de confiança na empresa, sendo desse modo, recompensas muitas das vezes exclusiva para o pessoal que fez a preorder, e isso eu n concordo em nenhum aspeto, porque em muitos jogos oq acontece e que features, as vezes ate mesmo gameplay, e exlcusivo apenas para jogadores que fizeram o preorder, e o resto do pessoal sente que n tem o jogo por completo, oq neste caso comparado com essas situaçoes, e algo minimo n cortando nd em questao de gameplay, e havendo a volta de 20 civs (se n estou em erro) penso que n seja assim algo tao grave dar uma civ por 3 meses ao pessoal que deu um voto de confiança a empresa.


    Se a Civ no fim tiver de ser paga, ai sim ja é OUTRA historia.

  13. #13
    O Administrador Avatar de LPC
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    Boas!
    É uma das recompensas para quem arriscar o Pre-order...

    Não é mais que um chamariz para entrar logo mais algum... 90 dias, é justo para quem apostar logo neles...

    Cumprimentos,

    LPC

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  14. #14
    Tech Mestre Avatar de Winjer
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    Fazer pre-orders nunca beneficia o consumidor, especialmente numa era digital onde as cópias nunca acabam.
    Pre-orders apenas prejudica o consumidor, pois coloca-o em risco de perder dinheiro. E numa era onde os jogos que acabam por ser enormes desilusões são tão frequentes, fazer pre-orders é um risco muito grande.
    Tendo em conta que a Firaxis fez o Civ:BE, um dos maiores falhanços de 2014 e o Xcom 2, um jogo carregado de bugs e problemas, meses depois do lançamento, fazer uma pre-order no Civ6 é um risco sério.
    A Firaxis já não é uma empresa de confiança absoluta.
    As pre-orders apenas beneficiam as empresa e nunca os consumidores. A ideia de que dar uma CIV mais cedo é uma coisa boa é errada, pois a posição default desde sempre nos videojogos é a de ter o conteúdo disponível no lançamento do jogo.
    Hoje temos jogos a serem cortados aos bocados para serem vendidos como DLC, microtransações, ou incentivos a pre-orders. E este caso é apenas mais um exemplo do abuso que as empresas estão a ter contra os consumidores.
    Limitar o acesso a quem faz pre-orders não é uma recompensa, mas sim excluir conteúdo que noutras gerações viria logo completo no jogo.

  15. #15
    GIF Master Avatar de tiran
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    Resumindo...

    GOD OF AWESOME SIGNATURES - KING OF GIFS - TRIGGER OF TROLLS

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