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Topic: Loyalty

Very soon there is an addition to Civ VI (by the way, on my taste, the best game in a series). In it there will be one interesting innovation - cities receive additional parameter Loyalty. If loyalty reduces to zero, the city declares itself independent. The independent city can be connected other civilization or the military man, or purely peacefully. It reminds Something to me from real life.

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Re: Loyalty

Hello, the Miner, you wrote: If loyalty reduces to zero, the city declares itself independent. The independent city can be connected other civilization or the military man, or purely peacefully. It reminds Something to me from real life. And peninsulas there are?

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Re: Loyalty

Hello, the Miner, you wrote: Very soon there is an addition to Civ VI (by the way, on my taste, the best game in a series). Now I play in FreeCiv. It too the Civilization, only under an Unix. Approximately  the second civilization. Actually, a question. At different versions of a civilization of a rule strongly differ?

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Re: Loyalty

A> At different versions of a civilization of a rule strongly differ? Yes, very much.

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Re: Loyalty

Hello, alpha21264, you wrote: A> Actually, a question. At different versions of a civilization of a rule strongly differ? Yes. Each version - the rules. While rules do not change, it , extensions, additions etc.

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Re: Loyalty

Hello, the Miner, you wrote: it reminds Something to me from real life. Yes almost all civilization reminds me real life.

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Re: Loyalty

In it there will be one interesting innovation - cities receive additional parameter Loyalty. It already was in 4. PS And the best in a series - 5.

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Re: Loyalty

Hello, bzig, you wrote:> In it there will be one interesting innovation - cities receive additional parameter Loyalty. B> it already was in 4. More precisely, there was a city passage in other civilization if culture pressed. Separate parameter of loyalty was not, yes.

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Re: Loyalty

Hello, bzig, you wrote: B>> It already was in 4. B> is more exact, there was a city passage in other civilization if culture pressed. Separate parameter of loyalty was not, yes. It in III is.

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Re: Loyalty

Hello, the Miner, you wrote: it reminds Something to me from real life. It is necessary to enter an avatar of the player still. At certain actions it drift and disorganize the country. As variants are jumped out by a window "to Eliminate traitors", the answer "Yes", No", if in the state a good security police which guzzles many resources. Or" to Advance armies on rebellious cities ", the answer"Yes", No" if there is a loyal army. But if the leader the cretin also pushes "is not present", it drift also it runs in other country or kill. Game Over. It is possible to add still . "Your nearest colleague has been bought by foreign special services", and the list of actions, from the good fellow, to to shoot. Or, for example, "your colleagues in large quantities deduce money abroad" if it is Russia, it is possible to offer them higher ministerial posts and if the USSR of times of Stalin, to shoot all of them and to business the end.

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Re: Loyalty

Hello, alpha21264, you wrote: A> Now I play in FreeCiv. It too the Civilization, only under an Unix. On an extreme measure in GNU/Linux it is possible to play the same sixth civilization. For those the clod likes to build cities is  Cities: Skylines.

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Re: Loyalty

Hello, the Miner, you wrote: In it there will be one interesting innovation - cities receive additional parameter Loyalty. If loyalty reduces to zero, the city declares itself independent. The independent city can be connected other civilization or the military man, or purely peacefully. In Civilization Revolution if at a city low culture, and nearby the city of other player with high culture the first city got under influence and through some courses passed to other player.

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Re: Loyalty

Hello, alpha21264, you wrote: A> Hello, the Miner, you wrote:>> Very soon there is an addition to Civ VI (by the way, on my taste, the best game in a series). A> Now I play in FreeCiv. It too the Civilization, only under an Unix. A> approximately  the second civilization. A> actually, a question. At different versions of a civilization of a rule strongly differ? Even at different  rules noticeably differ.

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Re: Loyalty

Hello, velkin, you wrote: V> Hello, the Miner, you wrote:>> it reminds Something to me from real life. V> it is necessary to enter an avatar of the player still. At certain actions it drift and disorganize the country. As variants are jumped out by a window "to Eliminate traitors", the answer "Yes", No", if in the state a good security police which guzzles many resources. Or" to Advance armies on rebellious cities ", the answer"Yes", No" if there is a loyal army. But if the leader the cretin also pushes "is not present", it drift also it runs in other country or kill. Game Over. V> it is possible to add still ." Your nearest colleague has been bought by foreign special services ", and the list of actions, from the good fellow, to to shoot. Or, for example," your colleagues in large quantities deduce money abroad "if it is Russia, it is possible to offer them higher ministerial posts and if the USSR of times of Stalin, to shoot all of them and to business the end.  is in the six. It  the Police state. Complicates operation of foreign spies, but reduces content of the population.

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Re: Loyalty

Very soon there is an addition to Civ VI (by the way, on my taste, the best game in a series). I so understand that it about http://ru.civilopedia.wikia.com/wiki/Ci … e_%26_Fall Especially was pleasant:  - balloon improving.

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Re: Loyalty

In it there will be one interesting innovation - cities receive additional parameter Loyalty. It reminds Something to me from real life. In 4 already there were whole vassal states (the player loses war, capitulates, and has no independent foreign policy further - automatically declares war/concludes of patterns synchronously with a civilization-senyorom. + it is possible to take out resources . And the game purpose - to type critical mass of vassals before remaining that anybody already simply physically could not tell to your unit a word across. In our reality of it reached the USA.

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Re: Loyalty

Hello, the Miner, you wrote: it reminds Something to me from real life. And  there is?... <<RSDN@Home 1.0.0 alpha 5 rev. 0>>

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Re: Loyalty

Hello, velkin, you wrote: V> It is necessary to enter an avatar of the player still. At certain actions it drift and disorganize the country. As variants are jumped out by a window "to Eliminate traitors", the answer "Yes", No", if in the state a good security police which guzzles many resources. Or" to Advance armies on rebellious cities ", the answer"Yes", No" if there is a loyal army. But if the leader the cretin also pushes "is not present", it drift also it runs in other country or kill. Game Over. You now Crusader Kings and Europa Universalis invent.

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Re: Loyalty

Hello, the Miner, you wrote: it reminds Something to me from real life.

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Re: Loyalty

Hello, the Miner, you wrote: Very soon there is an addition to Civ VI (by the way, on my taste, the best game in a series). How there with AI? I tried one year ago, but it was absolutely not interesting: game was too difficult for AI. 5th that it was difficult for AI, and in 6th variants on orders it is more.

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Re: Loyalty

Hello, TimurSPB, you wrote:> Very soon there is an addition to Civ VI (by the way, on my taste, the best game in a series). TSP> I so understand that it about http://ru.civilopedia.wikia.com/wiki/Ci … e_%26_Fall TSP> Especially was pleasant: TSP> TSP> Dron - balloon improving. Such and in life happens. https://ru.wikipedia.org/wiki/1-%D1%8F_ … %B8%D1%8F_ (%D0%A1%D0%A8%D0%90) the Division visited cavalry, infantry, aeromobile, and now the tank.

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Re: Loyalty

Hello, Skorodum, you wrote: S> Hello, the Miner, you wrote:>> Very soon there is an addition to Civ VI (by the way, on my taste, the best game in a series). S> As there with AI? I tried one year ago, but it was absolutely not interesting: game was too difficult for AI. As always. But it is good, because allows to benefit.