[Sid Meier's Civilization] Il arrive !

[Civilization]

Deux previews des bâtiments et des tuiles.





:pouicsupercool:

MIAMMMMMM!!!!

pffffff je vais devoir faire un emprunt avec comme principal beneficiaire : ffg :lol: :lol: :lol:

Je trouve le jeu esthétiquement su-per-be.. :pouiclove: Je sens que je craquerais sans beaucoup d'hésitations...

WAhouuuuu! ça m'étonnerait que j'arrive à attendre la VF !

De plus, le rythme de production de FFG est impressionnant :shock:

Hmmmm...pardon de vous déranger, mais parmi tout ceux qui s'emballent comme autrefois ces adolescentes qui attendaient les beatles, je suppose que TOUS, vous y avez joué au moins une fois au Civilization version Sid Meier (notez que je pose pas la question pour le Civilization de Tresham), et donc cette impatience est uniquement liée au fait d'avoir une nouvelle édition... :kwak: C'est bien ça ?
Non parce qu'en habitué du forum, je sens aussi que vont arriver les futures pleunicheries de ceux qui auront foncé sans réfléchir, sans s'être renseigné sur les mécanismes, la durée d'une partie, etc...vous savez, façon "Booooohooooouuuu, c'est pas si bien que ça, j'ai les boules du consommateur compulsif qui a payer cher un jeu qu'il aime pas, et gnagna", ce qui ne fait jamais avancer beaucoup le schmilblik, et surtout énerve beaucoup les vrais fans du jeu...

Le Zeptien dit:Hmmmm...


On a encore bien le droit de baver non ? :wink: Perso, ça fait 20 ans que je joue avec la version PC, j'attends l'opus 5 depuis plusieurs semaines, et découvrir depuis peu une adaptation JdS qui - au moins esthétiquement - semble vouloir coller à ses lointains cousins sur ordi, ben j'ai envie de m'enthousiasmer, même si en effet, il y a toujours le risque que le jeu en lui-même ne soit pas à la hauteur, surtout sur ce type de jeu...

Mais pour l'instant, moubourrons-nous avec joie et allégresse, on aura bien assez le temps de pleurnicher plus tard ! :kingpouic:

Lolo-ratchet-la-midinette :babypouic:

lolo-ratchet dit:
Le Zeptien dit:Hmmmm...

Mais pour l'instant, moubourrons-nous avec joie et allégresse, on aura bien assez le temps de pleurnicher plus tard ! :kingpouic:


Même philosophie :lol:

Le Zeptien dit:Hmmmm...pardon de vous déranger, mais parmi tout ceux qui s'emballent comme autrefois ces adolescentes qui attendaient les beatles, je suppose que TOUS, vous y avez joué au moins une fois au Civilization version Sid Meier (notez que je pose pas la question pour le Civilization de Tresham), et donc cette impatience est uniquement liée au fait d'avoir une nouvelle édition... :kwak: C'est bien ça ?
Non parce qu'en habitué du forum, je sens aussi que vont arriver les futures pleunicheries de ceux qui auront foncé sans réfléchir, sans s'être renseigné sur les mécanismes, la durée d'une partie, etc...vous savez, façon "Booooohooooouuuu, c'est pas si bien que ça, j'ai les boules du consommateur compulsif qui a payer cher un jeu qu'il aime pas, et gnagna", ce qui ne fait jamais avancer beaucoup le schmilblik, et surtout énerve beaucoup les vrais fans du jeu...


Les jeux n'ont aucun rapport.
il n'est nullement ici question du Civilisation d'antan.

Perso, je ne compte plus les nuits passées devant le jeu PC de Sid Meier, parce que je ne pense pas savoir compter jusqu'à aussi loin. :pouiclove:
Surtout sur le 1 et le 3. Bon, et un peu du 4 aussi. :P

Vivement les règles qu'on puisse voir si on retrouve l'esprit du jeu PC dans cette édition !

Monsieur Bilbo dit:Perso, je ne compte plus les nuits passées devant le jeu PC de Sid Meier, parce que je ne pense pas savoir compter jusqu'à aussi loin. :pouiclove:
Surtout sur le 1 et le 3. Bon, et un peu du 4 aussi. :P
Vivement les règles qu'on puisse voir si on retrouve l'esprit du jeu PC dans cette édition !


+1 :pouicok:

Monsieur Bilbo dit:Vivement les règles qu'on puisse voir si on retrouve l'esprit du jeu PC dans cette édition !


Tout est dit !

Le Zeptien dit:je suppose que TOUS, vous y avez joué au moins une fois au Civilization version Sid Meier


Si tu fais allusion au jeu Eagle Games sorti en 2002 (et qui de l'avis général n'était pas terrible), ce jeu n'a en commun avec lui que le nom et la licence.

Des avis que j'ai pu voir sur BGG (le jeu était en démonstration au GenCon US), le jeu, est tout autant inspiré du jeu vidéo que l'était TTA, mais là où TTA s'est concentré sur les aspect moteur économoque/gestion de la nourriture/production/bonheur, ce jeu au contraire a développé le côté exploration/construction de villes du jeu vidéo...

j'ai hâte de lire les premiers retours sur ce jeu.
En tout cas, le terrain est beau. Par contre, les ciels des monuments, ça fait un peu trop aurore boréale photoshopé à mon goût.

allez hop, trouvée sur BGG une autre photo de la version de démo (histoire de continuer le moubourrage avant les lamentations :mrgreen: )



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et puis un avant goût des règles :




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edit: et les premières impressions d'un joueur sur les 3 premiers tours d'une partie; partie dont la durée est annoncée à 3 h pour 4 joueurs


Had an opportunity to play through a demo of [thing=77130][/thing] at Gencon and wanted to share a bit about the flow of the game. I'll limit myself to a few comments at the end -- since we were only allowed to play through three or so turns I'm not able to make a judgement about the gameplay as a whole. Also I'm not sure if anything will change prior to the final version. My experience was positive, however.
The game is on played on a 4x4 grid of map tiles. The four corners were pre-selected based on the faction -- Russia, USA, China, and Germany. Each faction has their own special starting tile.
The tiles each have a 4x4 grid of squares. So the overall board is 16x16 squares.
The 12 non-corner map tiles are all placed face down randomly, so you turn them face up when they are 'explored'.
You start the game with one city on the map. You also get a scout and army unit that start on the city. Each faction gets a starting tech (the USA, for example, which I played, starts with Currency). Each faction also gets special abilities. Russia starts with an extra army and extra build points, the US is better at converting trade to production and starts with a 'great person', etc.
The map tiles, as you can see in pictures like this:
[ImageID=774450]
have different terrain on them -- plains, forest, mountains, desert, and sea. At first you can't move through water spaces. Terrain effects the types of buildings that can be built on them.
In addition you will notice small icons in each square. The most numerous are trade and production icons. There are also larger 'special' resources, like silk and iron, that are used for certain techs. Plus there are some spaces that generate culture, indicated by column icons.
Here is the reference card that was shown by FFG at Gencon with the sequence of play:
http://tweetphoto.com/37726404 (sorry about the quality!)
Each phase in a turn is performed by all players going clockwise from the start player before moving on to the next phase:
Start of Turn
You can start a new city by removing your scout and placing a city. At most you can have three cities on the board (I believe). The new city must be at least three spaces away from other cities and two away from huts/barbarians (neutrals that pop up on newly-exposed tiles).
Like in the computer game, each city grabs the resources that are adjacent to it (including diagonally -- so 8 squares in total). When you build a city on a square it no longer produces those resources, so you need to place your cities carefully.
You can also change government if you researched a tech last turn that lets you do so. For example, Monarchy gives you more culture.
Trade
On your faction player board you have a trade 'dial' (because FFG loves dials!) with two concentric rings. The outer ring is 'trade'. You get one trade point for each icon in the eight squares adjacent to your city, and move your dial to that position.
In addition, scouts send back whatever resources (like trade) they are standing on to the city, regardless of how far away they are.
You can then trade just about anything to any other player in exchange for stuff, promises, etc.
City Management
One of the core phases. Each player gets to do one of three things for each city:
A. Build a unit, figure, building, or wonder
All of these items cost Production points, which are generated by hammer icons next to your city. You can't save production points from turn to turn -- you use them or lose them.
'Units' are military units. These are square tokens that you keep in a pile. They are not specifically allocated to an army on the board. When you have a battle you just draw from your military unit pile.
'Figures' are new scouts or armies.
'Buildings' are tokens that are placed on the map adjacent to the city, like Granary, Market, and Trading Post. These all require a certain technology before you can build them, and some of these must be placed in certain terrain types (like Trading Post must be placed in a desert space). The building has icons printed on it, and the icons in the space are replaced by the icons on the building. There are also buildings that upgrade other buildings (like Bank upgrades Marketplace).
'Wonders' were not included in the demo, so can't comment.
Note that you can build 'a' unit, figure, building, or wonder. So you need to make a tough choice.
B. Generate Culture
The city generates one culture point plus one for each culture icon adjacent. This gives you culture 'chips'. At any time you can give in chips to move up the culture track. Initially it costs 3 chips to move up a space on the track, but it gradually gets more expensive. Plus later it takes production (I think) as well as culture to move up a box. For each box you move up you get a Culture Card, which gives you a one-shot special effect.
Getting to the end of the culture track is one way to win the game.
Note that culture chips and culture cards can be traded.
C. Harvest a resource
Get a token representing one of the 'special' resources that is adjacent to your city (like Iron). This is required for certain techs. For example if you have the Barracks tech you get a +3 in battle if you use an Iron token.
Note that you can only do ONE of A, B, or C. So you are very limited in what you can do from turn to turn.
Movement
Your tokens now move on the map. Initially you can only move two spaces (not diagonally) and cannot go across water. Technologies, of course, can improve this.
Every token can move. It takes 1 MP per space -- terrain has no effect (except water). If you want to move onto an unexplored space it costs 1 MP. You then turn the tile over, place huts (friendly) or barbarians (unfriendly) on indicated spaces, and keep moving. If you move an army onto a hut space you get the token, which has a random Special Resource (like Iron) on the back.
If you move into the same space as another player or barbarian you have a battle. We did a very quick battle in our demo, and I wasn't involved, so I can't give detailed info. However you randomly selected the military units from your stack of 'unit cards', and chose one to deploy. There is a 'rock/paper/scissor' mechanic where certain units are 'dominant' over others and get to attack first. If they generate enough damage they destroy the unit card. There are no dice.
Sorry about the vagueness on battle -- it seemed to play out fairly quickly.
Research
If you want, you can use Trade points to purchase a new technology card. Each player has their a deck of tech cards, from level I to level IV. All players have access to identical techs, with the exception of a few starting techs (I believe).
On the trade dial there are certain special spaces, showing if you are eligible to buy a tech. For example, level I is at the '6' space, and Level II is at the '11' space. If you have at least that many Trade points you can buy a tech card.
If you want to buy a tech you just take the card from your pile and place it face up in front of you. These give you access to buildings and special abilities and improved military units, etc. You have to place your techs in a 'pyramid'. So you can't play a level II tech until you have two level 'I' techs below it. You can't play a level III tech until you have at least three level I techs and two level II techs on top of that.
If you can get to the Level V tech -- Spaceflight -- you instantly win the game. But obviously you will need to buy at least 15 tech cards.
If you buy a tech you reset your trade dial back to zero -- regardless of whether you were at or above the 'magic' level. HOWEVER -- if you have access to the special Gold Coin resource, your trade only goes down to as many gold coins as you have. For example, the USA starts with one gold coin, and so it is easier for them to build techs faster.
And that's it for the turn. The first player marker passes to the next player, and you start again.
Winning
There are several ways to win:
1. Get culture to the end of the track
2. Research spaceflight
3. Conquer one enemy capital (which I like -- rather than conquer all)
(I am thinking there was a fourth, but can't think of it!)
Overall I liked it. It seems that once you are familiar with the buildings etc the turns will go quite quickly -- you do a little each turn - Get your trade points, buy or produce one thing, move, and research. So it does flow.
[/q]

encore un jeu où il faut une table de la taille du salon pour jouer ! :D

il y a deja un topic sur le jeu ,avec des images et tout :wink:

Hadoken_ dit:il y a deja un topic sur le jeu ,avec des images et tout :wink:


:? :D

adinx dit:encore un jeu où il faut une table de la taille du salon pour jouer ! :D


Il faut préciser que le prototype de la gencon (sur lequel ont été prises les photos non officielles disponibles en ce moment) était fortement surdimensionné par rapport au jeu qui sera vendu.