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Looking ahead, the biggest opportunities I see for growth and innovation in 2025 will center around advancements in AI-driven content creation, new monetization opportunities utilizing e-commerce, loyalty programs, and hybrid casual. and Creatify: For video-based ads featuring AI-generated actors. Poolday.ai
Revamping Mechanics to Match User Expectations Mechanics like tile placement have surged in popularity as they blend accessibility with high engagement. AI and Automation Reshape UA and Monetization AI and automation are now changing how games are marketed, putting product quality at the center of user acquisition.
The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.
In the original version, one player discovered that the optimum strategy was to cover every fourth tile on the board with a city, a mind-numbingly boring strategy that was always the best choice. Namely, building an urban improvement and producing a specialist on any tile extend the city borders in all six directions.
So, why should I go back to make a historical, tile-based 4X game? Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. New borders would come from tile specialists and urban improvement.
With that preamble done and due praise given, it is all the more remarkable that one bad game mechanic has been preserved from version to version, tweaked perhaps, adjusted at times, but still as clumsy, fiddly, and unnecessary in 2021 as it was in 1991 – the system of placing citizens on tiles.
There’s just no way to balance a game with that much variability, and I was afraid to put my thumb on the scale and start covertly killing off rulers who had overstayed their time on the throne. Of course, one might ask, wouldn’t the player lose if the AI fulfills their ten ambitions first? We were being so old-fashioned!
In this test recording, a robot created by the Botcube is represented with a Mutant tile, but will have their own once released. The answer is most , but there are a few exceptions, generally including things that AI-controlled bots can’t really use, or aren’t suitable for certain types of allies from an architectural standpoint.
A broughlike is a variation on a roguelike named after designer Michael Brough , who has spoken before on his design patterns like square tiles, orthogonal movement, turn parity, glitching, limited info, simple maze designs, minimal resources. For instance, Zugzwang's hanky code also gives a vital hint for predicting AI behavior.
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