Komutan Mesaj tarihi: Şubat 10, 2025 Mesaj tarihi: Şubat 10, 2025 (düzenlendi) Epey oynadım. Temel konseptlerle, yani ülke değiştirme, çağ geçişi vs. ile bir sorunum yok. Fakat uygulamada ciddi eksiklikler var. Arayüz herkesin dediği gibi berbat ki Firaxis ilk olarak bunu düzeltmeye ağırlık vereceklerini söyledi. Yapay zeka diplomaside saçmalayıp sırf müttefiklik sebebiyle savaşıp hiç aktif çatışmaya girmediğimiz savaşlarda bile barış için şehir teklif ediyor. Din bonusları biraz tuhaf olmuş, senin dinine geçen başka uygarlıkların şehirlerinin ormanları kadar altın, kültür, bilim bonusu al gibi takip edilmesi zor şeyler var. Belki arayüz iyi olup bu konularla ilgili net rakamlar verebilse sorun olmaz ama şu haliyle tamamen rastgele bonus veriyorum. Harita yaratma seçenekleri şu anda çok kısıtlı. 6 tip harita var ki bunların biri shuffle, yani diğerlerinden birini rastgele seçiyor, bir diğeri olan terra incognita da sadece ikinci kıtaya shuffle uyguluyor. Neticede efektif olarak dört harita tipi var. Tabii oyun mekanikleri sebebiyle tek kıtalık haritalar konması mümkün değil. Bunun haricinde dağ, su gibi şeylerin yoğunluğu da ayarlanamıyor. Normalden yavaş oyun hızlarını çağ uzunluğu ile çakışacağını akıllarına getirmeden olduğu gibi önceki oyunlardan almışlar, sonuç olarak marathon hızında oynayınca teknoloji ağacı başlardayken çağ bitiyormuş. Ha bütün bunlara rağmen oyundan zevk alıyorum. Combatı serinin diğer oyunlarından daha çok beğendim, diplomasi ve casusluk için kullanılan influence sistemi de iyi olmuş. razzRaziel, 10.02.2025 15:33 tarihinde dedi ki: reviewler kötü, 12k var ama %50'de olumlular. bi de eş zamanlı açılmıyor mu ya bunlar, ne ara 12k adam oynadı da review attı bize daha 1 gün var diyor. Normalin üstündeki edisyonları alanlara 6 Şubat'ta açıldı. Şubat 10, 2025 Komutan tarafından düzenlendi 1
Darksun Mesaj tarihi: Şubat 10, 2025 Mesaj tarihi: Şubat 10, 2025 Pre-order bonusu aleyhlerine işledi gibi bu sefer. Millet kaç gündür bu reviewleri okuyor.
Genel Yönetici GERGE Mesaj tarihi: Şubat 10, 2025 Genel Yönetici Mesaj tarihi: Şubat 10, 2025 Old World ile takılmaya devam edin diye o kadar boşuna demedim. Hala türün en iyisi benim için.
Grego Mesaj tarihi: Nisan 9, 2025 Mesaj tarihi: Nisan 9, 2025 ben hala almadım ya, çok basic şeyler oyunda yok. millet auto explore ne zaman gelecek diye yorum atmış. bu ne prodüksiyonsuzluktur. UI yok ortada endless mode ekledik diyor
razzRaziel Mesaj tarihi: Mayıs 6, 2025 Mesaj tarihi: Mayıs 6, 2025 bu adamlar hedef kitleyi mi değiştirdi naptı?
Komutan Mesaj tarihi: Haziran 11, 2025 Mesaj tarihi: Haziran 11, 2025 17 Haziranda gelecek patch: Spoiler Hey, Civ fans, Firaxis devs here with another Update Check-In! We want to take a few minutes of your time to share where things are at with Civilization VII and what’s coming next in Update 1.2.2, which is planned to go live mid-month. This next update is shaping up to be one of our most content-packed so far. We’re bringing in several long-awaited features, including Large and Huge map types, new advanced game setup options, Steam Workshop support, and a handful of other improvements pulled from a mix of our own testing and community feedback. We’re excited about what’s in this next update, and we also want to be transparent about what’s still in progress. Some of that work is ongoing behind the scenes, and we’ll talk more about it later on in this check-in, and in future check-ins. Here are the broad strokes of what’s coming in 1.2.2, and we’ll share some context on how these changes will impact your next game of Civ VII. Let’s dive in! Update 1.2.2 is planned for June 17 This is the part where we say: date subject to change. That said, June 17 is what we’re aiming for, and we’re currently on track! Many of the changes in 1.2.2 are aimed at a high-priority goal of ours to give you more freedom and flexibility. Let’s kick things off with something we know has been on your wishlists for a while… Large & Huge Maps Man the Scouts, up your Settlement Limits, and get ready to spread out – Large and Huge maps are incoming! Just like history in Civ VII, features like this one are built in layers. Over the last few updates, we’ve been steadily laying the groundwork: resource generation got a big overhaul in 1.2.0 to make sure Yields stay meaningful across wider spaces; Distant Land starts introduced in 1.2.1 gives players more room to breathe, so you’re not bumping into neighbors in multiplayer games; now, with 1.2.2, we’re ready for it to all come together. A quick heads-up that bigger maps have bigger hardware demands. On some systems, you might notice slower turn times or performance drops, especially on lower-end hardware. Large and Huge map types will be supported on PC, Mac, Linux, PS5, Xbox Series, and Nintendo Switch 2. As for player count, both Large and Huge maps default to 10 civs in single-player games, but Huge can optionally go up to 12 – even if you only have 10 civs (in which case, you’ll see some duplicates). In multiplayer games, the player count (both human and AI) remains capped at 8 to help maintain stability and performance. We’re keeping an eye on how things run and continuing to optimize, so let us know how these new maps feel for you! New Advanced Game Options Another request we’ve seen a lot: more control over how you start a game. In Update 1.2.2, we’re adding a few new options to help with that, and these should feel especially nice for our players out there who want a more sandbox-style experience. Here are the new options incoming: Turn Legacy Paths on or off - You can now turn off Legacy Paths, either per Age, or for all of them at once. With this change, you can now play a Civ VII game without Legacy mechanics to enjoy a full sandbox-style game. Or, if you want to focus on just one or more Legacy Paths, you can turn specific ones on or off. This option also includes the ability to turn off Score Victories. We definitely want feedback on how this one in particular feels, so let us know in our official Discord! Crisis Picker - This lets you choose which crises are allowed to show up in your game. If there’s a particular crisis that doesn’t fit the kind of game you’re wanting to play, you can simply disable it. Custom AI Difficulty - For all our players that want more or less of a challenge from the AI, you’ll appreciate this change! You’ll still have the six standard difficulties, but now you can go in and tweak individual systems like economy, combat, and expansion, customizing your AI opponents to your liking. Bypass Civ unlocks - When you toggle this new option on, you’ll be able to pick ANY civ from the next Age during an Age transition, no matter what you’ve unlocked through your gameplay decisions. This is something we know many have asked for, especially those who want more freedom to experiment or roleplay! Independent Power hostility - This controls the initial hostility of Independent Powers. You can dial it down for a more relaxed experience, or crank it up for more heat – but be warned, if you settle too close to a friendly IP, it will still upset them. Steam Workshop Support We know modders have already been creating some really amazing mods for Civ VII, and with 1.2.2, we’re making it easier than ever to share and discover these community mods with Steam Workshop support. To help people get started, we’re including documentation, a few best practices, and some simple example mods made by a few of us on the dev team. You’ll be able to check those out once the update goes live (including instructions on how to grab the SDK). This is our first step into Workshop support for Civ VII, and we’ll be looking at ways to expand modding support in the future. For now, we’re excited to see what the community creates! New Town Specializations & Balance Okay, now let’s talk about some changes coming with Towns. With a new Specialization, a redesign of the Urban Center, and a handful of balance changes, we’re hoping to make settling and building Towns more rewarding. And with these new Large maps, trust us, you’ll want to invest in some Town-building. We’ll start with what’s new: Resort Town is a brand new Town Specialization aimed at players who like settling in naturally beautiful areas. It gives bonuses to Happiness and Gold on tiles with high Natural Appeal, and on top of that, Towns with this Specialization get a bonus to Yields on Natural Wonder tiles. Urban Center has been reworked to better reflect its name and role. It now boosts Gold and Happiness toward Building maintenance and unlocks access to key Buildings like the Library, Bath, and Monument without needing to fully upgrade into a City. We’ve also made a few small-but-meaningful tweaks to improve variety and balance across other Town types: Fort Town will allow you to purchase additional walls. Religious Site’s Happiness bonus will scale across all Buildings in the Town instead of applying a flat +2. Factory Town will grant a +5 Trade Range, making it easier to connect distant supply lines. Mining Town sees a boosted Production output in resource-heavy areas, scaling based on Improvements like Camps, Clay Pits, Mines, and Quarries. And for the only nerf of the bunch, Hub Town has been tuned down slightly to bring it in line with other Towns – providing a +1 Influence per connected Town instead of +2. New City State Bonuses, Pantheons, and Beliefs Now let’s talk through some of the new City-States bonuses, Pantheons, and Religious Beliefs coming with 1.2.2. We’ve added 24 new City-State bonuses, 2 new Pantheons, and a big batch of 14 new Religious Beliefs (across Founder, Reliquary, and Enhancer Beliefs) in this update. On the City-State side, we want to broaden the pool of bonuses available across every Age. Especially on larger maps or with more players, you might’ve started seeing the same bonuses pop up over and over. This update introduces a wider spread of options, including bonuses that better reflect where you are in the game, like expanding Settlement Limits in Antiquity or new yield bonuses tied to Buildings during the Exploration Age. On the religion side, we’ve added two new Antiquity-Age Pantheons and a range of new Beliefs, with a focus on creating more reasons to actually convert your cities, not just cities belonging to your neighbors. We’ll be sharing these beliefs in more detail when the update releases! Religion still has room to grow when it comes to engaging gameplay. This update adds some variety, but we’ve got our sights set on bigger changes in the future. Some other items being worked on for June: The update notes will have the full details, but there’s some other changes we want to highlight are also on the way in 1.2.2: Specialist Balance: After our big Food buff in 1.2.0, Specialists were feeling a little overpowered, especially when their maintenance cost could be negated via various policies. We rebalanced the policies to keep in line with the new Food curve. Treasure Fleet Improvements: Treasure Fleets are growing legs! These will now be called Treasure Convoys, and you’ll be able to use them over land and not just the sea. Scout Dog is now Pettable: Okay, this one’s less gameplay-impacting. But it does impact our hearts and souls. Bug Fixes, UI Polish, and Quality-of-Life Improvements: We’re always improving what’s already in the game, and you’ll get exact details whenever the full Update Notes are released. We could keep going, but we want to leave some surprises for the update! These items, and more, will be reflected in our full update notes when they release. And some we want to mention are coming beyond June: If you didn’t see something covered in this check-in, that doesn’t mean it isn’t being worked on! There’s plenty of other features still in progress, like Auto-Explore. We're targeting July for this feature, which will function similarly to how it worked in Civ VI, but possibilities begin here. During the Firaxis Feature Feedback Discord Event, you shared your insights into the future of the feature and voted on its possible evolution, taking the time to help us lay a few paths for the system. Before we change the system further, take some time to experience Auto-Explore in Civilization VII and share your thoughts with us! We also know features like Hotsteat Multiplayer are high on many players lists, and while we don’t have a specific date for this yet, it’s something we’re actively scoping. We’ll keep you posted through Check-In articles like these as things come together. The Journey So Far, and What’s Ahead Now that we’ve talked about 1.2.2 and the couple other features above, let’s talk about where we are, and where we’re heading next. Since launch, we’ve been focused on improving the Civ VII experience by delivering highly requested features, cleaning up pain points, and responding to immediate areas of feedback. That work will still continue in June, July, and beyond. But we also want to acknowledge some of the bigger things players have been asking about. With Civ VII, we took some big swings with many features (Ages, Civ Switching, Commanders, Legacy Paths, Legends & Mementoes, Towns, and more!). Our goal: move beyond static empire-building and into something more dynamic, where your civilization evolves and reinvents itself over time. That being said, we also hear that some of these features haven’t landed quite as we'd hoped in their current implementation. Specifically, here are a few recurring themes we’ve seen in player feedback: Age Transitions can feel abrupt Game replayability needs more depth There's room for improving the player's sense of empire identity and continuity throughout a multi-Age campaign These are significant areas of the game that are incredibly important to get right, but are more complex to solve. Addressing this feedback in a satisfying way will take time, over the course of several updates. That said, you’ll start to see some smaller changes in July focused on end of Age countdowns and improvements to Age Transitions. For the longer-term and broader changes, we’ll share more detailed plans here when we’re ready. We’re invested in making these changes and empowering you to enjoy what sets Civ VII apart. And finally, a heartfelt thank you from all of us here at Firaxis. To the players who have been loving Civ VII, your excitement, support, screenshots, and fanart mean the world to this team. Thank you also to the players sticking with us through every update and patch. And for those of you that have stronger criticisms to share, thank you too. That feedback helps us make better decisions as developers and build a stronger, better entry for Civilization. All that to say – we’re lucky to have a community that cares this much about Civ VII, and we’re committed to continuing to earn that level of dedication. We can’t wait to get this update in your hands, and we hope you enjoy it!
Komutan Mesaj tarihi: Eylül 27, 2025 Mesaj tarihi: Eylül 27, 2025 (düzenlendi) Videonun 42. saniyesinden itibaren sağ üstte İbn Battuta ve altında da henüz oyunda olmayan bir bayrak gözüküyor. Yeşil arka plan üzerinde 3 tane yan yana hilal görünümlü bir bayrak ve bu Osmanlı bayraklarından biri. Eylül 27, 2025 Komutan tarafından düzenlendi 1
Komutan Mesaj tarihi: Ekim 28, 2025 Mesaj tarihi: Ekim 28, 2025 Aralık ayında Osmanlı bedava bir dlc ile geliyor. Ama bir Türk lider henüz eklenmeyecek. Ayrıca oyunun tek bir uygarlık ile oynanması da sağlanacakmış ama nasıl yapılacağı söylenmedi. https://civilization.2k.com/civ-vii/news/civ-vii-update-check-in-oct-27/ 1
razzRaziel Mesaj tarihi: Kasım 28, 2025 Mesaj tarihi: Kasım 28, 2025 steam family'de varmış oynama başladım sonunda. bok gibi gidiyor. ui rezalet ötesi. big screen kafasıyla yapılmış, uzaktan okunsun diye koca koca ama sığmadığı için de her yerde scroll menüler, koca koca butonlar. ne bileyim mesela şehirlere resource atarken seçiyon sonra gidip diğer noktaya tıklayarak bırakıyon falan gameboy kontrolleri gibi. yön tuşlarıyla kontrol edilebilsin diye uyuz tasarımlar. ai ile henüz çok haşır neşir olmadım ama o da saçma sapan bir hamle yapıp belli etti. uzaktan savaş sürdürdüğüm ve adanın taa öbür ucundaki ai sırf tek bir gemiyle harraslıyorum diye şehri teklif etti barış için. saldırdığım atlıyı da oradan çekmedi turlar boyunca, o healledi ben vurdum ve muhtemelen toplam damage yüksek olduğu için tehdit algılayıp pes etti. modüler hero tarzı liderler, medeniyet değiştirme ve üç çağ da baya kötü geldi ama ona zaman lazım bişey demek için.
Komutan Mesaj tarihi: Aralık 3, 2025 Mesaj tarihi: Aralık 3, 2025 From the shores of the Bosphorus, the Ottomans ruled an empire spanning six centuries and three continents. By the 19th century, the world's wealth flowed through the Grand Bazaar and the Ottoman navy ruled the seas. Tension between the religious and the secular prompted major reforms to reforge the Ottomans for a new era. But these changes came too late, and the empire gave way to the modern Republic of Türkiye. Unique Ability Devlet-i ʿAlīye-i ʿOsmānīye: When any leader Excavates an Artifact in the Ottomans' territory, they generate an additional Artifact. Infantry and Naval Units receive increased Combat Strength when attacking. Attributes Militaristic Cultural Civic Trees Şahi Topu Tier 1: Unlocks the 'Siege Train' Tradition. Army Commanders receive the Barrage Promotion. Tradition - Siege Train: When a District's Defenses are destroyed, all Land Siege Units and Infantry Units have their Movement restored. Tier 2: Increased Settlement Cap. Infantry units receive Increased Combat Strength against Districts. Harbiye Nezâreti Tier 1: Increased Production towards Siege Units and Infantry Units. Land Units require less maintenance. Tier 2: Increased Settlement Cap. Unlocks the 'Erkân-ı Harbiye Mektebi' Tradition. Tradition - Erkân-ı Harbiye Mektebi: Land Military Units fight as though they are at full Strength even when damaged. Lâle Devri Tier 1: Unlocks the Hammam Building. Unlocks the Sultanahmet Camii Wonder. Unlocks the 'Sedef Kakma' Tradition. Tradition - Sedef Kakma: Quarters with a set minimum number of Happiness Buildings receive increased Culture. Quarters with a set minimum number of Culture Buildings receive a set amount of Happiness. Tier 2: Unlocks the Camii Unique Building. Gain a Policy Slot. Tanẓîmât Tier 1: Increased Production to Museums. Unlocks the 'Osmanlı Barok' Tradition. Tradition - Osmanlı Barok: Increased Happiness on Great Works. Tier 2: Gain an Artifact. Explorers ignore Vegetated and River tiles for Movement. Unique Infrastructure Külliye: Unique Quarter. Increased Culture and Gold to Specialists in this Settlement. Hammam: Unique Building. Happiness Base. Gold adjacency with Cultural Buildings. Cami: Unique Building. Culture Base. Happiness adjacency with Science Buildings. Has a set number of Artifact slots. Unique Military Units Barbary Corsair: Unique Light Naval Unit. It costs no Movement to Coastal Raid. Janissary: Unique Infantry. Increased Combat Strength against other Land Units. Settlements suffer a Happiness penalty for every Janissary stationed in or occupying a District. Associated Wonder Sultanahmet Camii: Happiness base. Wonders in this Settlement receive increased Culture and Gold. This is increased further for Exploration Wonders and even further for Antiquity Wonders. Must be built adjacent to another Wonder. Starting Biases None 1
Komutan Mesaj tarihi: Şubat 4, 2026 Mesaj tarihi: Şubat 4, 2026 https://civilization.2k.com/civ-vii/news/anniversary/ Introducing the "Test of Time" Update At the end of last year, we announced that we were working on longer-lead design plans that have major implications for Civilization VII. As a part of that announcement we also mentioned we wanted to invite the community to playtest these features through our new Firaxis Feature Workshop initiative, so we can receive and iterate on player feedback before it goes live for all players. We've been careful about sharing specifics while things were still in motion, but now – having just wrapped the first round of community playtesting – it feels like a good moment to open things up. There are three major feature evolutions in the works. We're introducing optionality to play as one civ continuously through all the Ages; we're significantly reworking how Victories are achieved; and we're completely replacing Legacy Paths with a new system called Triumphs. Together, these updates are similar in scope to an expansion in terms of gameplay systems and functionality, and will fundamentally change the way Civilization VII feels and plays from start to finish. We plan to ship these features together in a single, massive free update that we're calling “Test of Time.” We are tentatively aiming for the Test of Time update to launch this Spring. The timing of this update as well as the scope and functionality of its features are subject to change as we continue to receive and iterate on community playtest feedback. Spoiler Playing as the Same Civ Through All the Ages First, let's dig into the biggest change we're testing in the Firaxis Feature Workshop, and one of the most-requested community features: the ability to play as one civilization throughout the whole game. With Civilization VII, our goal has always been to deliver a more dynamic empire-building experience, where your civilization evolves and reinvents itself over time. That said, we also heard loud and clear that many players want to lead a single civilization from its early beginnings to an advanced empire. In the Test of Time update you'll be able to start a game with any civ from any Age. There's now a new choice to make during the Age Transition process: select a new civ, as you do today, or continue playing as the same civilization into the next Age. AI opponents will follow the player's lead here, either remaining as a single civ or switching to a new one in corresponding fashion. To be clear, this is not a new game mode; continuing as the same civ or choosing to switch will be entirely at your discretion -- whatever feels best for your strategic and story-telling needs at that moment in time. We're introducing some new concepts to Civ VII to make playing any civ in any Age possible. Let's step through an example of how these new concepts work. Let's say you begin a game as Rome in the Antiquity Age. Because this is the Age in which Rome was at the height of its power (and is the default Age in which you can play as Rome in Civ VII today), this is Rome's Apex Age – the sole Age where this civ gets its full, unique kit. Every civ will have a single Apex Age through a full Civ VII campaign. Upon transitioning from the Antiquity Age to the Exploration Age, let's say you decide to continue playing as Rome instead of selecting a different civ to represent your empire. Civs played outside of their Apex Age retain a core, defining part of their kit and gain a new Age-appropriate Civic Tree. In our example, this tree includes a unique node, Roman Renaissance, that lets you optionally unlock more Age-appropriate Roman perks, as well as two nodes based on your civ's attributes – in Rome's case that's Cultural and Militaristic. These attribute-based nodes are common for all civs outside of their Apex Age, providing perks that are relevant for the current Age's mechanics. But that's not all! As a civ outside of its Apex Age, you can further bolster your capabilities through a new system called Syncretism – the ultimate tool for the strategic tinkerer. Syncretism allows you to create all-new builds by enabling you to study a Mastery on your new unique Civic node, and adopt the Unique Units or Infrastructure from another civilization currently in its Apex Age. As Rome in the Exploration Age, for example, you may consider empowering your militaristic pursuits by adopting the Spanish Tercio to enhance Rome's infantry flanking strategy, or maybe instead Norman's Motte and Bailey to amass Culture while providing defensive Fortifications. You can choose the unique military or Infrastructure from any associated civilization, but you can only do this once per Age, so choose wisely! This Rome example, of course, would extend into the Modern Age. It's also important to note that you can start a game in Antiquity with a civilization from any Age, including civs that today are unique to the Exploration or Modern Ages. The same rules apply backwards in time. The hopeful result of these updates is that the options are in your hands. You can play Rome (or any other civ!) for every turn, making strategic, adaptive choices through a full campaign. Or, you can embrace the dramatic shift of playing a new civ when it suits your strategy or empire's story. We're gathering feedback on these new systems in the Firaxis Feature Workshop to make sure these options feel meaningful, impactful, and most critical of all – fun to play. Victory Changes Now, let's dive into the big changes coming to Victories. Since launch, many players have expressed that Civ VII doesn't quite deliver the feeling of “infinite possibilities” and high replayability. To address this, we've completely reworked how Victories are achieved. This new design puts Victories front and center from the start, requiring you to establish clear, undeniable dominance in one of four categories: Military, Economy, Culture, or Science. You can make progress toward any victory starting in the Antiquity Age, and if you're really ahead, you can now win as early as the Exploration Age. Importantly, victory can be achieved through participating in a wide range of different activities rather than completing the static requirements of a single Legacy Path. The Cultural Victory, for example, can be achieved through a combination of constructing Wonders, displaying Great Works, having Natural Wonders in your empire, earning Celebrations, and more. The Economic Victory, on the other hand, requires having the strongest economy, measured by assigned Resources, Gold Buildings, Factories, and unloaded Treasure Convoy Cargo. For a Military Victory, it's all about controlling and conquering Settlements. As for the Scientific Victory, it remains an epic Space Race where every major scientific milestone contributes to being the first to launch a mission into space. We're committed to making sure your win in Civ VII is defined by successfully making interesting choices and giving you lots of possible paths to pursue greatness. Legacy Paths & Triumphs Finally, let's talk about Legacy Paths. A major piece of feedback has been that Legacy Paths made Civilization VII feel too rigid, or, as many of our players put it, “railroady.” We've listened to that feedback and have completely removed Legacy Paths, replacing them with an entirely new system called Triumphs. Unlike Legacy Paths, Triumphs do not dictate your strategic approach. Instead, they offer a wide range of optional, challenging objectives to help each game feel unique. Triumphs are tied to each of the six Attributes: Militaristic, Cultural, Scientific, Economic, Diplomatic, and Expansionist. You'll trigger some Triumphs through normal strong play – like reaching 200 Population or being the first to build a University – while to achieve others you may have to veer onto a less traveled path, such as being At War with every other player or aggressively claiming most of the Natural Wonders. Triumphs reward you with either an instant bonus for your empire or a card that can be used at the start of the next Age to strategically shape your play. 1
quixef Mesaj tarihi: Şubat 12, 2026 Mesaj tarihi: Şubat 12, 2026 Civ 8 e bakarız artık çıktığında, adamlar hala aynı yerde sayıyor görünüyor. Civ değiştirmek daha avantajlı olacak apex age muhabbetine
Komutan Mesaj tarihi: Şubat 12, 2026 Mesaj tarihi: Şubat 12, 2026 quixef, 12.02.2026 17:59 tarihinde dedi ki: Civ 8 e bakarız artık çıktığında, adamlar hala aynı yerde sayıyor görünüyor. Civ değiştirmek daha avantajlı olacak apex age muhabbetine Ama yapay zekanın yönettiği devletler de aynı kalacaklarından onların da avantajları alınmış oluyor.
razzRaziel Mesaj tarihi: Şubat 12, 2026 Mesaj tarihi: Şubat 12, 2026 benim 15 saatte kaldı, hiç açıp oynayasım gelmiyor. civ2'den beri oynarım, önceki oyunda 300 saat vardır.
Öne çıkan mesajlar