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Cut! Steel Edition
Selections cut from episode recordings during the eleventh season.
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PolyCast Evergreen, Season 11
Celebrating its second decade of podcasting, a look-back at the show's eleventh season: ten selected topics that most retain their relevance and ten moments that best represent delivery style. Hosted by show co-founder and lead co-host Daniel "DanQ" Quick.
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Bloopers: Volume 11
Compiling the flubs, dubs and "what the"s from Season 11 that were cut from the end of episodes due to time.
This marks the fourth dedicated blooper reel for the show since Season 1.
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Episode 296: Not Just a Lame Clip Show XXI
- 00m37s | Miscellaneous
Fully articulating Isabella in a Civilization V spoof video (recorded for Episode 252) while CivIV tops list of video game songs with lyrics (03m11s; recorded for Episode 254); then, developer notes on the creation of CivVI (05m35s; recorded for Episode 279), extended conversation on unit healing (13m21s; recorded for Episode 283) and (16m12s; recorded for Episode 286).
- 20m17s | Forum Talk
Promising not move, not move and broken promises (recorded for Episode 284).
- 23m46s | Open Mic
Responding to feedback on Episode 284 (recorded for Episode 285) followed by more of the same for Episode 288 (26m04s; recorded for Episode 289) as well as Episode 289 (43m28s; recorded for Episode 290).
- 49m58s | Theatre
A most memorable moment in Civ gaming, from Civilization IV: Colonization as recalled years later (recorded for Episode 295).
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Christmas Special 2017: Girls Playing Civ Three
- 04m30s | Segment #1
Running through all that is known following the announcement of the first Civilization VI expansion pack, Rise and Fall.
- 36m51s | Segment #2
Responding to questions provided in advance of, and during, the livestream recording of this production.
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Episode 295: Intersection of Mechanics
- 02m22s | Open Mic
Listener feedback on one topic in particular from Episode 294 prompts further, extended dialogue.
- 15m42s | Senate
Breaking down passive and, in particular, active means of spreading religion in Civilization VI.
- 24m52s | Research Lab
What starts as an examination of the suggestion to add Great Athletes to CivVI morphs into something with a different focus, on a greater scale.
- 32m39s | Forum Talk
Greater than, less than and equal to: evaluating trade yields in Civilization VI.
- 37m49s | News
The availability of the board game Civilization: A New Dawn is fuelled by both a first review and comparison to its immediate predecessor in the space.
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Episode 294: Recurring Consumer Activation
- 01m38s | Senate
The "As and Against" series for Civilization VI civilizations return to highlight both Indonesia and the Khmer (07m41s); then, how the War Weariness mechanic works in (13m09s) and whether or not to harvest or chop in the game (25m37s).
- 31m31s | Forum Talk
First the preview to (recorded for Episode 293), and then the actual, interview with CivVI Lead Designer Ed Beach on what's next for the title (35m43s) followed by unearthening undocumented changes from its Fall 2017 patch (39m12s), why the Domination Victory, well, dominates in multiplayer play (43m12s) and the notion of "recurring consumer spending" in eyed by Civilization VI publisher Take-Two Interactive garners some reaction (48m53s).
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Episode 293: Play Out in Practice
- 01m35s | News
The Fall 2017 patch, and new Downloadable Content (DLC), has arrived for Civilization VI.
- 27m26s | Open Mic
The second installment in an effort to fulfill a listener request for coverage as part of the 2016 Christmas Special through a Civ community forum thread on the very topic of re-designing CivVI's base civilization set.
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Episode 292: Something Different
- 02m31s | Forum Talk
For better, worse or somewhere in-between, analyzing the preview of Civilization VI's Fall 2017 patch and new Downloadable Content (DLC).
- 07m34s | Open Mic
Towards making the wait worth it, a listener request for coverage as part of the 2016 Christmas Special begins to be realized thanks in no small part to a recent community forum thread on the very topic of re-designing CivVI's base civilization set.
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Episode 291: Learn to Share
- 01m41s | Forum Talk
Means for canceling deals upon war declaration, the point to friendship (16m13s), getting rid of Settler capture (22m16s) and -- also in Civilization VI -- the best uses of gold income (31m29s).
- 42m07s | Open Mic
In response to parts of Episode 290.
- 47m40s | Research Lab
Expanding a civilization's border through a points system (recorded for Episode 289).
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Episode 290: Milk Out of the Fridge
- 01m18s | Forum Talk
The show's most extenstive, and contested, Great Person runthrough for Civilization VI is its last, that for Great Scientists; then, towards a growing consensus on if -- and how -- a civilization receiving a trade route should benefit from its existence (21m45s) and starting from mid-to-late game "drag" in CivVI could be addressed in it and going forward in the series (30m20s).
- 46m46s | News
A new Civilization series board game, "A New Dawn", is announced (recorded for Episode 288), followed by CivVI's "Summer 2017" patch coming first to Mac, then on Linux, though most attention is paid to what is still left to be delivered (51m39s).
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Episode 289: A Thesis, Be Warned
- 01m18s | Forum Talk
What is the "strategic value" to naval melee units, making tall empires "valid again" (07m16s) and stop requiring units that require resources (25m13s) are followed by rating Great Engineers (35m05s), Great Generals (39m11s) and Great Merchants (44m56) -- all in Civilization VI.
- 50m17s | Research Lab
A call to add a Casus Belli (CB) for "War on Terror" in CivVI leads to a greater examination of the CB system in the game itself.
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Episode 288: A Lot of Clicks
- 01m56s | Senate
Necessity, avoidance or somewhere in between for early war engagement in Civilization VI and on squeezing the Artifical Intelligence (AI) for every last gain in trade negotiations (10m49s).
- 15m13s | Forum Talk
A call to rate CivVI pantheons inspires the start of doing the same for Great People, starting with Admirals (25m55s) then Artists (32m09s).
- 34m05s | Research Lab
Reworking Civilization VI diplomacy that incorporates a return to the World Congress mechanic and the notion that some Policy Cards should be restricted by government (42m04s).
- 51m51s | Open Mic
Reactions to community feedback for Episode 286 and Episode 287 moreso.
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Episode 287: New and Current
- 02m48s | News
Saying hello to the newest Civilization VI civilization, Nubia accompanies the "Summer 2017 Update" to the game with changes undocumented (10m54s) as well as documented (16m27s).
- 41m41s | Senate
With just a bit left to discuss with respect to Nubia, attention turns to Persia (44m37s) and Poland as civilizations in CivVI.
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Episode 286: Extra Balanced
- 02m24s | Senate
Speeding through Civilization series newcomer with Sumeria in its sixth iteration, picking fights as Australia (11m52s) and always warring as Macedon (20m18s).
- 24m45s | Miscellaneous
Reactions to the then-announcement that Australia was to be the next civilization added to CivVI's line-up, and a first for the series (recorded for Episode 276).
- 38m19s | Forum Talk
If, then when, to stop taking cities in Civilization VI followed by the need, then composition, of an occupation force in conquered cities (41m59s; recorded for Episode 284), if then when to settle "large swaths" of tundra terrain (47m47s) and replacing surplus farms or not (50m20s).
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Episode 285: Work That In
- 01m09s | Senate
The strengths of Rome, the hits and misses of Russia (10m18s) and the variability of Spain (18m00s) in Civilization VI playing as, and against, each.
- 24m08s | Forum Talk
What to do about CivVI's Artificial Intelligence (AI) in air combat and mixing agreement, disagreement and compromise with respect to ten things to bring back to the series from its past (29m10s).
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Episode 284: The Salt Would Be Real
- 02m14s | Senate
Strategies playing as, and against, the Civilization VI civilizations of Kongo, Japan (15m28s) and Norway (21m02s).
- 25m56s | Forum Talk
How to expand the naval line in CivVI, improving the game's religion mechanic (31m09s), tackling the Artificial Intelligence (AI) combat bonus on Deity (40m39s) and replacing the current replacement mechanic when loosing out on a Wonder of the World (51m18s).
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Episode 283: Organically Sourced Empires
- 02m23s | Forum Talk
Adding new districts to the mix in Civilization VI garners some attention.
- 17m40s | Miscellaneous
From perennial frustrations with the Civ series to suggestions to address them, much is considered.
- 55m10s | News
Expressing dissatisfaction with the ongoing lack of cross-platform Civilization VI multiplay leads to an unexpected reference to the release timeline of the game's next Downloadable Content (DLC).
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Episode 282: Riveting Gameplay
- 02m59s | Open Mic
Constructive criticism on the show's most previous episode leads to engagement on-air as well in a community forum.
- 09m43s | Senate
A handful of Civilization VI civilizations are each a handful in their own right: France, Germany (15m53s), Greece (25m17s), India (33m00s) and series newcomer Scythia (40m44s).
- 47m23s | Miscellaneous
CivV given a nod as the third most "replayable" video game (recorded for Episode 264), the series itself ranking second for "inside jokes" in video games (50m26s; recorded for Episode 264) and that moment of realization when CivVI's narrator learns his character did not survive the game's trailer (53m05s; recorded for Episode 273).
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Episode 281: Shouting Into the Void
- 02m04s | News
An up-and-coming announcement for Civilization VI is generally, seemingly unexpectedly, met with a positive reception from the community... and some expected divergent, widespread speculation.
- 11m09s | Senate
The second trio of 'As and Against' CivVI civilization rundowns: China, Egypt (17m19s) and England (24m58s).
- 31m55s | Miscellaneous
Steps forward and steps still to take as the first Civilization VI eSports tournament undertaking is examined following its conclusion.
- 47m54s | Open Mic
Drawing the line between too much and not enough (constructive) criticism for CivVI following a suggestion that the show doesn't have enough, and answering an email asking about "which civs and playstyle are best for each play speed" in the game (51m41s).
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Episode 280: One Way or Another
- 01m32s | Open Mic
Responding to pieces of feedback for Episode 279; then, in response to an email about what franchise and developer may challenge Civilization by Firaxis Games (04m49s; recorded for Episode 275).
- 16m47s | Senate
The first of three playing 'As and Against' of CivVI civilizations: America, Arabia (25m36s) and Brazil (33m17s).
- 38m53s | Forum Talk
What is up with spies getting killed in Civilization VI and whether a more interesting line of inquiry lies within.
- 45m00s | Miscellaneous
Passing judgment on CivV's World Congress mechanic (recorded for Episode 266), a fictional account of a "great war" (48m12s; recorded for Episode 267) and the game now the third most profitable PC exclusive gaming title in history (51m17s).
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Episode 279: Feel That Impetus
- 01m12s | Senate
In Civilization VI, prioritizing what building to construct, when and in respect to city order followed by taking what unit promotions and when (22m46s).
- 31m35s | Open Mic
Responding to a CivVI unit upkeep question asked during the livestream of Episode 276 and on show criticism, complementing and what to make of the game's Harbour district in response to Episode 278 (35m33s).
- 49m24s | Miscellaneous
The success of the Civilization franchise in 2016 on gaming platform Steam (recorded for Episode 272), invading/not invading peculiarity in CivV (51m18s; recorded for Episode 262), CivVI Builder adventures (53m04s; recorded for Episode 273) and game notification oddities (54m14s).
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Episode 278: Go Deeper
- 01m12s | News
Talking up and down the "Spring 2017" patch for Civilization VI accompanied by civilizations Macedon (28m53s) and Persia (37m30s).
- 44m09s | Miscellaneous
Recognizing Christopher Tin as the composer of CivVI's theme (recorded for Episode 267), taking in Scout behaviour (48m20s; recorded for Episode 276) and condensing a rundown of playing "too much" Civilization VI (50m30s).
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Episode 277: Count on the Internet
- 02m10s | Forum Talk
Mentioning "unmentioned changes" in the "Australian Summer 2017 Update" for Civilization VI and 'troll or serious': whether the game is gender biased (08m22s).
- 11m32s | Senate
A rundown of CivVI government types is followed by an in-depth examination of the related government policies (28m23s).
- 53m33s | News
What Mac and Linux Civilization VI players can now enjoy and not with said game update coming their way, and what to be expected and not with the now-available CivVI demo (56m26s).
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Episode 276: Bells and Whistles
- 01m46s | News
Making waves is Australia, the newest civilization in Civilization VI and the related "Australian 2017 Summer Update" that patches the game (06m09s); then, being officially told that two more civs are coming for it and unofficially finding out what they are (21m31s).
- 23m54s | Community Focus
The ins and outs of the Civ Battle Royale where Artificial Intelligence (AI) competition meets human ingenuity and cooperation in CivV.
- 39m57s | Open Mic
Whether or not it is worth the combat penalty to raze and resettle a conquered Civilization VI city (recorded for Episode 273).
- 43m58s | Miscellaneous
Adapting human history to CivVI gameplay is contested (recorded for Episode 274).
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Episode 275: More Perfect
- 01m44s | Senate
A complete and detailed account, and consideration, of Civilization VI's terrain improvements and resources is followed by an equally comprehensive rundown of its Wonders, World and Natural (23m15s).
- 50m10s | News
The "Explorer Pack - Signature Edition" for CivVI was released with limited availability, questionable quality and a peculiar piece of missing content.
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Episode 274: It's All About the Technique
- 01m13s | Open Mic
Given the present state of Civilization VI's Artificial Intelligence (AI), how can one enjoy its single player experience? Longtime show listener "slo" puts this to the panel in an email.
- 08m36s | Senate
In the strategy layer for CivVI tackling barbarians approaches, Great People management (19m25s), City States treatment (27m50s), consolidating and connecting the three (41m16s) and if, and when, to promote game units (47m57s; recorded for Episode 272).
- 50m11s | News
Team multiplayer amongst the features being "worked on" for Civilization VI, according to developer Firaxis Games.
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Episode 273: Moving Target
- 02m57s | News
The confirmation announcement of Civliization VI to come to Linux and what's now aligned and still not following the release the "Winter 2016" patch for the game on the Mac (06m26s).
- 08m36s | Open Mic
Taking in more feedback from the show's 2016 Christmas Special, the gambit of comments in response to its Listener Feedback Survey for the same year (26m09s) and the first suggestion for the former not covered on it: the optimum use of CivVI districts (39m46s).
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Episode 272: Choices Mattering More
- 01m23s | News
Attending to the "Winter 2016 Update" for Civilization VI leads to analysis, opinion and recommendations that are not always congruent with each other; then, the Poland civilization and Viking scenario Downloadable Content (DLC) leads to a similar split.
- 31m36s | Open Mic
Looping in feedback from the show's 2016 Christmas Special, its most previous episode (39m42s) and the first part look at the 2016 Listener Feedback Survey results (47m57s).
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