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PolyCast Evergreen, Season 12
Top of the hour with a look-back at the show's twelfth 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, and recurring guest 'CanusAlbinus'.
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Christmas Special 2018: We Four Gamers Gather Once More
- 03m20s | "Segment #1
One, two, three questions directed at one panelist from "sadsquid".
- 10m04s | "Segment #2
Direct to any-and-all panelists are two interrelated questions concerning Civilization VI.
- 12m57s | "Segment #3
It's the first knowings of the Maori,
One, two, three and four questions for one panelist in particular from "Morningcalm".
- 23m51s | "Segment #5
The environmental effects that Gathering Storm is to bring to Civilization VI bookends a connection to the return of the World Congress.
- 33m28s | "Segment #6
One, two, three, four listeners have their questions for a specific panelist answered.
- 40m00s | "Segment #7
On the revelation that Canada will be a civ in Civilization for the first time via CivVI expansion Gathering Storm is taken in.
- 44m53s | "Segment #8
What to make of what is already known about scored competitions within the up-and-returning-for-CivVI World Congress.
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Episode 328: Not Just a Lame Clip Show XXX
- 00m37s | Senate
Focusing on Civilization VI gameplay through a multiplayer lens on Government types (recorded for Episode 314).
- 31m41s | Research Lab
Breaking down to sum up a consideration to have Districts constructed as empty entities (recorded for Episode 323).
- 55m02s | Theatre
An account of an ongoing game involving early war, a mountain pass and a contemplative outcome (recorded for Episode 325).
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Bloopers: Volume 12
Compiling the flubs, dubs and "what the"s from Season 12 that were cut from the end of episodes due to time.
This marks the fifth dedicated blooper reel for the show since Season 1.
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Episode 327: End of an Era
- 01m28s | "Drusain", "WarningU2"
The first two recurring guest co-hosts come on to discuss their first impressions of Civilization VI expansion pack Gathering Storm's announcement and saying farewell to the show's co-founder and lead panelist.
- 16m12s | "Eag", "AlphaShard"
The next pair of recurring guests give their take on Gathering Storm and the show's imminent, so-called "Transition 2019".
- 21m29s | "kalleina", "bcaiko"
The third pair of recurring guests chime in on Gathering Storm and the show's changing of the guard on the horizon.
- 35m35s | "Thalassicus", "SupremacyKing2", "SeelingCat"
The first trio share their Civilization VI: Gathering Storm and "Transition" thoughts.
- 45m08s | "Darsnan"
A one-time panelist on a show special ten years ago returns to discuss their ongoing Civilization: Beyond Earth play and their takeaway with respect to "Transition 2019".
- 51m49s | "stormtrooper412", "MikeDoubleU"
The fourth recurring guest co-host pair arrive to explore Civilization VI: Gathering Storm and weigh in on "Transition 2019".
- 63m12s | "The Buzzing", "Jonah Falcon"
The fifth pair of recurring guest co-hosts add to the discussion that is Gathering Storm and the imminent changes ahead for the show.
- 72m26s | "Rubin"
Reflecting on Civilization VI: Gathering Storm and the show's "Transition" is undertaken by a recurring guest.
- 81m42s | "NewEarthRelic", "Alexander", "Cartimandua"
The second trio chime in on the news that is Gathering Storm and the show's departing co-founder and lead panelist.
- 98m10s | Messages
Pre-recorded farewells for the show's co-founder and lead panelist are played from eight other recurring co-hosts: "bite", "dacole", "GrimVek", "ZTZaorish", "Bibor", "zosh127", "Thorburne" and "Sedwick". ("Magma_Dragoon" and "MadDjinn" can also be heard a little earlier.)
- 107m41s | Closing
On the last episode recording with all current regular panelists, the four share their thoughts on "Transition 2019" alongside incoming lead panelist "CanusAlbinus".
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Episode 326: Not Just a Lame Clip Show XIX
- 00m37s | Senate
Focusing on Civilization VI gameplay through a multiplayer lens on Government types (recorded for Episode 314).
- 31m41s | Research Lab
Breaking down to sum up a consideration to have Districts constructed as empty entities (recorded for Episode 323).
- 55m02s | Theatre
An account of an ongoing game involving early war, a mountain pass and a contemplative outcome (recorded for Episode 325).
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Episode 325: Constituent Parts
- 01m57s | Senate
What is the first district you construct in a Civilization VI city you've just conquered... and are keeping, of course.
- 08m15s | Research Lab
From a general to an in-depth suggestion to reimagine, then reimplement, Barbarian mechanics in the Civ series.
- 27m08s | Open Mic
Responding to critical and not-so-critical comments from the Civilization community on Episode 323.
- 33m13s | Forum Talk
Much to consider with respect to what difficulty level means for CivVI and the series beyond (recorded for Episode 322).
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Episode 324: Not Just a Lame Clip Show XVIII
- 00m37s | Miscellaneous
Instead of asking how to improve Civilization's Artificial Intelligence (AI) for better gameplay, how the game can be changed to better play around the AI (recorded for Episode 308).
- 41m19s | Forum Talk
Reconfiguring your CivVI capital city's Palace, and your civilization's Government Plaza district, to make for more nuanced than passive approaches (recorded for Episode 322).
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Episode 323: Find That Sweet Spot
- 02m18s | Forum Talk
Putting together the pieces of trade routes and understanding the continued exclusion of Markets and Lighthouses creating one if the other already exists in a city (05m19s) precede a construct for an eighth Governor (14m47s), all in Civilization VI.
- 21m55s | Research Lab
What to make of disguising one's units as belonging to that of another CivVI player, a proposal to improve leader Agendas (27m18s; recorded for Episode 322) and the if, and how, to implement the concept of a Central Bank for a given civilization (33m20s).
- 45m15s | Open Mic
Community and subsequent panel follow-up input from Episode 322 on how resource copy counting for improving one's empire in Civilization VI could take lead from Civilization: Beyond Earth.
- 48m53s | Time Machine
Shining the spotlight back on Civilization III as it passes seventeen years since release.
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Episode 322: The Dulcet Tones
- 03m53s | Forum Talk
Differing takes on the challenge of not having strategic resources in Civilization VI, how to redress the current status of the game's Battering Ram unit (15m53s) and quantifying one's choice of civilizations by quality of being "go to" (25m12s; recorded for Episode 319).
- 45m51s | Theatre
Setting the stage for future exploits, Amani the Governor for Loyalty pressure and an Artificial Intelligence taking to the skies.
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Episode 321: Not Just a Lame Clip Show XVII
- 00m37s | Forum Talk
A comprehensive consideration of a proposal for new Victory Conditions in the Civilization series (recorded for Episode 307) leads a call for custom civilizations in VI (37m35s; recorded for Episode 310).
- 42m40s | Miscellaneous
On a Civilization board game that plays first like a board game, then like Civ: A New Dawn (recorded for Episode 303).
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Episode 320: Random Other Stuff
- 02m34s | Forum Talk
Taking in the suggestion that only building Warriors is the way to go at the outset of a Civilization VI game, responding to the assertion that Appeal is "irrelevant" (11m03s) and pushing back on how Unique Improvements are destroyed upon capture (17m20s); then, proposing a meshing of Era Score, Alliances and shared victories (24m33s; recorded for Episode 308) and dozens of pages and tens of thousands of pageviews later: "all quiet" on the Civ front... or is it? (28m30s)
- 30m21s | Theatre
Past peaceful expansion for present conquest and declaring war on one's self in an Emergency clash?
- 41m50s | Open Mic
Asks "ethassry" during a live recording of the show: "[do] you guys mind[,] and [I] think [I] heard before you do[,] if there was even more micro/speed required in Civ to be a good player" (recorded for Episode 319).
- 46m00s | News
First the iPad, and now the iPhone: Civilization VI arrives on the cellular mobile platform.
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Episode 319: What the Heck
- 03m52s | Open Mic
Feedback on show content, and a particular regular co-host, in response to the show's three-hundred-and-eighteenth episode.
- 12m32s | Forum Talk
A call for Civilization VI Dark Ages that meaningful, measured impact on game outcomes and how the use of a Great Felon Great Person pool, or equivalent mechanism, could make managing growing and disperate populations impactful (26m37s).
- 39m21s | Research Lab
Incorporating regions into Civ could make for an improved capacity of gameplay choices (recorded for Episode 306).
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Episode 318: The Point of No Return
- 01m34s | News
Soon to play on the Nintendo Switch is Civilization VI, though the announcement appears to have been premature.
- 08m47s | Forum Talk
Using the Shift-and-Enter key combination to bank CivVI production, science and culture is questioned for strategy and suitability; then, the purpose and process of the various district projects (1/2/3/4/5/6/7/8) in the game (18m04s) and what effects to give to Future Technology and Civics (24m06s).
- 34m36s | Senate
In light of the Loyalty mechanic used in the Rise and Fall expansion pack for Civilization VI, what is the present status of an Archer rush.
- 45m21s | Miscellaneous
A call that more games like CivVI are "need"ed on the iPad.
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Episode 317: The Letters 'F' and 'O'
- 02m35s | Forum Talk
Wondering why Irrigation technology in Civilization VI is an underwhelming dead-end, one's typical ratio of Barracks to Stables in Encampment districts (10m03s), identifying the shortcomings of the game's map and whether to bring back Corporations, Vassal States -- if so, how -- while adding the idea of Trade Nodes in the process (29m21s; recorded for Episode 310).
- 43m53s | Theatre
A religious strategy for CivVI Poland is first up, followed by revising a strategy for the game full-stop stemming from a difference in combat mechanics found in Civilization V (45m39s).
- 49m02s | Miscellaneous
A notable eight jobs now available at Civ developer Firaxis Games seem to jive with its owner, publisher 2K Games, looking to add a new series to its property's gaming line-up (53m27s).
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Episode 316: Not Just a Lame Clip Show XVI
- 01m30s | Miscellaneous
The position that the Civilization series is perpetuating an untruth about humanity is called in question (recorded for Episode 303).
- 23m19s | Research Lab
Expanding CivVI's diplomatic system to be more precise in declarations of war is examined (recorded for Episode 302).
- 37m55s | Forum Talk
What aspect of Civilization VI is most egregiously undervalued by its players (recorded for Episode 311).
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Episode 315: Not Just a Lame Clip Show XV
- 00m37s | Research Lab
Pushing for a "Cultural Revolution" mechanic (recorded for Episode 291) and branching out the Envoy system present in Civilization VI (16m59s).
- 29m42s | Forum Talk
Which CivVI City States conveys the best bonus for its Suzerain (recorded for Episode 302).
- 36m35s | Miscellaneous
How trading weapons could be done in the context of Civ (recorded for Episode 310).
- 48m35s | Open Mic
The 2017 Show Feedback Survey results are in, leading to more expected than unexpected input (recorded for Episode 298).
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Episode 314: Details to Follow
- 01m35s | News
The newest patch for Civilization VI gets more attention for what is removes than what it brings.
- 11m45s | Senate
The placing of districts in multiplay gaming is brought to the forefront through prioritization.
- 26m07s | Forum Talk
What taking away from CivVI Era Score could confer (recorded for Episode 306).
- 36m22s | Research Lab
How Government mechanics could be restructured in Civilization VI in the title's post-Rise & Fall period.
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Episode 313: Appreciate the Gumption
- 03m03s | Senate
The 'Governors', 'Espionage' and 'Units' in the second look of multiplay for Civilization VI.
- 30m56s | Forum Talk
A change to Catapult unit classification towards improving the Artificial Intelligence's efforts to capture cities, a hypothetical approach to not chop wood makes way for practical measures to lessen its overabundance, leaving tribal villages untouched (48m53s; recorded for Episode 305) and delaying era progress (54m54s; recorded for Episode 306).
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Episode 312: Not Just a Lame Clip Show XIV
- 00m37s | Forum Talk
On the four new global units the Civilization VI expansion Rise and Fall introduced (recorded for Episode 301), what the game's most versatile civilization is (12m46s; recorded for Episode 306) and a call to rethink how border expansion works (26m43s; recorded for Episode 309).
- 40m40s | Senate
The 'Settings', 'Basics' and 'General Goals' in the first look of multiplay for CivVI (recorded for Episode 311).
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Episode 311: Compound Interest
- 02m05s | Research Lab
The first in a two-part look at a series of suggestions on what should come Civilization VI's way on the heels of its Rise and Fall expansion: Resources and Energy, Envoys and Diplomacy and City Works.
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Episode 310: Pothole Repair Season
- 03m48s | Forum Talk
Evaluating the frontloading of tasks Civilization VI imposes on the player, the usefulness of government Legacy Policy Cards (15m44s), what the priorities for the game's next patch should be (31m13s) and from the methodology to the madness surrounding the game's inclusion of analytics software (42m30s).
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Episode 309: Stepping Stones
- 03m48s | Forum Talk
Questioning the likability of Eureaks and Inspirations in Civilization VI, why the game is at first but soon not about the map (16m20s) and whether to retire the notion of "Tall vs. Wide" in favour of "Peace vs. War" (28m38s).
- 40m03s | Research Lab
Whether on should be able to mediate a settlement in CivVI and, if so, under what conditions and how.
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Episode 308: Managing Expectations
- 01m47s | News
Following the most lead time between announcement and release in recent Civilization series history, the Spring 2018 patch for the game's sixth iteration has arrived with many an addition, balancing, bug fixing and more.
- 31m02s | Forum Talk
Pushing for late-game science yields from ice tiles leads to an off-shoot conversation about conceptualizing the game map as a sphere and the impact it would have on city placement and unit pathing (34m06s).
- 45m32s | Miscellaneous
Civilization VI developer is looking for an "Online Services Engineer": part of future Civ development or not?
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Episode 307: If The Tire Iron Dictates It
- 01m53s | Forum Talk
Tackling the question of whether or not coastal cities are "less defensable" in Civilization VI is followed by whether Military Emergencies should reveal their target upfront (11m13s), dealing with a cyclical Loyalty loop (19m18s), not caring about things that others do (26m02s; recorded for Episode 302), how the game is faring a year-and-a-half after its release (36m07s) and how the Downloadable Content (DLC) model for releasing new game content may be "hurting" Civ developer Firaxis Games and its parent publisher 2K Games (44m10s).
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Episode 306: Up To Interpretation
- 02m34s | News
The "Spring 2018 Developer Update" for Civilization: Rise and Fall arrived, but not the patch it highlights... not yet.
- 26m25s | Open Mic
For all the conversation about one topic on Episode 305, the bit on another is what takes centre stage.
- 33m03s | Forum Talk
Getting to the bottom of inconsistent, even conflicting, trading practices by CivVI: R&F's Artificial Intelligence (AI) and dealing with getting war declared on you by an ally (44m26s) lead, understanding joint attacks from AI for divergent or even no discernible reason follows (46m59s).
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Episode 305: Civ Fanatics Are Players Too
- 03m52s | Forum Talk
Would giving Civilization VI coast tiles an extra hammer of production be a sufficient improvement, should giving Fort improvements Loyalty pressure improve their standing in the game's Rise and Fall expansion, should railroads be included in this series' latest title (18m13s), could improving gameplay come about with a return of water transport units (25m03s) and the case for having barbarians act as people too (30m54s).
- 38m23s | Miscellaneous
What lessons business can learn from Civ, whether or not a pillaging action be required to clear air units from an Aerodrome district (43m48s; recorded for Episode 285) and yearning for the game's Build Queue feature to return (46m00s).
- 49m06s | Theatre
Perseverance through tundra and taking over the world from the Gaelic isle are tales followed by a Civilization IV: Colonization account of hidden nationalities (51m23s; recorded for Episode 295).
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Episode 304: Not Just a Lame Clip Show XXIII
- 00m37s | Forum Talk
Being able to remove Districts in Civilization VI is followed closely behind by a call to rethink them altogether (06m33s; recorded for Episode 283); then, whether it it worthwhile to acquire any of the game's World Wonders (11m59s; recorded for Episode 290) is just ahead of those introduced in its Rise and Fall expansion pack alongside its Natural cousins (31m12s; recorded for Episode 301).
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Episode 303: Intrinsic Motivation
- 02m50s | News
Mac and Linux Civilization VI players get pleasantly surprised with the release of the game's Rise and Fall expansion pack the month after their Windows brethren, but there's a catch; then, a typo invoking an English language idiom leads to "messing" with the "priorities" of the game's Artificial Intelligence... but to what end?
- 19m03s | Open Mic
Two-time guest co-host Brandon "bcaiko" Keith Hallmark calls, and messages, the show's panel for their take on his disappointment that is the base game of CivVI and whether or not its R&F expansion pack could compel him to return to the title.
- 41m05s | Miscellaneous
In February, Civilization VI: Rise and Fall Senior Producer Andrew Frederiksen and Lead Designer Anton Strenger chart the course of its development from earliest prototype to commercial release.
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Episode 302: Always Improving
- 01m17s | News
All about the March 2018 Update for Civilization VI: Rise and Fall is followed by an addendum, requesting a change with respect to hex options when occupied by an enemy unit (17m07s).
- 20m27s | Senate
The "good", "bad and the ugly" of CivVI Governors introduced in the game's first expansion pack are rated through their abilities, absolute and relative to each other.
- 43m56s | Forum Talk
Individually limited, collectively extensive: a call for the most pressing Civilization VI: Rise and Fall gameplay changes needed presently.
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Episode 301: Quality Side Eye
- 01m50s | Forum Talk
Completing the "first looks" of new civilizations in Civilization VI: Rise and Fall leads to first the Mapuche and then the Incia (06m52s, plus at 12m33s from Episode 299); then, a rundown of the new tile improvements the expansion brings about followed by finding connections between previously released civs and the new or revised game mechanics (20m33s), taking temperature on Free City aggression (24m23s), the Artificial Intelligence's (AI) lust for capturing City States (33m18s), running down Era Point possibilities and taking issue with the choices the game's AI makes (48m49s; recorded for Episode 283).
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Episode 300: This. Is. POLYCAST!
- 03m46s | Maki, Phil and Dan
The regular panelists present discuss what they're most liking, most disliking and next step for play in Civilization VI: Rise and Fall.
- 08m01s | "CanusAlbinus" and "Ubermarklar"
From one who has, and one who has not, yet played said CivVI expansion pack is a breakdown of their first takes.
- 13m08s | "AlphaShard" and "stormtrooper412"
First impressions of Civilization VI: Rise and Fall from the next pair of recurring guests.
- 24m46s | "Monthar"
Pros, cons and looking ahead from the first of two guest co-hosts from the show's most previous episode.
- 30m29s | "Drusain"
Pros, cons and looking ahead from the second of two guest co-hosts from the show's most previous episode.
- 36m22s | Jonah Falcon and Martin Alvito
Highs, lows and in-betweens lead to varying conversation points including an argument for gamer generational differences to explain varying views.
- 50m22s | "Cartimandua" and "Kingmaker"
A former regular co-host and her husband, himself a recurring guest, talk about their shared first experiences with Civilization VI: Rise and Fall.
- 64m57s | "MikeDoubleU" and "ZTZaorish"
Again, a pair of panelists where one has yet to play and who has played CivVI's expansion pack with their first opinions.
- 74m44s | "SempferFi2382"
The final recurring guest talks about how he and his significant other have been making the most of their first CivVI: RaF play.
- 82m08s | News
The day before Civilization VI: Rise and Fall's release, its base game was updated leading to conversation here of noteworthy changes.
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Episode 299: It's Not All Roses and Unicorns
- 03m05s | News
An in-depth overview and consideration of the various Civilization VI: Rise and Fall features, starting with Loyalty and Empire Management followed by Governors (11m23s), then Alliances (35m38s), the Emergencies (46m46s) and then the combination of Eras with Dedications and Historic Timeline (57m08s); then, shining the spotlight on Scotland to be included as an official civilization for the first time in the series (65m03s).
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Episode 298: Get Learned
- 03m03s | News
The first expansion pack for Civilization VI, Rise and Fall, was announced in late 2017; since then, most of its civilizations have been previewed publicly and is the source of focus here: returning Korea, The Netherlands, Mongolia, new leadered India, and newcomers Cree and Georgia; then, controversy emerges first given the choice of Korean leader (account of her reign) and representation of the Cree (40m38s).
- 50m24s | Open Mic
Taking in feedback received for the show's 2017 Christmas Special from within the Civ community.
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Episode 297: Not Just a Lame Clip Show XXII
- 00m37s | Miscellaneous (Part 1 of 2)
Civilization VI joins Endless Legend and Europa Universalis IV in their respective designers discussing "creating illusion" in the strategy computer gaming genre (recorded for Episode 283).
- 17m20s | Research Lab
Finding a place for CivIV's cottage system in VI (recorded for Episode 288) is followed by the idea for Border Expansion Points (25m42s; recorded for Episode 289).
- 32m14s | Miscellaneous (Part 2 of 2)
How the Civilization series tops a list for games schools should let students play (recorded for Episode 290) makes way for an argument as to what CivVI could "learn from" the Call to Power series (38m24s; recorded for Episode 292) and on the history of the Civ series in general, speaking to the developer of each iteration (49m23s; recorded for Episode 295).
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