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PolyCast is made up of a bi-weekly, monthly, two bi-monthly and a recurring Civilization podcast. PolyCast with co-hosts CanusAlbinus, Makahlua, TheMeInTeam and MegaBearsFan cover game strategy. Enter... more
FAQs about PolyCast:How many episodes does PolyCast have?The podcast currently has 150 episodes available.
July 23, 2018PolyCast Episode 313: Appreciate the GumptionIn the 'Senate' (03m03s), the 'Governors', 'Espionage' and 'Units' in the second look of multiplay for Civilization VI. Then in 'Forum Talk' (30m56s), a change to Catapult unit classification towards improving the Artifical 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)....more1hPlay
July 15, 2018PolyCast Episode 312: Not Just a Lame Clip Show XXIVIn the 'Research Lab' (02m05s), 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....more1hPlay
July 08, 2018PolyCast Episode 311: Compound InterestIn the 'Research Lab' (02m05s), 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....more1hPlay
June 24, 2018PolyCast Episode 310: Pothole Repair SeasonIn 'Forum Talk' (03m48s), 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)....more1hPlay
June 11, 2018PolyCast Episode 309: Stepping StonesIn 'Forum Talk' (03m48s), 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). Then in the 'Research Lab' (40m03s), whether on should be able to mediate a settlement in CivVI and, if so, under what conditions and how....more1hPlay
May 27, 2018PolyCast Episode 308: Managing ExpectationsIn the 'News' (01m47s), 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. In 'Forum Talk' (31m02s), 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). Then under 'Miscellaneous' (45m32s), Civilization VI developer is looking for an 'Online Services Engineer': part of future Civ development or not?...more1hPlay
May 13, 2018PolyCast Episode 307: If The Tire Iron Dictates ItIn 'Forum Talk' (01m53s), 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)....more1hPlay
April 29, 2018PolyCast Episode 306: Up To InterpretationIn the 'News' (02m34s), the 'Spring 2018 Developer Update' for Civilization: Rise and Fall arrived, but not the patch it highlights... not yet. Under the 'Open Mic' (26m25s), for all the conversation about one topic on Episode 305, the bit on another is what takes centre stage. Then in 'Forum Talk' (33m03s), getting to the bottom of inconsistent, even conflicting, trading practices by CivVI: RandF'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 discernable reason follows (46m59s)....more1hPlay
April 15, 2018PolyCast Episode 305: Civ Fanatics Are People TooIn 'Forum Talk' (03m52s), 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). Under 'Miscellaneous' (38m23s), 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). Then in the 'Theatre' (49m06s), 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)....more1hPlay
April 09, 2018PolyCast Episode 304: Not Just a Lame Clip Show XXIIIIn 'Forum Talk' (00m37s), 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)....more1hPlay
FAQs about PolyCast:How many episodes does PolyCast have?The podcast currently has 150 episodes available.