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Sid Meier's Civilization VI - Page 27

Forum Index > General Games
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Godwrath
Profile Joined August 2012
Spain10165 Posts
October 25 2016 22:51 GMT
#521
On October 26 2016 05:08 zulu_nation8 wrote:
Show nested quote +
On October 26 2016 01:58 Kipsate wrote:
Largest meh so far seems to be that expansion makes getting districts really high cost(I guess that is the thing they do to disincentivize city spam). Playing more aggressive in both expansions and militairy seem to be much more rewarding in Civ 5 then civ 6 though.


According to reddit the district cost does not depend on how many cities you have.

https://www.reddit.com/r/civ/comments/5947kp/civ_vi_mechanics_how_district_production_cost/


So teching, outside of beelining is actually unrewarding. Interesting.
goswser
Profile Blog Joined May 2009
United States3548 Posts
October 26 2016 00:10 GMT
#522
I wish there was a website where you could find people who want to play games of civ (maybe its called having friends?). Multiplayer games of this would be really fun if not for the slow trickle of everyone in the game disconnecting between turn 1 and 150. Playing a game with just me, my girlfriend, and some AIs right now though that's pretty great at least.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2016-10-26 00:29:03
October 26 2016 00:27 GMT
#523
Finished the Rome game with a cultural victory, took way too long, seems like it's essential to get as many great artists and as early as possible for the theming bonuses. Artifacts are much easier to get in comparison. Late game is very boring, no wonders are worth the hammers except for Eiffel tower, and then it's just waiting for enough faith to purchase conservationists to build national parks, and spamming seaside resorts when Eiffel is finished. The Immortal AI felt like King level past 100 turns or so, they just waited for me to win and never attacked even though I never built any units after the early game war.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
October 26 2016 03:22 GMT
#524
So in discovering Civ6: Kill the Bloodthirsty Civs quick, I go to free a city-state long conquered by Germany ... La Venta ...

Or as her citizens call it
[image loading]


Then Greece declares I better not get cozy with the dear city
Just before denouncing me for it (same turn)
Buddies with another and dow in five turns

The reckless provocation of setting a city-state free and their citizens being grateful!
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
October 26 2016 04:07 GMT
#525
This happened to me right as I liberated a city-state, it was fixed the next turn.

For those attempting an archer to x-bow rush, it's important to get a trader asap early and have the 1/2 upgrade cost policy before doing so.

There are a lot of negotiation bugs where you can get the AI to make trades vastly in your favor by changing your offer and hitting "what would make this work." It's not a big issue since you can choose not to exploit it, but I do hope they change it back to the old system where a resource is always 240 gold and decreases depending on what they think of you.

I'm fairly certain REXing is impractical since barbs spawn way more often and building/buying a settler decreases your population, and early growth is always king. Though having a bigger empire is almost always better for cultural victories.

I haven't found any wonders worth building, I built stonehenge in my first few games but have managed to found a religion, usually the last one, everytime without it. Petra is still strong but I can't imagine slow building it.
xDaunt
Profile Joined March 2010
United States17988 Posts
October 26 2016 04:57 GMT
#526
Ruhr Valley is the wonder to get.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
October 26 2016 05:24 GMT
#527
There's nothing left to build at that point unless you're going for space.
iaretehnoob
Profile Joined June 2004
Sweden741 Posts
Last Edited: 2016-10-26 09:14:51
October 26 2016 09:01 GMT
#528
Decided to give Immortal difficulty a try, get war-decced by gilgamesh on turn 6.

edit: dead to warrior rush :D
farvacola
Profile Blog Joined January 2011
United States18869 Posts
October 26 2016 11:34 GMT
#529
I think I'm gonna finally say fuck it and buy this while calling off today
"when the Dead Kennedys found out they had skinhead fans, they literally wrote a song titled 'Nazi Punks Fuck Off'"
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
October 26 2016 12:07 GMT
#530
On October 26 2016 04:36 xDaunt wrote:
Show nested quote +
On October 26 2016 03:24 zulu_nation8 wrote:
Started a game with Trajan/Rome on immortal/continents/standard, took two capitals in 80 turns ish, first with legions + battering ram, which is pretty op and might be better than archer rush even without the legion UU. Then I upgraded 3 archers into crossbows and wiped out Japan with about 5 legions, a siege tower, and the crossbows. It seems that barbs are perhaps too powerful since all of Japan's units went to defending vs. barbarians and not vs. me. With pretty much the entire continent to myself and what's left of Greece, I'm thinking that a cultural victory would be the easiest. Science is too slow and I was already an era behind Japan who had a campus and holy site in his capital. Inter-continental wars are too tedious to manage.


Yeah, this is basically my experience. The only possible hitch with this strategy is getting access to iron. Strategic resources are very scarce in Civ 6. Rome is perfect for this build because you don't need the iron.

I'm honestly happy that strategic resources are more scarce in the game. It makes for a more interesting game if you ask me
EZ4ENCE
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
October 26 2016 13:06 GMT
#531
On October 26 2016 21:07 WindWolf wrote:
Show nested quote +
On October 26 2016 04:36 xDaunt wrote:
On October 26 2016 03:24 zulu_nation8 wrote:
Started a game with Trajan/Rome on immortal/continents/standard, took two capitals in 80 turns ish, first with legions + battering ram, which is pretty op and might be better than archer rush even without the legion UU. Then I upgraded 3 archers into crossbows and wiped out Japan with about 5 legions, a siege tower, and the crossbows. It seems that barbs are perhaps too powerful since all of Japan's units went to defending vs. barbarians and not vs. me. With pretty much the entire continent to myself and what's left of Greece, I'm thinking that a cultural victory would be the easiest. Science is too slow and I was already an era behind Japan who had a campus and holy site in his capital. Inter-continental wars are too tedious to manage.


Yeah, this is basically my experience. The only possible hitch with this strategy is getting access to iron. Strategic resources are very scarce in Civ 6. Rome is perfect for this build because you don't need the iron.

I'm honestly happy that strategic resources are more scarce in the game. It makes for a more interesting game if you ask me


I mostly agree, though it sucks when you get neither Iron nor Nitrate anywhere close, it really sets you back in the midgame. There should be a tiny bit more of those.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2016-10-26 16:53:44
October 26 2016 16:48 GMT
#532
they need to buff ocean tiles, its like plains that you cant build stuff on -.-
In Civ5 you could make them pretty good by buffing the normal tiles with buildings and then the bonus tiles make the city.


Also AI is so useless, i dont know how someone can be happy with that work.
I had a chess board with a build in microchip like 20 years ago that could play chess good enough to keep me entertained, noone can tell me my PC cant do calculations for competent AI army movement (much less complex than chess) in under a second.

And its not better in economics or diplomacy or teching.



I hope they dont pull a beyond earth and just say "meh whatever cu next game".
Yoav
Profile Joined March 2011
United States1874 Posts
October 26 2016 17:01 GMT
#533
On October 27 2016 01:48 LaNague wrote:
they need to buff ocean tiles, its like plains that you cant build stuff on -.-
In Civ5 you could make them pretty good by buffing the normal tiles with buildings and then the bonus tiles make the city.


Also AI is so useless, i dont know how someone can be happy with that work.
I had a chess board with a build in microchip like 20 years ago that could play chess good enough to keep me entertained, noone can tell me my PC cant do calculations for competent AI army movement (much less complex than chess) in under a second.

And its not better in economics or diplomacy or teching.



I hope they dont pull a beyond earth and just say "meh whatever cu next game".


They won't. They'll fix problems in patches, the usual Civ way. Too much prestige riding on this. BE was toast before release.

And most of the changes this time are generally quite good/interesting, once the AI stuff gets fixed.
Isualin
Profile Joined March 2011
Germany1903 Posts
October 26 2016 17:25 GMT
#534
On October 27 2016 01:48 LaNague wrote:
noone can tell me my PC cant do calculations for competent AI army movement (much less complex than chess) in under a second.

I agree that the ai could be better in civ but i don't think this is true.

Chess is a much easier game to create an ai and people have worked on it since 50ies. We had ai for chess which could beat absolute best players in the world because it is one of the simpler games in the domain.

I am not a good rts player but even i could beat any non-cheating ai in any game i have played so far. Civ has different maps, different techs and different army compositions in every single game while pursuing different agendas for ai players, so it is by no means an easy task. Pattern matching is much harder when you have so many stuff going around.
| INnoVation | The literal god TY | ByuNjwa | LRSL when? |
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2016-10-26 17:28:42
October 26 2016 17:28 GMT
#535
I thought the only buffs to ocean tiles in V were to the resources? I know the colossus buffed gold in IV, I think there was only one wonder that buffed food and production in V but might be remembering wrong. There are definitely more sea resources overall in this version, but you also have to build a harbor and every wonder takes up additional tiles, but you don't have to settle on the coast unless you're going trade heavy. Pretty fair trade-off imo but I do wish the sea resources could get buffed. The Great Lighthouse and Colossus are also terrible, maybe the math will prove me wrong but I can't see how they could be worth it if they only help income. There is way more infrastructure to build this time around so the wonders should be much better than they are given the opportunity cost.

I also don't like how weak the natural wonders are, I haven't looked through the complete list but most of the ones I found only gives bonuses to adjacent tiles.

One important thing to note about districts is that the initial adjacency bonus cannot be increased later, once the district is placed, that's all the bonus it will get. I thought that I could give additional bonuses to my industrial districts by border popping and mining adjacent tiles.

Acrofales
Profile Joined August 2010
Spain18442 Posts
October 26 2016 17:31 GMT
#536
On October 27 2016 01:48 LaNague wrote:
they need to buff ocean tiles, its like plains that you cant build stuff on -.-
In Civ5 you could make them pretty good by buffing the normal tiles with buildings and then the bonus tiles make the city.


Also AI is so useless, i dont know how someone can be happy with that work.
I had a chess board with a build in microchip like 20 years ago that could play chess good enough to keep me entertained, noone can tell me my PC cant do calculations for competent AI army movement (much less complex than chess) in under a second.

And its not better in economics or diplomacy or teching.



I hope they dont pull a beyond earth and just say "meh whatever cu next game".

You're wrong. Civ AI has to work with incomplete information, and the search space is larger than for chess even with complete information. I guess the AI could cheat and use complete information (what the player is doing and what all other AIs are doing) to make it a bit more competent, and that would still be a better solution than the extra settlers and production it gets, but it still doesn't solve the search space problem. Probably the best way to do AI for a game like Civ is to have it simply learn from the players, but that requires thousands and thousands of games to train the system to get a remotely decent AI. And it would need a multitude if you want the AI to play differently for every civ and take proper advantage of its UA/UU and have traits, etc.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
October 26 2016 17:54 GMT
#537
Many early restarts for me as I am learning this game. I just learn strategy games better this way. On the other hand it makes for easier gameplay later on.
EZ4ENCE
TBO
Profile Joined September 2009
Germany1350 Posts
October 26 2016 17:59 GMT
#538
On October 27 2016 02:28 zulu_nation8 wrote:
One important thing to note about districts is that the initial adjacency bonus cannot be increased later, once the district is placed, that's all the bonus it will get. I thought that I could give additional bonuses to my industrial districts by border popping and mining adjacent tiles.



Really? That sucks. Does it also mean it can't get decreased?
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2016-10-26 18:30:22
October 26 2016 18:14 GMT
#539
I assume so, I'm not 100% sure but when I hovered over the production values for my districts after I've expanded to and improved the surrounding tiles, the initial bonuses were the same as before. If this is true then it makes the mechanic more interesting as the best district spots are usually not in the immediate ring, so you'd either have to wait or buy tiles for premium spots. But then again, the bonuses are negligible late game. But on the other hand, VI uses flat instead of percentage based boosts. It used to be that each building would increase your gold/science/production by a certain % so that the difference between good and bad land becomes more drastic as the games goes on. In the new system, the initial boosts matter a lot more but all cities will end up more or less the same, especially with traders.

About traders, it's highly efficient to fill up your trade route slots asap and to also have a monster capital, so that each trader you send to the capital from your expansions will grant those expos a huge boost in food/production/gold based on those values in the capital. In my first game I thought that those bonuses are what you bring to the city you send your trader to like in V.
xDaunt
Profile Joined March 2010
United States17988 Posts
October 26 2016 18:48 GMT
#540
On October 27 2016 03:14 zulu_nation8 wrote:
About traders, it's highly efficient to fill up your trade route slots asap and to also have a monster capital, so that each trader you send to the capital from your expansions will grant those expos a huge boost in food/production/gold based on those values in the capital. In my first game I thought that those bonuses are what you bring to the city you send your trader to like in V.

Well fuck me.
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