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Speaking of exploits, I just came across one: giving another civ 1 gold is enough to grant the "favorable trade" modifier to diplomacy, which gives +10/8/6/4/2 to relationship each turn (not stacking). You can do it every turn if you want to keep the modifier at 10. If you're not being a warmonger, this can go a long way to getting everyone on friendly terms.
By the way, a reddit guy posted his mod that tries to "fix" civs having warriors/slingers/war chariots in the later eras. Essentially, he noticed the problem had to do with the availability of strategic resources (especially to city states) and the presence of dead-end techs like archery. For those who are interested: https://www.reddit.com/r/civ/comments/5a18rg/mod_strategic_resource_and_tech_tree_rebalance/ I messed around with it for a few hours, and from my experience it works: the game is essentially the same but with much less ultra-dated units running around.
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War weariness needs an adjustment. South Koreans aren't rioting in the streets just because they have been at war with the North for over 60 years. And the Kim family are far more reasonable and sane than the Civ AI. One of my cities got hit pretty hard with war weariness. It's the AI who declared war and refuses to make peace. Multiple AI factions, in fact.
Am I correct in guessing that the AI is really fond of the maintenance reduction policies? Something has to account for the low tech unit spam and how the AI can afford to do so even on lower difficulties. I'm not sure why they aren't being hit with war weariness far more than me. The unit spam has been going on for maybe 20+ turns now and they still refuse to make peace.
Also, the pin placement thing is buggy. Pretty often, I drop a new pin to the map, write something, and it's an earlier pin that gets overwritten instead of the pin I just placed.
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South Koreans are not in real war, just in declared one. Civ vi assumes real war is happening.
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On October 31 2016 00:34 andrewlt wrote: War weariness needs an adjustment. South Koreans aren't rioting in the streets just because they have been at war with the North for over 60 years. And the Kim family are far more reasonable and sane than the Civ AI. One of my cities got hit pretty hard with war weariness. It's the AI who declared war and refuses to make peace. Multiple AI factions, in fact.
Am I correct in guessing that the AI is really fond of the maintenance reduction policies? Something has to account for the low tech unit spam and how the AI can afford to do so even on lower difficulties. I'm not sure why they aren't being hit with war weariness far more than me. The unit spam has been going on for maybe 20+ turns now and they still refuse to make peace.
Also, the pin placement thing is buggy. Pretty often, I drop a new pin to the map, write something, and it's an earlier pin that gets overwritten instead of the pin I just placed. Defensive war and no peace deals offered should incur less war weariness penalties. I personally haven't had so big of an issue with non-domination games. I can, however, understand some war weariness in protracted wars where peace is only possible ceding cities and not taking unfavorable peace deals. The population could want peace at any cost.
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I didn't lose a single unit. My submarines and battleships were sinking horsemen after horsemen. The AI refused to discuss peace no matter how much I tried. The "make this deal more equitable" button didn't do anything. The AI refused to even make any counteroffer.
I just don't think any population would blame their leader for not being able to make peace with a country acting like the Civ AI.
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Damn, Germany is strong. Hansas are completely ridiculous.
Also, I doubt this is intended, but siege towers still work in the late game.
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On October 31 2016 14:31 xDaunt wrote: Damn, Germany is strong. Hansas are completely ridiculous.
Also, I doubt this is intended, but siege towers still work in the late game.
Yeah Germany really good. From my experience so far Russia seems the best for deity with how much science and culture you get due to how much of the game is playing catch up
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On November 01 2016 00:29 hunts wrote:Show nested quote +On October 31 2016 14:31 xDaunt wrote: Damn, Germany is strong. Hansas are completely ridiculous.
Also, I doubt this is intended, but siege towers still work in the late game. Yeah Germany really good. From my experience so far Russia seems the best for deity with how much science and culture you get due to how much of the game is playing catch up
Also with Russia, even on higher difficulties you've got a really good chance at getting the first writer and artist, which is pretty sweet for that culture victory.
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Won a turn 80 culture victory online )))))))))))
As Gorgo, found a goody hut relic and rushed the prophet for the x3 faith/tourism from relics. Had like 32 tourism banging away real early on.
NEVER KNOW WHAT HIT 'EM
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Can't be the only wishing for a speedy hotfix to address running into the exact same civ and same leader while playing a game....
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It probably won't be fixed though, there is even an achievement for winning against the same leader as yourself :/
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On November 01 2016 19:52 {CC}StealthBlue wrote: Can't be the only wishing for a speedy hotfix to address running into the exact same civ and same leader while playing a game.... Stop hitting yourself!
That's funny.
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In my last game, an AI Gandhi's second agenda was loves nukes. It put a smile to my face.
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I am very new to Civilization, can someone please explain me trade routes?
As far as I know, when I send a trader to another city (and let's say the trade route shows +1gold, +1 food), the city I send it from receives +1 food and I receive +1 gold for every round that the trader is on the trade route.
The thing that confuses me is the length of the route? Some routes take 9 turns, some 21. What is the benefit of choosing shorter route?
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On November 02 2016 00:18 Dantak wrote: I am very new to Civilization, can someone please explain me trade routes?
As far as I know, when I send a trader to another city (and let's say the trade route shows +1gold, +1 food), the city I send it from receives +1 food and I receive +1 gold for every round that the trader is on the trade route.
The thing that confuses me is the length of the route? Some routes take 9 turns, some 21. What is the benefit of choosing shorter route?
When the trade route finishes, you can reuse the trader for another (or same trade route). Shorter trade routes are more flexible and allow you to select a better trade route sooner if one exists. They also let you start building a different road sooner.
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Just read a Steam review where someone gave this a thumbs down because they lost on their first play through.........on settler difficulty. Let that one sink in.
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Northern Ireland22207 Posts
On November 02 2016 00:03 andrewlt wrote:In my last game, an AI Gandhi's second agenda was loves nukes. It put a smile to my face.  i think his hidden agenda is always that he loves nukes
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On November 02 2016 04:18 farvacola wrote: Just read a Steam review where someone gave this a thumbs down because they lost on their first play through.........on settler difficulty. Let that one sink in. Lol that must be a troll
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Third time that had to force restart computer when I saved then tried to exit to desktop 
Also has anyone successfully created a National Park yet?
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On November 02 2016 10:26 {CC}StealthBlue wrote: Third time that had to force restart computer when I saved then tried to exit to desktop
I have to go into task manager and force it to close every time, but it doesn't crash the computer.
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