Sid Meier's Civilization VI - Page 36
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zulu_nation8
China26351 Posts
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xDaunt
United States17988 Posts
On November 18 2016 13:48 zulu_nation8 wrote: First patch is live, looks like a good list of fixes, especially for the AI. Those changes do look good. I just need to find some time to play. I did check out your Japan map. Goddamn, the possibilities there! That's some of the best land that I've seen for a really strong 100-turn start. | ||
zulu_nation8
China26351 Posts
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Valiver
Caldeum1976 Posts
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xDaunt
United States17988 Posts
On November 18 2016 14:37 zulu_nation8 wrote: Curious to see how you play it. One of the victory conditions becomes very difficult once you meet everyone. + Show Spoiler + I settled my second city NW near Kilamanjaro and did most of my exploration NW. I didn't realize that the Aztecs were neighbors for a while. I did my usual build that prioritized early bronze working to see if iron was nearby. Once I saw that the area was loaded with iron, I knew what I had to do. Let's just say that my emissary to the Aztecs looked like this: ![]() | ||
Orcasgt24
Canada3238 Posts
Does improving duplicates of Amenities help? My Capital only had 2 of 3 amenities despite having 5 Wine improved in my empire (Wine was all that was near me). Maybe those tiles were not being worked? | ||
DrStrangelove
Denmark18 Posts
On November 18 2016 18:09 Orcasgt24 wrote: Question about Amenities. Does improving duplicates of Amenities help? My Capital only had 2 of 3 amenities despite having 5 Wine improved in my empire (Wine was all that was near me). Maybe those tiles were not being worked? You can trade them with other civ's that have +2 of a luxury resource. But so far the computer have been really unfair in these kinds of bargins. | ||
Orcasgt24
Canada3238 Posts
On November 18 2016 18:59 DrStrangelove wrote: You can trade them with other civ's that have +2 of a luxury resource. But so far the computer have been really unfair in these kinds of bargins. I have noticed the computer doesn't improve luxury resources often unless they are Aztec (who never decline a trade for a new lux). Kinda wanna see how fast some of their cities revolt during war with zero amenities | ||
WindWolf
Sweden11767 Posts
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sertas
Sweden878 Posts
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afreecaTV.Char
United States336 Posts
On November 18 2016 19:58 WindWolf wrote: The patch is looking really good. But what does balanced 6/4 player map mean? Played the 4 player balanced map last night. It was nearly an exact mirror map, like say lost temple or something. There was a world wonder in the middle of the map with nearly the exact same layout of tiles and resources. The south side had one more tile row than the north, but both had 2 horses, 2 bananas, and 2 copper in the same mirrored layout. From there, each civ had a peninsula to themselves, but the luxury resources seemed to vary here. I had foxes, but Germany had Spices. Each peninsula had a city state as well, with two more city states in the middle. Then there were 4 small islands with surrounding luxuries fairly far off from the mainland. | ||
HolydaKing
21253 Posts
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plated.rawr
Norway1676 Posts
On November 18 2016 18:09 Orcasgt24 wrote: Question about Amenities. Does improving duplicates of Amenities help? My Capital only had 2 of 3 amenities despite having 5 Wine improved in my empire (Wine was all that was near me). Maybe those tiles were not being worked? As far as I've understood, each town can only benefit from one of each kind of amenities, and each of them supports up to four towns, so having duplicates won't do you much good untill your empire starts spreading. They give you nothing just laying about tho, so trade them for cash income, influence or, if your neighbours love you, their luxuries. | ||
TheFish7
United States2824 Posts
Great first patch though, glad they removed gold for deleting units and toned down calvalry production bonuses. I hope they tone down eureka moments soon too. | ||
zulu_nation8
China26351 Posts
AI now declare wars during midgame if you don't have an army, which is how it should be. Game is harder overall. Early growth has been nerfed significantly due to not being able to chop wood/rainforest outside of your borders. | ||
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Excalibur_Z
United States12224 Posts
On November 19 2016 11:05 zulu_nation8 wrote: Barbs seem to spawn more frequently, really annoying on maps with a lot of land. I hate how it never shows where the newly spawned camps are, but only that a camp has spawned from the sound cue. AI now declare wars during midgame if you don't have an army, which is how it should be. Game is harder overall. Early growth has been nerfed significantly due to not being able to chop wood/rainforest outside of your borders. Yeah, every turn you have to search through your fog of war to see if there are any new camps. It's really annoying. | ||
Orcasgt24
Canada3238 Posts
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xDaunt
United States17988 Posts
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andrewlt
United States7702 Posts
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BobMcJohnson
France2916 Posts
On November 20 2016 09:03 xDaunt wrote: My god, the barbs are completely out of control on higher difficulties. I was at war with a neighbor, and a camp spawned on the edge of my territory and just started shitting out swordsmen. I'm not sure how possible it is to do early war anymore. You need to really fogbust your territory, or the barbs will just eat you alive. I had kinda the opposite experience, though i haven't really played a lot since the patch maybe things changed a bit and i just got lucky. First game in prince I expanded so fast (by turn ~100 in standard speed i had eliminated 4 civs, keeping all the cities) that I was playing whack-a-mole non stop with the barbs, not finding the time to go deal with the last remaining civ. But now when I play in deity, the map just gets filled up so fast by the AI that barbs don't have much space to spawn, and the few that do just get wrecked by the AI. Yesterday i didn't even manage to trigger the "kill 3 barbs" eureka before researching bronze working (and i took my time going towards it, didn't beeline it or anything) | ||
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