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Author Topic: Civilization VI  (Read 56526 times)

IWishIWereSarah

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Re: Civilization VI
« Reply #315 on: November 01, 2016, 09:30:45 am »

Basically, if you've played civ 5 (so you are used to the tactics that come with the hexagonal 1 unit per tile) and know that there are districts, you should be able to win your first (or second, because the early barbarians changed) game on King difficulty.

When I see that I can get 10 thermonuclear warheads and still keep a nice gold income, while the emperor AIs are reaching WW2 tanks... And that was the first game where I still wanted to play after the modern era :/
It really needs a better AI.
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Flying Dice

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Re: Civilization VI
« Reply #316 on: November 01, 2016, 09:33:29 am »

Story of Civ's life, and why I didn't bother buying VI. The game can be as good as you like, but it doesn't matter if the AI are potatoes and increasing the difficulty just gives them cheats.
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1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Kot

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Re: Civilization VI
« Reply #317 on: November 01, 2016, 10:42:31 am »

This is what bothered me a lot - in real life there is no such thing as tech tree because most innovations are civilian ones and thus they are spread over all nearby countries with the similar development level.
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Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.

miauw62

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Re: Civilization VI
« Reply #318 on: November 01, 2016, 11:11:29 am »

Civ is a board game inspired by history, not a re-enactment of history as a board game.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

umiman

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Re: Civilization VI
« Reply #319 on: November 02, 2016, 12:39:35 am »

Don't play this game on huge maps with emperor+ level AI on marathon games. They spam so many units each turn takes 10 minutes to resolve.

scrdest

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Re: Civilization VI
« Reply #320 on: November 02, 2016, 10:15:39 am »

What speed/difficulty are you on to be hitting Industrial Age by 50 AD? That seems super early.
On the other hand, on defaults (very first game, so...) only me and Greece were operating on RL timescale-ish, in my case with PILES UPON PILES of espionage from Greece whereas England and I think Norway were still in Medieval and Rome was entering Industrial in 2030s. The former have the excuse of being one-city backwater civs, but Rome was a major player.

This is what bothered me a lot - in real life there is no such thing as tech tree because most innovations are civilian ones and thus they are spread over all nearby countries with the similar development level.
I'm pretending for my own benefit teching something already discovered is basically setting up the stuff needed to implement the tech for your own country - educating specialists, building infrastructure and so on.

Also, if it doesn't make sense otherwise, units work similarly. So those Swordsmen are not literal guys with swords covering your Redcoats' flanks, they are poorly trained militias with shitty rifles.
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Ultimuh

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Re: Civilization VI
« Reply #321 on: November 12, 2016, 01:13:52 pm »

Not sure if you guys know this, but you can get several of the Steam achievements quite easily.
Spoiler (click to show/hide)
Now you can just cheese through most of the Steam achievements.
At least until Firaxis manages to patch it.

Of course, you can ignore this if you want to get them legit.
« Last Edit: November 12, 2016, 01:21:02 pm by Ultimuh »
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miauw62

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Re: Civilization VI
« Reply #322 on: November 12, 2016, 01:19:47 pm »

You can also do that in Civ 5
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Ultimuh

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Re: Civilization VI
« Reply #323 on: November 12, 2016, 01:21:48 pm »

You can also do that in Civ 5
Oh? Well seems like it is a thing they haven't been able, or not even want, to fix yet.
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Wiles

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Re: Civilization VI
« Reply #324 on: November 18, 2016, 02:54:31 am »

A big patch has landed which seems to address a lot of issues with the game. You can rename cities now!

Here are the patch notes:

Spoiler (click to show/hide)
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Puzzlemaker

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Re: Civilization VI
« Reply #325 on: November 18, 2016, 08:00:05 am »

Woo Hoo!  Awesome!
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

thvaz

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Re: Civilization VI
« Reply #326 on: November 18, 2016, 05:28:03 pm »

Japan declared surprise war on me on Ancient era. The A.I. is at least a bit less passive now, but is still awful tactically, as I beat it back with 2 slingers and a warrior.
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umiman

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Re: Civilization VI
« Reply #327 on: November 18, 2016, 06:15:20 pm »

There's now mods to help improve gamespeed a bit by forcing the AI to be less stupid.

For example:

Quote
-- Gives Warriors a Base Maintenance cost
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_WARRIOR';

This stops them from mass spamming it to no effect.

Quote
-- Higher Cost for religious Units (less spam)
UPDATE Units SET Cost = Cost * 1.5 WHERE UnitType = 'UNIT_MISSIONARY';
UPDATE Units SET Cost = Cost * 1.5 WHERE UnitType = 'UNIT_APOSTLE';
UPDATE Units SET Cost = Cost * 1.5 WHERE UnitType = 'UNIT_INQUISITOR';

Again for less spam

Quote
UPDATE ModifierArguments SET Value = "-80" WHERE ModifierId = "MINOR_CIV_PRODUCTION_PENALTY" AND Name = "Amount";

To make city states stop spamming

and so on and so forth. I highly recommend them as without them, big games become massive lagfests in the later game.

sambojin

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Re: Civilization VI
« Reply #328 on: November 19, 2016, 07:13:44 pm »

Do city states upgrade units a bit better now? And AI in general, does it build higher tech units? Escort colonists better?

Patch notes often don't portray the actual outcome....
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umiman

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Re: Civilization VI
« Reply #329 on: November 19, 2016, 07:20:46 pm »

Do city states upgrade units a bit better now? And AI in general, does it build higher tech units? Escort colonists better?

Patch notes often don't portray the actual outcome....
My game is pretty heavily modded, so I have no clue if the patch did anything.

For what it's worth, I am generally the last in tech and culture against all my Emperor level enemies. And they'll happily bring out caravels against my galleys.

Whether the AI actually knows how to fight is a completely different matter. I have no clue if they fixed the spamming of units since I added upkeep costs to those early game stuff but I can still easily beat back a sizable horde with like... 3 units.

Honestly, the unit spamming was the only thing making the AI relevant in terms of combat, but if you let them do it the game becomes completely unplayable after awhile. So you have to disable it somehow. But if you do, the game becomes even easier than it was originally.
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