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Descar posted:does production costs of units/buildings rise when you build new cities? No, number of cities seems to have no impact on that. Vox Nihili posted:Yes, for example marshes give +1 food, which is the same as a farm anyway. If you have extra build capacity and plenty of farms you can snag like 40 food instantly at no cost to your output. Forests provide a -lot- of instant production when harvested and a mine on a hill is better than a forest. I don't see a reason not to chop forests if you have the builder charges to do so, I mean a grassland hill forest is nice early in the game when you don't have the labor to spare but later on, a mine would be better. Magil Zeal fucked around with this message at 20:40 on Oct 22, 2016 |
# ? Oct 22, 2016 20:37 |
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# ? May 30, 2024 12:57 |
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I hate managing tons of cities, so one thing I loved about Civ 5 was that it was a perfectly viable strategy to just build three cities and then never build a settler ever again for the rest of the game. Is that a strategy that's still good in 6, do we think? Or am I actually going to have to build settlers again in this one? I am a bad civ player so mostly I just do whatever smarter people say works and kind of go from there
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# ? Oct 22, 2016 20:44 |
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I think the thing I hate the most of all the bizarre UI regressions is the barbarian camp sound. There's a new barbarian camp somewhere (after satellites: IN THE ENTIRE WORLD), but we're not going to tell you where. Absolutely maddening
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# ? Oct 22, 2016 20:45 |
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Ainsley McTree posted:I hate managing tons of cities, so one thing I loved about Civ 5 was that it was a perfectly viable strategy to just build three cities and then never build a settler ever again for the rest of the game. I mean you can get away with it on lower difficulties, but more is always better in Civ VI. Even for a cultural victory when I played Kongo and tried to play the V "tall" strategy all that did was give me a bunch of great writers that couldn't put their works anywhere because amphitheaters only have 1 slot, each writer produces 2 works, and aside from wonders and the palace apparently there's no other place to put great works of writing.
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# ? Oct 22, 2016 20:46 |
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I think. I may have found a bug? If they offer a deal with money, and you decline the nonmoney part, they will just give you money. Thanks for the free gold without open borders, Harald!
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# ? Oct 22, 2016 20:48 |
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So after the second time Kongo forward settled in a gap between my cities (this time I went to war with him and got an Egregious Warmonger penalty, maybe I should have denounced him first), I'm thinking I need to think wider. Just to make sure I have the basics right: The cost of settlers goes up each time you build one. The cost of builders also goes up on a separate counter. The cost of each district type goes up each time you build one, but different types don't affect each other's costs. Each city also has population restrictions for the number of districts you can build in them. There is no city maintenance, only building and unit maintenance. Is that all correct? If that's the case, then it means that you should probably be getting a high production city early to churn out builders and settlers, 8 cities (a feeling from the settler/district costs so far and how luxuries work) is the new 4, and settling shitbox cities with no districts purely to grab resources and carve out territory is viable if you have the production
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# ? Oct 22, 2016 20:51 |
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Can you remove a district? I didn't realize they replace tile yields :-(
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# ? Oct 22, 2016 20:54 |
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Is there a toggle to see food/production on tiles or do you have to hover over every one?
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# ? Oct 22, 2016 21:04 |
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Ghetto SuperCzar posted:Can you remove a district? I didn't realize they replace tile yields :-( There's only one way I know of to remove a district, and that's to raze the city that built it.
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# ? Oct 22, 2016 21:09 |
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Megasabin posted:Is there a toggle to see food/production on tiles or do you have to hover over every one? It's in the usual place, down above the map. Although the map is on the left this time instead of the right! Just click the fold out map above the minimap and you'll see it. Does anyone else find their scouts sort of...dithering around and not actually exploring a lot? It's like they get trapped and won't move. That's on auto explore.
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# ? Oct 22, 2016 21:11 |
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Taear posted:Does anyone else find their scouts sort of...dithering around and not actually exploring a lot? It's like they get trapped and won't move. That's on auto explore. I see that a lot too, I think it's a function of how auto-explore works with the new movement rules. The scout plans to move in one direction because that's where the unexplored tiles are, but then other units or barbarians move during the turn, so they have to move in another direction. But then the barbarians move again, so they move back in the other direction. Civ V scouts had those ignore-terrain bonuses and could use fractional movement to enter tiles, so that let them blow past obstacles that the VI scouts can't CharlieFoxtrot fucked around with this message at 21:24 on Oct 22, 2016 |
# ? Oct 22, 2016 21:18 |
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Ainsley McTree posted:I hate managing tons of cities, so one thing I loved about Civ 5 was that it was a perfectly viable strategy to just build three cities and then never build a settler ever again for the rest of the game. I kicked rear end with three cities as Kongo last night on Prince, I'd say it's viable. But it's harder. With more cities I definitely could have reached my Cultural Victory faster. Instead I had a goddamn Wikipedia's worth of famous artists just hanging around queueing up for spots in my museums.
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# ? Oct 22, 2016 21:19 |
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CharlieFoxtrot posted:I see that a lot too, I think it's a function of how auto-explore works with the new movement rules. The scout plans to move in one direction because that's where the unexplored tiles are, but then other units or barbarians move during the turn, so they have to move in another direction. But then the barbarians move again, so they move back in the other direction. Civ V scout had those igore-terrain bonuses and could use fractional movement to enter tiles, so that let them blow past obstacles that the VI scouts can't It leaves me with huge areas of map totally untouched while my scout runs a circuit around places I've been to!
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# ? Oct 22, 2016 21:23 |
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Can you tell fresh water status after a city has been founded?
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# ? Oct 22, 2016 21:25 |
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I like the quotes Will agree that the civ v chichen Itzel quote was the best in the game do replacing it with a more unorthodox quote is a bit disappointing. I like that there are multiple quotes, they should add even more.
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# ? Oct 22, 2016 21:32 |
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Jastiger posted:Can you tell fresh water status after a city has been founded? You can check how much housing it's getting from fresh water in the city information popup.
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# ? Oct 22, 2016 21:38 |
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So my first game got hosed over pretty hardcore in the end (going for science victory) when none of my cities were at 16 population and every one was like -3 amenities. I'm not a hardcore Civ nerd and I mostly treat it like simcity, but I feel like I was building entertainment districts in every city but I never got more amenities. What can I do to help this next time?
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# ? Oct 22, 2016 21:45 |
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So, all my units stopped healing. Has this been mentioned in the thread already? If yes, any fixes?
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# ? Oct 22, 2016 21:46 |
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The inability to rename cities is a disgusting omission, and Firaxis should game their heads in shame. What a profound failure to understand what this franchise is about. Deadly loving serious.
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# ? Oct 22, 2016 21:49 |
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re religion: how the hell do i get a GP, even building holy district etc p early all religions get snagged like really quickly and then how do youeven spread your religion after that, the ai shitsd out like 500 apostles per turn at some point
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# ? Oct 22, 2016 21:50 |
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Fintilgin posted:The inability to rename cities is a disgusting omission, and Firaxis should game their heads in shame. What a profound failure to understand what this franchise is about. It's coming in a patch. Hopefully along with a number of other QoL improvements.
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# ? Oct 22, 2016 21:52 |
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Hot seat works fine, so that's good. Slightly annoying how when the second player is done you get to stare at a blue worldmap while hearing the sounds of the stuff going on. You just can't see anything. And my friend got the combat messages from what the AI and barbs did against me after my turn on his turn. The AI sure loves to conquer nearby city states. It's like they all get a little bit Genghis Khan. Not Al-Qaeda posted:re religion:
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# ? Oct 22, 2016 21:55 |
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Not Al-Qaeda posted:re religion: You have to rush it. I don't agree that they get taken early though, most games I find that if you at all care about religion you can get SOMETHING. The AI does blanket the world with missionaries though. Rushing Stonehenge and the Oracle and other religion based wonders is absolutely poo poo though since it's so easy to just waste 15 turns then get it taken from you. With nothing to show for it at all.
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# ? Oct 22, 2016 21:56 |
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gently caress Fred, gently caress Cleo and most sincerely, gently caress you Bapu. Bane of my goddamn existence.
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# ? Oct 22, 2016 22:02 |
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I'm starting to get the feeling that most wonders aren't actually worth the cost
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# ? Oct 22, 2016 22:04 |
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Wonders are great but very specific.
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# ? Oct 22, 2016 22:06 |
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Fintilgin posted:The inability to rename cities is a disgusting omission, and Firaxis should game their heads in shame. What a profound failure to understand what this franchise is about. Agreed, it's hardly a Civ game if I can't reign in terror from my thrown in Boobopolis. I've barely started playing, but so far I like Civ6 a lot.
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# ? Oct 22, 2016 22:06 |
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Ah gently caress me. Involves in 2 wars(been in a very long, drawn out war with the Aztecs, where I have superior units but they just keep making GBS threads units out, and then Norway, who I was friends with and was theoretically in a joint war against Germany with, declared a surprise war on me), when gunpowder finished. I have no niter anywhere to make musketmen, but now I can't make legionnaires either. gently caress.
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# ? Oct 22, 2016 22:07 |
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Magil Zeal posted:You can check how much housing it's getting from fresh water in the city information popup. Thanks buddy. Its 5 for fresh, 3 for coast, 2 for none. Aqueducts are super powerful..but take a tile. For districts do they have to be "worked" to get benefits or do they just have to be built?
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# ? Oct 22, 2016 22:08 |
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Like, Civ V's Great Library was extremely powerful as a slingshot. Civ VI's Great Library is a joke, especially considering the speed ratio between production and science. If the boosts to Ancient/Classical tech are still valuable when you finish building it, you have some other problems you need to deal with. Also now that wonders take up a tile (do they remove yields like districts?), if the only tile you can build it on has an improvement or resource on it, that's an additional cost for marginal benefit
CharlieFoxtrot fucked around with this message at 22:12 on Oct 22, 2016 |
# ? Oct 22, 2016 22:10 |
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I'm not a fan of the new 'great people', simply because some bonuses are better than others and I preferred the old style of having the bonuses fixed per person. I'm not sure if I like districts or not. Making a market now takes twice as long and uses up a tile on the world map, which feels unnecessary. I love the way trading works now, with trade posts expanding your trading range and all. I hate the movement system where you can't use your last movement point to cross a river, or move into mountains/forests. Movement feels so much slower now. Exploration is far more irritating than it ever was before. I like Sean Bean's narration but I hate the quotes. Too much of the UI feels oversimplified and not useful. The lack of a visible religious pressure is irritating as hell. Alerts are too easy to miss now, and it doesn't alert you for things I feel it should (Like opposing missionaries/apostles coming to convert your poo poo). Housing system's both good and bad. It makes sense but at the same time, having to stop focusing on something just to try to improve housing is a bother. I love the new road system and the fact that builders have charges. Less time spent micromanaging building improvements and more time spent plotting other poo poo. khy fucked around with this message at 22:21 on Oct 22, 2016 |
# ? Oct 22, 2016 22:18 |
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Taear posted:4) A way to turn off snapto for units, like Fintilgin said, I do that all the loving time. This can be disabled. Go to Documents\My Games\Sid Meier's Civilization VI. In the UserOptions.txt file, look for the AutoUnitCycle property and change the 1 to a 0. I have no idea why this setting isn't toggleable from the Options menu, most of the other stuff you can change in that file is. Jastiger posted:For districts do they have to be "worked" to get benefits or do they just have to be built? You get all the base bonuses just by the district existing. Some district buildings give your districts citizen slots that allow you to assign citizens to that district for further bonuses. That works very much like specialists in the earlier games.
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# ? Oct 22, 2016 22:20 |
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Khisanth Magus posted:Ah gently caress me. Involves in 2 wars(been in a very long, drawn out war with the Aztecs, where I have superior units but they just keep making GBS threads units out, and then Norway, who I was friends with and was theoretically in a joint war against Germany with, declared a surprise war on me), when gunpowder finished. I have no niter anywhere to make musketmen, but now I can't make legionnaires either. gently caress. I think this is a pretty big issue with how rare strategic resources are now. You can ruin yourself by researching something and getting locked out of units you had the capability to build.
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# ? Oct 22, 2016 22:22 |
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Thom12255 posted:I think this is a pretty big issue with how rare strategic resources are now. You can ruin yourself by researching something and getting locked out of units you had the capability to build. yeah this is a clear design flaw that will hopefully be patched in a QoL issue.
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# ? Oct 22, 2016 22:25 |
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CharlieFoxtrot posted:Like, Civ V's Great Library was extremely powerful as a slingshot. Civ VI's Great Library is a joke, especially considering the speed ratio between production and science. If the boosts to Ancient/Classical tech are still valuable when you finish building it, you have some other problems you need to deal with. Also now that wonders take up a tile (do they remove yields like districts?), if the only tile you can build it on has an improvement or resource on it, that's an additional cost for marginal benefit I mean, isn't the design goal of Civ 6 to remove slingshots in favour of the smaller, more frequent eurekas?
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# ? Oct 22, 2016 22:25 |
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People were not kidding about the hordes of barbarians thing, holy heck. I just quit a game like twenty turns in because there was five horsemen and a horseman archer that just ruined all my units.
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# ? Oct 22, 2016 22:27 |
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Jastiger posted:Thanks buddy. Its 5 for fresh, 3 for coast, 2 for none. Aqueducts are super powerful..but take a tile. They don't have to be worked, working them is like running specialists in past games basically
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# ? Oct 22, 2016 22:29 |
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Thom12255 posted:I think this is a pretty big issue with how rare strategic resources are now. You can ruin yourself by researching something and getting locked out of units you had the capability to build. It's especially bad when the barbarians start rolling in with swordsmen and you can't find iron. This feels like it happens a lot.
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# ? Oct 22, 2016 22:30 |
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khy posted:I'm not a fan of the new 'great people', simply because some bonuses are better than others and I preferred the old style of having the bonuses fixed per person. I like the new great people but I dislike how uneven some of their bonuses are. Some are amazing, others... Not so much. I love districts. Adjacency bonuses, and for certain later things like Entertainment Complex and Industrial Zone buildings, the bonuses they spread to all cities within range, make things a lot more interesting. Have to really plan ahead for some wonders, though; Ruhr Valley (which is fantastic), for example, needs a fair bit of foresight or a nice setup to get, particularly if you are also trying to get good adjacency bonuses on the Industrial Zone it requires. New movement makes sense to me; entering rough terrain not being free seems fair, though it does slow things down. Same re: Quotes. Sean Bean does pretty well for the most part but the quote quality really varies. UI definitely needs work. Yeah, housing can be frustrating. Religious Community's become one of my favorite religious beliefs to deal with this. Builder changes are good, yeah. Thom12255 posted:I think this is a pretty big issue with how rare strategic resources are now. You can ruin yourself by researching something and getting locked out of units you had the capability to build. Oh yeah, that really needs to be changed. Hopefully that comes in the first patch.
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# ? Oct 22, 2016 22:32 |
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# ? May 30, 2024 12:57 |
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Taear posted:It's especially bad when the barbarians start rolling in with swordsmen and you can't find iron. This feels like it happens a lot. Sounds like barbarians found the iron.
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# ? Oct 22, 2016 22:33 |