Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Brannock posted:

Archer garrisons, imo

If I've got enough units to kill the scout when it turns up then a horde isn't an issue anyway. I actually find that in the early game my warriors are attacking barbarian spearmen for a good 30-40 damage and only taking 20 themselves but when it comes to scouts it's more like 20 each way. It's nice that it means your scouts die less but it makes it hard to do what you're in theory meant to do.

Maybe throw in an option to turn the scouts off altogether and have "normal" barbarians.

Traders pathing through barbarians and camps and stuff is really irritating too since you can't stop them or anything. So you sit and watch as your trader walks into a barbarian scout that you just can't quite reach.

Adbot
ADBOT LOVES YOU

Brannock
Feb 9, 2006

by exmarx
Fallen Rib
I like the barbarian swarms because it gives me something to do militarily (especially since having a standing military is so much more important in this game) without having to risk warmonger penalties.

CharlieFoxtrot
Mar 27, 2007

organize digital employees



The White Dragon posted:

ok but which tile is the wonder and which one is my factory district

Christ, this is the thing that pisses me off so much about the UI and map art. Wonders and districts look the same, and I have to stare at them for a second before I can distinguish them from each other. I can't tell at a glance what they are producing or what their adjacency bonuses would be. And for a lot of resources I can't tell whether or not I have improved them because the art for a mine is like a little hut in the corner of the tile

ate shit on live tv
Feb 15, 2004

by Azathoth

Brother Entropy posted:

i was gonna agree w/this at first but after reading brannock's post i realized you probably miss out on some early unit xp if you do kill the scout so yeah just accept the inevitability of the raid and see the scout as a warning to have some defenders ready

Also fyi, two archers and a chariot will still let you hold off like 3times your army size. Anyway, build archers people!

ate shit on live tv
Feb 15, 2004

by Azathoth

CharlieFoxtrot posted:

Christ, this is the thing that pisses me off so much about the UI and map art. Wonders and districts look the same, and I have to stare at them for a second before I can distinguish them from each other. I can't tell at a glance what they are producing or what their adjacency bonuses would be. And for a lot of resources I can't tell whether or not I have improved them because the art for a mine is like a little hut in the corner of the tile

Use Strategic mode :eng101:

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

CharlieFoxtrot posted:

Christ, this is the thing that pisses me off so much about the UI and map art. Wonders and districts look the same, and I have to stare at them for a second before I can distinguish them from each other. I can't tell at a glance what they are producing or what their adjacency bonuses would be. And for a lot of resources I can't tell whether or not I have improved them because the art for a mine is like a little hut in the corner of the tile

If you have tile yields on, wonders never produce anything. That's how I identify what is what.
It's handy since on low graphics most stuff is pretty blurry anyway.

cheetah7071
Oct 20, 2010

honk honk
College Slice
Is there any way to rescue your religion if all your cities convert off of it? In civ 5 you could use a great prophet but that obviously doesn't work here

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

cheetah7071 posted:

Is there any way to rescue your religion if all your cities convert off of it? In civ 5 you could use a great prophet but that obviously doesn't work here

There's a wonder that's a temple, it begins with M. It gives you two apostles and they'll be your religion even if it's not the majority.

Otherwise nope, you're hosed. I posted earlier that I assume it's because religion is a victory condition now and it'd be almost impossible if you couldn't eliminate other religions but if it's 4 protestants and 4 My Big Religion then why can't I build a missionary for the latter?

CharlieFoxtrot
Mar 27, 2007

organize digital employees



Honestly, I've already gone to war over religion and it's really satisfying to wipe a religion off the face of the earth [IN THE VIDEO GAME SID MEIER'S CIVILIZATION VI].

It was really annoying in V how even if you destroyed the founder of a religion and converted their holy city it would still radiate pressure for that religion, and you couldn't raze it

Xae
Jan 19, 2005

Ojetor posted:

Haven't played on lower difficulties, but maybe the AI players can't keep Barbarians under control without the bonuses they get on higher difficulties? So Barbarians get tons of units unimpeded and end up overrunning the human player.

I've tried 3 games on Prince now and in all 3 of my games Barbarians have killed off multiple AI empires.


I normally crank out about 6 or 8 units to be able to keep the camps from overwhelming me.

Brother Entropy posted:

barbarian scouts have this mechanic where once they see your territory they'll run back to their camp and if they make it there they spawn some barb units that will go for you

Which, given the movement changes is really lovely because once they start running it is impossible to catch them.

emdash
Oct 19, 2003

and?
The wonder that gives you an addtl naval unit for every one you build is seriously good

Eiba
Jul 26, 2007


Finished my first game. A culture victory as England. It was a ton of fun and I love this game, but there's a bunch of bullshit too, in case people hadn't noticed.

My neighbor was Arabia, who founded Islam really early, but then Greece snuck over a Confucian missionary and got their capital/holy site so Arabia started cranking out shittons of Confucian missionaries and apostles... and spread it to me. Rather than their other cities. The whole game the majority of their cities were Muslim, but they kept sending out Confucian missionaries to other states. By mid game they absolutely loathed everyone on the continent, who were all pretty solidly Confucian thanks in part to them. It was kind of funny, but I was their only direct neighbor so... I was glad I had a pike wall when their seemingly infinite Mamluks came calling.

Also in that war Sea Dogs were a lot of fun. Well, I only built one since everything was so drat expensive, but that one was enough. I coastal raided the entire coast of Arabia with it and had a couple caravels off the coast... watching. Whenever the Arabs sent a worker to repair an improvement I would send over my sea dog and capture it. The coastal raid ability letting you capture units on the coast is incredibly fun. And it's not like the AI was being dumb (at first), they couldn't see any of my units in the ocean.

All my territory was improved, but these free builders came at a perfect time as I had just discovered the other continent, and I squeezed in a bunch of lovely cities wherever I could, preferably next to luxuries, always next to at least two sea resources. I just bought the tiles I needed and set them building a royal navy dockyard. Eventually they all got one (and a free trade route for each one), but I just used them to increase the insane domestic trade routes in my core cities.

All the free Arabian builders were great for improving the luxuries, as those cities were garbage on their own.

... Oh god, I just now realized that I was capturing slaves and sending them across the ocean to literally work in the plantations. I'm a monster. :gonk:

Also, I won a cultural victory in part with my insane archaeological museums plundering the cultural heritage of the world, in part by building seaside resorts in my otherwise lovely colonies (err, sometimes with slave labor now that I think about it), and in part by flooding my nearest cultural rival with spies and stealing all their great works.

It was the most rear end in a top hat cultural victory I can imagine and it was great.

UmbreonMessiah
Nov 1, 2011

~Hey, I'm grump!~
I'm...yeah, I'm just a grump.
Wait so hold on....

Districts give bonuses to MORE THAN ONE CITY!?

I'm so confused right now.

Ruggan
Feb 20, 2007
WHAT THAT SMELL LIKE?!


Turn 145 and I'm pulling in over 200 gold a turn with enormous cities...

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Powercrazy posted:

The conceit is that you don't actually have to care. You think you do, but the AI isn't going to flank your line. However what you do have to do is move each individual unit across your empire, and hope they don't get interrupted because then you have to tell them where to go, again. They really should just let units stack but not allow them to attack out of the stack, while taking combat penalties if stacked up. Logistics are not a feature.

It matters in multiplayer.

I had a great defense during a game in Civ 5 by holding a pass with a pair of archers and a warrior against a superior army, because the AI kept beelining then getting clogged, attempting to move around, and then sending another couple units back. It allowed me the time I needed to send reinforcements and was one of the more memorable games I had of Civ 5, notable because it was the one I won on the highest difficulty, but it was those ten turns of kiting 8 warriors around some mountains that allowed me to push into the mid game with an advantage. If it had been a death stack it would have rolled right over my much smaller army and reached my base before I'd even gotten another unit produced.

I get that it's cumbersome and annoying to manage a dozen units moving around the map, but I've had games where it matters but even if it wasn't something that mattered most of the time, the thematic feeling of having to manage that many units is worth it.

Eiba
Jul 26, 2007


UmbreonMessiah posted:

Wait so hold on....

Districts give bonuses to MORE THAN ONE CITY!?

I'm so confused right now.
Only industrial zones and entertainment complexes, and those only after you have factories or zoos that explicitly say they boost cities in 6 tiles from the district. I kind of want to play Germany and see how many cities I can pack all together and go crazy with overlapping production.

Also harbors and commercial districts raise your trade route cap, but that city doesn't need to be part of the trade route so you can boost your core with peripheral cities. (This is my favorite part of England and their cheap harbors.)

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->

UmbreonMessiah posted:

Wait so hold on....

Districts give bonuses to MORE THAN ONE CITY!?

I'm so confused right now.

WHAT

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
As stated, Entertainment Complexes and Industrial Zones have buildings that affect every city within six tiles. The Colosseum and maybe other wonders have similar effects.

Given how important Production is, having multiple Industrial Zones is probably still worth it, since Factories and such don't come for a while, but one well-placed Entertainment Complex is probably all you need for a city cluster.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
I knew that the Colosseum did (because it's a wonder) but had no idea Entertainment Complexes and Industrial Zones had crossover effects and this changes everything

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
For their later buildings, specifically. Like, second and third buildings have the effects, not the districts themselves or their first buildings.

Still, it's very nice. I bet overlapping Factory and Power Plant auras are ridiculous.

Roland Jones fucked around with this message at 05:02 on Oct 23, 2016

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to

Khisanth Magus posted:

Incidentally, I really wish that at some point Civilization would stop punishing you for taking cities from enemies who declare war on you. My supposed ally Norway declares war on me, I beat off his attack, and in return I take one of his cities, with an Egregious warmonger penalty. I should be allowed to punish someone who declares a surprise war on me by taking their poo poo.

Hah yea, Germany did a suprise war on me, and in return I took their second city. It's been forever and they're still going on and on about it. I had the same situation in my first game, the Egyptians were constantly going to war with me, and when I retaliated, everyone denounced me.

chaosapiant
Oct 10, 2012

White Line Fever

Maybe it's because i'm still new and what not. But i'm playing on the easiest difficulty just learning the ropes, and barbarians are a super loving annoying menace even on "settler" difficulty. This game already seems at least as deep as post expansion Civ V as well. I like it so far! And I don't want to turn off barbs because otherwise I won't get good at beating them. I just didn't expect the AI to be this aggresive on the lowest difficulty.

Jastiger
Oct 11, 2008

by FactsAreUseless
War Weariness is a BITCH. How long is this going to stick around? I ended the war with Germany 10 turns ago and I still have -5 Weariness.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

chaosapiant posted:

Maybe it's because i'm still new and what not. But i'm playing on the easiest difficulty just learning the ropes, and barbarians are a super loving annoying menace even on "settler" difficulty. This game already seems at least as deep as post expansion Civ V as well. I like it so far! And I don't want to turn off barbs because otherwise I won't get good at beating them. I just didn't expect the AI to be this aggresive on the lowest difficulty.

I haven't had much trouble with barbarians. What I've done is just get an early (post-Scout and one or two other things) slinger or two, have them kill one of the barbs, then get Archery and upgrade to archers, who annihilate early barbarians with ease. Maybe I'm just lucky, though; some people's barbarian stories have been pretty extreme. I don't know; my experience here just hasn't matched up with what some people are saying, even counting my latest game where my second city wound up getting delayed immensely because there was a barbarian camp just past where I was trying to settle it and I had to retreat my settler for a while.

But anyway, archers are super awesome early game. Get more archers.

CharlieFoxtrot
Mar 27, 2007

organize digital employees



Roland Jones posted:

For their later buildings, specifically. Like, second and third buildings have the effects, not the districts themselves or their first buildings.

Still, it's very nice. I bet overlapping Factory and Power Plant auras are ridiculous.

Do the effects stack, though? Or is it more a question of "Can I get one entertainment complex to serve four or five cities"

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Eiba posted:

Also in that war Sea Dogs were a lot of fun. Well, I only built one since everything was so drat expensive, but that one was enough. I coastal raided the entire coast of Arabia with it and had a couple caravels off the coast... watching. Whenever the Arabs sent a worker to repair an improvement I would send over my sea dog and capture it. The coastal raid ability letting you capture units on the coast is incredibly fun. And it's not like the AI was being dumb (at first), they couldn't see any of my units in the ocean.

You might want to try Norway at some time since their special abilities involve letting them cross the seas early and their leader bonus gives every melee naval vessel the ability to coastal raid, so just poo poo out some longships and go pillage your heart out in the ancient era.

Roland Jones posted:

As stated, Entertainment Complexes and Industrial Zones have buildings that affect every city within six tiles. The Colosseum and maybe other wonders have similar effects.

Given how important Production is, having multiple Industrial Zones is probably still worth it, since Factories and such don't come for a while, but one well-placed Entertainment Complex is probably all you need for a city cluster.

Toronto's Suzerain bonus increases the radius by 3 tiles, and there's another Great Person somewhere in there who can go into a city and increase the range even further so you can get some truly massive overlapping fields of effect.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

CharlieFoxtrot posted:

Do the effects stack, though? Or is it more a question of "Can I get one entertainment complex to serve four or five cities"

Yes, and the other way around to, so if you have a bunch of cities with factories or whatever all within range of one another than each city gains the benefit of each city's factory. Works as intended.

Brannock
Feb 9, 2006

by exmarx
Fallen Rib
Magdeburg and Aachen have a red house icon just to the left of the city name. Frankfurt has a :h: with a cross through it in the same position. What do these mean? I couldn't find anything obvious in the Civilopedia. My best guess is that the struck heart means not enough amenities and the red house means not enough housing, but Frankfurt is Content with 2/2 amenities.

If you clear out a bonus resource on a tile via placing a district/Wonder there, do you get the bonus yields from harvesting it? Or should I be sending a builder there to clean it up before placing something there so I can minmax my one-time bonus harvest yield?

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

CharlieFoxtrot posted:

Do the effects stack, though? Or is it more a question of "Can I get one entertainment complex to serve four or five cities"

Yep, at least unless something weird is going on in my game; I just remembered that I have Factories going in it and checked my city details, and three cities have +9 production from factories (each Factory is a +3 bonus), one has +6. Not sure what's with the last one (my capital, which also seems to not be receiving the effects of the Colosseum I built despite it being in range), but Ruhr Valley's also there so it's still outproducing the others by 20+ Production.

But you can also do the latter thing, which is probably the way to go with Entertainment Complexes since you need Amenities everywhere anyway.

LightWarden posted:

Toronto's Suzerain bonus increases the radius by 3 tiles, and there's another Great Person somewhere in there who can go into a city and increase the range even further so you can get some truly massive overlapping fields of effect.

Oh man, that's pretty great. I haven't had the luck of having Toronto in one of my games yet; that's up there with Geneva for city-states I want to own now.

Peaceful Anarchy
Sep 18, 2005
sXe
I am the math man.

Why the gently caress is passing on great people even an option?

I passed on this great scientist because I had already built a library and figured it was worth the small cost to get to the next one, but it seems all passing does is make you to pay part of the cost but you still have to wait for someone else to buy the great person before you can buy the next one. I guess Kongo didn't feel like ever building a campus, so I get no great scientists ever. I suppose this is less of an issue if you're not playing on duel, but still, why pass rather than just wait?

cams
Mar 28, 2003


imo this game would be FLAWLESS of the dialogue options for leader interactions popped up instantly instead of taking like 5 seconds

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

Peaceful Anarchy posted:

Why the gently caress is passing on great people even an option?

I passed on this great scientist because I had already built a library and figured it was worth the small cost to get to the next one, but it seems all passing does is make you to pay part of the cost but you still have to wait for someone else to buy the great person before you can buy the next one. I guess Kongo didn't feel like ever building a campus, so I get no great scientists ever. I suppose this is less of an issue if you're not playing on duel, but still, why pass rather than just wait?

I think it's useful in edge cases where there's multiple ones in an era and you're ahead, but one of the less-great ones is up, you can skip so someone else gets that one and you have a shot at the one you really want.

In cases like yours, though, or something like my current game where I make three times the Great Scientist points the next person does, then just take it every time you can, yeah.

Vox Nihili
May 28, 2008

The White Dragon posted:

wow this would almost make sense if barbs didn't spawn one tile outside your fog of war and have their scouts spawn in a place where they auto-spot you and then "report home" without moving a single space

OK man you have trouble with barbarians, we get it.

CharlieFoxtrot
Mar 27, 2007

organize digital employees



Do barbs even do anything, like raging barbarians in the past would despoil and destroy your cities, tear up your roads, and murder your units to gank your settlers.

The only thing I've seen them attack are districts and that's why you put a unit on top of them. There are a lot of them but they won't do any actual damage, which is good for experience farming

chaosapiant
Oct 10, 2012

White Line Fever

CharlieFoxtrot posted:

Do barbs even do anything, like raging barbarians in the past would despoil and destroy your cities, tear up your roads, and murder your units to gank your settlers.

The only thing I've seen them attack are districts and that's why you put a unit on top of them. There are a lot of them but they won't do any actual damage, which is good for experience farming
My very first game had barbs pillaging my farms and murdered a trader as soon as it left the city.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->

cams posted:

imo this game would be FLAWLESS of the dialogue options for leader interactions popped up instantly instead of taking like 5 seconds

You can click them before they appear

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

CharlieFoxtrot posted:

Do barbs even do anything, like raging barbarians in the past would despoil and destroy your cities, tear up your roads, and murder your units to gank your settlers.

The only thing I've seen them attack are districts and that's why you put a unit on top of them. There are a lot of them but they won't do any actual damage, which is good for experience farming

Once one of my pastures was pillaged, and I had already spent my last builder so I had to make another. That was annoying. Also lost an in-progress trade route once.

Hasn't happened to me because I'm careful, but they can steal civilian units too, going by videos I've seen. And they'll murder your missionaries, as I discovered while using them as scouts and trying to find other people to convert.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe

Brannock posted:

Magdeburg and Aachen have a red house icon just to the left of the city name. Frankfurt has a :h: with a cross through it in the same position. What do these mean? I couldn't find anything obvious in the Civilopedia. My best guess is that the struck heart means not enough amenities and the red house means not enough housing, but Frankfurt is Content with 2/2 amenities.

The read heart means it's under siege.

CharlieFoxtrot
Mar 27, 2007

organize digital employees



OK yeah I forgot about the traders, that's actually a big deal and you do need to have fogbusting units following the route if there's a lot of wilderness

Adbot
ADBOT LOVES YOU

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.
So are sovereign borders a thing you have to research later? I'm in the classical period and Sumeria just rolled up and surrounded my capital with 7 units, and there seems to be nothing I can do about it. No asking him to gtfo my lawn, no calling him out for parking his army all around my city or anything.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply