Sanctum posted:I'm realizing how awful I've been at managing my cities so far. I blame the UI. Civ4 had nice distinctive icons for positive/negative local city health & happiness so you'd pay attention to those numbers. There is so much stupid poo poo I don't understand. The amenities work a lot like global happiness except you can't see it without pulling up your city sheet. You still have to build entertainment districts which is no better than having to build colleseums and zoos in every city like before. It doesn't seem like an improvement to me.
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# ? Oct 28, 2016 14:32 |
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# ? May 30, 2024 14:17 |
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Decrepus posted:There is so much stupid poo poo I don't understand. The amenities work a lot like global happiness except you can't see it without pulling up your city sheet. You still have to build entertainment districts which is no better than having to build colleseums and zoos in every city like before. It doesn't seem like an improvement to me. The diff is that entertainment district gives amenities to any city within 6 tiles of it. Same goes for industrial. ICS is back baby.
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# ? Oct 28, 2016 14:36 |
From the first videogames, to the growth of the strategy genre, to the development of the computer, you Sid Meier have paved the way in entertainment.
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# ? Oct 28, 2016 14:38 |
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Decrepus posted:It doesn't seem like an improvement to me. That's because it's a district
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# ? Oct 28, 2016 14:38 |
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prefect posted:Is there a way to change the defaults? I don't ever want a map that's less than huge. I was just browsing the UI files and found that the default values are stored in <Steam folder>\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Configuration\Data\SetupParameters.xml. I have't tested it yet, but I plan to do it next time I want to start a new game. It should be the next best thing after having an actual restart button. I wonder if it lets you specify a default leader as well...
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# ? Oct 28, 2016 14:44 |
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Decrepus posted:From the first videogames, to the growth of the strategy genre, to the development of the computer, you Sid Meier have paved the way in entertainment. That could be a fun little mod.
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# ? Oct 28, 2016 14:44 |
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The barbarian spawn rates on deity are hilariously high. I got insanely far behind because the camps were spawning 1-2 horsemen almost every turn while I tried to clear them. Might try it again with Sparta, her bonus should scale really well with fighting barbarians every turn for a hundred or so turns
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# ? Oct 28, 2016 14:48 |
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Rexides posted:I was just browsing the UI files and found that the default values are stored in <Steam folder>\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Configuration\Data\SetupParameters.xml. I have't tested it yet, but I plan to do it next time I want to start a new game. It should be the next best thing after having an actual restart button. I wonder if it lets you specify a default leader as well... I'm forcing myself to play at least one full game with each leader, but Trajan is my favorite so far. (Free roads!)
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# ? Oct 28, 2016 14:48 |
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So... is the war weariness penalty permanent if you wipe out a civ before they surrender/cede cities etc? 20 turns later and still a -8 war weariness modifier everywhere.
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# ? Oct 28, 2016 14:52 |
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IF Barbs take a city do they TAKE IT or is it immediately razed?
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# ? Oct 28, 2016 15:04 |
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snoremac posted:Anyone know why the game takes 10+ minutes to launch from Steam for me? In that time my laptop's fans are quiet, as if it's not straining to load anything, until eventually the game starts and actually runs pretty well. I had the same issue with Civ V and Beyond Earth after upgrading to Windows 10. I've heard that allowing Civ as an exception through Windows Defender and firewall solves this.
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# ? Oct 28, 2016 15:05 |
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Jastiger posted:IF Barbs take a city do they TAKE IT or is it immediately razed? On a related subject, what's a good standard peacetime army size? I used to have a defensive unit and an offensive unit in each city, but you can't stack any more, so I'm not sure what to do.
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# ? Oct 28, 2016 15:08 |
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prefect posted:On a related subject, what's a good standard peacetime army size? I used to have a defensive unit and an offensive unit in each city, but you can't stack any more, so I'm not sure what to do. Just go real hard on ranged units. For the first 100 turns you basically just need a bunch of archers stationed on rough terrain on your border to stave off any threats. Maybe some horsedudes for chasing down barbs. Also ranged naval is very useful. For everything really, but especially for defense.
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# ? Oct 28, 2016 15:40 |
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Decrepus posted:It doesn't seem like an improvement to me. What problems did you have with global happiness that you also have with amenities? They're really similar, but the implementation is different in a way that I think removes most of the issues people had with global happiness. GrandpaPants posted:What is the optimal distance between two cities now? 4 hexes? 5? 6? This whole district business makes planning cities more difficult than "optimal spread of resources, possibly block AIs" Sort of depends, you can space it out pretty well, that's better for growth and big cities. You can also pack them more tightly for district adjacency bonuses, this is really good if you're Japan.
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# ? Oct 28, 2016 15:45 |
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Speaking of naval, I found out in one of my games that melee naval units can assault and cap coastal cities. Was it like that in Civ V? Despite playing 400 hours of that game, I think I only ever got in like 2 or 3 big naval wars.
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# ? Oct 28, 2016 15:47 |
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prefect posted:On a related subject, what's a good standard peacetime army size? I used to have a defensive unit and an offensive unit in each city, but you can't stack any more, so I'm not sure what to do. That's a pretty subjective question. How many cities do you have? How big are your neighbors, and do they hate you or not? How is your tech level comparatively? Do you have walls/encampments on the borders? How much gold do you have/can you buy units if you need them suddenly? There's no real single answer to it. My rule of thumb is to have enough troops to be able to get a 1-2 melee units and 2-3 ranged units into a trouble spot within a few turns. So my cities that border other Civs directly, assuming they have walls and an encampment, usually have 1-2 ranged units and a melee unit hanging around, and then a couple more units hanging around the interior to be moved to a front that needs it (if I have multiple potential fronts). This is probably overkill. It's good to have a couple of mobile troops (cavalry of some kind) hanging around to get to hot spots quickly, and to pick off barbarians.
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# ? Oct 28, 2016 15:47 |
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Gully Foyle posted:That's a pretty subjective question. How many cities do you have? How big are your neighbors, and do they hate you or not? How is your tech level comparatively? Do you have walls/encampments on the borders? How much gold do you have/can you buy units if you need them suddenly? Thanks for the rule of thumb -- that's the kind of info I need. Probably two units per city at minimum; I guess I can build encampments and put them there. (Realized last night that I've only been building one encampment per game, like a schmuck. I keep getting caught up in other things.)
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# ? Oct 28, 2016 15:50 |
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The optimal distance between cities is closer than you think because the AI is a loving DICK and WILL settle loving gimp-rear end cities in whatever gaps you leave in your beautiful empire gently caress YOU SALADIN
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# ? Oct 28, 2016 15:51 |
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quadrophrenic posted:Speaking of naval, I found out in one of my games that melee naval units can assault and cap coastal cities. Was it like that in Civ V? Despite playing 400 hours of that game, I think I only ever got in like 2 or 3 big naval wars. Yes, you could do this in civ V
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# ? Oct 28, 2016 15:54 |
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prefect posted:Thanks for the rule of thumb -- that's the kind of info I need. Probably two units per city at minimum; I guess I can build encampments and put them there. (Realized last night that I've only been building one encampment per game, like a schmuck. I keep getting caught up in other things.) One encampment isn't bad, esp if you're playing a peaceful/defensive civ. I usually like to build two if I get horses, one for regular units and one specifically for mounted. Remember encampments are primarily for unit production bonuses, so if you only plan on having one army city, one encampment is fine
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# ? Oct 28, 2016 15:55 |
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Yeah that's the other thing, not every city you settle has to be a master tier city with 30 pop, you can settle weak cities that aren't going anywhere just to grab resources or fill out space, or build districts for adjacency bonus (if you're the aztecs) and if amenities become an issue just set those cities to not grow
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# ? Oct 28, 2016 15:56 |
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MMM Whatchya Say posted:Yeah that's the other thing, not every city you settle has to be a master tier city with 30 pop, you can settle weak cities that aren't going anywhere just to grab resources or fill out space, or build districts for adjacency bonus (if you're the aztecs) and if amenities become an issue just set those cities to not grow A part of my brain is still in Civ 2 "every city must eventually build every improvement" mode. I wish there were a way to see recommended builder improvements all the time, instead of just when they're close to a builder. I want to plan!
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# ? Oct 28, 2016 16:00 |
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Ratios and Tendency posted:The movement rules are good and cool. Moving units from one location to another is the absolute worst part of 1UPT and Civ VI has made it even more annoying and makes me want to wage war even less. Even if stacks had nothing else going for them it sure was pleasant to be able to double click on a stack to simultaneously select 100 tanks and move them all with one click. Traffic jams were literally the worst part of Civ V and Civ VI has made them even worse somehow. If the game wasn't better on pretty much every other level I might be more frustrated with this.
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# ? Oct 28, 2016 16:00 |
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Magil Zeal posted:Moving units from one location to another is the absolute worst part of 1UPT and Civ VI has made it even more annoying and makes me want to wage war even less. Even if stacks had nothing else going for them it sure was pleasant to be able to double click on a stack to simultaneously select 100 tanks and move them all with one click. are you not building roads? you should be getting some roads down son you say doomstacks were good because you could move 100 tanks at a time, i say doomstacks are bad because you have to build 100 tanks individually tomato, tomato
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# ? Oct 28, 2016 16:05 |
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quadrophrenic posted:The optimal distance between cities is closer than you think because the AI is a loving DICK and WILL settle loving gimp-rear end cities in whatever gaps you leave in your beautiful empire Ahahaha, not only did this happen in my latest game, but it was Saladin who did it to me. Then he declared war on me, so I took the city. Thanks, Saladin. Anyway I too am having trouble with the whole "don't need to settle at perfect ranged out" thing, though I'm getting better about it. Been prioritizing access to Stuff I need and terrain and such when deciding sites, and while I may still err a bit on the side of being further away rather than close together, I'm not too bothered about slight "overlap" anymore.
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# ? Oct 28, 2016 16:06 |
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quadrophrenic posted:are you not building roads? you should be getting some roads down son Back in my day we had something called a "production queue" and also could queue up a city to produce something over and over until it was told otherwise, but it was found that such quality of life features were not needed in today's games. But yes I do build roads, it doesn't help. Even though I use internal trade routes almost exclusively because production is so much more valuable than gold (well, at least because I refuse to use the selling units exploit).
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# ? Oct 28, 2016 16:11 |
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By the way map pins are really good for district planning.
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# ? Oct 28, 2016 16:13 |
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My issues with roads mostly lie in the fact that it doesn't really speed up movement until the Modern Era. The stupid 0.75 movement industrial roads mean my 2-move units still just move 2 spaces, and have a useless 0.5 moves leftover. Then you get to Modern and suddenly all your 2-move guys can move 4 spaces. Why couldn't they have at least done like 2/3 movement cost in the industrial, so that 2-movers get 3 spaces? Or maybe roads should use the movement rules of the previous Civs and let you move a space as long as you have any movement left at all. I'm hoping that an expansion brings back railroads. Maybe a Transport Hub district that will create a railroad between any two cities with that district, along with buildings for public transport/subways etc. quadrophrenic posted:The optimal distance between cities is closer than you think because the AI is a loving DICK and WILL settle loving gimp-rear end cities in whatever gaps you leave in your beautiful empire The worst is Russia, since their extra tiles explosion immediately grab a huge chunk of land right in your face. In my last game I got so frustrated I put units on every settle-able spot in between my cities. Magil Zeal posted:Back in my day we had something called a "production queue" and also could queue up a city to produce something over and over until it was told otherwise, but it was found that such quality of life features were not needed in today's games. As much as I don't miss the construction queue that much, and I can see why districts made in more difficult to implement, they really need to at least add an option to just keep building a unit/project until you tell it to stop. Same with Counterspying. Why does that last only like 6 turns? The spy should stay there until you tell it to move. Or at least just have a simple 'repeat last mission' button somewhere. Gully Foyle fucked around with this message at 16:30 on Oct 28, 2016 |
# ? Oct 28, 2016 16:25 |
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Gully Foyle posted:The worst is Russia, since their extra tiles explosion immediately grab a huge chunk of land right in your face. In my last game I got so frustrated I put units on every settle-able spot in between my cities. "Your troops are on my borders! Time for an diplo hit!"
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# ? Oct 28, 2016 16:28 |
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I asked this earlier but I'm going to try again - for those people who have played multiplayer do you notice that even if you pick a huge map it doesn't seem to actually be very big? It also doesn't add many civs and has a paddy if I try and add any more than the default 7. But if I play single player on large/huge there's tonnes of other civs.
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# ? Oct 28, 2016 17:03 |
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The maps in single player seem really small to me too. I'm playing huge right now and it feels tiny. All the civs are so cramped.
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# ? Oct 28, 2016 17:06 |
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Jastiger posted:IF Barbs take a city do they TAKE IT or is it immediately razed?
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# ? Oct 28, 2016 17:08 |
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Grand Fromage posted:The maps in single player seem really small to me too. I'm playing huge right now and it feels tiny. All the civs are so cramped. I've tried some single player huge maps with just three other civs (it's normally twelve), and they're always right next door!
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# ? Oct 28, 2016 17:10 |
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prefect posted:On a related subject, what's a good standard peacetime army size? I used to have a defensive unit and an offensive unit in each city, but you can't stack any more, so I'm not sure what to do. rudatron fucked around with this message at 17:11 on Oct 28, 2016 |
# ? Oct 28, 2016 17:09 |
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*Trajan with 20+ Hoplites combined to armies on every tile in a city who's border is nuts-to-rear end to my capital border* *my AT crew runs across, on it's way to another city* REMOVE YOUR ARMY FROM MY BORDERS YOU SCUM (Denounces you)
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# ? Oct 28, 2016 17:29 |
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Ross Perowned posted:*Trajan with 20+ Hoplites combined to armies on every tile in a city who's border is nuts-to-rear end to my capital border* To be fair, he's extremely intimidated because that one AT crew could take all those Hoplites and then snag the city.
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# ? Oct 28, 2016 17:31 |
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What is the benefit of having a citizen work a district tile? As far as I can tell, most of the benefit is gained without that work and the added bonus is fairly minor, I think 2 beakers for the campus for example.
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# ? Oct 28, 2016 17:42 |
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Eventually you might run out of regular improvements to work and sometimes you need an extra edge in one area or the other.
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# ? Oct 28, 2016 17:45 |
Am I just unlucky, or is the AI extremely aggressive in this game? I've been at war with at least 1, and up to 4, Civs at any given time since turn 14 of this 300 turn game. It's my first game, so I'm unsure if this is the norm or if the map just made everyone crazy. I get that leaders have agendas, but Norway declaring war on me and getting defeated every 20 turns or so because I don't have a navy seems a bit much. Devorum fucked around with this message at 18:29 on Oct 28, 2016 |
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# ? Oct 28, 2016 18:24 |
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# ? May 30, 2024 14:17 |
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The diplomacy is real messed up so every AI is constantly like 40K PURGE THE HERETIC BURN THE UNCLEAN mode and hates you from the moment you make contact. In the dark future of Civ 6 there is only war.
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# ? Oct 28, 2016 18:27 |