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Aerdan
Apr 14, 2012

Not Dennis NEDry
Oh my gently caress, the Fall 2017 patch & Khmer/Indonesia DLC finally landed for macOS/Linux.

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TjyvTompa
Jun 1, 2001

im gay

Goa Tse-tung posted:

I think it may have to do something with game speeds, if you always play on eternal or slower you probably wont notice all the building clicks you have to do

whereas on quick or multiplayer it becomes a chore for every turn and basically every city

Even normal games are like that in the end, especially if you go for a domination victory. I think the explanation is simple: They don't want you to miss new wonders/buildings/districts/units that you have unlocked because you had a huge build queue set in a city that would have profited greatly from one of them. They probably want you to check what you can build as often as possible so you can see when you have unlocked new, powerful/useful stuff. For example you can't queue a Archaeologist after a Archaeological Museum.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

Gort posted:

Regarding the quotes, here's a Civfanatics thread on how bad the Civ 6 quotes are. Here's the OP:

Incredible :stare:

BTW, you can find about half the quotes in the game by just googling "[thing] quotes" and looking through the first page. That's how they ended up with quotes from blogs.

They phoned it in so loving hard. They obviously had some intern do it. You'd think someone would check them before passing them to the extremely expensive voice actor, but apparently not

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

The White Dragon posted:

i think they continued to improve perfectworld until bnw came out. personally i think "realistic maps with simulated weather/tectonics" don't suit civ 5's movement style, i thought it worked better in civ 4's grid. but hey you asked so might as well give it a try, right?

My problem with most of the 'realistic' map scripts is how much desert they all make, often with no climate slider to adjust it. Like the entire center of any decent continent will be desert. If the script generated Earth the Amazon would be desert, the American midwest would all be desert, Poland and Russia would all be desert. It's silly and ugly.

Kassad
Nov 12, 2005

It's about time.

Gort posted:

Since you're aware of the Civ 6 mod scene, are there any that noticeably improve the AI or fix the quotes?

I used AI+ for a while, but it's not clear how much help it is since all it can do is tweak values in XML files. And the author says they stopped working on it because of that. It looks like that's a limitation for any mod that tries to touch the AI.

As for quotes, I actually haven't thought of looking for a mod that improves them. I found these two: Proverbium (adds a lot of new quotes for techs, civics, wonders and natural wonders, no voice-overs) and Better Tech Quotes (only for techs, but fully voiced-over... Since I haven't tried it, god knows if that's a good thing).


Aerdan posted:

Oh my gently caress, the Fall 2017 patch & Khmer/Indonesia DLC finally landed for macOS/Linux.

Holy crap.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Fintilgin posted:

My problem with most of the 'realistic' map scripts is how much desert they all make, often with no climate slider to adjust it. Like the entire center of any decent continent will be desert. If the script generated Earth the Amazon would be desert, the American midwest would all be desert, Poland and Russia would all be desert. It's silly and ugly.

That's not a problem I ever saw much of with PerfectWorld, specfically*. Because of the way it handles wind and rainfall, it's much fonder of situating deserts on the leeward sides of mountain ranges and along the subtropical highs.

It's also super fond of concentrating mountains into these huge long ranges- which has been directly responsible for some of the best games I had in V, but probably wouldn't suit VI so well.

*(Not that I ever felt the need to meddle with them, but that script has a whole bunch of tuning variables that could have been exposed to end users. Try cracking the script open and fiddling with mconst.desertPercent and mconst.plainsPercent.)

The Human Crouton
Sep 20, 2002

Milky Moor posted:

The UI feels like several steps backward, with information that feels hidden needlessly obscured. The leader dialog cutscenes are too long. The tech/wonder quotes feel insipid as opposed to inspiring. The relatively straightforward nation advantages of Civ 5 are gone. The tutorial didn't seem to explain districts too me and I have no idea if they're a 'build them all' situation or something you should specialise in. Can I even queue production anymore?.

There was a live stream with the developers for the upcoming expansion yesterday, and they don't even know how to use their own terrible UI. They kept exiting and leaving the diplomacy screen to check on each leaders instead of clicking on the portraits to the left on the diplomacy screen. It shows they are very content with 2 clicks per 1 piece of information. It's the worst.

Just use the CQUI mod until Firaxis releases a patch and breaks it for two weeks.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
Am I the only person here who dislikes CQUI? Not defending the base game UI, it has problems, but, when I used CQUI briefly, it seemed... Really bad. Like, it gave some useful information that wasn't immediately visible in the base game and presented a lot more information, but it just sort of... Throws it all at you. The presentation is a huge mess. Also, it's really ugly. I feel like they could have put a little more effort into it and it would have been a lot more readable and aesthetically-pleasing without reducing the information it gives you. Good idea, bad execution, basically.

The Human Crouton
Sep 20, 2002

Roland Jones posted:

Am I the only person here who dislikes CQUI? Not defending the base game UI, it has problems, but, when I used CQUI briefly, it seemed... Really bad. Like, it gave some useful information that wasn't immediately visible in the base game and presented a lot more information, but it just sort of... Throws it all at you. The presentation is a huge mess. Also, it's really ugly. I feel like they could have put a little more effort into it and it would have been a lot more readable and aesthetically-pleasing without reducing the information it gives you. Good idea, bad execution, basically.

I love it. I don't know which parts you are talking about specifically, and I found nothing cluttered. My favorite part is that I can open the city screen and see everything instead of clicking on the city and then clicking on which piece of the city screen I'd like to see. I also love that I can hover over a city to see which tiles are being worked instead of having to do multiple clicks to get information I might not even care to change.

Magil Zeal
Nov 24, 2008

I like CQUI but it really sucks at handling certain mod things, like new buildings that are exclusive with other buildings. Which is one of my favorite things, forcing the player to give up one thing to choose another. So I don't use it much. And I find it odd that it sucks at that (it will constantly show a building on the list that you can't actually build).

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X

Fintilgin posted:

My problem with most of the 'realistic' map scripts is how much desert they all make, often with no climate slider to adjust it. Like the entire center of any decent continent will be desert. If the script generated Earth the Amazon would be desert, the American midwest would all be desert, Poland and Russia would all be desert. It's silly and ugly.

Autonomous Monster posted:

That's not a problem I ever saw much of with PerfectWorld, specfically*. Because of the way it handles wind and rainfall, it's much fonder of situating deserts on the leeward sides of mountain ranges and along the subtropical highs.

It's also super fond of concentrating mountains into these huge long ranges- which has been directly responsible for some of the best games I had in V, but probably wouldn't suit VI so well.

*(Not that I ever felt the need to meddle with them, but that script has a whole bunch of tuning variables that could have been exposed to end users. Try cracking the script open and fiddling with mconst.desertPercent and mconst.plainsPercent.)

It's been a long time since I tried PerfectWorld on Civ 5, so maybe it's been updated over the years and I missed it, but my experience with that and with PW/Totestra in Civ 4 was exactly like Fintilgin's: every continent was half desert. I fiddled with settings off and on before finally giving up on it. Partly because I also learned that while realistic maps are really pretty, they're not necessarily the most fun to play Civ on. I almost always use Fractal.

The Human Crouton
Sep 20, 2002

Magil Zeal posted:

I like CQUI but it really sucks at handling certain mod things, like new buildings that are exclusive with other buildings. Which is one of my favorite things, forcing the player to give up one thing to choose another. So I don't use it much. And I find it odd that it sucks at that (it will constantly show a building on the list that you can't actually build).

That's definitely a result of having a building queue that modders had to write themselves.

Magil Zeal
Nov 24, 2008

The Human Crouton posted:

That's definitely a result of having a building queue that modders had to write themselves.

Yeah, I figure as much, I just wish I could disable the production queue part of it or something. I never use it anyway.

CompeAnansi
Feb 1, 2011

I respectfully decline
the invitation to join
your hallucination
I like lots of the features in CQUI, but the only one I really can't live without are the expanded pin options. I love being able to plan out my expansions, districts, and wonders in advance with the pins. The base game does have pins, but only like 5 different ones instead of the ~40-50 highly detailed ones that CQUI has.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



One of the first things I turned off was leader animations. The well animated leaders are well animated, the more cartoony ones are absolute horrors (Alexander). The killer is they all talk too long when they declare war on you for the umpteenth time.

I'm very tempted to turn off quotes as well because as mentioned they bounce between fairly good to horrible. My two "favorites" are the Ruhr Valley (Hey, let's talk about this massive industrial region shutting down to celebrate the production bonus you secured) and Mount Wi-fi ("But you don't understaaaaaand, it's supposed to be tongue-in-cheek about the writer having to talk to people!" It's still a horrible loving quote to put in the game.)

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
I've said it before, but as much as I enjoy VI, I have no defense for the quotes at all and really hate them. And most of the writing in the game too; the Civilopedia has some pretty bad entries, the narration for every civ is obviously just them referencing as many of the civ's abilities and stuff and the leader's agenda (I actually alt-tab out whenever I load up a game because I don't like listening to those; sorry Sean, I like your voice and all, but they gave you bad material and also you need to learn to pronounce some of these words), and the leader dialog varies immensely. To use my favorite leader as an example, Cyrus's war declaration and reaction to you declaring war on him are both great and get across his personality well, but his "I am the least trustworthy man ever" introduction and agenda quotes are dumb.

Most of the agenda-related quotes are bad, really; while I'll defend some of the agendas themselves since most of them drive the AI to attack you if you're vulnerable to them, like Cleo and Trajan disliking you if you have a smaller army/empire, or Harald and Gitarja disliking you if you have a weak navy/settle on the coast when they're both naval civs, the way the leaders reference their agendas is often really blatant and two-dimensional.

Bluff Buster
Oct 26, 2011

I can't wait for Tamar of Georgia to start yelling at you because you don't have enough walls in your empire.

That's apparently her agenda.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



On the positive side of quotes though... if I turn off quotes I can't hear Sean say "Hootchlipootchli"...

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

Bluff Buster posted:

I can't wait for Tamar of Georgia to start yelling at you because you don't have enough walls in your empire.

That's apparently her agenda.

Tamar, when the walls were few

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
That one actually makes sense in the way I was talking about earlier; if your cities have no walls, and ergo are easy to siege and conquer, she might decide she's going to attack you, because you're vulnerable.

Bluff Buster
Oct 26, 2011

Roland Jones posted:

That one actually makes sense in the way I was talking about earlier; if your cities have no walls, and ergo are easy to siege and conquer, she might decide she's going to attack you, because you're vulnerable.

Oh, I understand that. I'm just curious to know how on-the-nose the agenda quotes will be like you mentioned earlier.

The Human Crouton
Sep 20, 2002

Bluff Buster posted:

Oh, I understand that. I'm just curious to know how on-the-nose the agenda quotes will be like you mentioned earlier.

You have discovered masonry this very turn, and you have no walls. Do you not care about the protection of your people?

OneTruePecos
Oct 24, 2010

Staltran posted:

Even if you're unmodded, you shouldn't plop down a district immediately if you're going to be able to plop it down with a 40% discount soon. Explanation here. So if you've got another district that's going to be finished soon (and you're going to get a tech or civic after that, updating the variable), and that's going to qualify the new district for the discount, you should wait.

Also how that discount/district cost in general works really should be explained in the game.

I couldn't make heads or tails of the explanation in the civfanatics post. Could you, or someone else who understands it, take a stab at re-stating it?

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

Bluff Buster posted:

Oh, I understand that. I'm just curious to know how on-the-nose the agenda quotes will be like you mentioned earlier.

Ah, yeah. God, it's probably going to be awful. I'm actually laughing a little thinking about it.

OneTruePecos posted:

I couldn't make heads or tails of the explanation in the civfanatics post. Could you, or someone else who understands it, take a stab at re-stating it?

Okay, so. I had trouble here too because this person's explanation is not at all clear, but I'm going to try to break it down.

a is the number of techs you've researched that let you build districts. (Note that here and everywhere following, when I say "districts" it excludes Aqueducts, Neighborhoods, and Spaceports; they don't count here.)
b is the number of districts you have built. You need them to have been fully built, just placing them doesn't count.

You get a big discount to the cost of building a district if b ≥ a, i.e. you've built at least as many districts as the number of different districts you can build, and if b/a is greater than the total number of districts of the type you're trying to build you already have. (This includes ones that are placed; no placing a bunch of districts all at once to exploit the discount here.)

So, to use an example from a game I'm in, I can currently build Campuses. I'm working on one and going to start a second soon. These will not be discounted. I'm going to research Holy Sites soon; if I place one immediately, it will have full cost. However, if I get the two Campuses built, then I'll have two districts built and two different types of district researched, so b is equal to a. I'll also have no Holy Sites, which is less than b/a, or 1. Therefore, I'll get a sizable discount to my Holy Site if I choose to wait to build it until I have both Campuses built, if I also don't research any new types of district in the meantime and make a greater than b again.

I think that's what it's trying to say? This is a really weird mechanic and that explanation is way too terse. I'll have to give it a try and see how it goes.

Roland Jones fucked around with this message at 20:12 on Jan 12, 2018

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Alkydere posted:

On the positive side of quotes though... if I turn off quotes I can't hear Sean say "Hootchlipootchli"...

what is it with british people not even trying to pronounce things. they give us americans a hard time but then they say poo poo like kamahamaha and mammalowhee kana-why

Staltran
Jan 3, 2013

Fallen Rib

Roland Jones posted:

Ah, yeah. God, it's probably going to be awful. I'm actually laughing a little thinking about it.


Okay, so. I had trouble here too because this person's explanation is not at all clear, but I'm going to try to break it down.

a is the number of techs you've researched that let you build districts. (Note that here and everywhere following, when I say "districts" it excludes Aqueducts, Neighborhoods, and Spaceports; they don't count here.)
b is the number of districts you have built. You need them to have been fully built, just placing them doesn't count.

You get a big discount to the cost of building a district if b ≥ a, i.e. you've built at least as many districts as the number of different districts you can build, and if b/a is greater than the total number of districts of the type you're trying to build you already have. (This includes ones that are placed; no placing a bunch of districts all at once to exploit the discount here.)

So, to use an example from a game I'm in, I can currently build Campuses. I'm working on one and going to start a second soon. These will not be discounted. I'm going to research Holy Sites soon; if I place one immediately, it will have full cost. However, if I get the two Campuses built, then I'll have two districts built and two different types of district researched, so b is equal to a. I'll also have no Holy Sites, which is less than b/a, or 1. Therefore, I'll get a sizable discount to my Holy Site if I choose to wait to build it until I have both Campuses built, if I also don't research any new types of district in the meantime and make a greater than b again.

I think that's what it's trying to say? This is a really weird mechanic and that explanation is way too terse. I'll have to give it a try and see how it goes.

This is (mostly) my understanding as well, though I haven't played in some time so I haven't tested it either. However apparently b only updates if a tech or civic is completed, for some reason.

Bluff Buster
Oct 26, 2011

Am I to understand from this formula that just immediately locking in your district costs may actually be detrimental in some scenarios?

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
Basically, yeah. If you're willing to do a bit of simple math and keep track of how many districts you've built and unlocked, you might occasionally get opportunities to have sizable discounts on district costs by building them at the right time.

I'm not sure what the point of that formula is, though. It encourages you to build districts you haven't built that many of, but also, at least early, rewards you for building a lot of districts (see the example I used, for a game that's still in the Ancient Era). I think it might be meant to do the former and the latter is just a side-effect, but it's still strange.

The Human Crouton
Sep 20, 2002

I think the district costing system is meant to make you diversify districts, but also to make you build districts early.

I don't have any real problems with making districts you lack cheaper, but I do have a problem with making districts more expensive by the amount of tech/culture you have. That is clearly meant to force you into building districts earlier in the game, but the reason it's a stupid as poo poo idea is that foregoing districts early already punishes you by denying you science, culture, faith, or other resources. The very nature of a game where you win by accumulating certain resources attached to districts already punishes you for not building districts. There is no reason to enforce it any farther.

ate shit on live tv
Feb 15, 2004

by Azathoth
I assume it’s some kind of misguided attempt to discourage you from building only one kind of district because if you are a player who thinks all districts are equally good you’ll see a theater district cheaper then a commerce district and choose to build that instead.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
Yeah, I'm not a fan of the rising district costs, since it makes later cities harder and harder to get up and running. I'm particularly not a fan of it being tied to tech/civic progress, of all things.

Megazver
Jan 13, 2006
What annoys me about it is the sheer dumb artificiality of it.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Megazver posted:

What annoys me about it is the sheer dumb artificiality of it.

the something awful forums > discussion > games > civilization vi: what annoys me about it is the sheer dumb artificiality of it.

Cartoon
Jun 20, 2008

poop

The White Dragon posted:

the something awful forums > discussion > games > civilization vi: what annoys me about it is the sheer dumb artificial intelligence of it.
ftfy

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
In general it makes sense to scale district costs up to keep them from becoming trivial but doing it by tech progress is a bit silly. Making established cities put in real work is all well and good but making it impossible to develop later cities is really dumb.

Judge Schnoopy
Nov 2, 2005

dont even TRY it, pal

The Human Crouton posted:

You have discovered masonry this very turn, and you have no walls. Do you not care about the protection of your people?

Fuuuuuck. I founded a religion and Mbaza denounced me two loving turns later for not spreading my religion to him.

Dude, my people barely follow this religion. Chill the gently caress out.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

Straight White Shark posted:

In general it makes sense to scale district costs up to keep them from becoming trivial but doing it by tech progress is a bit silly. Making established cities put in real work is all well and good but making it impossible to develop later cities is really dumb.

Yeah, scaling based on the number of specialty districts in that city or something would be better. I could even see something like them scaling based on how many of that particular district you have, though I'm glad they didn't do that either because it'd hit the same problem with making later cities harder to establish. Tech and civic progress is just a weird thing to tie it to, though.

Judge Schnoopy posted:

Fuuuuuck. I founded a religion and Mbaza denounced me two loving turns later for not spreading my religion to him.

Dude, my people barely follow this religion. Chill the gently caress out.

Mvemba a Nzinga. "Mbanza" refers to their unique Neighborhood district, and/or the names of some of their cities, and is in fact the Kongolese word for "city" or "settlement". Hence "Mbanza Kongo," "Mbanza Nsundi," and so on.

Judge Schnoopy
Nov 2, 2005

dont even TRY it, pal

Roland Jones posted:

Yeah, scaling based on the number of specialty districts in that city or something would be better. I could even see something like them scaling based on how many of that particular district you have, though I'm glad they didn't do that either because it'd hit the same problem with making later cities harder to establish. Tech and civic progress is just a weird thing to tie it to, though.


Mvemba a Nzinga. "Mbanza" refers to their unique Neighborhood district, and/or the names of some of their cities, and is in fact the Kongolese word for "city" or "settlement". Hence "Mbanza Kongo," "Mbanza Nsundi," and so on.

In all honesty I knew I was going to screw up the word / name / spelling, and thought to myself that I should have looked it up, but ultimately didn't because I'm a piece of poo poo. This thread has my apologies.

Magil Zeal
Nov 24, 2008

Roland Jones posted:

Yeah, scaling based on the number of specialty districts in that city or something would be better. I could even see something like them scaling based on how many of that particular district you have, though I'm glad they didn't do that either because it'd hit the same problem with making later cities harder to establish. Tech and civic progress is just a weird thing to tie it to, though.

I'm not sure how easy it would be to scale cost based on the # of districts in the city, I don't believe that's a built-in formula, but scaling based on # of that district you previously built is easy to do. Mod-wise, I mean.

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really queer Christmas
Apr 22, 2014

I just got this in the humble monthly and man I’ve got so many little problems with this game, though looking over the last few pages they’re pretty common.

But my biggest issue is how goddamn stupid and infuriating the AI is.



This person just finished a war with me because...

And they won’t declare friendship with me (as will anyone else) because...

Also, the Vikings got mad at me for having troops on the border (because they sent their whole army to my borders). They then declared war on me and got mad at me for not moving my troops from the border.

I had a lot of fun playing with friends but Jesus single player just feels frustrating.

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