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PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
I'm feeling like this expansion is as good as BNW, relatively speaking. Especially considering that Civ VI was so comparatively feature rich at launch. My problem with Civ VI was and continues to be dumb AI and bad use interface decisions. R&F is definitely a step in the right direction for the UI, but it continues with some mind bogglingly stupid decisions.

I feel the scroll bar on a great person screen is like a perfect microcosm of all the wrong decisions Civ VI made.

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homullus
Mar 27, 2009

I really like the ages. I think the unique units should probably be a bigger era bonus, though; I like the idea of the unique unit being a central part of a Heroic Age Haymaker.

Koryk
Jun 5, 2007
Stealing solo Settlers with Persia is the funniest thing. Surprise War, then zooooooooom!, back to the homeland.

CascadeBeta
Feb 14, 2009

by Cyrano4747

JVNO posted:

I'm feeling like this expansion is as good as BNW, relatively speaking. Especially considering that Civ VI was so comparatively feature rich at launch. My problem with Civ VI was and continues to be dumb AI and bad use interface decisions. R&F is definitely a step in the right direction for the UI, but it continues with some mind bogglingly stupid decisions.

I feel the scroll bar on a great person screen is like a perfect microcosm of all the wrong decisions Civ VI made.

Did anyone ever make an acceptable AI tweaks mod? I assume pretty much nothing is updated atm but I figured I'd ask.

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.



JVNO posted:

I'm feeling like this expansion is as good as BNW, relatively speaking. Especially considering that Civ VI was so comparatively feature rich at launch. My problem with Civ VI was and continues to be dumb AI and bad use interface decisions. R&F is definitely a step in the right direction for the UI, but it continues with some mind bogglingly stupid decisions.

I feel the scroll bar on a great person screen is like a perfect microcosm of all the wrong decisions Civ VI made.

The scroll bar wouldn't even be so bad if the damned Great Prophet was at least put to one side or the other. Who's idiot idea was it to make the great person slot that spends 9/10th of a full-length game barren in the dead center?

Zulily Zoetrope
Jun 1, 2011

Muldoon
I can't believe alliances still hard cancel every 30 turns. Especially since the AI is still finicky and will occasionally decide it doesn't want to be your friend until two turns after the alliance expired.

Raserys
Aug 22, 2011

IT'S YA BOY
I'm not asking for skynet here, but you'd think after surprise war number 5 fails, it would be pretty evident that they are both not surprises and not much of a war

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

Koryk posted:

Stealing solo Settlers with Persia is the funniest thing. Surprise War, then zooooooooom!, back to the homeland.

It really is. Fall of Babylon is such a good ability. R&F's version is slightly nerfed (instead of no penalties in occupied cities, Cyrus gets +5 loyalty in occupied cities with a garrisoned unit, so it takes a little more effort for that particular benefit) but it's still really good.

Alkydere posted:

The scroll bar wouldn't even be so bad if the damned Great Prophet was at least put to one side or the other. Who's idiot idea was it to make the great person slot that spends 9/10th of a full-length game barren in the dead center?

There being scrollbars in the big menu you move with a scrollbar trips me up; every time, I try to use the scroll wheel to scroll down the list of who's earning what points before being reminded that that moves the whole thing left and right instead.

homullus
Mar 27, 2009

Raserys posted:

I'm not asking for skynet here, but you'd think after surprise war number 5 fails, it would be pretty evident that they are both not surprises and not much of a war

People still get surprised by surprise parties

Beef Hardcheese
Jan 21, 2003

HOW ABOUT I LASH YOUR SHIT


Straight White Shark posted:

So far emergencies seem to be the only real dud. They pop up pretty randomly and really gently caress with the already-tenuous diplomacy. After playing several games of Civ 6 without seeing the dreaded nonsense joint war, I had friendly Tomyris and Trajan randomly declare on me. This created a backstab emergency, which Trajan joined, forcing him to backstab his backstab partner to punish her for backstabbing. I like the concept, but they really needed to put in more work on figuring out what should qualify for an emergency. A random betrayal or city-state conquest does not feel like the kind of OH poo poo, DOGPILE NOW moment that emergencies are designed for.

I'm still on my first R&F game and have only had one emergency, which happened when I converted Korea's Taoist holy city to my own religion, Memes*. It was about my civ's lack of religious tolerance, and the goal was to re-convert the holy city back to Taoism after 30 turns which was a losing proposition all-around since I had converted pretty much every city on the continent at that point. The only one who joined in was Korea, and all this did was spur me to be more aggressive with religious conversions in that area until the emergency was over.

*gently caress you I think it's funny because I get messages like "Zanzibar wants Memes" and I imagine a missionary singing "We Are Number One", telling tales of Steamed Hams, and distributing icons of Advice Dog :colbert:

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.



Beef Hardcheese posted:

*gently caress you I think it's funny because I get messages like "Zanzibar wants Memes" and I imagine a missionary singing "We Are Number One", telling tales of Steamed Hams, and distributing icons of Advice Dog :colbert:

Hey man, I can't judge. I used to do poo poo like name the Civ V Wold Congress as "World Farting Contest" or one time "Wu's A Bitch" when she unlocked printing press one turn before me so she got the first go-around. I've also named my religion stuff like "Sandwiches" so I get stuff like "Kandy wants Sandwiches".

Also, Emergencies seem mainly capital-related. Taking a city state or a civ's capital tends to trigger an instant military emergency, as does flipping a holy city's religion. There seem to be a few others (take a lot of cities from someone or use a nuke) but those are the big ones.

Gort
Aug 18, 2003

Good day what ho cup of tea

CascadeBeta posted:

Did anyone ever make an acceptable AI tweaks mod? I assume pretty much nothing is updated atm but I figured I'd ask.

The AI is basically unmoddable. The best you can do is modify things about the game and hope they make the game easier for the AI to play.

The big issue I've seen with the AI is that it doesn't attack when it should. Rocket artillery rolling around inside city strike range getting hit over and over, for example. Tanks that could easily take a city sitting still nearby instead. I'm not sure what you can do to fix an AI that won't commit to sure-fire 100% positive attacks.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
How come I get the war monger penalty even if I've never declared a war. Zulu and Spain declared war on me early on and now ever other civ hates me because I'm winning the war.

Gort
Aug 18, 2003

Good day what ho cup of tea

Popete posted:

How come I get the war monger penalty even if I've never declared a war. Zulu and Spain declared war on me early on and now ever other civ hates me because I'm winning the war.

Declaring a war isn't the main source of warmonger penalty. Capturing cities is.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Gort posted:

Declaring a war isn't the main source of warmonger penalty. Capturing cities is.

Well then maybe they shouldn't have declared war on me.

I've never had a game in Civ 6 where I didn't end up with war mongering even when I'm not being particularly aggressive.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

Popete posted:

How come I get the war monger penalty even if I've never declared a war. Zulu and Spain declared war on me early on and now ever other civ hates me because I'm winning the war.

Taking cities turns the war from a defensive one to an offensive one, where you're using conquest to benefit yourself, and if you think about things from an RP/in-universe perspective involves you slaughtering a bunch of civilians, and people don't like that even if the other side struck first. And before the "but that's not fair, I'm doing the same thing warmongers do for a good reason" conversation starts again, it was that way in V too.

It's easy to fight off an enemy civ without outright taking their cities, and if you defend yourself long enough, even if you aren't winning, they'll probably give you their cities because the AI is really dumb about war. Just kill their units and pillage their stuff if you go on the offensive.

Roland Jones fucked around with this message at 23:15 on Feb 12, 2018

Gort
Aug 18, 2003

Good day what ho cup of tea

Popete posted:

Well then maybe they shouldn't have declared war on me.

Yeah, it's unintuitive, but it's the way it works. You could imagine if France had just kept hold of all of Germany's cities after World War One that the rest of the world might have looked a little askance at them, though.

I think a better system would be one of "grievances", where when someone does something bad to you (EG: Settles nearby when you've warned them not to, declares war on you, breaks a promise, gets caught spying) you get a "grievance" against them. Having a grievance against someone allows you to make a demand from them and go to war warmonger-free if they refuse it, and generate no warmonger penalty in the peace deal if all you take is what you originally demanded. The size of demands could be proportional to the target civilisation's strength in a given area, so if you demand gold from a rich civ you get a lot, but an impoverished civ would get you little, and a large civ with many big cities might lose a large city where a small civ would only lose a small one.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

Gort posted:

Yeah, it's unintuitive, but it's the way it works. You could imagine if France had just kept hold of all of Germany's cities after World War One that the rest of the world might have looked a little askance at them, though.

This is a good point actually; giving the cities back after the war ends removes the warmongering penalties for taking them. I can't remember if having the AI cede them to you also lessens them or not, but I'm pretty sure it's better than just keeping them occupied (which also keeps them from growing, which is bad) at least.

Gort
Aug 18, 2003

Good day what ho cup of tea
I thought not getting the cities ceded just made those cities really lovely for you.

Aerdan
Apr 14, 2012

Not Dennis NEDry
Is it possible to make Joint War trade options only available if the asking civ is already at war with the target civ? Because I feel like that'd go a long way toward making the mechanic not mindbogglingly obnoxious.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Gort posted:

Yeah, it's unintuitive, but it's the way it works. You could imagine if France had just kept hold of all of Germany's cities after World War One that the rest of the world might have looked a little askance at them, though.

I think a better system would be one of "grievances", where when someone does something bad to you (EG: Settles nearby when you've warned them not to, declares war on you, breaks a promise, gets caught spying) you get a "grievance" against them. Having a grievance against someone allows you to make a demand from them and go to war warmonger-free if they refuse it, and generate no warmonger penalty in the peace deal if all you take is what you originally demanded. The size of demands could be proportional to the target civilisation's strength in a given area, so if you demand gold from a rich civ you get a lot, but an impoverished civ would get you little, and a large civ with many big cities might lose a large city where a small civ would only lose a small one.

I agree. The casus belli system is a good idea but the implementation leaves a lot to be desired. It bugs me that only the aggressor gains the benefit of casus belli (you'd think that "they're invading me!" would be a good excuse to cut down your warmonger, but apparently not!), and that they're so abstract. There's no real concept of what's "enough", it's just a question of how much warmongering penalty you want to take on. It sort of works in that you can keep your warmongering penalties small if you don't get greedy but it's frustratingly ambiguous as to where the line is drawn.

HappyCamperGL
May 18, 2014

Popete posted:

Well then maybe they shouldn't have declared war on me.

I've never had a game in Civ 6 where I didn't end up with war mongering even when I'm not being particularly aggressive.

Punitively taking cities is aggressive.

For defensive wars I'd usually just pillage all the improvements I can before taking the city, steal any workers/great works that are in the city. Then give it back when suing for peace. That's usually enough to make up for having to divert resources and keep the AIs happy. Or, if possible, liberating a city state is great for reducing warmonger penalties.

PS Impi corps are stupidly overpowered.

ate shit on live tv
Feb 15, 2004

by Azathoth
Call me crazy but declaring war on someone seems much more warmongery then liberating cities from a war mongerer.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

ate poo poo on live tv posted:

Call me crazy but declaring war on someone seems much more warmongery then liberating cities from a war mongerer.

Liberating cities reduces your warmonger penalty, actually. It's a good way to get away with being an actual warmonger, even. Conquering and keeping cities is not the same as liberating them, though.

Magil Zeal
Nov 24, 2008

Popete posted:

Well then maybe they shouldn't have declared war on me.

I've never had a game in Civ 6 where I didn't end up with war mongering even when I'm not being particularly aggressive.

Here's how I conquer whole empires without getting any warmonger penalty: wait until the AI attacks a city-state I'm suzerain of, then Declare Protectorate War and take everything. Also works with city-state emergencies.

It was actually a neat game. I built Kilwa Kisiwani, and then got super protective of my cultural city-states, because I was suzerain of two and they were giving me +15% culture in all cities. Then Nubia tries to conquer one and I take all her land in the ensuring Protectorate War. Then Germany attacks another one and I take all his land. No warmonger penalties at all even though I control three other Civ capitals now (Nubia had conquered Egypt previously).

Also, there's something weird going in the display for the Wish You Were Here Golden Age dedication and National Parks.



The lifetime tourism thing suggests I'm not actually getting 3645 tourism per turn from this single National Park, but who knows? The system is a bit opaque and I am getting a large amount of tourists per turn now, but the game is now hard-crashing on this turn and I suspect this National Park is the culprit. Usually when the game hard crashes the very last few lines of GameEffects.log point to the culprit, and in this case it appears to be GAME_HAS_ATOMIC_EYE_REQUIREMENTS for the Eye of the Sahara natural wonder that's partially a National Park and partially affected by Petra.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

HappyCamperGL posted:

Punitively taking cities is aggressive.

For defensive wars I'd usually just pillage all the improvements I can before taking the city, steal any workers/great works that are in the city. Then give it back when suing for peace. That's usually enough to make up for having to divert resources and keep the AIs happy. Or, if possible, liberating a city state is great for reducing warmonger penalties.

PS Impi corps are stupidly overpowered.

The nice thing about giving territory back is that it's basically a given that the AI won't be able to cough up enough money/luxuries/great works to make up the value of the cities you return, so the AI will be grateful because it thinks you're giving it a really good deal by settling for all of its money and income and resources and art, so you'll probably have a really good relationship with whoever you just beat up.

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
---------------------------->
Demands for improved AI are pretty consistent across all recent Civ releases and Firaxis games generally but it's a pretty fine balancing act. The problem is that if the AI was told to win and didn't have to abide by any restrictions it would win 99.9% of the time, particularly in a game as formulaic as Civ. Everybody wants good AI until they have to play against good AI.

ate shit on live tv
Feb 15, 2004

by Azathoth

Fojar38 posted:

Demands for improved AI are pretty consistent across all recent Civ releases and Firaxis games generally but it's a pretty fine balancing act. The problem is that if the AI was told to win and didn't have to abide by any restrictions it would win 99.9% of the time, particularly in a game as formulaic as Civ. Everybody wants good AI until they have to play against good AI.

Civ4 had a great Ai that performed the most important function it could, providing a challenge.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Fojar38 posted:

Demands for improved AI are pretty consistent across all recent Civ releases and Firaxis games generally but it's a pretty fine balancing act. The problem is that if the AI was told to win and didn't have to abide by any restrictions it would win 99.9% of the time, particularly in a game as formulaic as Civ. Everybody wants good AI until they have to play against good AI.

Designing an AI that can play a game as complex as Civ on a competitive level is a non-trivial challenge. It would be pretty simple to make a really scary rush AI that would level a human player with all the Deity start bonuses, but making an AI that could actually compete in the long run without needing a massive head start would probably take more work than just making Civ VII.

Magil Zeal
Nov 24, 2008

ate poo poo on live tv posted:

Civ4 had a great Ai that performed the most important function it could, providing a challenge.

The Civ 4 AI would still mindlessly suicide huge stacks of units into fortified cities over and over.

Brother Entropy
Dec 27, 2009

Magil Zeal posted:

The Civ 4 AI would still mindlessly suicide huge stacks of units into fortified cities over and over.

that honestly still sounds preferable over civ 6 ai being terrified of taking cities

Magil Zeal
Nov 24, 2008

Brother Entropy posted:

that honestly still sounds preferable over civ 6 ai being terrified of taking cities

I agree, but it's still not exactly a stellar performance on the AI's part when the player ends up with a K:D ratio of like 50:1.

Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


ate poo poo on live tv posted:

Civ4 had a great Ai that performed the most important function it could, providing a challenge.

This isn't really true. The Civ4 AI was competent, but pretty reliably beaten.

More importantly, it had competent personality. When you played and bordered Isabella, you knew you had to convert to her religion, convert her to yours, or fight. The equivalent in Civ6 is.. not caring at all, because the AI is fundamentally incapable of threatening you, in any way. Like maybe there is some similar personality(maybe?), but there's not that baseline where you care.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
After buying the expansion and playing it for two half-games that I abandoned in the Industrial era, I've come to the sad conclusion that I don't care about Civ 6 all that much. However, it's entirely possible that I'm skimming over some new expansion thing. Did they add anything other than Governors and Golden Ages? I don't recall coming across anything else that seemed new.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
The added the loyatly/city-flipping thing.

Kalko
Oct 9, 2004

Just the loyalty system and emergencies, the latter of which is the only poorly implemented new feature (I feel like the idea is good, though).

Governors and loyalty are both very good additions; there are lots of interesting, meaningful choices to make there. I really like the ages too but I haven't yet felt the need to 'farm' points by doing things I wouldn't otherwise be doing, which is one criticism I've seen repeated here and elsewhere.

I was impressed by how good the expansion turned out because some of the ideas didn't seem that good on paper, but I think it's pretty obvious they were very carefully thought out and they fit this version of Civ really well. I just wish the AI could present a challenge throughout the course of the game. Civ AI never changes.

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan

Beamed posted:

This isn't really true. The Civ4 AI was competent, but pretty reliably beaten.

More importantly, it had competent personality. When you played and bordered Isabella, you knew you had to convert to her religion, convert her to yours, or fight. The equivalent in Civ6 is.. not caring at all, because the AI is fundamentally incapable of threatening you, in any way. Like maybe there is some similar personality(maybe?), but there's not that baseline where you care.

in addition to that: the AI in 4 is moddable: Revolution, BUG and now C2C still improve it today

Roland Jones
Aug 18, 2011

by Nyc_Tattoo

JeremoudCorbynejad posted:

The added the loyatly/city-flipping thing.

This is unrelated, but I sent you a friend request on Steam; I'm in the two games you replaced markus in, so I was hoping we'd be able to talk and stuff. (Though in one of the two, you took over his nation while I was in the process of attacking it, unfortunately.)

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

I remember before Civ 6 came out that it was supposed to be the most moddable of all civs. So, what was that all about?

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Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.

JeremoudCorbynejad posted:

The added the loyatly/city-flipping thing.

Is there any way to control that, ie: intentionally make a rival city flip? The only anti-loyalty thing I found was the Diplomat governor, which seemed insignificant enough to be irrelevant. From the games I played, it was basically only a deterrent to extreme forward settling.

Edit: Preferably without going to war; if I wanted to conquer a city I'd just do so directly.

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