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Rirse posted:So I’m a bit confused on culture victories. A bit confused with the whole tourist part. That's not surprising, the game doesn't do a very good job of explaining the numbers involved. I don't know the numbers off-hand myself, though there's an in-depth guide over there if you want to look at it. The gist of it is that you need to generate lots of tourism compared to the amount of culture that rival empires generate in order to win a cultural victory. If you have more foreign tourists (generated by tourism) than any other civilization has domestic tourists (generated by culture), then you win. This can seem daunting until you consider the huge boosts you can get to Tourism in the lategame with things like seaside resorts, Cristo Redentor, the Eiffel Tower, and the Computers technology. You'll also want Open Borders and international trade routes where possible. Magil Zeal fucked around with this message at 23:11 on Feb 22, 2018 |
# ? Feb 22, 2018 23:06 |
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# ? Jun 3, 2024 22:54 |
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You get a domestic tourist for every 100 culture you've produced, and you turn someone else's domestic tourist into one of your foreign tourists every time you produce 150 tourism per civilization in the game. This is a slightly more streamlined version of Civ V's tourism victory, which the game designers assume you've played. They certainly make no attempt to explain anything.
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# ? Feb 23, 2018 00:38 |
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So if you aren't interested in a culture victory you can essentially ignore tourism so long as you have a culture buffer?
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# ? Feb 23, 2018 00:41 |
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Zulily Zoetrope posted:You get a domestic tourist for every 100 culture you've produced, and you turn someone else's domestic tourist into one of your foreign tourists every time you produce 150 tourism per civilization in the game. This is a slightly more streamlined version of Civ V's tourism victory, which the game designers assume you've played. They certainly make no attempt to explain anything. i finally did a culture victory the other day and i didn't even know they had changed it at all from civ v goddamn does that culture victory tab suck
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# ? Feb 23, 2018 00:59 |
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Fojar38 posted:So if you aren't interested in a culture victory you can essentially ignore tourism so long as you have a culture buffer? yeah. you need culture to advance the civic tree and prevent yourself from getting culture vic'd, but if you're not going for culture victory then tourism is useless like religion is mostly useless unless you're going for religion victory
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# ? Feb 23, 2018 01:03 |
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Are the number of domestic tourists you have affected by your total population or just your culture?
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# ? Feb 23, 2018 01:54 |
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I like that there's an entire screen dedicated to the culture victory and it doesn't explain one drat thing.
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# ? Feb 23, 2018 02:04 |
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The Human Crouton posted:I like that there's an entire screen dedicated to the culture victory and it doesn't explain one drat thing. I don't know why they still insist on calling it "tourism" instead of something like "influence" especially considering it continues to tick upward even if you're involved in a nuclear deathwar.
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# ? Feb 23, 2018 02:14 |
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Fojar38 posted:Are the number of domestic tourists you have affected by your total population or just your culture? They're completely meaningless, abstract numbers. If there's two civs competing for cultural victory you can easily end up with more tourists than there are citizens in the world.
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# ? Feb 23, 2018 02:14 |
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The change from the pre-expansion patch which put religious units on their own layer has made me actually engage with the religious combat/spread system in a few games and it's actually kind of interesting. It used to be that the AI made a carpet of units that you couldn't possibly hope to counter, but I'm finding that a single apostle with a debater promotion (+20 strength) backed up by a guru can shield your regular converter-promoted apostles well enough for them to convert the core cities of an opposing religion, or at least I've managed to accomplish this in 3-4 separate games now. Your non-debaters can take a few hits but with good guru placement you can restore them pretty easily. If you convert your enemy's holy site cities they can't fight back because even if they've spread their religion across their whole continent it feels like those other civs don't bother spreading a religion that wasn't their own. Also you often get an emergency from converting their holy city which is pretty easy to win (free +3 era points). I've been using this strategy in my Georgia games to kickstart my golden/heroic ages because the one-time +2 era score per city you convert dedication feels like the most reliable way to generate points when you need them. If I don't have strong faith generation from some combination of pantheon/CS improvement/mountain holy sites/natural wonders, my fallback strategy has been to pick Reliquaries and the belief that makes it so you don't take pressure hits from your guys dying, then play defensively while trying to luck into Martyrs or grab Yerevan's bonus (or a couple of times Mont St Michel, which I find is generally pretty easy to get). I know this is kind of a dumb and inefficient use of faith, but dammit I want my religion to work for me and I've been leaning towards tourism as a win condition in most of my Georgia attempts. Last thing I will say about religion is that I always thought the apostle promotion that converted barbarians was crap but actually it's amazing. I took it for the first time in my current game where I was facing an endless horde of musketmen from a poorly managed city backing onto wilderness. I went from having zero muskets to eight in three turns, which represents a huge amount of production for an empire of only three and a bit cities. And now I think I'm going to conquer Poland...
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# ? Feb 23, 2018 02:33 |
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I saw the AI escort a settler near some barbarians today. I'm astounded. Did they actually fix the AI a bit, or is this just a coincidence?
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# ? Feb 23, 2018 02:44 |
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One really terrible thing about religion wars is that you absolutely must completely eliminate all holy sites and existing apostles or inquisitors when you go to religious war because the game does not warn you when you are losing ground. I converted an entire landmass of about 25 cities to my religion, and 10 turns later it had all been turned back when I happened to check. A 70 turn crusade down the drain in 10 turns. So you not only have to spend a ridiculous amount of time spreading your religion, you have to micromanage it every turn just to keep your gains. Something as simple as having a number representing the number of cities following your religion appear inside the religion screen symbol at the top of the screen would go a long way. As it is now, you have to check yourself every turn. LordSloth posted:I saw the AI escort a settler near some barbarians today. I'm astounded. Did they actually fix the AI a bit, or is this just a coincidence? The escort and the settler were probably forced into the same hex because the of the limited moves presented as a result of the barbarians.
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# ? Feb 23, 2018 02:53 |
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The Human Crouton posted:One really terrible thing about religion wars is that you absolutely must completely eliminate all holy sites and existing apostles or inquisitors when you go to religious war because the game does not warn you when you are losing ground. I converted an entire landmass of about 25 cities to my religion, and 10 turns later it had all been turned back when I happened to check. A 70 turn crusade down the drain in 10 turns. I saw a Australia submarine escorting a settler today.
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# ? Feb 23, 2018 02:58 |
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I saw an AI escort a settler too. I mean we all could be projecting but It seemed like it was planned?
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# ? Feb 23, 2018 05:50 |
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It's almost like a small coding change could change the AI's behavior. I saw one escort a settler INTO A CITY while I was at war with him and about to claim it.
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# ? Feb 23, 2018 06:12 |
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Escorted settlers have been the norm for me for the last several month. Weirdly enough, the only time I see the AI send out unescorted settlers is when I'm at war. Not sure what the logic is there; maybe it just automatically commits any eligible escort units to the fighting and forgets to tell the settler to stop charging into the unknown by itself?
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# ? Feb 23, 2018 06:20 |
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So since release I've been playing pretty regularlly, but only finish 2 games. My problem is that all but those 2 games I started with multiple civs really, really close to my starting area. In one the Egyptians were literally 8 hex's was from my starting area. Which makes it really hard to expand in any meaningful way with the new loyalty system. Its that or they basically surrounded me. The old trick of not telling them where your capital was doesn't seem to effect their behavior anymore, they still know where you are an will expand towards where you are.
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# ? Feb 23, 2018 08:14 |
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Anyone want to play rise and fall? Name: No Korea Password: fuckingspork don't pick Korea
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# ? Feb 23, 2018 08:19 |
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Zulily Zoetrope posted:They're completely meaningless, abstract numbers. If there's two civs competing for cultural victory you can easily end up with more tourists than there are citizens in the world. Multiple trips, innit
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# ? Feb 23, 2018 08:42 |
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twistedmentat posted:So since release I've been playing pretty regularlly, but only finish 2 games. My problem is that all but those 2 games I started with multiple civs really, really close to my starting area. In one the Egyptians were literally 8 hex's was from my starting area. This has been my experience and has been great for me. Forget settlers I just pump out archers and grab a few caps to expand in the early game. JeremoudCorbynejad posted:Multiple trips, innit Sorry honey, we can't go to Brazil for vacation. We went to Poland once and now we're a Poland family. Fhqwhgads fucked around with this message at 12:39 on Feb 23, 2018 |
# ? Feb 23, 2018 12:37 |
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I never take cities because that's just not who I am.
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# ? Feb 23, 2018 13:10 |
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John F Bennett posted:I never take cities because that's just not who I am.
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# ? Feb 23, 2018 13:59 |
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twistedmentat posted:So since release I've been playing pretty regularlly, but only finish 2 games. My problem is that all but those 2 games I started with multiple civs really, really close to my starting area. In one the Egyptians were literally 8 hex's was from my starting area. This is all of my games. There's always a civ really really near to my capital and it means I can only settle in one direction. It's frustrating and feels limiting.
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# ? Feb 23, 2018 17:09 |
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Taear posted:This is all of my games. There's always a civ really really near to my capital and it means I can only settle in one direction. It's frustrating and feels limiting. Download HellBlazer's Map Mod. It fixes the spacing issues, among other things. If you want to default resource values, be sure to get the 'base yields' version: https://steamcommunity.com/sharedfiles/filedetails/?id=1305378721 I also highly recommend everyone to use HellBlazer's UI mods, at least until CQUI is updated. They really help.
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# ? Feb 23, 2018 17:18 |
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The solutions is simple: kill them. Sometimes though I just crank up the map size and turn down the # of Civs if I want a little space peacefully though. CompeAnansi posted:I also highly recommend everyone to use HellBlazer's UI mods, at least until CQUI is updated. They really help. I still won't use any UI mod that includes a Production Queue.
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# ? Feb 23, 2018 17:18 |
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Magil Zeal posted:I still won't use any UI mod that includes a Production Queue. I’m confused, this is the worst missing feature in civ 6 base ui for me? Is there a reason why a production queue is bad?
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# ? Feb 23, 2018 17:38 |
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onesixtwo posted:I’m confused, this is the worst missing feature in civ 6 base ui for me? Is there a reason why a production queue is bad? Well, it's not that having a production queue is bad in and of itself, but I never use it and it's consistently problematic for mods. The production queue that modders use has issues with new buildings that are mutually exclusive with other buildings and tends to be somewhat buggy in general. If it worked correctly I'd use it, but it doesn't. It's definitely not worth it for something I pretty much never use and causes even minor issues.
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# ? Feb 23, 2018 17:42 |
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Taear posted:This is all of my games. There's always a civ really really near to my capital and it means I can only settle in one direction. It's frustrating and feels limiting. Yeah, this is the weirdest thing. I'll play on a standard map, so 8 civs, and literally 2 of them will be on my rear end from the get-go. There's a ton of map out there! Maybe spread that poo poo out!
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# ? Feb 23, 2018 17:44 |
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Speaking of mods, are any of the ones on the workshop for new CIVs any good, or they just poorly animated poser models with broken stats?
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# ? Feb 23, 2018 17:47 |
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Magil Zeal posted:Well, it's not that having a production queue is bad in and of itself, but I never use it and it's consistently problematic for mods. The production queue that modders use has issues with new buildings that are mutually exclusive with other buildings and tends to be somewhat buggy in general. If it worked correctly I'd use it, but it doesn't. It's definitely not worth it for something I pretty much never use and causes even minor issues. I wish someone would make a units-only queue to sidestep the headaches, because that's the only thing I ever really bother using production queues for.
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# ? Feb 23, 2018 17:59 |
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Really I'm just annoyed that the major UI mods always, without fail, include the stupid production queue because I'd be down for everything else those mods tend to offer, like condensing all the city data so it fits on one screen instead of needing to cycle through 5 different tabs to find out everything about the city.
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# ? Feb 23, 2018 18:07 |
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That makes sense. I wasn’t aware of conflicts as the only mods I used were CQUI and Resourceful. I typically only used it for unit production also, as well as lining up a city to complete many campus / commercial projects if I had nothing else to build in it.
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# ? Feb 23, 2018 18:16 |
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I've never had any issues with the production queues, even for buildings. But even if I had, I can't possibly see how that feature on its own should outweigh all the other improvements. Just never queue anything up if you don't want to use it. It doesn't force you to queue things.
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# ? Feb 23, 2018 19:47 |
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CompeAnansi posted:I've never had any issues with the production queues, even for buildings. But even if I had, I can't possibly see how that feature on its own should outweigh all the other improvements. Just never queue anything up if you don't want to use it. It doesn't force you to queue things. That's not the issue. The problem is if you add new mutually exclusive buildings to the game, the production queue doesn't know they're mutually exclusive and tries to let you build them, ignoring that fact. Sometimes it will straight-up allow it even though it shouldn't be possible, sometimes you just click it over and over and nothing happens. Either way it's bad and a severe problem.
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# ? Feb 23, 2018 20:04 |
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Magil Zeal posted:That's not the issue. The problem is if you add new mutually exclusive buildings to the game, the production queue doesn't know they're mutually exclusive and tries to let you build them, ignoring that fact. Sometimes it will straight-up allow it even though it shouldn't be possible, sometimes you just click it over and over and nothing happens. Either way it's bad and a severe problem. Can you give me a concrete example? I'm still having a hard time following what the problem is. Sorry.
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# ? Feb 23, 2018 20:52 |
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Magil Zeal posted:The solutions is simple: kill them. Its weird as I tried this but setting huge with 6 civs still landed 2 right next to me.
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# ? Feb 23, 2018 21:04 |
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CompeAnansi posted:Can you give me a concrete example? I'm still having a hard time following what the problem is. Sorry. You understand how, say, you can only build either a Barracks or a Stable in a city, correct? Well, you can mod in additional either-or buildings like that. Except the modded production queue doesn't recognize that. The base game's production UI, while bad, at least correctly registers that if you build one building, you then can't build the alternatives. The modded production queue does not do this. I think they had to hard-code in exceptions for the barracks/stable.
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# ? Feb 23, 2018 21:08 |
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Magil Zeal posted:You understand how, say, you can only build either a Barracks or a Stable in a city, correct? Well, you can mod in additional either-or buildings like that. Except the modded production queue doesn't recognize that. The base game's production UI, while bad, at least correctly registers that if you build one building, you then can't build the alternatives. The modded production queue does not do this. I think they had to hard-code in exceptions for the barracks/stable. Oh, so the problem you're highlighting comes from its conflicting with other mods you're using? In which case, that seems like a situation that may be unique to you and may not apply to many other people unless they happened to be using said mods. Or am I still missing something? EDIT: I'm honestly not trying to be an rear end. I just want to understand the situation. CompeAnansi fucked around with this message at 22:34 on Feb 23, 2018 |
# ? Feb 23, 2018 22:31 |
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Is there a mod that makes traders automatically renew if told? It got really annoying when you had 40 traders late game and every few turns the game would pause for 10 seconds while it loaded up the big list of cities for the traders to travel to. Between that and every three turns either future civic or future tech popping up made late game so annoying. Well that and constantly giving projects to cities while I waged war.
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# ? Feb 23, 2018 22:55 |
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# ? Jun 3, 2024 22:54 |
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ComposerGuy posted:Yeah, this is the weirdest thing. I'll play on a standard map, so 8 civs, and literally 2 of them will be on my rear end from the get-go. There's a ton of map out there! Maybe spread that poo poo out! I'm on huge with 7 other civs in total and they're still right next to me. I feel like in 4 you got many many more civs on a huge map? Maybe I'm imagining it.
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# ? Feb 24, 2018 14:41 |