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Taear
Nov 26, 2004

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

Zulily Zoetrope posted:

At least the message is "hey buddy, your seas look pretty ripe for the picking, just sayin'," and the diplo hit is understandable because it makes you a more likely target for war.

I think the historic agendas on the whole are the least infuriating thing about diplomacy, even if it means folks Saladin and Jadwiga are bound to always hate your guts. Robert is the most annoying, but I do like that he'll sometimes call you up to give you poo poo for being at war before you get the message from the AI that's actually declaring war on you.

Uzbekistan is double land locked is what I'm getting at.
Who cares that I haven't got a navy if I haven't got a coastline?

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Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Taear posted:

Uzbekistan is double land locked is what I'm getting at.
Who cares that I haven't got a navy if I haven't got a coastline?

why didn't you settle on a lake and build some boats then huh

Gobblecoque
Sep 6, 2011
Those Aral sea pirates are a bitch.

Precambrian Video Games
Aug 19, 2002



*great admiral spawns in a 4-tile lake*

Staltran
Jan 3, 2013

Fallen Rib

turboraton posted:

Hate on AI all you want but if I tell you to please move your troops out of my borders and I see you doing it anyways I will dow you just to get you away from my beloved workers/settlers. Early game in MP is some Mad Max poo poo.

Having your troops in your borders is completely different from having troops merely near them, though. And presumably you won't make this demand when the troops have just cleared out a barb camp. And you won't consider the promise broken when a single scouting warrior passes near the borders of the city you founded after walking a settler through someone else's empire, self-bisecting your empire.

e: Also, the barb camp captured two of your settlers before the other guy cleared it out. The settler you sent walking through another empire was similarly unprotected. It's bizarre that the AI doesn't even know it should escort its settlers.

Staltran fucked around with this message at 13:37 on Nov 26, 2018

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Can’t wait for this expansion focused on international diplomacy, canals, and exploiting geography to finally introduce Canada to a mainline civ game, right guys? :canada:

But seriously, there’s not even a modded Canadian civ on the Workshop anymore. If ever there was a time where it looked like Canada could be included for thematic appropriateness and cheap pandering, it seems like it’s now. Lester B Pearson would be an obvious pick if we have to have another western Civ or two, what with the Suez Canal Crisis. CANDU reactor could even play into the new energy mechanic, given Canada’s participation in the development of Nuclear Energy.

I didn’t see anything in the trailer that pointed to Canada though, and the way the Facebook page is teasing the new civ reveals implies there are major clues for the new civs in that trailer. I found one reddit thread that treats Canada as a confirmed addition but can’t find the evidence.

PoizenJam fucked around with this message at 20:13 on Nov 26, 2018

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


After the official reveal people noticed that a suspiciously named poster on civfanatics had leaked a whole bunch of accurate info a couple months ago, including the new civs and leaders.

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


https://twitter.com/CivGame/status/1067070506019381249

divx
Aug 21, 2005

How do sea trade routes work in 6? I have a trader in a coastal city with a harbor, and there are several other coastal cities within range but it won't let me establish a trade route unless its over land

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

divx posted:

How do sea trade routes work in 6? I have a trader in a coastal city with a harbor, and there are several other coastal cities within range but it won't let me establish a trade route unless its over land

Do you have a legal water route mapped out? I don't think it will let you start a trade route if there's unmapped tiles in the way.

Marmaduke!
May 19, 2009

Why would it do that!?

Staltran posted:

e: Also, the barb camp captured two of your settlers before the other guy cleared it out. The settler you sent walking through another empire was similarly unprotected. It's bizarre that the AI doesn't even know it should escort its settlers.

I'm amazed at how many barbarian settlers/workers I find when exploring, they can't even stop the AI from screwing itself. In my current game I was sieging an enemy capital, so the AI chose to.... purchase a trader and immediately send it directly through one of my units to be pillaged. Surely programming that kind of thing to not happen wouldn't be so hard?

SlothBear
Jan 25, 2009

divx posted:

How do sea trade routes work in 6? I have a trader in a coastal city with a harbor, and there are several other coastal cities within range but it won't let me establish a trade route unless its over land

Your trader needs to be able to cross the water tiles, which is based on your technologies, but other than that I don't think there are any special rules.

Magil Zeal
Nov 24, 2008

Straight White Shark posted:

counterpoint: buy it

I encourage this; Civ VI is a very good game actually.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
As always with Civ Well of Souls has the most up to date info. Loads of stuff on there at the moment already.

I'm not sure what to feel about this expansion so far - randomish events that gently caress you up are always something people seem to like the idea of but in practice it's just annoying.

Staltran
Jan 3, 2013

Fallen Rib

Magil Zeal posted:

I encourage this; Civ VI is a very good game actually.

MP or SP? I've certainly heard good things about Civ VI MP, but if you mean SP I really can't agree. The AI/diplomacy is just infuriatingly bad, and pushes that terribleness in your face. The mechanics are obtuse as hell—how on Earthare you supposed to know about the district discount formula? The district cost scaling itself I could accept, even though that should be documented somewhere too, since you only really need to know that districts get more expensive over time. But figuring out if you're going to get a discount on district x shouldn't be so hard, and makes planning unnecessarily difficult. And why the hell is your number of completed districts only updated when you finish a tech or civic, and not when you build a district?

Also, I hate how nothing is rounded to whole numbers anymore. It makes doing micro in your head annoyingly difficult.

The UI is also bad. A build queue is basic 4X functionality, and it's only being added in the second expansion. That's ridiculous. And maybe I should try higher graphics settings, but I can only stomach playing in the strategic view since the normal view is so ugly. I had the same problem with V too, so I assume it's the art style. Production values seem to be low in general, most obviously with the quotes. I ended up closing the game in disgust a couple days ago after finding Kilimanjaro.

1UPT also remains annoying as poo poo, e.g. with city state units causing traffic jams when you're trying to explore.

Taear
Nov 26, 2004

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

Staltran posted:

The UI is also bad. A build queue is basic 4X functionality, and it's only being added in the second expansion. That's ridiculous. And maybe I should try higher graphics settings, but I can only stomach playing in the strategic view since the normal view is so ugly. I had the same problem with V too, so I assume it's the art style. Production values seem to be low in general, most obviously with the quotes. I ended up closing the game in disgust a couple days ago after finding Kilimanjaro.

1UPT also remains annoying as poo poo, e.g. with city state units causing traffic jams when you're trying to explore.

Wait they're adding a build queue?
That seems such a strange decision, like....by this point the lack of it felt like they didn't see the need for one.

Zulily Zoetrope
Jun 1, 2011

Muldoon
Stuff like the district discount and tourism system being needlessly obfuscated doesn't seem a big deal to me, because mechanically they boil down to "the districts you aren't focusing on become cheaper" and "just keep pumping up tourism, and get bonuses against civs with many domestic tourists if possible," but it runs counter to the whole rest of the game being designed for number crunchy board game types who would carefully consider whether a district producing two more gold now outweighs a district producing one more hammer later and whatnot. It feels like different systems were designed by different teams without that much of a unified effort. See also faith being the only resource used to build national parks which I still don't understand.

The production values thing is absolutely spot on, and it's extremely noticable after Civ V which, for all its fault, was oozing with love for the series from every pore.

Staltran
Jan 3, 2013

Fallen Rib
Even V had the resource icons traced from GIS, didn't it? Hilarious at the time, but after VI seems to have been a sign of things to come.

Precambrian Video Games
Aug 19, 2002



I tried to go for a culture victory once and could not figure out how the tourism score was calculated as it seemed to change randomly every turn so I just gave up out of boredom.

I'm pretty sure they neglected the build queue because once you get past churning out slingers in the early game you rarely get anything completed in fewer than 4 turns.

Zulily Zoetrope
Jun 1, 2011

Muldoon

Staltran posted:

Even V had the resource icons traced from GIS, didn't it? Hilarious at the time, but after VI seems to have been a sign of things to come.

V's biggest art goofs were stuff like somebody hadn't actually hand-drawn an icon of cinnamon sticks, using awkward translations and pronunciations of some leader phrases and Gustavus' leader scene having a different guy's portrait in the background. It was never a big deal, though I do appreciate they actually took some of that to heart with VI and made leaders like Harald speak Old Norse.

Taear
Nov 26, 2004

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

Zulily Zoetrope posted:

V's biggest art goofs were stuff like somebody hadn't actually hand-drawn an icon of cinnamon sticks, using awkward translations and pronunciations of some leader phrases and Gustavus' leader scene having a different guy's portrait in the background. It was never a big deal, though I do appreciate they actually took some of that to heart with VI and made leaders like Harald speak Old Norse.

Also ancient Egyptians speaking Arabic.

Negostrike
Aug 15, 2015



Hungary, it seems.

EDIT: Indeed, it is.

https://twitter.com/CivGame/status/1067432860230057984

Negostrike fucked around with this message at 16:10 on Nov 27, 2018

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Leader Ability - Raven King - Levied units gain +2 movement and +5 combat sterength. Costs neither gold nor resources to upgrade these levied units. Levying troops revieves 2 envoys. Gains the Black Army unique unit at the Castles technology

Leader Unique Unit - Black Army - Hungarian Courser Replacement. +3 combat strength for each adjacent levied unit. Upgrades into the Hussar.

National Ability - Pearl of the Danube - +50% production to districts and buildings if they are located across a river from a City Center.

Unique Unit - Hussar - Industrial Era Cavalry replacement. Gains +3 combat strength for every alliance.

Unique Infrastructure - Thermal Bath - Replaces the Zoo. Provides +2 Amenities and +2 Production to all City Centers within range. If there is at least one geothermal fissure feature within the city limits, the bath additionally provides +3 tourism and +2 amenities.

Magil Zeal
Nov 24, 2008

Staltran posted:

MP or SP? I've certainly heard good things about Civ VI MP, but if you mean SP I really can't agree. The AI/diplomacy is just infuriatingly bad, and pushes that terribleness in your face. The mechanics are obtuse as hell—how on Earthare you supposed to know about the district discount formula? The district cost scaling itself I could accept, even though that should be documented somewhere too, since you only really need to know that districts get more expensive over time. But figuring out if you're going to get a discount on district x shouldn't be so hard, and makes planning unnecessarily difficult. And why the hell is your number of completed districts only updated when you finish a tech or civic, and not when you build a district?

Also, I hate how nothing is rounded to whole numbers anymore. It makes doing micro in your head annoyingly difficult.

The UI is also bad. A build queue is basic 4X functionality, and it's only being added in the second expansion. That's ridiculous. And maybe I should try higher graphics settings, but I can only stomach playing in the strategic view since the normal view is so ugly. I had the same problem with V too, so I assume it's the art style. Production values seem to be low in general, most obviously with the quotes. I ended up closing the game in disgust a couple days ago after finding Kilimanjaro.

1UPT also remains annoying as poo poo, e.g. with city state units causing traffic jams when you're trying to explore.

That stuff was true in V as well but VI is still a step up in pretty much every way. Though I think the problems with the AI are exaggerated, I haven't had nearly as much trouble as many people here complain since the first few months. I'm not sure if it's just the way I play or what, but I generally don't have trouble wiping out a neighbor or two and being peaceful with others if I really want to be.

I will say it's unfortunate that Civ's UI has pretty much always been mediocre to bad but I'm kinda used to it by now after having stuck with the series for many years. I can't agree about the art style though, it's fine. I can easily tell at a glance what's going on and that's what's important.

I've pretty much always viewed Civ as a kinda builder's game where there are competitors that can be engaged with to a degree of your choosing basically though. IMO the series hit its stride with IV, made a huge mistake with V but has somewhat corrected course with VI. Now if they could just get rid of 1UPT I'd be pretty damned happy, but I think that's unlikely given how much the community as a whole seems to like it.

Re: Hungary, looks like they're trying hard to get someone to levy city-state military units. Might actually be worth it too for them, considering at the very least you get 2 envoys for doing so.

Magil Zeal fucked around with this message at 16:22 on Nov 27, 2018

Marmaduke!
May 19, 2009

Why would it do that!?

eXXon posted:

I tried to go for a culture victory once and could not figure out how the tourism score was calculated as it seemed to change randomly every turn so I just gave up out of boredom.

Yet still pretty much every game of mine I end up getting a tourism win, you don't really need to know anything complicated, just to build the stuff that gives tourism and use the boosts. I'm actually quite grateful that one of the Golden Age boosts is to tourism as it helps end a game that could just drag out forever a bit quicker. I've normally basically already won by that point and just get to hoard all the wonders and make the empire look pretty. But why am I applauding a feature that helps end the game?!

Build queue is an odd one as well, if they can set it up so that you can order District > District building then that will make it even better than any fan efforts.

Magil Zeal
Nov 24, 2008

Lots of little things in that video that hint that there are a fair few new units coming. There's a "skirmisher" unit in the build list that appears to replace the scout, so it could be a recon unit that comes between the scout and ranger in the tech tree. Given the bandanna icon it could be those scarf archer guys that have popped up in screenshots previously. Also the fact that the black army replaces the courser as a light cavalry unit seems to indicate a new unit between horsemen and cavalry. Things like that are going to help flesh out the unit list where there were some gaps before.

Magil Zeal fucked around with this message at 16:45 on Nov 27, 2018

Marmaduke!
May 19, 2009

Why would it do that!?
I love that the most in-depth description of all the new features (the well of souls article previously posted) states "There are five settings, including Minimal, Normal, Heavy, and Hyperreal. (Hopefully, the fifth setting is "none".)" which sorta summarises my view as well. Great for scenarios I think, but not something I want in my actual games.

chaosapiant
Oct 10, 2012

White Line Fever

Weirdly I never missed the build queue. I rarely queued things up in the earlier games because I wanted to see where I was in the moment something finished before deciding. I’m afraid if I queue stuff up, I’ll forget what that city was doing and if I need something right now I won’t use that city to build it.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

chaosapiant posted:

Weirdly I never missed the build queue. I rarely queued things up in the earlier games because I wanted to see where I was in the moment something finished before deciding. I’m afraid if I queue stuff up, I’ll forget what that city was doing and if I need something right now I won’t use that city to build it.

I'm generally in the same boat, right up until the point where I'm e.g. in a science victory endgame and have to manually tell every city to repeat science projects every 3-5 turns.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Marmaduke! posted:

"There are five settings, including Minimal, Normal, Heavy, and Hyperreal."

Got to wonder what "Hyperreal" is. Normal frequency, high intensity?

chaosapiant posted:

Weirdly I never missed the build queue.

Same, actually. I did use it a lot in previous Civs but here I just adapted and it hasn't really bothered me. Same with the diplomatic AI being so screwy. I always never used to start wars; now I play hyper militaristic and aggressive from turn one.

e: This is probably why the "the UI sucks!" complaints always take me by surprise

KOGAHAZAN!! fucked around with this message at 18:26 on Nov 27, 2018

chaosapiant
Oct 10, 2012

White Line Fever

Straight White Shark posted:

I'm generally in the same boat, right up until the point where I'm e.g. in a science victory endgame and have to manually tell every city to repeat science projects every 3-5 turns.

Yea, projects like that are one of the few times I’d bother with a build queue. I never even noticed it was missing until this thread pointed it out.

Taear
Nov 26, 2004

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

chaosapiant posted:

Weirdly I never missed the build queue. I rarely queued things up in the earlier games because I wanted to see where I was in the moment something finished before deciding. I’m afraid if I queue stuff up, I’ll forget what that city was doing and if I need something right now I won’t use that city to build it.

My girlfriend never used it and didn't know it existed, whereas I would queue up tonnes of things and sort of leave cities for ages after that. One of the most annoying things for me in 6 is that I can't tell a city to just built itself and leave it for a while when it's in a place that doesn't really matter.

Also Corvinus is a strange choice for Hungary! He's sort of a folk hero of the place but also the last "proper" king they had - two kings down the was the battle of Mohacs and the end of the country altogether. I think I'd have gone for Saint Stephen. However I'm REALLY glad it's a bit less warry than the more recent civs they've released.

Taear fucked around with this message at 19:04 on Nov 27, 2018

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
Build queue was a big deal in the pre-V Civ games which were dominated by Infinite City Sprawl, where you had dozens of cities and you basically wanted to build the same things in the same order in all of them, so setting up queues saved a LOT of time relative to telling each of 47 separate cities, one by one, to build a Granary next. In fact it would have been really nice (I haven't seen it but it wouldn't shock me if a Civ IV mod exists that does this) to have been able to save a default build queue and have it auto-attached to every new city.

In Civ V where owning more than 4 cities constituted a self-imposed challenge, build queues weren't really necessary.

Taear
Nov 26, 2004

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

Eric the Mauve posted:

In Civ V where owning more than 4 cities constituted a self-imposed challenge, build queues weren't really necessary.

It was nice to queue up a few units in places and stuff like that, definitely necessary for me at least.

Pewdiepie
Oct 31, 2010

Straight White Shark posted:

Leader Ability - Raven King - Levied units gain +2 movement and +5 combat sterength. Costs neither gold nor resources to upgrade these levied units. Levying troops revieves 2 envoys. Gains the Black Army unique unit at the Castles technology

Leader Unique Unit - Black Army - Hungarian Courser Replacement. +3 combat strength for each adjacent levied unit. Upgrades into the Hussar.

National Ability - Pearl of the Danube - +50% production to districts and buildings if they are located across a river from a City Center.

Unique Unit - Hussar - Industrial Era Cavalry replacement. Gains +3 combat strength for every alliance.

Unique Infrastructure - Thermal Bath - Replaces the Zoo. Provides +2 Amenities and +2 Production to all City Centers within range. If there is at least one geothermal fissure feature within the city limits, the bath additionally provides +3 tourism and +2 amenities.

Levying units can sometimes surprise ppl in multi. Pearl of the Danube seems ok. Low tier civ.

The Glumslinger
Sep 24, 2008

Coach Nagy, you want me to throw to WHAT side of the field?


Hair Elf

Autonomous Monster posted:

Got to wonder what "Hyperreal" is. Normal frequency, high intensity?

I'm gonna assume that the lawyers told them they couldn't call it "Michael Bay Movie"

FreeMars
Mar 22, 2011
I'm just happy it's not Stephen. My family is Hungarian so I will have to at least try them, but at least it's not a religious civ like it would have been under him.

Taear
Nov 26, 2004

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

FreeMars posted:

I'm just happy it's not Stephen. My family is Hungarian so I will have to at least try them, but at least it's not a religious civ like it would have been under him.

Corvinus though. I'm tired of every civ being war or religion, give us something productive. Bela IV as king with a builder Hungary would have been great.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Autonomous Monster posted:

Got to wonder what "Hyperreal" is. Normal frequency, high intensity?

hyper real uncaps the frame rate during a volcanic event and melts your gpu. however this isn't intended behavior

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Ghost Stromboli
Mar 31, 2011
Hungary seems like a civ that'll be fun to try once and never again. I didn't even remember levied units were a thing until someone posted Hungary's abilities.

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