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Chronojam posted:
It look me a lot of manual editing of seeds before I stumbled on that one.
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# ? Jul 17, 2020 01:19 |
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# ? May 31, 2024 09:16 |
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Super Jay Mann posted:I guess OP civs really are the theme of this Frontier Pass. VENICE! VENICE! VENICE!
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# ? Jul 17, 2020 02:42 |
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My favorite way to take over the world is genetic bottlenecking, so I just want Civ V Austria back. I want to marry every city state and create a horrible lineage of hemophiliac Fauntleroys with severe lantern jaw.
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# ? Jul 17, 2020 05:40 |
How do you tell early on if you can get away with settling like 3 or 4 cities vs if all of the CPUs are gonna bumrush you early on? I won (or basically got to where I thought I had pretty much won) on deity a couple times and got confident then the next game I was playing as Frederick and right about when I built my 3rd settler, Indonesia declared war on me and I kinda held them off and then the Ottomans declared war on me and they took my third city that I had snuck off to settle and then the Georgians declared war on me when I was trying to get it back!!! So I mean how do I tell like when I'm gonna need to just sit in two cities and turtle vs when it's maybe ok to peek out That game had an insane start too, I nabbed lady of reeds and marshes and had a city with 4 desert floodplains and a marsh
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# ? Jul 17, 2020 08:00 |
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Crazy Ted posted:*Bangs fork and knife on table*
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# ? Jul 17, 2020 08:20 |
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Stefan Prodan posted:How do you tell early on if you can get away with settling like 3 or 4 cities vs if all of the CPUs are gonna bumrush you early on? It mostly comes down to space and keeping the AI happy. Scouting as much as possible early on. Check the settler lenses regularly. This will show how close a potential city is to enemy cities. Settling on or close to negative loyalty numbers is risky and likely to antagonise AIs. Use this to help gauge how much settleable space you have. Be familiar with the AI agendas and personalities and how to satisfy them. You can always declare friend with Gilgamesh on first meet them never have to worry about him. Chandragupta and Lady Six Sky will just hate you for being neighbours. Sell luxuries to Montezuma to avoid your people being taken as slaves etc. Another thing is on first meet not to let the AI see where your capital is. This only allows them to see how easy a target you are. Disguising this gives you more time to build military, satisfy agenda, or do trade deals to improve their impressions of you. Some say you should send a delegation on first meet (I generally would rather keep my money and don't think it makes enough of a difference usually to justify the cost), as they won't accept a turn later.
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# ? Jul 17, 2020 09:25 |
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Elias_Maluco posted:I reload until I get a decent start on any difficulty I'm trying to knock out a conquest game as Genghis and the game refuses to spawn me more than 1 horse tile. Even the Civs I run into don't have horses for trade or that make them a target for the first conquest.
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# ? Jul 17, 2020 09:48 |
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showbiz_liz posted:Something to keep in mind is, it also matters a lot who your opponents are. Sometimes you roll the dice and get zero competition for a culture victory, and then sometimes you have every other culture-strong civ working against you, snapping up all the great people and wonders. This makes sense Gorgo was pushing culture a lot early and kept pushing my finish line further away. Is there any way other than rock bands or wiping them out entirely to slow/reduce the 2nd civ's number? when I nuked Australia his number didn't actually go down that i noticed. Madmarker posted:Two wonders are super important: Eiffel Tower (increases appeal, making your Seaside resorts and Natural Parks a lot better) Cristo Redentor was the only one I really missed then, good to know. I tend to be able to build the Eiffel every game as the AI doesn't seem to value it highly but still could only fit 4 national parks in my civ - island living is tough like that. Manually fixing the appeal of tiles with nearby forest replanting is something i didn't consider, good to know you can do more than just blanket +2 your civ and hope Blasmeister fucked around with this message at 14:39 on Jul 17, 2020 |
# ? Jul 17, 2020 14:28 |
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Stefan Prodan posted:How do you tell early on if you can get away with settling like 3 or 4 cities vs if all of the CPUs are gonna bumrush you early on? I think being unable to setup 3-4 cities to start is just called "losing." But yeah, just throw scouts out there. And once you meet other Civs, you'll probably have to waste time making enough archers and UUs if you have them to at least come close to matching their military score. Because if they see your capital and see you're weak, they're coming for you.
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# ? Jul 17, 2020 14:33 |
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Blasmeister posted:This makes sense Gorgo was pushing culture a lot early and kept pushing my finish line further away. Is there any way other than rock bands or wiping them out entirely to slow/reduce the 2nd civ's number? when I nuked Australia his number didn't actually go down that i noticed. Don't forget the importance of the seaside resorts in this equation. Lets assume an appeal 3 tile. With Eiffel tower this is an appeal 5 tile. So a seaside resort on this appeal 5 tile will generate 5 tourism a turn. If you add the Cristo Redentor it is now generating 10 tourism per turn. Base to all civs. Now come the individual modifiers per opponent civ- With open borders (+25% modifer additive) this becomes 12.5 tourism to a civ. With an international trade route to the opponent civ (+25% modifer additive) this becomes 15 tourism to the same civ. With the Online Communities card, this becomes 20 tourism(+50% modifer additive). This is 20 tourism a turn from 1 base appeal 3 tile. Note this is ignoring any great people that increase tourism output.
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# ? Jul 17, 2020 14:42 |
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I have like 600 hours into this game (*actually quite a bit less, it keeps the timer ticking when you have the game up in the background) and I still don't really understand how tourism works. Specifically, I have no idea how the huge tourist numbers created by Rock Bands are "converted" into the tourist counts in the cultural victory counter under World Rankings.
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# ? Jul 17, 2020 16:48 |
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Albino Squirrel posted:I have like 600 hours into this game (*actually quite a bit less, it keeps the timer ticking when you have the game up in the background) and I still don't really understand how tourism works. Specifically, I have no idea how the huge tourist numbers created by Rock Bands are "converted" into the tourist counts in the cultural victory counter under World Rankings. By the way, another thing I dont understand: trade route lengths Game says a trade route will run for 5 turns, for ex, but it goes on for a lot more than that
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# ? Jul 17, 2020 17:20 |
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Elias_Maluco posted:By the way, another thing I dont understand: trade route lengths The listed time is the amount time it will take to complete a cycle, there and back. However there's a 'hidden' minimum number of turns that the route is has to remain active which is basically more than or equal to 22. After the trade route has been active for this amount of time the trader when the trader returns to his start, then you can send him somewhere else. Because of how this works you end up with some wonky situations where the break points end up almost doubling the time it takes the route to complete. So for example: If you're sending the trader to a location that's 4 tiles away, the shortest distance in hexes two cities can be from one another; then it will take 8 turns to complete a cycle, that's less than 22 so it goes again, and now 16 turns later it comes back, but since that's still less than 22 it goes a third time, and now it comes back 24 turns from when you've first sent it. 24 is more than 22 so it stops it's route and you can reassign it. If you want to be able to reuse traders the distances with the fastest turn around are 4 and 6 tiles [24 turn turnaround] and 11 tiles [22 turn turnaround]. The longest turnaround is 10 tiles, which takes a whopping 40 turns before you can reassign it. Albino Squirrel posted:I have like 600 hours into this game (*actually quite a bit less, it keeps the timer ticking when you have the game up in the background) and I still don't really understand how tourism works. Specifically, I have no idea how the huge tourist numbers created by Rock Bands are "converted" into the tourist counts in the cultural victory counter under World Rankings. Potato McWhiskey has a beautiful explanation of culture here:
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# ? Jul 17, 2020 18:07 |
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PaybackJack posted:The listed time is the amount time it will take to complete a cycle, there and back. However there's a 'hidden' minimum number of turns that the route is has to remain active which is basically more than or equal to 22. After the trade route has been active for this amount of time the trader when the trader returns to his start, then you can send him somewhere else. drat, thanks, I had no idea it worked like that Why they cant just show how much turns it actually takes instead of that dumb misleading cycle time?
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# ? Jul 17, 2020 18:21 |
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So apparently my issue has been forwarded to the development team, so who the gently caress knows when I'll get to play with the Frontier Pass again.
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# ? Jul 17, 2020 18:28 |
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Elias_Maluco posted:drat, thanks, I had no idea it worked like that Because the minimum length is actually determined by game speed and era. 22 is just kind of a rule of thumb to work by since most of the time you care about reassigning them is during the Ancient and Classical era, and most people play on Standard game speed. Once you hit Medieval era the turn count increases by ten, and then ten more in Industrial, and ten more again in Information. PaybackJack fucked around with this message at 18:38 on Jul 17, 2020 |
# ? Jul 17, 2020 18:32 |
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PaybackJack posted:Because the minimum length is actually determined by game speed and era. 22 is just kind of a rule of thumb to work by since most of the time you care about reassigning them is during the Ancient and Classical era, and most people play on Standard game speed. I get it, but I still dont understand whats the reason for this to be hidden. Surely the game knows how to calculate how long it will run
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# ? Jul 17, 2020 18:35 |
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Elias_Maluco posted:I get it, but I still dont understand whats the reason for this to be hidden. Surely the game knows how to calculate how long it will run Because the game can't know if you're going to actually go into the next era, which would increase the turn count, or not. So the best it can do, when you first make it, is say "Here's how long it takes for the trader to do a loop." PaybackJack fucked around with this message at 18:42 on Jul 17, 2020 |
# ? Jul 17, 2020 18:36 |
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PaybackJack posted:Because the game can't know if you're going to actually go into the next era which would increase the turn count or not. So the best it can do, when you first make it, is say "Here's how long it takes for the trader to do a loop." Ok, makes sense
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# ? Jul 17, 2020 18:40 |
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Albino Squirrel posted:I have like 600 hours into this game (*actually quite a bit less, it keeps the timer ticking when you have the game up in the background) and I still don't really understand how tourism works. Specifically, I have no idea how the huge tourist numbers created by Rock Bands are "converted" into the tourist counts in the cultural victory counter under World Rankings. Domestic tourism is a measure of your culture output. Every time you produce 100 points of culture, you get a domestic tourist. Getting an inspiration also counts as generating however much culture you get shaved off the research cost. Foreign tourism is a measure of your tourism output. Every turn, your base tourism income is added to a pool for each other civilization you've met, multiplied by whatever factors. E.g. you generate 100 tourism a turn, and have open borders with Germany and no diplomatic deals with China. Every turn, you add 125 tourism to the you-Germany pool and 100 to the you-China pool. Whenever you hit a certain benchmark (150 times the number of civs in game), that civilization loses a domestic tourist and you gain a foreign tourist. Rock bands throw a big one-time number into this pool. Say you're in a six-player game (that's 150x6=900 points a tourist) and your rock band plays a concert that generates 5000 points. Since you get a tourist for every 900 points generated, that civ will immediately lose 5-6 domestic tourists and you'll gain the same amount of foreign ones. Yes, this is almost exactly the same system as Civ V used, only much more opaque.
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# ? Jul 18, 2020 00:27 |
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I still think it shouldn't be called "tourism." Aggressive cultural pressure makes sense, but when civs complain about being overwhelmed by your blue jeans and pop music, and the internet is a major tourism multiplier, it should probably have a different name. Not sure what though. Hegemony? Whatever, I guess they've gotten the basic idea across. Ethiopia seems fun. Georgia buff please! I've got a mod that gives Georgia a stronger hills bias and I figured it was helping a bit, but I bet Ethiopia does too. Or is it more of a tropical bias? It'd be interesting if you at least had to get your hills the hard way.
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# ? Jul 18, 2020 00:47 |
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high incoming tourism should be something you combat because it destroys the land, reduces your tiles' output, and tanks your citizens' happiness
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# ? Jul 18, 2020 01:21 |
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Zulily Zoetrope posted:Yes, this is almost exactly the same system as Civ V used, only much more opaque. I mean, I still don't REALLY understand, despite having played this game for years and literally having three university degrees, but this is the best explanation I think can be done.
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# ? Jul 18, 2020 01:36 |
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I'm getting a ton of crashes in the early game during the between-turns "please wait." Usually it just freezes with no notification, but the most recent time it generated this crash report: Unhandled Exception Code: EXCEPTION_ACCESS_VIOLATION Error writing address 0xc9400 Call Stack ----------------------------------------------------- ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 ??? ! ??? ???, line 0 CPU: ryzen 7 3700X graphics: geforce RTX 2060 super I bought the full package of the game/DLC off steam so it's updated I've tried both directx 11 and 12; I've updated my graphics drivers. It's a nearly-brand-new computer that handled RDR2 and some other games just fine. Any ideas for how to fix it?
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# ? Jul 18, 2020 01:38 |
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can you try running it as administrator? maybe the game is trying to autosave but it doesn't have write permissions?
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# ? Jul 18, 2020 01:49 |
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how confident in your memory are you? try running a memcheck?
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# ? Jul 18, 2020 01:56 |
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The White Dragon posted:can you try running it as administrator? maybe the game is trying to autosave but it doesn't have write permissions? Does running the 2K launcher as admin work or is there another exe hidden somewhere that I need to run as admin?
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# ? Jul 18, 2020 03:18 |
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kingcobweb posted:I'm getting a ton of crashes in the early game during the between-turns "please wait." Usually it just freezes with no notification, but the most recent time it generated this crash report: Are you running any mods? What sized maps are you playing on?
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# ? Jul 18, 2020 03:19 |
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The Glumslinger posted:Are you running any mods? What sized maps are you playing on? All DLC, started happening with nothing third party but I’ve added that simple UI adjustments pack It’s happened on small standard and huge edit: I ran the memory diagnostic. Everything's fine with the RAM kingcobweb fucked around with this message at 04:13 on Jul 18, 2020 |
# ? Jul 18, 2020 03:21 |
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So Hermetic Mages, Vampires and Cthulhu cults in Civilization, huh? Cthulhu Ethiopia looks like a great combo.
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# ? Jul 18, 2020 03:37 |
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I finally committed to getting the game for the Switch. First game, I'm in the corner of the map with Cleopatra and Caesar around me. After about.... 15 turns? They decided to declare war on me for no discernible reason beyond me not being their government (merch repub) and was brutally owned because I never build militaries. RIP me.
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# ? Jul 18, 2020 05:17 |
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kingcobweb posted:Does running the 2K launcher as admin work or is there another exe hidden somewhere that I need to run as admin? try finding the civ 6 exe in your steam folder and see if you can change its preferences to run as admin. alternatively, you could try loosening windows 10's restrictions on what has read/write privileges, as an os on the whole it has a lot of idiot proofing that can get in the way of anyone who tries to use it for more than watching youtube Fur20 fucked around with this message at 06:24 on Jul 18, 2020 |
# ? Jul 18, 2020 06:21 |
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I really hope that when Civ7 comes (in 2023 or whatever the gently caress) they make culture victory good again and less of a ridiculous hassle. I liked it in far more Civ4 (and Civ5 to a slightly lesser degree) honestly. Taear fucked around with this message at 09:50 on Jul 18, 2020 |
# ? Jul 18, 2020 09:45 |
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Niche question about spies: A lot of the promotions for spies are "Can perform X action as if this unit were 2 levels higher." If I have a max level spy (3) with one or more of those promotions, does that spy have a synthetic level of 5 for those actions? Or is there a hard cap on any action at level 3 and the promotions are just wasted?
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# ? Jul 18, 2020 09:57 |
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Taear posted:I really hope that when Civ7 comes (in 2023 or whatever the gently caress) they make culture victory good again and less of a ridiculous hassle. It really sucks, the worst part about it is that the mechanics are so obscure that you never really know how close you are to winning. The victory panel even teases you sometimes, saying you're like 10 turns away, and then the next turn it changes and you could be 50 or 80 turns away, or it doesn't even give any turn count at all, who knows. The goalposts are constantly moving, due to the other players changing culture output and the totally inscrutable way that you gain their tourists. At least with science victory, there's a clear endpoint and even though the concept is similar, (make your numbers go up faster than the other players to win) you know when you can turn your brain off and just mash the next turn button. With culture victory, I have no idea how many hours of rock band spam I have to grind through, which means I have no idea how much I actually have to keep playing for real and being vigilant about late game wars or whatever
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# ? Jul 18, 2020 10:34 |
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super fart shooter posted:It really sucks, the worst part about it is that the mechanics are so obscure that you never really know how close you are to winning. The victory panel even teases you sometimes, saying you're like 10 turns away, and then the next turn it changes and you could be 50 or 80 turns away, or it doesn't even give any turn count at all, who knows. The goalposts are constantly moving, due to the other players changing culture output and the totally inscrutable way that you gain their tourists. At least with science victory, there's a clear endpoint and even though the concept is similar, (make your numbers go up faster than the other players to win) you know when you can turn your brain off and just mash the next turn button. With culture victory, I have no idea how many hours of rock band spam I have to grind through, which means I have no idea how much I actually have to keep playing for real and being vigilant about late game wars or whatever Yea the switching "you have this many turns until victory" part is the worst. So far when I've tried to win by culture I always end up winning by something else anyway because it's easier to quantify and isn't really based on how the other players are doing.
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# ? Jul 18, 2020 10:46 |
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Shooting Blanks posted:Niche question about spies: A lot of the promotions for spies are "Can perform X action as if this unit were 2 levels higher." If I have a max level spy (3) with one or more of those promotions, does that spy have a synthetic level of 5 for those actions? Or is there a hard cap on any action at level 3 and the promotions are just wasted? i think there is a cap on the mission success probability of 90%, at least i don't recall seeing that higher for variable outcome missions. the promotions probably aren't strictly wasted as i think all the modifiers (including negative from enemy spies, policies etc) are applied to the level before applying any cap. but given the choice i would almost always select one of the other promotions.
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# ? Jul 18, 2020 11:10 |
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Speaking of spies how does the great work heist one actually work, because I have never once seen a great work that can be stolen even when the civ in question has dozens of them viewable in the trade screen
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# ? Jul 18, 2020 11:29 |
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Blasmeister posted:Speaking of spies how does the great work heist one actually work, because I have never once seen a great work that can be stolen even when the civ in question has dozens of them viewable in the trade screen it's been bugged since the may update. it may or may not be fixed with the ethiopia pack.
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# ? Jul 18, 2020 11:40 |
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# ? May 31, 2024 09:16 |
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Blasmeister posted:Speaking of spies how does the great work heist one actually work, because I have never once seen a great work that can be stolen even when the civ in question has dozens of them viewable in the trade screen You need to have a slot available to house the great work before you can steal it
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# ? Jul 18, 2020 11:40 |