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Speedball
Apr 15, 2008

Hm. Hammurabi: surprisingly not that great at a Science Ending if only because every post-information-age tech requires stealing to get a tech boost. Though I was able to blow a million faith points on the final Great Scientist who boosts all Information-age tech which meant for Hammurabi getting ALL of them. Nice.

Ironically I wound up getting a culture victory because everyone else was doing so bad at culture.

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QuickbreathFinisher
Sep 28, 2008

by reading this post you have agreed to form a gay socialist micronation.
`

Speedball posted:

Hm. Hammurabi: surprisingly not that great at a Science Ending if only because every post-information-age tech requires stealing to get a tech boost. Though I was able to blow a million faith points on the final Great Scientist who boosts all Information-age tech which meant for Hammurabi getting ALL of them. Nice.

Ironically I wound up getting a culture victory because everyone else was doing so bad at culture.

Yeah, from what I can tell on one playthrough, he's one of those civs where it's best if you use your early science boost to start setting yourself up for another victory. I ended up winning religion with him. Jayavarman is similar in that his bonuses lead you to believe he should be going for a religious victory, but he actually can actually kind of pivot into culture or domination quite nicely due to the population bump. It's more noticeable with the huge late game tech dropoff to Babylon.

Speedball
Apr 15, 2008

QuickbreathFinisher posted:

Yeah, from what I can tell on one playthrough, he's one of those civs where it's best if you use your early science boost to start setting yourself up for another victory. I ended up winning religion with him. Jayavarman is similar in that his bonuses lead you to believe he should be going for a religious victory, but he actually can actually kind of pivot into culture or domination quite nicely due to the population bump. It's more noticeable with the huge late game tech dropoff to Babylon.

Yeah, makes sense to me.

I could probably easily leverage Hammurabi into a military victory since so many military techs require you to have x number of military units in your army to begin with. Get enough momentum up and nothing could stop you.

also: heroes: Still pretty neat at mixing up the gameplay. This entire frontier pass being basically professional mods is super good.

Nosre
Apr 16, 2002


I watched a few videos of Civ 1 and Civ 2 playthrough for fun recently and got me thinking what the most revolutionary one in the series was.

I'd say either 2 or 5 -

2 might be rose-colored glasses for me since I played like 2000 hours of it when I was a kid, but comparing 1 and 2 is night and day - 1 looks and has the mechanics of a game from the 80s, while 2 is still interesting today, and set the basic mechanics and look the next two games would use. 4 would be the ultimate expression of this style (isometric view, and unit stacks), and is arguably the best overall.

Civ 5 on the other hand originated a BUNCH of mechanics which are now integral, with Religion, 1 unit per tile, hexes, social policies, and more which are still being refined in 6 and probably 7+

Judgy Fucker
Mar 24, 2006

Has anyone else noticed the AI is hampered a bit by the tech/civic shuffling mode? I usually play on emperor, and seem to have a much easier time keeping up with the AI in techs and civics in the early game when the shuffler is on. In particular I'm much more likely to be able to found a religion with the mode on than I am with it off. I can only suppose the AI doesn't know how to "scout" the trees with eurekas.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊

TipTow posted:

Has anyone else noticed the AI is hampered a bit by the tech/civic shuffling mode? I usually play on emperor, and seem to have a much easier time keeping up with the AI in techs and civics in the early game when the shuffler is on. In particular I'm much more likely to be able to found a religion with the mode on than I am with it off. I can only suppose the AI doesn't know how to "scout" the trees with eurekas.

Honestly I would have assumed the ai is either not smart enough to look ahead ever (only evaluating the options available right now) or picks specific techs as targets and goes for them. The first would be unaffected by shuffle, the second might if the hiddenness actually affects them. AI opponents knowing things a player wouldn't is pretty standard.

Rimusutera
Oct 17, 2014
Its been confirmed I think ages ago that the AI will beeline certain techs.

AccountSupervisor
Aug 3, 2004

I am greatful for my loop pedal
"Strategic AI" is an absolute must mod for me. It singlehandedly brought me back to Civ 6 after I was so bored with how awful the AI was.

LeeMajors
Jan 20, 2005

I've gotta stop fantasizing about Lee Majors...
Ah, one more!


Azathoth posted:

I found streamer Potato McWhiskey's Overexplained series to be extremely useful in understanding the underlying mechanics. The first video starts here:

https://m.youtube.com/watch?v=J62EqRqxnv0

Also, get the UI mod he links in the video description, it is a massive improvement on the default without changing the game itself in any way. You'll be glad you did.

Thanks for this I’ll check it out after work. I’m playing on PS so UI modifier prob won’t be a thing.

Elias_Maluco
Aug 23, 2007
I need to sleep

AccountSupervisor posted:

"Strategic AI" is an absolute must mod for me. It singlehandedly brought me back to Civ 6 after I was so bored with how awful the AI was.

Cant find it on the workshop

ellspurs
Sep 12, 2007
Kappa :o
I obtained the achievement today for claiming every hero across multiple games. I have only claimed about 4 heroes so far in multiple games. The current game has had everyone claimed by the AI, however.

Hand Row
May 28, 2001

Elias_Maluco posted:

Cant find it on the workshop

I assume meant Real Strategy AI mod as it’s usually a discussion on that one or AI+

ate shit on live tv
Feb 15, 2004

by Azathoth

Blorange posted:

IV had the mega stacks that you defeated by literally throwing siege units into a blender to deal AOE damage, but the stacking let the AI wage war effectively.

you could also use tactical nukes. that said if you didnt have enough units the AI would run you over. in Civ4 you need units. a strange thing for players of civ5/6.

AccountSupervisor
Aug 3, 2004

I am greatful for my loop pedal

Hand Row posted:

I assume meant Real Strategy AI mod as it’s usually a discussion on that one or AI+

Woops yep thats what I meant.

I used AI+ for awhile but prefer Real Strategy

Chamale
Jul 11, 2010

I'm helping!



AccountSupervisor posted:

Woops yep thats what I meant.

I used AI+ for awhile but prefer Real Strategy

I appreciate the recommendation. I just played a game as Russia where I cruised to victory while players with much stronger militaries just shook their fists ineffectively at me. I haven't had a proper nuclear war since Civ IV, I hope this changes that.

FuzzySlippers
Feb 6, 2009

Barbs spawn a lot more at higher difficulties right? I haven't done deity, but my games on immortal it feels like there is a much worse flood of barbs from start to finish without slowing as the ages advance. I enjoy the extra challenge in the early game but it eventually gets tedious with the constant whack-a-mole spawning. Especially since they will spawn literally in my heartland in just a couple spaces of FoW.

Any recommended mods that slows/stops the barb spawn in later ages or give them a max tech level? It would feel sensible to cap their tech level like an age behind after the first few.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
can you build a couple extra scouts? i think that's kind of what they're meant to be made for, you're supposed to clear your fog of war very agressively. not that i disagree with you about the rate of barb spawns.

they should actually spawn LESS on higher difficulties because the AI players will be fielding more units and will have more incidental vision across the world.

FuzzySlippers
Feb 6, 2009

To keep my periphery from barb spawning with scouts I'd need quite a few plus however many to sit in little pockets my borders haven't filled in yet. I have a long tundra border I don't feel like settling. Feels kinda dumb to have that many just hanging around but I guess that's what I need to do.

My experience has been the AI is getting overrun more often at higher difficulties. Like the ones with borders also along unsettled country tend to get their lands pillaged frequently even in later eras so they rarely end up one of the top Civs. The barb camps seem to rapid fire spawn units sometimes and they can't handle it.

I don't think I'm running any mods that should affect it. I'm running UI mods, No Spies, Clean Nuclear Power, Fewer Trade Offers, City Minimum Distance 4, and Starting Scout.

ate shit on live tv
Feb 15, 2004

by Azathoth
city min distance is forcing less density and thus mire fog of war and therefor more barbs.

though i absolutely agree barbs should be age capped at no gunpowder units. spy missions spawning GDRs is fine.

Bob A Feet
Aug 10, 2005
Dear diary, I got another erection today at work. SO embarrassing, but kinda hot. The CO asked me to fix up his dress uniform. I had stayed late at work to move his badges 1/8" to the left and pointed it out this morning. 1SG spanked me while the CO watched, once they caught it. Tomorrow I get to start all over again...
Running across barb battleships is no fun when I’m still exploring with unupgraded galleys

FuzzySlippers
Feb 6, 2009

If you stack cities with the min distance I think their FoV still overlaps. I liked that mod for forcing the AI to make less dumb cities right on top of each other which I'd assume actually helps them build better cities. I also like neater borders (is there a mod for that?) so it mostly prevents the awkwardness of an open border ally dropping a city in a completely terrible position some place in your backfill.

Kinda surprised there are no tech capping barb mods. Though I'm looking through the game files and it seems like barbs do spawn more units more often at higher difficulties. I'm also seeing manual lists of units so I'm thinking I might be able to just remove all unit options after x tech.

edit: lol barbs can spawn naval units every 10 turns as opposed to 15 or 25 for other types. No wonder I've stumbled into random giant quadrireme fleets

I'm testing a self made mod that reduces the tech gain, pushes them further out from cities, and increases the naval spawn timer to be the highest among units. I also upped the boldness loss for killing scouts which makes them even higher priority targets.

One thing I'm confused about is that units have a variable called "AllowBarbarians" but all units are set to false. Not sure how it actually picks barb units beyond the tags.

FuzzySlippers fucked around with this message at 10:07 on Nov 29, 2020

Marmaduke!
May 19, 2009

Why would it do that!?
I read there was a bug in the latest update that makes barbarian camps start spawning right from the start of the game, rather than turn 7. Personally, I always used the NYAEM mod/map pack that let that value be changed, I found turn 20 was best.

FuzzySlippers
Feb 6, 2009

I'm guessing related to BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD but that's a hell of a one to parse.

I feel like the game isn't reading these values right or it's in a weird way. No way the odds of a barb camp spawning is 2%. Maybe 2% per player per turn or something? I know xcom odds and all that but I've been testing values and they spawn pretty often when the conditions are valid (total barb camps < BARBARIAN_CAMP_MAX_PER_MAJOR_CIV * civs left). That's why I eliminate camps and they pop right back up until we hit max again. Seems almost like it'd be better to wall the camps in with ranged units and leave them up when the camp is in a convenient position.

Elias_Maluco
Aug 23, 2007
I need to sleep

Hand Row posted:

I assume meant Real Strategy AI mod as it’s usually a discussion on that one or AI+

yeah, I found that one. Ill try it

edit: also tried "Sukritact's Simple UI Adjustments", didint work for me. I created a game and there was nothing different on the UI. Then after I reloded a game, the whole interface was broken. Maybe because Im using the linux port, maybe because of the last update

Elias_Maluco fucked around with this message at 12:50 on Nov 29, 2020

HappyCamperGL
May 18, 2014

Elias_Maluco posted:

yeah, I found that one. Ill try it

edit: also tried "Sukritact's Simple UI Adjustments", didint work for me. I created a game and there was nothing different on the UI. Then after I reloded a game, the whole interface was broken. Maybe because Im using the linux port, maybe because of the last update

A lot of mods don't work on Linux due to upper/lower case shenanigans in filenames iirc. Simple UI never worked for me in Linux. Could probably fix the filenames and get into work but I can't be arsed.

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



It's always fun when you find a late game barb camp in the middle of nowhere that's just been cranking out units. Why yes that was 4 Battleships that needed to be dealt with :stare:

Poil
Mar 17, 2007

Is there a map script which creates a lot more rivers than the others?

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to

Shooting Blanks posted:

It's always fun when you find a late game barb camp in the middle of nowhere that's just been cranking out units. Why yes that was 4 Battleships that needed to be dealt with :stare:

I found an island once that was completely full of barbarian units. Like the 2 camps on it had been pumping out units from the start of the game and no one had found the island so none had been destroyed. It had everything from warriors to musketeers.

Elias_Maluco
Aug 23, 2007
I need to sleep
Barbarian camps late game are even a little morally problematic, I think

Is like if you found a tribe deep in the Amazon that never had any contact with the rest of the world and you immediately send tanks to genocide them

HappyCamperGL posted:

A lot of mods don't work on Linux due to upper/lower case shenanigans in filenames iirc. Simple UI never worked for me in Linux. Could probably fix the filenames and get into work but I can't be arsed.

Same. I already got used to Civ 6 dumb interface anyway

edit: vvvvv true

Elias_Maluco fucked around with this message at 21:53 on Nov 30, 2020

germlin
May 31, 2011
Fun Shoe

Elias_Maluco posted:

Barbarian camps late game are even a little morally problematic, I think

Is like if you found a tribe deep in the Amazon that never had any contact with the rest of the world and you immediately send tanks to genocide them


Same. I already got used to Civ 6 dumb interface anyway

Amazon tribes rarely counter with tanks of their own.

Bob A Feet
Aug 10, 2005
Dear diary, I got another erection today at work. SO embarrassing, but kinda hot. The CO asked me to fix up his dress uniform. I had stayed late at work to move his badges 1/8" to the left and pointed it out this morning. 1SG spanked me while the CO watched, once they caught it. Tomorrow I get to start all over again...
Yeah I’m okay with genociding them when they’re raiding my trade routes with their own battleships

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!
Barbarian tribes successfully taking over a Civ and replacing it is something that would be super hard to design but man it kinda sounds like fun. I'd love to see even more AI implementation with barbs where they spawn settlers and grow and have some kind of weird victory condition where if any barbs are left by the score era, then they win.

Chamale
Jul 11, 2010

I'm helping!



Yeah, barbarian encampments in the middle of nowhere that basically mind their own business are a weird mechanic that feels a lot like killing indigenous people. Especially when you play on a Terra map, and once you travel to the Americas there are dozens of barbarian camps to wipe out. Rebels showing up when you have low amenities makes a lot more sense; would be interesting to see them explore that some more, maybe with the rebels demanding you implement a particular policy and doing so makes them go away.

Rimusutera
Oct 17, 2014
Barbarians is a lovely outdated mechanic, if we're going down the rabbit hole of examining the nature and ideology of Civ.

The main issue is fundamentally that they're just inherently hostile and can't be negotiated with outside of some limited mechanics like a random Apostle promotion and exist contrasted as such to the peaceful pliable city states. This reflects and essentialist character of the perceived historical "frontier raider cultures" and peoples who have been labeled barbarians. Violence is the only real recourse to dealing with them and that sucks and evokes racist campaigns of extermination.

In historical record the relationship of major states and powers with these sort've historical nomadic and such peoples has been a back and forth of engagement, trade, recruitment and alliance and conflict plenty not just this cartoon violent intruder thing barbs get pegged into.

showbiz_liz
Jun 2, 2008
I'd love to be able to play as the barbarians. They still spawn in random places but you have control over all of them and can choose what units are spawned, and sacking cities gives you extra units or something. The goal: exterminate every single civ from the map and form a barbarian paradise.

Rimusutera
Oct 17, 2014
There used to be a "barbarian run" you could do in Civ 5 as Germany due to their unique abilites and with the "total elimination" option set. Delete your settler and try and cobble together a horde with captured barb units.

Chamale
Jul 11, 2010

I'm helping!



Every civilization in Civ has the same goal of ever growing larger and more powerful until they assert their superiority. I've said it before, there should be a civ that wins the game when they manage to be happy and get the others to leave them alone for long enough. Maybe the Lakota with the Ghost Dance movement.

Rimusutera posted:

There used to be a "barbarian run" you could do in Civ 5 as Germany due to their unique abilites and with the "total elimination" option set. Delete your settler and try and cobble together a horde with captured barb units.

Pulled that off on Deity once, it owned.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
I think 5 had barbarians actually found cities and form civs after a while?

Maybe they should combine city states and barbarians? Some city states are hostile and agressive and you either can just conquer them or try to negotiate with them.

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


Modern era barbarians represent entities like ISIS.

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Chamale
Jul 11, 2010

I'm helping!



twistedmentat posted:

I think 5 had barbarians actually found cities and form civs after a while?

Maybe they should combine city states and barbarians? Some city states are hostile and agressive and you either can just conquer them or try to negotiate with them.

I think that was 4. It would make sense to have some city states that start out as hostile and others that start friendly, instead of the distinction between city-states and barbarians.

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