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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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# ? Nov 28, 2020 07:04 |
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# ? Jun 5, 2024 07:48 |
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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. 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.
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# ? Nov 28, 2020 07:15 |
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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.
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# ? Nov 28, 2020 08:04 |
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+
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# ? Nov 28, 2020 13:46 |
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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.
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# ? Nov 28, 2020 17:08 |
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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.
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# ? Nov 28, 2020 17:27 |
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Its been confirmed I think ages ago that the AI will beeline certain techs.
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# ? Nov 28, 2020 17:42 |
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"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.
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# ? Nov 28, 2020 20:27 |
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Azathoth posted:I found streamer Potato McWhiskey's Overexplained series to be extremely useful in understanding the underlying mechanics. The first video starts here: Thanks for this I’ll check it out after work. I’m playing on PS so UI modifier prob won’t be a thing.
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# ? Nov 28, 2020 21:07 |
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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
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# ? Nov 28, 2020 22:21 |
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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.
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# ? Nov 28, 2020 23:03 |
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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+
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# ? Nov 28, 2020 23:29 |
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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.
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# ? Nov 29, 2020 01:57 |
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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
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# ? Nov 29, 2020 03:02 |
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AccountSupervisor posted:Woops yep thats what I meant. 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.
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# ? Nov 29, 2020 03:11 |
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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.
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# ? Nov 29, 2020 04:02 |
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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.
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# ? Nov 29, 2020 04:06 |
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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.
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# ? Nov 29, 2020 04:32 |
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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.
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# ? Nov 29, 2020 04:57 |
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Running across barb battleships is no fun when I’m still exploring with unupgraded galleys
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# ? Nov 29, 2020 05:17 |
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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 |
# ? Nov 29, 2020 05:53 |
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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.
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# ? Nov 29, 2020 12:17 |
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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.
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# ? Nov 29, 2020 12:37 |
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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 |
# ? Nov 29, 2020 12:47 |
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Elias_Maluco posted:yeah, I found that one. Ill try it 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.
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# ? Nov 29, 2020 13:46 |
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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
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# ? Nov 29, 2020 21:38 |
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Is there a map script which creates a lot more rivers than the others?
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# ? Nov 30, 2020 17:01 |
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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 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.
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# ? Nov 30, 2020 21:21 |
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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 |
# ? Nov 30, 2020 21:29 |
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Elias_Maluco posted:Barbarian camps late game are even a little morally problematic, I think Amazon tribes rarely counter with tanks of their own.
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# ? Nov 30, 2020 21:51 |
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Yeah I’m okay with genociding them when they’re raiding my trade routes with their own battleships
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# ? Nov 30, 2020 23:13 |
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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.
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# ? Nov 30, 2020 23:15 |
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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.
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# ? Nov 30, 2020 23:32 |
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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.
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# ? Nov 30, 2020 23:39 |
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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.
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# ? Nov 30, 2020 23:43 |
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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.
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# ? Nov 30, 2020 23:44 |
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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.
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# ? Nov 30, 2020 23:45 |
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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.
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# ? Dec 1, 2020 00:14 |
Modern era barbarians represent entities like ISIS.
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# ? Dec 1, 2020 00:27 |
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# ? Jun 5, 2024 07:48 |
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twistedmentat posted:I think 5 had barbarians actually found cities and form civs after a while? 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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# ? Dec 1, 2020 00:27 |