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Brannock posted:Archer garrisons, imo If I've got enough units to kill the scout when it turns up then a horde isn't an issue anyway. I actually find that in the early game my warriors are attacking barbarian spearmen for a good 30-40 damage and only taking 20 themselves but when it comes to scouts it's more like 20 each way. It's nice that it means your scouts die less but it makes it hard to do what you're in theory meant to do. Maybe throw in an option to turn the scouts off altogether and have "normal" barbarians. Traders pathing through barbarians and camps and stuff is really irritating too since you can't stop them or anything. So you sit and watch as your trader walks into a barbarian scout that you just can't quite reach.
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# ? Oct 23, 2016 04:09 |
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# ? May 28, 2024 14:26 |
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I like the barbarian swarms because it gives me something to do militarily (especially since having a standing military is so much more important in this game) without having to risk warmonger penalties.
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# ? Oct 23, 2016 04:10 |
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The White Dragon posted:ok but which tile is the wonder and which one is my factory district Christ, this is the thing that pisses me off so much about the UI and map art. Wonders and districts look the same, and I have to stare at them for a second before I can distinguish them from each other. I can't tell at a glance what they are producing or what their adjacency bonuses would be. And for a lot of resources I can't tell whether or not I have improved them because the art for a mine is like a little hut in the corner of the tile
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# ? Oct 23, 2016 04:10 |
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Brother Entropy posted:i was gonna agree w/this at first but after reading brannock's post i realized you probably miss out on some early unit xp if you do kill the scout so yeah just accept the inevitability of the raid and see the scout as a warning to have some defenders ready Also fyi, two archers and a chariot will still let you hold off like 3times your army size. Anyway, build archers people!
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# ? Oct 23, 2016 04:10 |
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CharlieFoxtrot posted:Christ, this is the thing that pisses me off so much about the UI and map art. Wonders and districts look the same, and I have to stare at them for a second before I can distinguish them from each other. I can't tell at a glance what they are producing or what their adjacency bonuses would be. And for a lot of resources I can't tell whether or not I have improved them because the art for a mine is like a little hut in the corner of the tile Use Strategic mode
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# ? Oct 23, 2016 04:12 |
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CharlieFoxtrot posted:Christ, this is the thing that pisses me off so much about the UI and map art. Wonders and districts look the same, and I have to stare at them for a second before I can distinguish them from each other. I can't tell at a glance what they are producing or what their adjacency bonuses would be. And for a lot of resources I can't tell whether or not I have improved them because the art for a mine is like a little hut in the corner of the tile If you have tile yields on, wonders never produce anything. That's how I identify what is what. It's handy since on low graphics most stuff is pretty blurry anyway.
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# ? Oct 23, 2016 04:14 |
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Is there any way to rescue your religion if all your cities convert off of it? In civ 5 you could use a great prophet but that obviously doesn't work here
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# ? Oct 23, 2016 04:15 |
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cheetah7071 posted:Is there any way to rescue your religion if all your cities convert off of it? In civ 5 you could use a great prophet but that obviously doesn't work here There's a wonder that's a temple, it begins with M. It gives you two apostles and they'll be your religion even if it's not the majority. Otherwise nope, you're hosed. I posted earlier that I assume it's because religion is a victory condition now and it'd be almost impossible if you couldn't eliminate other religions but if it's 4 protestants and 4 My Big Religion then why can't I build a missionary for the latter?
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# ? Oct 23, 2016 04:17 |
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Honestly, I've already gone to war over religion and it's really satisfying to wipe a religion off the face of the earth [IN THE VIDEO GAME SID MEIER'S CIVILIZATION VI]. It was really annoying in V how even if you destroyed the founder of a religion and converted their holy city it would still radiate pressure for that religion, and you couldn't raze it
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# ? Oct 23, 2016 04:24 |
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Ojetor posted:Haven't played on lower difficulties, but maybe the AI players can't keep Barbarians under control without the bonuses they get on higher difficulties? So Barbarians get tons of units unimpeded and end up overrunning the human player. I've tried 3 games on Prince now and in all 3 of my games Barbarians have killed off multiple AI empires. I normally crank out about 6 or 8 units to be able to keep the camps from overwhelming me. Brother Entropy posted:barbarian scouts have this mechanic where once they see your territory they'll run back to their camp and if they make it there they spawn some barb units that will go for you Which, given the movement changes is really lovely because once they start running it is impossible to catch them.
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# ? Oct 23, 2016 04:25 |
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The wonder that gives you an addtl naval unit for every one you build is seriously good
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# ? Oct 23, 2016 04:26 |
Finished my first game. A culture victory as England. It was a ton of fun and I love this game, but there's a bunch of bullshit too, in case people hadn't noticed. My neighbor was Arabia, who founded Islam really early, but then Greece snuck over a Confucian missionary and got their capital/holy site so Arabia started cranking out shittons of Confucian missionaries and apostles... and spread it to me. Rather than their other cities. The whole game the majority of their cities were Muslim, but they kept sending out Confucian missionaries to other states. By mid game they absolutely loathed everyone on the continent, who were all pretty solidly Confucian thanks in part to them. It was kind of funny, but I was their only direct neighbor so... I was glad I had a pike wall when their seemingly infinite Mamluks came calling. Also in that war Sea Dogs were a lot of fun. Well, I only built one since everything was so drat expensive, but that one was enough. I coastal raided the entire coast of Arabia with it and had a couple caravels off the coast... watching. Whenever the Arabs sent a worker to repair an improvement I would send over my sea dog and capture it. The coastal raid ability letting you capture units on the coast is incredibly fun. And it's not like the AI was being dumb (at first), they couldn't see any of my units in the ocean. All my territory was improved, but these free builders came at a perfect time as I had just discovered the other continent, and I squeezed in a bunch of lovely cities wherever I could, preferably next to luxuries, always next to at least two sea resources. I just bought the tiles I needed and set them building a royal navy dockyard. Eventually they all got one (and a free trade route for each one), but I just used them to increase the insane domestic trade routes in my core cities. All the free Arabian builders were great for improving the luxuries, as those cities were garbage on their own. ... Oh god, I just now realized that I was capturing slaves and sending them across the ocean to literally work in the plantations. I'm a monster. Also, I won a cultural victory in part with my insane archaeological museums plundering the cultural heritage of the world, in part by building seaside resorts in my otherwise lovely colonies (err, sometimes with slave labor now that I think about it), and in part by flooding my nearest cultural rival with spies and stealing all their great works. It was the most rear end in a top hat cultural victory I can imagine and it was great.
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# ? Oct 23, 2016 04:27 |
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Wait so hold on.... Districts give bonuses to MORE THAN ONE CITY!? I'm so confused right now.
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# ? Oct 23, 2016 04:35 |
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Turn 145 and I'm pulling in over 200 gold a turn with enormous cities...
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# ? Oct 23, 2016 04:40 |
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Powercrazy posted:The conceit is that you don't actually have to care. You think you do, but the AI isn't going to flank your line. However what you do have to do is move each individual unit across your empire, and hope they don't get interrupted because then you have to tell them where to go, again. They really should just let units stack but not allow them to attack out of the stack, while taking combat penalties if stacked up. Logistics are not a feature. It matters in multiplayer. I had a great defense during a game in Civ 5 by holding a pass with a pair of archers and a warrior against a superior army, because the AI kept beelining then getting clogged, attempting to move around, and then sending another couple units back. It allowed me the time I needed to send reinforcements and was one of the more memorable games I had of Civ 5, notable because it was the one I won on the highest difficulty, but it was those ten turns of kiting 8 warriors around some mountains that allowed me to push into the mid game with an advantage. If it had been a death stack it would have rolled right over my much smaller army and reached my base before I'd even gotten another unit produced. I get that it's cumbersome and annoying to manage a dozen units moving around the map, but I've had games where it matters but even if it wasn't something that mattered most of the time, the thematic feeling of having to manage that many units is worth it.
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# ? Oct 23, 2016 04:46 |
UmbreonMessiah posted:Wait so hold on.... Also harbors and commercial districts raise your trade route cap, but that city doesn't need to be part of the trade route so you can boost your core with peripheral cities. (This is my favorite part of England and their cheap harbors.)
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# ? Oct 23, 2016 04:47 |
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UmbreonMessiah posted:Wait so hold on.... WHAT
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# ? Oct 23, 2016 04:50 |
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As stated, Entertainment Complexes and Industrial Zones have buildings that affect every city within six tiles. The Colosseum and maybe other wonders have similar effects. Given how important Production is, having multiple Industrial Zones is probably still worth it, since Factories and such don't come for a while, but one well-placed Entertainment Complex is probably all you need for a city cluster.
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# ? Oct 23, 2016 04:55 |
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I knew that the Colosseum did (because it's a wonder) but had no idea Entertainment Complexes and Industrial Zones had crossover effects and this changes everything
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# ? Oct 23, 2016 04:56 |
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For their later buildings, specifically. Like, second and third buildings have the effects, not the districts themselves or their first buildings. Still, it's very nice. I bet overlapping Factory and Power Plant auras are ridiculous. Roland Jones fucked around with this message at 05:02 on Oct 23, 2016 |
# ? Oct 23, 2016 04:59 |
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Khisanth Magus posted:Incidentally, I really wish that at some point Civilization would stop punishing you for taking cities from enemies who declare war on you. My supposed ally Norway declares war on me, I beat off his attack, and in return I take one of his cities, with an Egregious warmonger penalty. I should be allowed to punish someone who declares a surprise war on me by taking their poo poo. Hah yea, Germany did a suprise war on me, and in return I took their second city. It's been forever and they're still going on and on about it. I had the same situation in my first game, the Egyptians were constantly going to war with me, and when I retaliated, everyone denounced me.
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# ? Oct 23, 2016 05:01 |
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Maybe it's because i'm still new and what not. But i'm playing on the easiest difficulty just learning the ropes, and barbarians are a super loving annoying menace even on "settler" difficulty. This game already seems at least as deep as post expansion Civ V as well. I like it so far! And I don't want to turn off barbs because otherwise I won't get good at beating them. I just didn't expect the AI to be this aggresive on the lowest difficulty.
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# ? Oct 23, 2016 05:02 |
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War Weariness is a BITCH. How long is this going to stick around? I ended the war with Germany 10 turns ago and I still have -5 Weariness.
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# ? Oct 23, 2016 05:10 |
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chaosapiant posted:Maybe it's because i'm still new and what not. But i'm playing on the easiest difficulty just learning the ropes, and barbarians are a super loving annoying menace even on "settler" difficulty. This game already seems at least as deep as post expansion Civ V as well. I like it so far! And I don't want to turn off barbs because otherwise I won't get good at beating them. I just didn't expect the AI to be this aggresive on the lowest difficulty. I haven't had much trouble with barbarians. What I've done is just get an early (post-Scout and one or two other things) slinger or two, have them kill one of the barbs, then get Archery and upgrade to archers, who annihilate early barbarians with ease. Maybe I'm just lucky, though; some people's barbarian stories have been pretty extreme. I don't know; my experience here just hasn't matched up with what some people are saying, even counting my latest game where my second city wound up getting delayed immensely because there was a barbarian camp just past where I was trying to settle it and I had to retreat my settler for a while. But anyway, archers are super awesome early game. Get more archers.
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# ? Oct 23, 2016 05:10 |
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Roland Jones posted:For their later buildings, specifically. Like, second and third buildings have the effects, not the districts themselves or their first buildings. Do the effects stack, though? Or is it more a question of "Can I get one entertainment complex to serve four or five cities"
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# ? Oct 23, 2016 05:11 |
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Eiba posted:Also in that war Sea Dogs were a lot of fun. Well, I only built one since everything was so drat expensive, but that one was enough. I coastal raided the entire coast of Arabia with it and had a couple caravels off the coast... watching. Whenever the Arabs sent a worker to repair an improvement I would send over my sea dog and capture it. The coastal raid ability letting you capture units on the coast is incredibly fun. And it's not like the AI was being dumb (at first), they couldn't see any of my units in the ocean. You might want to try Norway at some time since their special abilities involve letting them cross the seas early and their leader bonus gives every melee naval vessel the ability to coastal raid, so just poo poo out some longships and go pillage your heart out in the ancient era. Roland Jones posted:As stated, Entertainment Complexes and Industrial Zones have buildings that affect every city within six tiles. The Colosseum and maybe other wonders have similar effects. Toronto's Suzerain bonus increases the radius by 3 tiles, and there's another Great Person somewhere in there who can go into a city and increase the range even further so you can get some truly massive overlapping fields of effect.
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# ? Oct 23, 2016 05:14 |
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CharlieFoxtrot posted:Do the effects stack, though? Or is it more a question of "Can I get one entertainment complex to serve four or five cities" Yes, and the other way around to, so if you have a bunch of cities with factories or whatever all within range of one another than each city gains the benefit of each city's factory. Works as intended.
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# ? Oct 23, 2016 05:15 |
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Magdeburg and Aachen have a red house icon just to the left of the city name. Frankfurt has a with a cross through it in the same position. What do these mean? I couldn't find anything obvious in the Civilopedia. My best guess is that the struck heart means not enough amenities and the red house means not enough housing, but Frankfurt is Content with 2/2 amenities. If you clear out a bonus resource on a tile via placing a district/Wonder there, do you get the bonus yields from harvesting it? Or should I be sending a builder there to clean it up before placing something there so I can minmax my one-time bonus harvest yield?
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# ? Oct 23, 2016 05:19 |
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CharlieFoxtrot posted:Do the effects stack, though? Or is it more a question of "Can I get one entertainment complex to serve four or five cities" Yep, at least unless something weird is going on in my game; I just remembered that I have Factories going in it and checked my city details, and three cities have +9 production from factories (each Factory is a +3 bonus), one has +6. Not sure what's with the last one (my capital, which also seems to not be receiving the effects of the Colosseum I built despite it being in range), but Ruhr Valley's also there so it's still outproducing the others by 20+ Production. But you can also do the latter thing, which is probably the way to go with Entertainment Complexes since you need Amenities everywhere anyway. LightWarden posted:Toronto's Suzerain bonus increases the radius by 3 tiles, and there's another Great Person somewhere in there who can go into a city and increase the range even further so you can get some truly massive overlapping fields of effect. Oh man, that's pretty great. I haven't had the luck of having Toronto in one of my games yet; that's up there with Geneva for city-states I want to own now.
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# ? Oct 23, 2016 05:19 |
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Why the gently caress is passing on great people even an option? I passed on this great scientist because I had already built a library and figured it was worth the small cost to get to the next one, but it seems all passing does is make you to pay part of the cost but you still have to wait for someone else to buy the great person before you can buy the next one. I guess Kongo didn't feel like ever building a campus, so I get no great scientists ever. I suppose this is less of an issue if you're not playing on duel, but still, why pass rather than just wait?
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# ? Oct 23, 2016 05:28 |
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imo this game would be FLAWLESS of the dialogue options for leader interactions popped up instantly instead of taking like 5 seconds
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# ? Oct 23, 2016 05:35 |
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Peaceful Anarchy posted:Why the gently caress is passing on great people even an option? I think it's useful in edge cases where there's multiple ones in an era and you're ahead, but one of the less-great ones is up, you can skip so someone else gets that one and you have a shot at the one you really want. In cases like yours, though, or something like my current game where I make three times the Great Scientist points the next person does, then just take it every time you can, yeah.
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# ? Oct 23, 2016 05:35 |
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The White Dragon posted:wow this would almost make sense if barbs didn't spawn one tile outside your fog of war and have their scouts spawn in a place where they auto-spot you and then "report home" without moving a single space OK man you have trouble with barbarians, we get it.
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# ? Oct 23, 2016 05:43 |
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Do barbs even do anything, like raging barbarians in the past would despoil and destroy your cities, tear up your roads, and murder your units to gank your settlers. The only thing I've seen them attack are districts and that's why you put a unit on top of them. There are a lot of them but they won't do any actual damage, which is good for experience farming
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# ? Oct 23, 2016 05:46 |
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CharlieFoxtrot posted:Do barbs even do anything, like raging barbarians in the past would despoil and destroy your cities, tear up your roads, and murder your units to gank your settlers.
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# ? Oct 23, 2016 05:50 |
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cams posted:imo this game would be FLAWLESS of the dialogue options for leader interactions popped up instantly instead of taking like 5 seconds You can click them before they appear
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# ? Oct 23, 2016 05:51 |
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CharlieFoxtrot posted:Do barbs even do anything, like raging barbarians in the past would despoil and destroy your cities, tear up your roads, and murder your units to gank your settlers. Once one of my pastures was pillaged, and I had already spent my last builder so I had to make another. That was annoying. Also lost an in-progress trade route once. Hasn't happened to me because I'm careful, but they can steal civilian units too, going by videos I've seen. And they'll murder your missionaries, as I discovered while using them as scouts and trying to find other people to convert.
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# ? Oct 23, 2016 05:51 |
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Brannock posted:Magdeburg and Aachen have a red house icon just to the left of the city name. Frankfurt has a with a cross through it in the same position. What do these mean? I couldn't find anything obvious in the Civilopedia. My best guess is that the struck heart means not enough amenities and the red house means not enough housing, but Frankfurt is Content with 2/2 amenities. The read heart means it's under siege.
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# ? Oct 23, 2016 05:52 |
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OK yeah I forgot about the traders, that's actually a big deal and you do need to have fogbusting units following the route if there's a lot of wilderness
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# ? Oct 23, 2016 05:53 |
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# ? May 28, 2024 14:26 |
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So are sovereign borders a thing you have to research later? I'm in the classical period and Sumeria just rolled up and surrounded my capital with 7 units, and there seems to be nothing I can do about it. No asking him to gtfo my lawn, no calling him out for parking his army all around my city or anything.
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# ? Oct 23, 2016 06:11 |