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prefect posted:Could you take Japan and just build a megalopolis that's 100% districts pushed up against each other, with no farmland or mines or anything? So...Tokyo? Sucrose posted:What's SA's verdict on this one? I love love loved IV (especially the Rhys and Fall mod) and thought V was just okay. The fact that I had to scroll to page 5 to find this thread worries me. A bunch of opinions, but I think its at least as good as 5 was at release, maybe better. The AI thing is dumb, but if you like to just gently caress around and not worry too much about the challenge of getting to a victory condition I don't think its the end of the world. UI is legit pretty bad and the religion-victory-game is neat but not fully baked. Culture victory is similar. I've been telling people its a good game to play a couple games through (each game is about 20 hours if you play through the eras), and then past that the warts will really show. If you want a game you can have fun with for 40 hours then put away while you wait for the expansions I think it's a good buy.
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# ? Dec 8, 2016 17:56 |
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# ? Jun 4, 2024 18:02 |
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JVNO posted:I think I've exhausted the city name list because all of my cities are 'Carthage' now. How many cities do you have? Lockback posted:If you want a game you can have fun with for 40 hours then put away while you wait for the expansions I think it's a good buy. 40 hours? That's barely one game. John F Bennett fucked around with this message at 18:03 on Dec 8, 2016 |
# ? Dec 8, 2016 17:59 |
JVNO posted:Wait, is this actually the case? Because it doesn't seem to take it into account and display the hypothetical adjacency bonus when placing the districts. Pretty sure it is, but I also thought it does display the bonus so I dunno.
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# ? Dec 8, 2016 18:15 |
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Sucrose posted:Think this'll be patched anytime soon? I usually suck pretty hard at the game, so sub-par AI opposition isn't a huge dealbreaker to me. I've seen people suggest that the reasons the AI can't take walled cities are along these lines: 1. It always tries to move before it considers attacking. (You see this "Gotta move!" AI process all over the place - if an AI unit is blocking your scout or missionary or whatever you can bet that if you wait a turn it'll move out of the way, while a human might well just fortify its unit in place) 2. It doesn't realise that siege units can't attack if they've moved, so it moves them then tries to attack, can't, and pillages instead. 3. It calculates whether its available melee forces can take a city before the city's damage back to them would destroy them. Since taking a city with walls is very nasty for melee units, it usually calculates that the attack would fail and decides not to attack at all. Problem 3 is actually sensible AI, it's just hamstrung by points 1 and 2 which ensure that enemy siege units never fire on cities except in odd situations where they're unable to move (blocked in by friendly units, for example). When I get round to it I'm going to test my hypothesis by making a mod that removes the "cannot fire if you've moved" trait from siege units and see if the AI becomes a city-smashing master. ----- I've also heard that the "calculate if you're going to win and decide to attack or not based on that" is also part of why the AI often doesn't attack with its units. If it doesn't think it'll kill a unit this turn it won't attack it. Barbarian AI is different - lacking this calculation - so often feels more aggressive.
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# ? Dec 8, 2016 18:30 |
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prefect posted:It's going to be hard to violate my seven-hexes-apart rule, but I will try it, by gosh! Yeah the challenge comes in two parts - violating whatever mental rules you've put in place regarding city placement and making sure the vital districts are both in the right place and in the middle of the clusterfuck. I think a six-tile gap max between cities is good, as you can designate a central spot for industrial zones and get a electronics factory orgy going on and also possibly benefit from any multi-city entertainment stuff you build. Then it's a case of putting whatever your victory condition is closer to the middle and the rest outwards. You still need farms and mines early, but you can slowly replace them with housing later and be just fine.
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# ? Dec 8, 2016 18:32 |
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Thing I learned/realized the other day: your city borders may expand beyond three-tiles-from-the-city (I like the "religious settlements" pantheon), but you can't build anything outside of the three-tile radius.
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# ? Dec 8, 2016 18:35 |
prefect posted:Thing I learned/realized the other day: your city borders may expand beyond three-tiles-from-the-city (I like the "religious settlements" pantheon), but you can't build anything outside of the three-tile radius. That's been true since 4 at least (can't work those tiles is the main upshot, but you can claim resources)
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# ? Dec 8, 2016 18:40 |
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Zero_Grade posted:COME ON AND SLAM I'm late to this but this cheered up my crappy day, thanks man.
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# ? Dec 8, 2016 22:50 |
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prefect posted:Thing I learned/realized the other day: your city borders may expand beyond three-tiles-from-the-city (I like the "religious settlements" pantheon), but you can't build anything outside of the three-tile radius. Yeah, once I found out that was true in my main city, I just bought all the spare tiles to make my smaller cities as big as possible. Sure, you can't build useful things there, but forcing the game to expand out to those tiles brought a lot of stuff like aluminum and uranium into the empire, and stopped the AIs from being able to colonize so close to my drat cities. I really do hate that last bit. You make one city a few tiles from theirs and they yell at you, but see no problem founding three cities with the city center right on your extant border. What a bunch of douches. Those aren't even going to be good cities for them. aniviron fucked around with this message at 00:21 on Dec 9, 2016 |
# ? Dec 8, 2016 23:03 |
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"That loving City" is the number one cause of AI extinction! Computer friends don't let friends forward-settle against human opponents.
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# ? Dec 8, 2016 23:54 |
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Made a mod that removes the "May not fire after moving" modifier from siege units in the hope that the AI will actually fire them.
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# ? Dec 9, 2016 00:32 |
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Settling your cities close together is basically a necessity to achieve full Pretty Borders, which is the only thing that matters
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# ? Dec 9, 2016 00:49 |
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Has anyone played with resources on "abundant"? I'm wondering if this includes strategic and luxury resources. I think luxury resources are perfect but there are not enough strategic resources in the game in my opinion.
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# ? Dec 9, 2016 01:08 |
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If you simple give AI civ units the barbarian unit logic, it would make them hella better at war.
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# ? Dec 9, 2016 01:26 |
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Captain Gordon posted:If you simple give AI civ units the barbarian unit logic, it would make them Especially without the scouting precursor.
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# ? Dec 9, 2016 01:53 |
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Maybe it's recency bias but I officially like this version better than V. Districts have grown on me and make city planning much more interesting. Culture got more in-depth and is now a fun victory type to go for (stealing artwork is fun). City-states are handled better and I like how trade routes work. Putting aside the war AI, there are really two things I'd love to see them change and I think would be easy to pull off. Make religious units more powerful but also cost more faith (I'm guessing this can even just be a mod). And allow for more movement for units later in the game (again, couldn't this just be a mod that adds one movement in the later eras?). The first patch was done well and made the game harder. I think they are on the right path. By the way, any chance we get a patch by Christmas? I'll have a week out of town at family and planning on playing this a lot instead of interacting with them.
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# ? Dec 9, 2016 02:09 |
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Hrm. It seems to me that being allied with a player means you shouldn't be able to use spies to blow up his factories.
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# ? Dec 9, 2016 03:04 |
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Niwrad posted:Has anyone played with resources on "abundant"? I'm wondering if this includes strategic and luxury resources. I think luxury resources are perfect but there are not enough strategic resources in the game in my opinion. I play with resources on abundant and as far as I can tell it affects all three kinds of resources. It tends to make luxury clumps more dense, especially.
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# ? Dec 9, 2016 03:18 |
Phanatic posted:Hrm. I completely disagree; doing horrible things to allies as black ops is kinda how things should work.
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# ? Dec 9, 2016 05:10 |
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Phanatic posted:Hrm. What's it like never having heard of the CIA?
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# ? Dec 9, 2016 06:19 |
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His naivety is to be cherished, not scolded. Away with you.
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# ? Dec 9, 2016 06:59 |
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Gort posted:Made a mod that removes the "May not fire after moving" modifier from siege units in the hope that the AI will actually fire them. Trip report?
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# ? Dec 9, 2016 08:42 |
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silvergoose posted:I completely disagree; doing horrible things to allies as black ops is kinda how things should work. If anything, being allied should make spy operations stronger.
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# ? Dec 9, 2016 11:15 |
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It's probably to prevent even more strife in already tense multiplayer games. Like, I had lots of fun in Civ 4 playing with my friends with Permanent Alliance settings on so we could eventually team up and win together, but in the meantime, I loved making GBS threads Privateers up and down their coasts. In retrospect, that was really dick of me.
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# ? Dec 9, 2016 11:19 |
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The White Dragon posted:In retrospect, that was really dick of me.
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# ? Dec 9, 2016 11:38 |
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You can do that, but it's loving stupid because your allies are trading partners and military buffers. Sabotaging them only sabotages yourself.
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# ? Dec 9, 2016 12:10 |
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If alliances shift and suddenly someone no longer becomes an ally, it either becomes obvious that tensions will flare up, or you'll sneak attack with overwhelming force so to take their land with minimal casualties. None of this penny ante passive aggressive spy poo poo.
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# ? Dec 9, 2016 12:11 |
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Does the AI give a poo poo about its own warmonger penalties? every time 2 or 3 civs decide to declare war on me in the early game I stomp at least one of them due to shoddy unit AI and then that's it, the entire world now hates me for the rest of the game and I may as well become a rampaging death machine because it will take 1500 years for my warmonger penalties to go down. Every. Single. Time. The fact that they declared war on me seems irrelevant. Am I supposed to just be purely defensive and wait until they offer me peace and 6 gold or something? Edit: They should allow high warmonger civs to ignore other high warmonger civs warmonger penalties so you can at least be monsters "together". Edit 2: Or being the target of a declaration of war should give you an initial negative warmonger penalty so that you have some leeway to fight back before being declared to be literally hitler because you captured Washington with two archers in 500BC because Roosevelt was being a dick again. Powerful Two-Hander fucked around with this message at 12:22 on Dec 9, 2016 |
# ? Dec 9, 2016 12:19 |
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When will the Aztecs be available for everyone? I hope it will include a patch that will fix the dreaded crash during AI turn. edit: looks like a bunch of blanc achievements have been added, signaling soon to come DLC. John F Bennett fucked around with this message at 12:28 on Dec 9, 2016 |
# ? Dec 9, 2016 12:25 |
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John F Bennett posted:Trip report? Saw the Romans take the walled cities of Brussels and Tenochtitlan in my deity/huge/pangaea game just now. Might have been them doing it with a ram though.
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# ? Dec 9, 2016 12:40 |
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Powerful Two-Hander posted:Does the AI give a poo poo about its own warmonger penalties? every time 2 or 3 civs decide to declare war on me in the early game I stomp at least one of them due to shoddy unit AI and then that's it, the entire world now hates me for the rest of the game and I may as well become a rampaging death machine because it will take 1500 years for my warmonger penalties to go down. you should not give a poo poo and murder everyone, but if you want to try to be friends with the ai for some reason then murder their units and pillage their poo poo. they will give up and probably give you poo poo to leave them alone.
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# ? Dec 9, 2016 14:53 |
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silvergoose posted:I completely disagree; doing horrible things to allies as black ops is kinda how things should work. A Friendship, sure. But if a computer player is an ally, and blows up my industrial district, *and* I catch him, that should have some implication for the alliance. Was the US running around trying to blow up British factories during WWII? Spying on allies is a time-honored tradition, actually blowing their poo poo up is something else. Also, there should be a metal band called Warmonger.
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# ? Dec 9, 2016 15:00 |
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Gort posted:Saw the Romans take the walled cities of Brussels and Tenochtitlan in my deity/huge/pangaea game just now. Might have been them doing it with a ram though. gently caress, just tried a domination-only, pangaea map, deity game on online speed for maximum warmongering and the AI is still completely unable to take a city in the late game. Its units just sort of sit around in your territory until you send your janitors to clean them up. The worst damage I had was when an enemy spy stole my entire treasury plus enough money to put me into debt, which caused my entire army to disband
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# ? Dec 9, 2016 15:10 |
Phanatic posted:A Friendship, sure. But if a computer player is an ally, and blows up my industrial district, *and* I catch him, that should have some implication for the alliance. Was the US running around trying to blow up British factories during WWII? Spying on allies is a time-honored tradition, actually blowing their poo poo up is something else. I agree, it should have consequences. It should also be allowed to happen! And, no, but were they blowing up soviet factories during WWII? I dunno. I wouldn't be shocked if they were, though.
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# ? Dec 9, 2016 16:18 |
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Are there any good Civ VI modding tutorials anywhere? Like, how do I even add mods to this game? They've certainly made it more difficult than Civ V.
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# ? Dec 9, 2016 18:15 |
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John F Bennett posted:When will the Aztecs be available for everyone? I hope it will include a patch that will fix the dreaded crash during AI turn.
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# ? Dec 9, 2016 18:55 |
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CroatianAlzheimers posted:Are there any good Civ VI modding tutorials anywhere? Like, how do I even add mods to this game? They've certainly made it more difficult than Civ V. You put them in Documents>My Games>Civ 6> Mods So for my mod you'd end up with Documents>My Games>Civ 6>Mods>AI Siege Help Then enable them from the main menu under additional content.
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# ? Dec 9, 2016 19:28 |
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A little late to the 6 tile industry district radius tall but just a reminder that stadiums have that too so it's worth it to put both within range of cities. Also while the city spacing thing is good, don't be afraid to put cities a little closer if you've got a bigger bonus like rivers. Rarely are you going to run into spacing issues.
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# ? Dec 10, 2016 00:01 |
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JetsGuy posted:A little late to the 6 tile industry district radius tall but just a reminder that stadiums have that too so it's worth it to put both within range of cities. The per-city bonuses seem way more powerful than any benefits you get from high pop (putting citizens into districts is underpowered, for example). I guess you could run into happiness issues, but the entertainment districts serving more cities would probably balance that out
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# ? Dec 10, 2016 00:11 |
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# ? Jun 4, 2024 18:02 |
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CharlieFoxtrot posted:The per-city bonuses seem way more powerful than any benefits you get from high pop (putting citizens into districts is underpowered, for example). I guess you could run into happiness issues, but the entertainment districts serving more cities would probably balance that out Yep. The happiness issues definitely do and there's times it's *better* for production and or growth to build closer. If there's a river or a baller spot with lots of resources that you'd have taken otherwise just take it. Even with the 7 space "rules" you can just put the industry/entertainment in the appropriate place to affect 2-3 cities.
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# ? Dec 10, 2016 00:51 |