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Blah. I got the Yet (not) another Maps Pack mod, in hopes for a good Old World/New World map, but the maps that are generated from that are really weird; too many natural wonders and your cities start on resources... anyone know of a better mod?
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# ? Aug 9, 2019 06:50 |
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# ? Jun 8, 2024 07:44 |
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A large part of the AI problems is that the game is poorly balanced. The AI currently builds things semi-randomly, so if a lot of the choices are traps they're going to fall into them often. If the choices were more evenly useful, the current state of the AI wouldn't be so bad. Most important is the combat AI though - any strategy can be defeated militarily, so the military AI must be good.
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# ? Aug 9, 2019 08:20 |
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BBJoey posted:Given how much of the game is centred around well-planned cities giving you exponential benefits through cascading adjacency bonuses, it’s pretty astonishing how bad the AI is at managing cities. Like the reason religion is a waste of time on higher difficulties is because every AI will always build a holy site in every one of their cities as soon as they have mysticism. The opportunity cost of losing a district slot to the neverending spiritual apocalypse is huge and renders the AI basically helpless in the face of strategic human play from turn 100 or earlier. I'm not playing on higher difficulties but I'm finding this to be true. I arbitrarily had an emergency declared against me after putting troops by a border of a civ that denounced me. Since I was so far ahead I said gently caress it and decided to just take the cities and none of the participants in the emergency have acted against me at all. Even if they did I'd just take all their poo poo. This game feels kind of arbitrary.
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# ? Aug 9, 2019 08:28 |
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Gort posted:A large part of the AI problems is that the game is poorly balanced. The AI currently builds things semi-randomly, so if a lot of the choices are traps they're going to fall into them often. If the choices were more evenly useful, the current state of the AI wouldn't be so bad.
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# ? Aug 9, 2019 12:14 |
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Gort posted:Most important is the combat AI though - any strategy can be defeated militarily, so the military AI must be good. Maybe they could program the AI to use their ranged units to shoot enemies in range? I've lost count of the number of times my units have sat in range of enemy shooters who stand still and do nothing. It's not all the time but enough to make me wonder what the hell they're playing at.
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# ? Aug 9, 2019 13:38 |
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Also it seems to me that walls might be a little too overpowered early game, requiring smart use of siege and ranged units to overcome, which the AI is completely incapable of, but at the same time they love starting wars if they think your army is smaller than theirs EDIT: like, in my second Civ 6 game, I had 3 surprise wars declared against me, and I had an army of 2 archers and 1 spearman. On all of them I was attacked by much stronger armies and won easily, since I had walls on my cities and they brought hardly any ranged units and no siege units Elias_Maluco fucked around with this message at 17:40 on Aug 9, 2019 |
# ? Aug 9, 2019 17:34 |
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The AI does routinely bring a knife to a wallfight.
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# ? Aug 9, 2019 18:29 |
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I actually lost a game recently because the AI executed a proper attack, possibly by sheer chance of course
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# ? Aug 9, 2019 18:36 |
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Chronojam posted:I actually lost a game recently because the AI executed a proper attack, possibly by sheer chance of course I think it did get a little better in the last patch. The last full game I played had a very well put together combined arms attack by Rome that took a lot of reinforcements and a very strong defensive position to repel. There are still some oversights though. I had an encampment up since it was defending a strategic border chokepoint. The Roman AI quickly overwhelmed the encampment with catapult fire but as soon as its walls were down they proceeded to ignore it, allowing the crossbow parked there to continue shooting them forever in perfect safety. If they had finished off the camp and took out that crossbow I don't know that I could have held the city.
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# ? Aug 9, 2019 19:40 |
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I wish unique suzerain bonuses weren't so buried in the user interface. It took me like 50 hours to even realize they existed, after I was like "wait, why can I suddenly build this weird building I've never seen before?" And now that I know, I'm annoyed that I have to check every individual city-state screen when deciding where to put my envoys.
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# ? Aug 9, 2019 20:52 |
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showbiz_liz posted:I wish unique suzerain bonuses weren't so buried in the user interface. It took me like 50 hours to even realize they existed, after I was like "wait, why can I suddenly build this weird building I've never seen before?" And now that I know, I'm annoyed that I have to check every individual city-state screen when deciding where to put my envoys. I never even knew that existed. So you can get unique buildings out of city states?
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# ? Aug 9, 2019 20:55 |
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Elias_Maluco posted:I never even knew that existed. So you can get unique buildings out of city states?
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# ? Aug 9, 2019 20:57 |
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Elias_Maluco posted:I never even knew that existed. So you can get unique buildings out of city states? Terrain improvements, to be more precise. Nazca, La Venta, and Rapa Nui off the top of my head.
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# ? Aug 9, 2019 20:58 |
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Someone really liked that feature and now there's a mod for Civ 5 Vox Populi that gives unique bonuses to city-states when allied.
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# ? Aug 9, 2019 21:31 |
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Marmaduke! posted:Maybe they could program the AI to use their ranged units to shoot enemies in range? I've lost count of the number of times my units have sat in range of enemy shooters who stand still and do nothing. It's not all the time but enough to make me wonder what the hell they're playing at. Yeah, this drives me up the wall. Ranged units are so overpowered and the AI can't use them properly.
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# ? Aug 12, 2019 08:55 |
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Chronojam posted:I actually lost a game recently because the AI executed a proper attack, possibly by sheer chance of course the only time i ever lost a city in civ 6 was when an AI accidentally engineered a sneak attack against me it offered a joint war to me in the stone age, but as it rolled up past my capital, it noticed that i had basically no units at home, so it changed its mind and arbitrarily attacked me instead
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# ? Aug 12, 2019 10:07 |
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Now Im playing on King and I had some dangerous wars declared against me. One of then required me to load an older save to put walls on my capital, but after that I was safe. Is really not easy to lose a war against the AI when you got walls For me it seems that the problem is not so much that it cant move its units smartly, is that it is very dumb to choose units in the first place. In all wars I defended against, the invading army had few ranged units and even fewer siege units. And always loads of cavalry. The AI seems to love cavalry, but, before tanks, is probably the worst type of unit you can bring to try to beat a walled city
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# ? Aug 12, 2019 12:21 |
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On the other hand, declare an offensive war against an AI in classical era and their main defence will be catapults. I did start a challenging war in a recent game, somehow by turn 60 on Emperor the AI had built Stonehenge, Hanging Gardens, an encampment, and walls in two cities (plus two settlers I stole). I think they took the religious settlements pantheon because it was ridiculous how advanced they were.
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# ? Aug 12, 2019 12:52 |
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The White Dragon posted:the only time i ever lost a city in civ 6 was when an AI accidentally engineered a sneak attack against me The only time I can think of is when one AI declared war on me with a MUCH larger army than I realized they had. While defending that (successfully), a different AI just steamrolled another city that I'd left marginally defended.
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# ? Aug 12, 2019 14:02 |
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Marmaduke! posted:On the other hand, declare an offensive war against an AI in classical era and their main defence will be catapults.
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# ? Aug 12, 2019 15:55 |
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How national parks work? I built a naturalist and but the national park button is grayed out Tooltip says "must be built on a national park tile" or something, but no explanation about what would that be. The help page gives no information about that either. Is that supposed to be a secret or something?
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# ? Aug 14, 2019 13:05 |
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It’s somewhere in there, but I don’t remember where. But a national park is: *A four-hex diamond, formed with the bottom space where the naturalist is * All four hexes must be tiled within the same city’s working area (which may mean having to swap tiles around in the city worker screen) * All four hexes must be clear of districts/improvements/Wonders * All four hexes must be mountains, Natural Wonders, or Appeal Charming or better Edit: And the naturalist forms them from the bottom hex of the diamond only
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# ? Aug 14, 2019 13:17 |
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skeleton warrior posted:It’s somewhere in there, but I don’t remember where. But a national park is: Such an elegant mechanic.
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# ? Aug 14, 2019 13:52 |
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Thats a lot of work huh Thank you, but nevermind
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# ? Aug 14, 2019 13:53 |
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It also needs to be a vertical diamond because they couldn't figure out a UI mechanism to allow you to choose between horizontal and vertical. The requirements on national parks are just really gamey and unfun. If you're planning on pursuing a culture victory and want to use national parks, you basically need to block off those areas at least a hundred turns before you unlock naturalists. It's pretty likely that, if you just play the game normally, you will unintentionally block off all possible national parks by putting districts near mountains (which is incentivized) or simply fail to place your cities such that all of the tiles fall within the cities borders (which feels like an arbitrary requirement that's probably a concession to how the game is coded). This problem also appears with wonder placement - some of them have really specific requirements that you are unlikely to meet unless you plan for them.
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# ? Aug 14, 2019 13:59 |
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pogothemonkey0 posted:It also needs to be a vertical diamond because they couldn't figure out a UI mechanism to allow you to choose between horizontal and vertical. Yep. I was already in the information era when I built the naturalist. Of course I wont have any tiles that meet those requirements. I did won a culture victory without any national park, anyway
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# ? Aug 14, 2019 14:04 |
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I didn't use naturalists for a long time, but eventually came around to their being pretty good on natural wonder tiles, since you were never going to develop those tiles anyway. You might have meant to develop near them, but then it's a case of avoiding one tile rather than four.
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# ? Aug 14, 2019 14:36 |
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Or just dismantle the improvement. It's not that hard.
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# ? Aug 14, 2019 14:55 |
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Got Gathering Storm yesterday, and so far I'm really enjoying the balance and the new stuff. Except for that awful, awful world congress. What a bizarre feature. Anyway, I've had no disasters so far... except for one city, which has experienced two eruptions, two floods and a stray tornado.
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# ? Aug 14, 2019 23:00 |
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Tree Bucket posted:Got Gathering Storm yesterday, and so far I'm really enjoying the balance and the new stuff. Gotta turn up disaster frequency for maximum fun. Also, I enjoy naturalists. Puts otherwise boring arctic cities to some use. Especially if you're not doing much with religion.
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# ? Aug 15, 2019 02:17 |
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If prefer they add naturists to the game instead
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# ? Aug 15, 2019 02:27 |
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Is the Pamukkale wonder good to build cities right next to, or should I do one space away and try to butt as many districts up against it as possible? I'm Kongo in this game if that matters, but also just asking generally as I've never seen this wonder before
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# ? Aug 15, 2019 03:31 |
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skeleton warrior posted:It’s somewhere in there, but I don’t remember where. But a national park is: You can use the Naturalist on any valid (passable terrain) tile not only on the bottom one.
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# ? Aug 15, 2019 06:45 |
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If we're being charitable, I think the intent behind the National Park mechanic is to allow you to make use of awkward and/or terrible land in the late game. If there's a pocket of tundra and snow or a cascading mountain range (or perhaps more conveniently, an impassible natural wonder) that would be difficult to make real use of for a city site, you now have the option of plopping a city in the area, buying some tiles, maybe improving surrounding appeal via growing forests or whatever your civ has available, and making a national park or two out of the otherwise unusable land. Or perhaps you already have a city out in the middle of nowhere where you can dismantle improvements and replace the area with parks. Do this a couple times in some breathtaking areas and you've got a pretty robust source of tourism to work from. Of course the mechanic is obtuse and not adequately explained for newer players and the specific requirements for a vertical diamond and all tiles needing to belong to a single city are stupid, so there's that. Point is I don't think it was ever meant to be a feature where you just plan things out in advance from turn 0, though you can certainly see it that way if you want. Cause what is a national park if not just a really big district?
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# ? Aug 15, 2019 07:50 |
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I had four national parks and the golden gate bridge in my capital once and didn't win the game in five turns after that poo poo Tourism gain is way too slow for the amount that needs to be done for it, imo
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# ? Aug 15, 2019 15:40 |
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SHY NUDIST GRRL posted:I had four national parks and the golden gate bridge in my capital once and didn't win the game in five turns after that poo poo tourism gain is excruciating, but also keep in mind that part of it is gain vs global growth, so you might be gaining 2t/turn but the global tourist growth is >2*numplayers per turn. so that's compounded. i tried ONE LAST TIME to see what i was missing out on and did a culture victory. this game is just. so. slow. like i say tourism gain is excruciating but science victory takes forever too. i'm a guy who usually likes marathon games in any other civ but this is just ridiculous. with fully developed and staffed industrial zones, fairly high population, all tiles improved, trade routes going to the target cities, it still takes over a hundred turns to build a single spaceship part. absolutely horrible. also while i appreciate that the diplomacy screen notes that the AI is denouncing me because it's losing, i maintain that this is completely unacceptable. yeah yeah i know what the zealots are gonna say, "it's realistic" okay sure it's realistic but that isn't fun. if i wanted to play with a bunch of loving crybabies i would install fortnite
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# ? Aug 15, 2019 16:17 |
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The White Dragon posted:also while i appreciate that the diplomacy screen notes that the AI is denouncing me because it's losing, i maintain that this is completely unacceptable. yeah yeah i know what the zealots are gonna say, "it's realistic" okay sure it's realistic but that isn't fun. if i wanted to play with a bunch of loving crybabies i would install fortnite So you want the AI to be better so it can actually put up a fight... but you want the AI to sit on its hands and let you win instead of putting up a fight?
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# ? Aug 15, 2019 16:31 |
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Culture victory should be plausible earlier because tourism was a thing in ancient times and got much larger in the middle ages (especially religious tourism/pilgrimage/hajj) -- it's not a "nobody went anywhere until photography" thing. I have never seen a victory come from early religious tourism in the game, and it should be plausible, especially when paired with wonders.
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# ? Aug 15, 2019 16:56 |
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I once saw a medival tourism victory with france. The real problem is that it's super easy to defend against tourism by basic steps used to chase civics
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# ? Aug 15, 2019 17:54 |
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# ? Jun 8, 2024 07:44 |
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I went back to Civ V, and it's so much better after a few years of VI. Trade routes benefit the target civ. No micromanaging religious combat. Spy managment isn't a constant concern. World Council isn't some nightmare made up by a child. I want that game with districts.
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# ? Aug 15, 2019 21:41 |