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Marmaduke!
May 19, 2009

Why would it do that!?

TooMuchAbstraction posted:

The danger of a heavily-scripted AI is that it always does the same thing, which makes repeat playthroughs less interesting. It also makes the AI more brittle to modding -- if it always takes Tradition even though that tree was modded to give +1GPT and nothing else, that's a problem.


Like back in Civ 2, with its original WW2 scenario. If you're England and you contact France, they will instantly dissolve the alliance the game set you up with, which kinda ruins the point. On the other hand they make you unable to make peace with Germany, but only by brute force.

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Marmaduke!
May 19, 2009

Why would it do that!?

Panzeh posted:

Making empires break apart is just a fail state for human players and is easily avoided with any skill in the mods that include it.

Good to inflict on your enemies though, fucks me up real bad and maybe helps you finish em off or make friends with the other half.

Marmaduke!
May 19, 2009

Why would it do that!?
You should be able to create huge, bloated Empires that suffer in a lot of ways but get benefits from it too. In Civ 3 you could really go mad with conscription but then that game relied massively on massive stacks. It should be an option though, even if you have to take your policies down darker paths to allow it.

Marmaduke!
May 19, 2009

Why would it do that!?
Crazy to think last played Civ 5 maybe 5 years ago, and my laptop could barely handle the requirements then, but now I've bought Civ 6 to play it on the same laptop, only streaming it through Nvidia instead of playing it from the PC hard drive. I'm on their streaming beta so it's free for now, hopefully they don't decide to withdraw it any time soon!

Marmaduke!
May 19, 2009

Why would it do that!?

Serephina posted:

What's the compression and latency like on that? Am I correct that you are literally streaming a 1080p video stream for this?

I think you're basically right, after I bought the Steam key I didn't have to download x many GB, it just installed at the touch of a button and away I went. Seems pretty good, the screen goes very slightly fuzzy every now and then but no complaints. Just would like to be able to make the mouse pointer move quicker- the tutorial is constantly making me click to the right side of the screen, then click at the left, then the top a few times in a row etc, and moving the pointer that far requires me to move my mouse probably about a foot at a time... but I dunno if that's because I'm playing through their server or if it's just built into the game.

Marmaduke!
May 19, 2009

Why would it do that!?
I'm enjoying the game a lot so far, the NVIDIA streaming works well, particularly as a turn-based game. While occasional freezes or buffering would doom a FPS or fighting game, it's absolutely fine for Civ. I had to install the enhanced user interface mod, the game was nigh unplayable without it, mind.

I like a game that offers a good story. In my first full play-through as England I had Brazil invade my poorly-defended capital, some horsemen suddenly appearing without warning. Luckily I could change my civics to go defensive, as one archer and one slinger probably would not have survived. But I eventually beat them off (ooer) and rather than suiciding in my territory they actually retreated to lick their wounds. And then I eventually conquered their territory in response. Later in the game, Rome started bothering me, and it was just about the time I got Redcoats, so I started another war to conquer them. And I didn't mind when everyone condemned me as a warmonger, whereas in previous games they seemed to hammer me like that without provocation.

I'm just worried the game might be a bit samey, so I might need to buy extra civs (or the expansion) to enjoy repeated playthroughs...

Marmaduke!
May 19, 2009

Why would it do that!?

DaStampede posted:

Thanks, I feel less crazy now. I'm going to spend tonight wiping out the other continent for a faster victory and never touch standard speed again.

I'll probably give this game type a go as well. In the game I was playing yesterday I was about to start wiping out the other continent but suddenly won a culture victory, seemingly from nowhere. Probably from all the archaeological artifacts I started digging up?

For a small map I think adding a seventh player is probably best, just so it feels more like the earlier Civ games...

Marmaduke!
May 19, 2009

Why would it do that!?

DaStampede posted:

I was in the 1600's with plutonium and aircraft. It seemed way off.

Yeah although I went up a difficulty level in my last game (and playing terribly!) I was just about in the modern era by 1500 this time, feels quite weird.

Marmaduke!
May 19, 2009

Why would it do that!?
Can't we just have a mod that makes the promotions visible?

Marmaduke!
May 19, 2009

Why would it do that!?

Taear posted:


Civ6 is also the first Civ game where I tend to win by conquest because it's just so much less BOTHER than the other ways to win. Civ5 made war a bit annoying but Civ6 makes every other method annoying.

I dunno, when I started playing I just won out of the middle of nowhere by culture, admittedly not on a high difficulty, in Civ 5 I'd have had to fiddle around with "theming bonuses" for hours to get there...

Marmaduke!
May 19, 2009

Why would it do that!?

Ambaire posted:

Pretty sure that technically, all of the Civ games have been Flatland. Would be interesting to see a 3D globe map... would need a rework to an arbitrary distance-based movement system, though. With no tiles at all.

SMAC did it pretty well, I thought. Still more of a torus though I suppose

Marmaduke!
May 19, 2009

Why would it do that!?
I'm starting a new random game as Peter... from the startup screen it seems like his abilities are being a loser (being behind on science, or having to use tundra tiles). I hope this isn't going to be dull!

Marmaduke!
May 19, 2009

Why would it do that!?
Good advices, thanks. I think -as ever - it was the interface that threw me a bit, I was a bit put off by all the text on the Sean Bean Load-o-screen talking about the two weaker abilities, while it just basically lists the Lavra and Cossack, which doesn't emphasise anything new/different about them. I definitely appreciate my new cities having extra land to them, though, particularly because I have a couple in some weird spots thanks to capturing some settlers from barbarians.

Marmaduke!
May 19, 2009

Why would it do that!?
I recall 4 (or maybe 5?) introduced these quests, where usually you'd pick one bonus out of two for fulfilling certain conditions. I think I'd like that over the current system... although Eurakas were neat the first time, they seem to contribute to making every game a bit too similar for me. Although that's probably down to the interface which tends to make me take whichever path has the fewest units on screen i.e. culture every time.

Marmaduke!
May 19, 2009

Why would it do that!?
Beyond the Sword, perhaps...

Marmaduke!
May 19, 2009

Why would it do that!?
Any further suggestions for how I can improve this absolutely horrendous interface? As soon as anything happens in a war, all this crap appears and I can't see a goddamn thing. This isn't even the worst that it gets, you can have some turns where it takes up the whole screen telling you that a bunch of shitholes built a shrine or harbours etc.



Yet, move into a goody hut, and if you blink, you'll miss what the reward is with no way of finding out/

Marmaduke!
May 19, 2009

Why would it do that!?
Ah yeah switching the resolution made it much better, thanks much. I'll try not to complain about the text being too small now (not a problem, unlike when I play games like Diablo 3 or X-Com 2 on my PS4 where so much stuff is unreadable)...

Marmaduke!
May 19, 2009

Why would it do that!?
I had one of the most "interesting" developments in one of my games so far. Gilgamesh attacked me as expected, I fought back... got one of his major cities ready to break, and then - a bunch of Babarian units spawned. I suppose this was because of his war weariness at how bad he was being smashed - but in practice it gave his army a massive boost and took me down a couple of pegs as the new units outside his city only attacked my army. I wonder if there was any tangible downside to the AI suffering what should be a massive setback?

Marmaduke!
May 19, 2009

Why would it do that!?
Interesting to know, thanks! I think in this case it was just bad timing but it did make the attack more exciting at least.

Marmaduke!
May 19, 2009

Why would it do that!?

Zulily Zoetrope posted:

They're drawn from a pool whose size depends on either map size or player numbers, so you'll never know for sure which one is next, but there are some that give really lovely bonuses you might not need. The engineer that builds a bunch of walls, or Alan Turing, who gives a paltry bonus and the Eureka for Computers, which I've never not gotten ages before the tech option shows up, for example.

I actually like that walls one, you get two levels of walls in three cities, so you can plonk them in border cities that take dozens of turns to build the simplest of things plus get the Eureka that you might otherwise miss. I've used patronage to get it once, even.

In my first game I was England, building lots of dockyards and ended up with about five great admirals. At least you can explore with them, I guess?

Marmaduke!
May 19, 2009

Why would it do that!?

Eric the Mauve posted:

True, but amateurs aren't charging $60 for their mediocre games and trading on the name brand of a once proud franchise

It's all the DLC packs that annoy me, I want to play the "complete" game, but after paying individually for the main game and then the expansion*, it's very grating that you're then expected to pay for new civs (and the wonders etc. that come with them).

*Not much in either case but enough that I expect to have the game's contents included!

Marmaduke!
May 19, 2009

Why would it do that!?

Gort posted:

If that's the kind of thing we get when Firaxis try to design a game where the human player and the AI play it the same way, they'd be much better off giving the human all the cool systems and having a severely cut-down version for the AI - so for example the AI just gets policies like "Science Focus (+20% science output)" that it can't mess up, while the human gets the fiddly policies that are only worthwhile in specific situations. If that's too big of a step to make this late in the series, hard-code some limits - so you can't build the science victory buildings when science victory is disabled, and you can't pick policies that are of no benefit. (EG: "Faster boat building" policy when you have no ports)

Every first religion my AI opponents found they pick Warrior Monks and Wats, it's so prevalent I wonder if it's hard-coded into the game. No idea if they build the Wats, but I do see the Monks running around a lot. But they have such a specialised set of upgrades I bet the AI has no idea how to use em...

Marmaduke!
May 19, 2009

Why would it do that!?
Maybe that's why they made that other wonder that gives a few warrior monks (that I also never build). I have made use of the AI religion spreading to my cities to build a few monks in the past though, they do add some interesting flavour.

I find it a poor choice to pick a building for an early religion slot, as you won't be generating a lot of faith or have many temples that early, I prefer picking something that actually helps if spread. AI don't care though...

Marmaduke!
May 19, 2009

Why would it do that!?
I found I couldn't even send a spy to them, and convincing a neighbor to join my civ is like the #1 thing I would want a spy to do. Bug or feature?

Marmaduke!
May 19, 2009

Why would it do that!?

General Battuta posted:

Did anyone dig up that Beyond Earth stream with the guy gleefully breaking the game?

I've watched some Civ 6 streams where the player will use an exploit to sell their great works for bankruptcy-inducing amounts to the AI (hundreds of GPT a turn, but only the turn it's created), the comments get pretty heated sometimes :)

Marmaduke!
May 19, 2009

Why would it do that!?

Brother Entropy posted:

it stops being a defensive war when you take cities

that being said yeah the way AI opinion works in civ 6 is wack. every game it feels like it's just a matter of time before every AI will forever hate you for one reason or another

How about when an AI attacks you and an ally, getting close to your ally's capital, so you send a couple of units to defend them... couple of turns later "Get out of our territory!". Bonus points if the attacker had already made the same demands of you before declaring a surprise war, then after you counter attack some of their cities and force peace, you get denounced immediately for not sticking to your promises.

Marmaduke!
May 19, 2009

Why would it do that!?

Staltran posted:

e: Also, the barb camp captured two of your settlers before the other guy cleared it out. The settler you sent walking through another empire was similarly unprotected. It's bizarre that the AI doesn't even know it should escort its settlers.

I'm amazed at how many barbarian settlers/workers I find when exploring, they can't even stop the AI from screwing itself. In my current game I was sieging an enemy capital, so the AI chose to.... purchase a trader and immediately send it directly through one of my units to be pillaged. Surely programming that kind of thing to not happen wouldn't be so hard?

Marmaduke!
May 19, 2009

Why would it do that!?

eXXon posted:

I tried to go for a culture victory once and could not figure out how the tourism score was calculated as it seemed to change randomly every turn so I just gave up out of boredom.

Yet still pretty much every game of mine I end up getting a tourism win, you don't really need to know anything complicated, just to build the stuff that gives tourism and use the boosts. I'm actually quite grateful that one of the Golden Age boosts is to tourism as it helps end a game that could just drag out forever a bit quicker. I've normally basically already won by that point and just get to hoard all the wonders and make the empire look pretty. But why am I applauding a feature that helps end the game?!

Build queue is an odd one as well, if they can set it up so that you can order District > District building then that will make it even better than any fan efforts.

Marmaduke!
May 19, 2009

Why would it do that!?
I love that the most in-depth description of all the new features (the well of souls article previously posted) states "There are five settings, including Minimal, Normal, Heavy, and Hyperreal. (Hopefully, the fifth setting is "none".)" which sorta summarises my view as well. Great for scenarios I think, but not something I want in my actual games.

Marmaduke!
May 19, 2009

Why would it do that!?

Magil Zeal posted:

The video shows an archer being upgraded to a crossbow within Auckland's borders.

Yes, you can already upgrade your units in allies' territory, including city states if you're the suzerain, so it's not necessarily a huge detour. I've been watching a bit of a let's play and the player did actually levy a city state's military so that's the first time I've ever seen it used, and it actually helped him conquer a neighbour so it can be useful - just very specific.

Can anyone confirm if you can just cancel the levy by shifting suzerain status? Also anyone know if the AI ever used the ability?

Marmaduke!
May 19, 2009

Why would it do that!?
Just a shame that the military engineers were implemented so badly. Does anyone use them?

Marmaduke!
May 19, 2009

Why would it do that!?
Yeah I made a ME once and I thought considering they cost 5 gold to upkeep that would be the price to pay for unlimited roads but when he disappeared after the second road I was flabbergasted. I think I've seen the AI use them, a bit of a trap choice that makes things easier on human players...

Marmaduke!
May 19, 2009

Why would it do that!?

Cuchulain posted:

Given that Leaders and Civs are finally different things, I'm hoping the second VI xpac lets us play custom civs by mixing and matching. That would rule.

But the current mix seems to be balanced so that you don't always have two really powerful abilities. For example I don't get much use out of Gilgamesh's leader ability, but his units are super powerful - switch the leader out for a useful one and you'll be even more powerful.

Marmaduke!
May 19, 2009

Why would it do that!?
Is there any way to stop a declaration of peace? I had an AI declare war on me, so a nearby city state of theirs also declared war on me. I built my army up to go conquer the city state, then just as I was about to deal the killing blow... peace, outta nowhere! It looks like the AI removed the Diplomat governor from the city state, meaning they weren't the Suzerain any more, and peace was automatically declared. And I can't declare war on the city state for another 10 turns! This is such bullshiiiiit!

Marmaduke!
May 19, 2009

Why would it do that!?
Yeah it's basically an extremely fortunate set of terrain or quite a bit of effort like building the Eiffel Tower. If you have, say, a diamond tile of natural wonders (like the marshy thing that gives bonus culture) or a trio of mountains with a single tile sticking out one side, you're laughing. I remember in one game I had to clear a bunch of jungle tiles to make the terrain nice enough. I can't decide if that's completely ridiculous or exactly the kind of bullshit a world power would do while patting itself on the back. If you're not playing for a cultural victory (and good god every game I play ends up that way), is there any benefit? +5 era points (assuming you're the first, never seen an AI build one) is decent I guess.

My latest pedia gripe: I couldn't read what one of the benefits for Communism was while deciding what to changw my government to, so I looked at the pedia entry for it. Absolute garbage, doesn't tell you anything about what the government actually does.

Marmaduke!
May 19, 2009

Why would it do that!?
Sometimes when you get beaten to a wonder you'll get a message about some of the production being salvaged and you'll note the next thing you go to build there will take less time, but it's all very blink-and-you'll-miss-it and rather opaque. I don't know if I believe that stuff about the bug but I use mods that allow queues. What amazes me is that in civ 2 if I want to know where a certain wonder is I hit F7; in civ 6 you have to spot it on the map. Or scroll through dozens of notifications, maybe.

Marmaduke!
May 19, 2009

Why would it do that!?
Oh also you get a free road at some point while trying to build a wonder on its hex, so even if you don't get the wonder you get the road. That's gotta be worth a couple of hunnerd hammers by itself (if the price of a military engineer is anything to go by).

Marmaduke!
May 19, 2009

Why would it do that!?

Serephina posted:

One thing civ doesn't do, and its kind of bizarre since you'd think it's the sort of thing that the 'dazzle' department would have wanted in, is seeing your own leader when you're playing. Like, when some stuffy french aristocrat comes complaining to my empire about whatever, I want myself as Hojo, kimono and sword and all, to go tell them to eat a back of dicks. Such an easy way of adding immersion, such opportunity wasted. You ironically never get to see your favorite leaders in-game, because you're too busy playing as them =[

And I'd like the throne room to develop like in civ 2... utterly meaningless to gameplay but the kind of thing I never switched off. It could be linked to the golden age mechanic or achievements, have the great work stored in your Palace on display, etc.

Edit: I would of course always prefer gameplay improvements over graphical tweaks, and it needs far more of them first.

Marmaduke!
May 19, 2009

Why would it do that!?

Gort posted:

I always quite liked the idea of not having standing armies in the early game. Instead you have a big button marked "Levy" which gives you a grab-bag of units for each city based on the buildings in it, where a place with nothing just gets a bunch of peasant spearmen and huntsmen and a capital city with a stable, barracks, siege workshop and bowyer might get knights, men-at-arms, siege engineers and crossbowmen.

That's a good idea, it makes sense that the bulk of an army would be basic troops with just a few elites, but in the current system you basically always go for as elite as can be. I liked in civ 3 you could conscript troops, very weak but far better than in the current system where every single unit is a huge investment that a small town will take 40 turns to build after the ancient era.

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Marmaduke!
May 19, 2009

Why would it do that!?
Question for the warmongers: if an enemy's last city is a civ state that they captured earlier in the game, will you take a big penalty if you capture the city and liberate it?

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