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Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Had a fun time last night and, like many people, got an accidental culture victory while going for a religious victory (didn't even get any relics because having an apostle die is a huge blow).

Played as Peter and got tons of faith through tundra, it's really not as much of a drawback as it used to be since you're just dropping districts and wonders on it and using your limited good tiles to generate yields. His unique district meant I was spamming out writers and artists about 3x faster than I could fill them. I eventually formed an artist shantytown down in the antarctic where they sat for most of the game. Despite this I still won a cultural victory while I wasn't paying attention. It turns out most of the tundra forests are "breahtaking", which maybe is why the writers congregated there in the snow, so getting a natural park set up was a huge boost. Won before discovering coal.

Natural wonders seem way too good. Had a huge stretch of desert boxing me in but was able to found a city there because Kilamanjaro was in the center of it. Got a break with Petra and that city became one of my best, pumping out population. I was putting districts down in grasslands because the natural wonder made things way too good.

The diplomatic game was interesting. I like that each leader has their own personality, but I just wish that one personality didn't override everything else. The moment I met China he loving hated me, not like it's my fault he wasted his entire empire on a big wall instead of building mines to churn out wonders. I sent delegations, I converted him to the same religion, nothing I did helped, his mind was made up. I get it when I went to Spain, converted their whole population, said "tough poo poo", and he was mad at me ever since - I instigated that. But Pericles denounced me for competing for the favor of his city states when I was just playing and getting a eureka gave me a free envoy. Not my fault, man, let me make it up to you? No? OK. The same goes for guys who loved me, like the guy who wants you to spread religion, I did, and there wasn't a thing I could do to piss him off any more. There needs to be a bit more nuance and the secondary characteristics aren't making up for it. I managed to find out two guys had "airpower" as their secondary characteristic so the entire time I think they were just being driven by their primary. Trading was also super weird but I heard this was a bug so I won't judge.

Positive things: Districts are awesome, they require hard decisions, macro-management on a city-by-city basis and micro-management on a tile-by-tile basis. They do, however, make new cities really hard to get up to speed mid to late game - no more just buying a workshop / factory / etc. This is made up for by the positive change to workers who really accelerate how quickly new cities can get up and running.

I feel like information just isn't at my fingertips any more. I spent an entire game trying to figure out how to see religious pressure (in civ V I could just hover over the religion icon and see it). When I went into missionary view I saw some arrows but that didn't tell me much. I needed to know how effective my overlapping pressure was and I couldn't figure out how. I'd start a wonder, then it would complete, and I'd forget completely what it did, and I tried to find out and had to go to the cyclopedia to figure it out. Which is better: +100% adjacency bonus to all my commercial districts or +2 gold for trade routes? I have zero idea when it asks me to change my policies and have to take a shot in the dark.

I think they came close to nailing city states, though. Each one has a cool unique bonus, and envoys instead of gold means no more just buying the favor of everyone on the planet.

Overall a really fun game that clearly needs some balance to it. And I still can't get used to not being able to use my last movement charge to get up onto a forested hill - that's going to take a lot of getting used to.

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Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Best changes include:

Automatic road making
Districts make starting position less dealbreaking
City states and non-culture great people are unique
Eurekas create more planning and less next-turning

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

What is up with early game barbarian horsemen appearing out of nowhere? I've played games where I've chased off scouts and gone to clear camps happily, then another game I wander a scout south of my city and suddenly he's surrounded by two horsemen and a horse archer... Is there some "uprising" mechanic I'm not aware of, or did I accidentally select deity?

I remember Civ IV used to do this and it was great because the Huns would rise up and you'd pray they weren't coming for you.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

The relic system is so dumb. You should have a small chance of getting one when you defeat someone in religious combat, not just when an apostle with Martyr dies. In any religious victory you're never going to have your apostles die because the area effect is so huge, you're going to micromanage them to get them low on health while killing opposing units then use their last spread to get rid of them. This means that if you're going for a culture victory the best path to win is to build a bunch of apostles with Martyr and run around hoping you can find some units to attack until they die, which is really counter-intuitive.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Your Computer posted:

Asking again because I'm a big dummy who doesn't understand the game (yet):


As in population growth (and thus the constant need for more food and more housing in every city everywhere.)

I've never had a game go past early Industrial yet today, but it seemed to be "whatever the city will bear" for housing and "whatever your civilization will bear" for amenities. If you're short on amenities it may be worth it to limit a city's growth so you can concentrate it elsewhere, but it also doesn't look like you can control this system, so not sure how much marginal benefit you're getting. Otherwise I think it's just keep growing growing growing no universal happiness means you're constrained by fresh water early game and neighborhoods late game.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Impermanent posted:

It's clear that Civ VI is trying not to go for "sense of majesty" as much as "playful" in its quotes. The problem is that they got a voice actor not known for any sort of comic delivery to deliver a bunch of jokes that work better written than spoken. Plus, they don't go all the way with their lighthearted tone. Joke quotes over painstakingly animated pornography of wonders being built doesn't fit. The intro cinematic is the traditional paean to civilization from the West's point of view. Even the non-western locations are seen from the perspective of western explorers. The theme song is peppier than most previous ones and probably second best in the series, but it's also an "epic" piece of music. With all of this, why try to go for sardonic "snarky" quotes about the tech choices?

Considering a lot of the quotes appear to just be from googling "_____ quote" I think someone was like "Oh poo poo guys SEAN BEAN is here in the recording studio and Paul was supposed to research quotes for him to read! Everyone get on google and find him stuff to read! Oh crap, we don't have the leader splash screens ready either? OK um... Pericles... right unique cultural site ok just have him talk about that."

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

What makes the Aztecs good - is it the ability to basically buy districts with the worker ability?

For Scythia, is it abusing the crazy amount of gold you get from selling units?

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

My biggest beef right now is that it is literally impossible to be friends with any Civilization. The only time I've been successful has been spreading my religion to the Kongo, and they fricken loved me. I started a new game and Japan immediately hated me because I was the Kongo and couldn't generate any faith so they thought I was the worst. Brazil was peeved that I generated great people (what was I supposed to do - just pass every time one came up?), and I thought I got lucky because I got Gorgo and all she wanted was for me to have never capitulated and to have fought a war, and I fought a war with Japan and conquered him so I figured she'd be happy, but no she comes at me with "what are you scared of fighting your weakling?!".

Then I got a Eureka, a city state was happy about it, and that meant that Germany was permanently pissed.

Most Civ traits seem to just be "let me win and completely ignore this aspect of the game or I HATE YOU". There has to be a way to repair relationships. In Civ V I could rely on opinions shifting over time with religion and then eventually ideologies, but now become the suzerain of one little city state and Germany hates you forever.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

AlphaKretin posted:

I'll admit I don't actually have the game bit, but from everything I'm reading the just sounds like the reactions are too extreme. It's OK if they think a bit less of you for doing something a caricature of the leader reasonably wouldn't approve of in "character". It's not OK for AI to declare you their sworn enemy for interacting, however much or little, with a whole game mechanic.

Exactly - and this effect should be able to counteracted by spreading your religion, having similar governments, giving gifts, etc. Right now their primary trait seems to be outsized and all I see at the top of my screen is angry faces.

At higher difficulty levels the AI still sucks at warfare, but I have to say it was incredibly satisfying when Japan came at me with 15 warriors right as I got iron working, upgraded all my guys to Ngao Mbeba (no iron requirement and no movement cost to forests) and chased their army back to Kyoto like the loving Predator picking them off one by one as they slogged through the rainforest.

Still the best Civ at launch (compared to 4 and 5). Unique great people is an awesome change. I get excited when I see a great merchant coming up who can give me great work slots during my culture victory game and actually work to make that happen, and I can actively do so by doing projects in my cities or spending some gold or faith. Then I see an engineer pops up and all he does is build walls and I go thanks I'm all set. It makes the great people experience much more varied. They even did it a bit with great artists with the "type" of art they create being relevant to themeing.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Oh and today I saw a goody hut on a foreign continent one tile away from two different German city borders and one tile away from a road just... How, Civ VI AI?

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

JVNO posted:

The increased variety and involvement in the spy game is great, but it really needs to be more passively implemented. I like the choices, but I'd prefer if the missions were higher impact but took longer to complete.

Offensive spying is awesome and good because they get fun promotions that make them better at certain things. Defensive spy game is a complete slog.

On the other hand, I've yet to have an AI use any spies on me over 3 full King games on standard... I do get alerts if people steal poo poo from me right?

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Trip reports on three civs so far:

Russia: Tundra is king. Get the tundra pantheon and get +1 more faith from adjacent tundra. Then you can get +100% adjacency bonus, and those bonuses multiply if you build districts next to your holy sites (they're still tundra I think...). Basically I was drowning in faith the entire game, and tundra forests are surprisingly good resources with Peter's unique ability. His unique ability would allow me to catch up after focusing faith but I played this game on Prince before moving to King for the others so I was never really behind, the AI must not be good at micromanaging production / actions to influence eurekas. I was going for a religious victory and having fun battling with my apostles when I won a surprise culture victory, it turns out he generates a lot of great artists / writers / musicians with all those Lavras, I couldn't use the ones I was getting.

Germany: Highlight is the Hansa, which craps out insane hammers. Every single one of my cities had a commercial / industrial hub system as close to mines as I could, with the double adjacency bonus I had tons of hammers. This meant I was short on science / culture but with all the production I just built a bunch of campuses and cultural sites. Had more fun interacting with unique city states (full housing for cities away from water? Yes please) than conquering them so I didn't use that, or the u-boat, but I definitely felt the extra district when I was catching up on science and culture. Ultimately won a space victory and was impressed by how much production they pumped out.

Kongolese: Definitely my most fun game. I conquered Japan after they got feisty alone on our home continent. He attacked right when I got iron working for the unique unit and so I chased his army down through the rainforests like vengeful spirits. Once I conquered him I realized that as the Kongolese his holy site just... disappeared. Meaning I had zero religion and no civs nearby. Spent the entire game without any religious followers in any city, an atheist paradise! This meant I couldn't make use of the free Apostles from Mbanzas, which is a shame because Mbanzas loving rule. If you've played long enough you know how important neighborhoods get if you grow your cities big enough, but these always get a flat +5 housing, keep the jungle / forest for adjacency, and give free food and gold. I built about 10 of them over my huge continent - spanning empire. Extra resources from relics / sculptures / artifacts didn't come up much until I got archaeology, at which point my tourism went crazy and I was able to win an easy cultural victory.

Overall three very fun games! Thinking I might try to do a religious victory next.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Anyone else finding trade route management much harder? I'm missing the sort by function, and maybe it's also that I'm using way more internal trade routes since you can't buy districts so I'm micromanaging to my needier cities to get them industrial districts asap.

Olive Branch posted:

To bring a question about diplomacy with the AI in this game... is there a reason why after about 10 turns meeting the AI, they all become unfriendly towards me even with positive modifiers in the relationship menu? Hell, if I forget to send a trade delegation on the first when I meet them, they will always refuse it, and nothing I can do can make them happy. Very rarely, they approach me with offers of friendship out of the blue after the turns previous they refused to be friends with me. And only Ghandi and Victoria have ever extended offers of friendship.

Hidden agenda - air power. Wants to build lots of air units and dislikes civilizations that have not done so.

(Could be anything like this)

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Is it actually horses near the encampment that causes tons of horsemen / horse archers to spawn? I feel like one out of every four games I start I get overwhelmed by Mongols and pushed back into my city while they rampage through my borders unchecked. If that's the factor that would explain a lot.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Holy crap inquisitors are powerful now. Had a flotilla of Aztec Apostles running through my Civ and I followed them with a handful of Inquisitors wiping out their stench.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Also Civilization 6 has slaves so

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

The AI has a serious problem with strategy in warfare in addition to tactics. My strategy in most CIV V games on King translated into CIV VI - build a solid infrastructure, maximize production, build a core of 3 ranged / 3 melee / 3 siege units, wait for someone to declare war on me, kill his units when he attacks awfully, then counter-attack and take his entire civilization. At King it's super easy to do so.

What I've noticed in 6 is that the AI will get just flustered by city states. Victoria declared war on me and after I killed a few random attackers I noticed almost 20 horsemen running around two of my city states getting picked off, letting me walk into her empire.

I've yet to use the army / fleet system but it sounds like it'd up the ante on my 9 base unit strategy.

Also having a bonus wildcard policy as Greece is so good. Free faith early on without sacrificing production to get a pantheon, then can rush a religion and transition into some great scientists.

I discovered in my latest game that when you pass on a great person a new one doesn't come along, you have to wait until someone claims the one you passed on. 1,000 great engineer points later and I'm still waiting after passing on someone who would give me an extra district space and a eureka for a tech I already had a eureka on...

edit: one more design element, building wonders becomes a real hassle with all the space taken up by districts and other wonders. Big Ben shouldn't take up the same space as an entire commercial district. Some wonders should be able to be placed in districts or heck even just a cosmetic element when you have to build it next to a district anyway make it turn the commercial district into a 2-hex area where the wonder isn't absurdly out of proportion with everything and is integrated into a financial area that extends over a larger area.

Tom Tucker fucked around with this message at 22:32 on Nov 8, 2016

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Fhqwhgads posted:

I don't understand ever passing on any great person. Even on higher difficulties I seem to be pumping out like 30+ GPPs of my chosen focus while everyone else is like 2-4 tops. Even if I don't need that GP ability, I'm pumping them out so fast and raising the GPP cost so high that it would take for-loving-ever for another civ to cash it in. So passing on one is like missing out on 2-3.

A lesson I learned the hard way. It's pretty much hopeless if you raise the cost for everyone else.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Relics are one of the more rear end-backwards mechanics in the game. What is their point - some weird religious / cultural cross pollination that requires you to play towards one victory condition empirically poorly in order to marginally improve another victory condition?

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

homullus posted:

One UI improvement over V is city-state quests: I can always see what they want from the map, and I can see which ones want trade routes from the trade route screen.

City states in general are super cool now. I can't just buy all of them with a half-decent economy, and fighting over one to a rival feels like it has actual consequences. I lost my status with Kandy and then immediately found a natural wonder, no relic for me!

Others, like the one that gives you full housing no matter whether you are water adjacent, can completely change your strategy if you find out they're available.

A great change - but wait, there's more. On any difficulty higher than Prince half the AI civilizations LOVE killing city states. Half of them are gone by the classical era on anything above King. This takes a really cool nuance (I'm going to manipulate my diplomatic policies so I can maintain control of this city state to ensure I can maintain fresh water in all cities to settle a more defensible and efficient grouping of cities without them being hard capped early on, trading short-term advantages in giving envoys to other city states or using a different policy in order to create long term benefits) and then makes it into "Germany conquered them. That city you settled one tile away from the coast is hosed now. Oh, you want to liberate them? Good luck doing so without getting a huge warmonger penalty and killing any diplomatic game you had going."

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Here I shall rate all of the city states. Note that I'm ignoring the general 1 / 3 / 6 envoy bonuses because these are consistent across them.

Cultural: some of the best city states, all have a great effects that don't have much to do with cultural victory.
A) Mohenjo Daro - Your cities all have full Housing from water, as if they were next to a river. Finding this guy early can completely change the way you lay out your empire and allow optimal placements to take advantage of forest / hill tiles without worrying about water.
B+) Vilnius - When you enter a new era, earn 1 random Inspiration from that era. Assuming you don't get it before classical that's 7 inspirations, the equivalent to 7 goody huts, and can jumps start your culture movement and allow you to focus on specific inspirations.
B) Kumasi - Your Trade Routes to any city-state provide +2 Culture and +1 Gold for every specialty district in the origin city. Trade routes to city states are generally not as potent as internal ones or ones to other civilizations but it can be great if you have some good industrial guys to work with.
B) Nan Madol - Your districts on or next to Coast tiles provide +2 Culture. If you start near the coast or are playing on an island map this can be really useful, otherwise really not. Worth getting if you have a few cities near the coast.

Industrial: always the best to have around because, well, they provide production.
A+) Toronto - Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther. Simply the best late game city state. Like Itinerant Preachers you might not appreciate how big an effect this is. It seems like a +50% reach, but because of the hex nature of the game extending from 6 to 9 or 3-6 means you're covering way more than 50% more area. Simplifying to circles it results in around 300 - 400% increase in the area covered by a power plant / arena / etc. Overlapping bonuses are the best and going wide is the best and Toronto makes them both amazing.
B+) Buenos Aires - Your Bonus resources behave like Luxury resources, providing 1 Amenity per type. You'll never have to worry about amenities again, basically.
C) Brussels - Your cities receive +15% Production bonus towards wonders. Wonders aren't that great in 6, but consider that this basically mimics most of a Civ's main feature (France) across all ages.
F) Hong Kong - Your Cities get +20% Production towards City projects. If I ever had time to do city projects maybe this would be good? I've never done one, though, always something better to do.

Militaristic: surprisingly some good items here for non-domination victories.
A) Carthage - Each Encampment Provides a extra trade route. More trade routes. Trade routes are amazing. Enough said.
B-) Kabul - Your units receive double experience from battles they initiate. Great for domination, where unit EXP seems to be much more heavily rationed.
B-) Preslav - Your light and heavy cavalry units have +5 Strength when fighting on hill tiles. Are you Scythia? Win harder. If not, eh.
C) Valletta- Allows the suzerain to consume faith to purchase urban centers and military buildings in your city. Reduces faith prices. Reduction in faith prices is nice but faith I find is best either used to spread early, used on great people, or national parks. If you're going religious then you want to use your faith on apostles, otherwise you just won't have enough faith to make this useful.

Religious: All these actually make sense for religious victories!
A) Yerevan - Your Apostle units can choose from any possible promotions instead of receiving a random promotion. If you have this your religious victory becomes so much easier because you can either choose tons more spreads (if facing no resistance) or combat strength (if facing resistance), customize your apostles to the needs you have, and convert everyone. Also good for cultural victories for relics.
A-) Jerusalem - Automatically converts to the Religion you founded, and exerts pressure for that religion as if it were a Holy City. Tons of religious pressure for free is good. Bonus if it's on a continent you're trying to get a religious foothold in. Only really good for religious victories.
B) Kandy - Receive a Relic every time you discover a new Natural Wonder, and earn +50% Faith from all Relics. You know how many natural wonders are around based on map size, so get this before exploring other continents to get some free relics!
D) La Venta - Your Builders can now make Colossal Head improvements. (A tile improvement that produces +3 Faith). 3 Faith from a tile is not that good at all. There are way better ways to get faith than tile yields, so can't see myself using this improvement much.

Scientific: A bunch of really solid ones here.
A) Stockholm - Your districts provide +1 Great Person point of their type (Great Writer, Great Artist, and Great Musician for Theater Square districts). Great people rock, this bonus gives you tons more points, and is one of the few ways to get an edge on great engineers. Obviously great for cultural victory but don't discount how good scientists / merchants / engineers are this game. They could do an entire review themselves
A) Seoul - When you enter a new era, earn a random Eureka from that era. 7 free eurekas? Yes please! One of the few ways to accelerate your tech if you're not doing things like building musketmen or killing things with spearmen.
B-) Geneva - Your cities earn +15% Science when not at war with any civilization. Great bonus, but it means nothing if not at war, and as you may have noticed the AI likes to wage war with you in this game.
C) Hattusa - Provides you with 1 of each Strategic resource you have revealed but do not own. Not that handy now that only military units really require strategy resources.

Trade: These are mostly meh.
B+) Zanzibar - Receive the Cinnamon and Cloves luxury resources. They cannot be earned any other way in the game, and provide 6 Amenities each. Free amenities! Also note they provide 6 Amenities each, pretty drat good if you have amenity issues.
B) Amsterdam - Your Trade Routes to foreign cities earn +1 Gold for each Luxury Resource. A good quick source for + gold for international trade routes, not bad.
B-) Jakarta - Your trading posts foreign +1 Gold to Trade routes passing through. I find it impossible to track, predict, or plan my trading posts, and I usually just pick the biggest route to send guys to... maybe if I planned trade routes better this would be better?
C) Lisbon - Your Trader units are immune to being plundered on water tiles. I guess it's nice if you're at war or having some barbarian issues but I haven't seen many of my trade routes get pillaged at sea much. Would be great for early game trade when barbarian scouts are still running around if it worked on land.

Tom Tucker fucked around with this message at 22:10 on Nov 15, 2016

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

homullus posted:

Aside from its bonus not really being industrial, I don't see how Buenos Aires isn't an A.

I think I've seen a city limited by amenities only once in a game I've played so far, so maybe it's just limited exposure making me keep them lower, but yeah now that I think about it it's a lot better than Zanzibar, which is also pretty good, so I'd say it's in the A level.

I've also gotten the Colosseum in every game I've played in, though, which basically erases amenities from the game if you have a few trade deals with other civilizations.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Going to do a counter-vote and say that Civ VI is worth the buy. The UI is a big step backwards in a lot of ways and the AI sucks especially at combat (but also diplomacy is hosed), but overall it feels really good to make a civilization in this game. Planning ahead is rewarded and my progress feels tied to the ground I'm built on through adjacency bonuses and eurekas. If you liked culture victories in Civ V BTS then I'd say you'll enjoy this game. Not perfect at all but very fun.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

turboraton posted:

Guy won and never got dowed.

What difficulty?

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Patch looks awesome. Some big quality of life fixes (seeing which tile is going to be converted next thank god) and if the AI balance reduces their hatred for you then hooray game becomes even better!

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Klaaz posted:

I'm getting a bit bored now. Even after the patch the game is still way too easy. If you establish a decent base position, fend off the first AI surprise attacks you can lean back and turtle your way to whatever victory you feel like without any challenge.

Yeah this game definitely feels like it feeds into the "make a really efficient ____" (think Sim City crowd) as opposed to the "fight direct opposition" crowd. Being a member of the former I still find it very fun, and playing on Immortal or Deity is a challenge I'm sure I could win but I find it much less fun to do so then to have all my neat little cities with lots of pretty adjacency bonuses.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

I had the pantanal aligned so I could build a park on it (vertical diamond), and built a city next to it / bought it to do so, then bought a naturalist who couldn't build a park there. Pretty strange. Was simply no option available. It seems custom-built to be a national park so I was confused why I couldn't do it.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

If your friend is fighting your city state just take your fastest units over there and go all Snackman on them.

http://imgur.com/gallery/z0jLJ4r

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

I'm really looking forward to emergencies if only because it might prompt the AI to actually team up to try to stop me when I go demolishing stuff.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

A zero-warmonger penalty to go rescue a city-state while crippling an aggressive civ is pretty great and would give me something to do instead of getting bored and turning to Domination victories. Dudes who conquer city states are the worst.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Going to war should create a new UI element that does a bunch of things:

  • Shows your war weariness over time
  • Displays the CB, if any
  • Shows warmonger penalties accumulating - even just a rough estimation
  • Shows your losses and enemy losses to provide a rough war score - you can get this later on in wars by seeing what your opponent would settle for in peace talks, but this would spare you going in and asking them to "make this deal fair" each turn
  • Add a layer to the map showing the effect radii of your great generals
  • Add a layer to the map showing what tiles you can hit when you select a ranged unit and what tiles can be attacked by a melee unit. If you select a unit and hover over a new tile it will show what you could hit from that tile.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

toasterwarrior posted:

The jump from King to Emperor is a real motherfucker, huh? I don't think I'm confident enough to do it with anyone apart from Rome or Australia.

It really is. King is a cakewalk while Emperor can be actually difficult. The biggest difference is the early snowball effect of wonders, in King you can get most of them, in Emperor you have to really plan ahead to get one or two.

I'm pretty pumped for this expansion. Flipping cities by being straight up better than them was one of my favorite elements in Civ IV. I used to love pumping out so much culture that my borders would enfold other cities until they just said screw it and came to my side, then I would reward them by buying them every single life-improving building there is.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Game is good. First thoughts:

  • On King difficulty everyone seems to go normal golden dark ages all at the same time, which is kinda fun. Ages themselves are pretty neat.
  • As the Cree had a trader bug out right after a declaration of war, not sure if it was with the trading partner. Trader kept asking for orders but sitting there, couldn't end my turn without saying "skip action", had to delete it.
  • Poundmaker's ability to spread his tiles is not great at first (netting 2 tiles or so for maximum effect), but if you drop a new city then cross a trader across it you can pick up 5-6 tiles easily, pretty fun!
  • The timeline and era score system makes every action feel more impactful, which I like.
  • AI is better but still can't pose a threat against a city + archer on King
  • What's the deal with "killing" great generals? The Zulu invaded me, I killed all their guys, then murdered their 3 great generals, but they appear to just retreat to a nearby city, and then come running out to die again. This makes them pretty absurdly good scouts. How do I kill them?!
  • Some governors and Governor abilities seem much much better than others. The defensive guy seems alright except that an archer does his job for you. Not sure when I wouldn't rush for +100% GPP governor.
  • Pretty fun changes!

edit: started a new game, luxury resource of olives appeared. GOTY.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

The Human Crouton posted:

This is super annoying. Even if other great people can't die, admirals and generals should be able to. A Mapuche general kept coming and loving me up from a spawn point 6 tiles away.

It's just annoying because they just keep swarming around me - Zulu was the only guy to build encampments so he's got four of em running through my territory with no repercussions. It's costing me builder time!

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

When you take a giant enemy city you shouldn't get a huge loyalty boost. If I take Washington it's still full of angry Americans, it shouldn't exert Greek loyalty onto Boston and Chicago. There should be a phase-in period of resistance before full cultural adoption, so it still exerts American loyalty until you quiet the resistance and start building there. It definitely shouldn't just suddenly exert Greek loyalty using all of those other citizens.

edit: Master of Orion 2 did this well, where citizens were an actual kind of Alien race, and if you conquered a planet you would assimilate citizens at certain rates while the rest basically became ineffective forced labor until they flipped over. If you had a hive-mind type government it would take a long time to assimilate, but a democracy was able to assimilate citizens much faster.

Tom Tucker fucked around with this message at 16:53 on Feb 16, 2018

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Had four "an unmet city state has been defeated" alerts within the first 50 turns on a small map yesterday, the Kandy destroyed my buddy Brussels. Never seen that.

AI seems great at taking cities these days. France on the other continent is gone, and Aztec took half of Brazil's empire, but then the new mechanics kicked in in a really neat way. They were both in normal ages but Brazil managed to hit a gold while Aztec hit a dark, so the cities conquered in Brazil's territory immediately started rebelling due to the increased loyalty pressure. It was neat! Fun new mechanic when the ages are worked in.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Harrow posted:

I didn't play much Civ 6 back when it came out but I just grabbed the expansion because I need that semi-relaxing "build up a cool empire" experience Civ is so good at.

Are there any good guides out there for how to get a strong start in Civ 6? I remember how to start out pretty well in Civ 5 but there are enough differences in 6 that I'm never sure what the first few things I should produce and research are.

There's generally no right answer because your location / eurekas will affect what you research. Here's a few things I generally do in the early game though:

  • I generally build a scout right away. Goodie huts are always useful but now they add extra era score.
  • Prioritize tech that gets you luxuries and bonus resources in your first city.
  • Don't "waste" eurekas or inspirations. If you know you are going to be building a builder in 10 turns so in 15 turns you'll have the inspiration for the "improve three tiles" then don't spend 12 turns doing the full research on that civic, wait until you get the eureka. The same applies to tech, if you know that builder is going to farm a resource then don't spend 12 turns researching the full amount of Irrigation, wait until you get the eureka.
  • The bonus envoy to a city state is huge - faith can drive an early pantheon, 2 research likely doubles what you have, etc.
  • After getting a scout / builder / some military (if you have barbarians nearby) check your culture output, if it's low a monument could be useful.
  • First district will generally be a campus or a holy site. Check to see if you have any good spots for either that give you 3+ adjacency because this gets you a big era boost. The choice between districts depends on whether you met a civ or saw a natural wonder to get the eureka on each, then you have to decide pretty early if you want to be a religious "player" or not.
  • From there if you want to do the generally agreed upon "powerful" strategy get Magnus to level 2 governor, then chop down trees to build settlers to expand quickly. Find fresh water, good resources, adjacency bonuses, but in general the suggested city spots are OK 60% of the time.

That pretty much closes out the early game, then you're wrangling for city states, deciding if you want to use the early "no warmonger" period to do a quick conquering run, trying to set up a religion (maybe), and going from there.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Had a weird experience on King. Early game lots of civilizations conquered city states, traded cities, etc., but I was running away with it because it was king difficulty. Later in the game Zulu and Gilgamesh both declared war on me from another continent and I rolled up with three battleships and an ironclad and found Sumeria completely undefended. Not a single military unit to be found in his entire empire. What could have caused this? I know he HAD units because I liberated two city states and took some of Netherland's old cities, could he have sent them halfway across the map? Over about 30 turns I never saw one.

Had my first emergency, though, for everyone to reclaim one of Gilgamesh's cities, which he didn't join amusingly. I think he knew he was boned.

Also I saw a city state who was ENTIRELY locked into mountains. Hadn't seen that before either.

The cree are super fun - spamming a bunch of settlers early game then prioritizing trade routes is a blast if you can criss-cross them right to fill in massive amounts of land, and their UI is very good and scales well.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

It's almost like a small coding change could change the AI's behavior.

I saw one escort a settler INTO A CITY while I was at war with him and about to claim it.

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Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Everyone is forgetting the best way to get era points - destroying your enemies wholesale.

What's the coolest era point everyone's achieved? I got a neat one where my religion converted an enemy city even though we were at war.

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