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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

Yeah the drone is kinda a must have. It's so easy to just roll over cities with tanks and drone artillery with a great general.

Still haven't really used aircraft, I just never get around to it. I always think "this game I'll have an escorted carrier fleet and rain destruction on everyone" but then I just roll in with 6 battleships and an admiral, bombard everything within sight, take every coastal city with one destroyer, then all resistance is gone and I can generally take the rest of a civ with 1-2 tanks and 2-3 artillery.

edit: maybe I need to play fewer continents games.

edit: all the support units are pretty great to have around now really.

Tom Tucker fucked around with this message at 22:26 on Mar 1, 2018

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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

Still getting a lot of accidental cultural victories even on Emperor. Generally one spy is enough to protect against most espionage since enemies focus on the capital so all my others are out stealing great works for want of anything better to do. Still fun as hell, but having a sprawling empire feels like a real hassle in the late game when I know I don't care about a newly conquered city enough to micromanage its overlapping industrial zone bonuses or adjacencies.

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

Anecdotally this YEILD issue makes a lot of sense. Just looking to send my spies places it seems like no cities have industrial zones, even though they are probably the most critical district to scale into the mid and late game. On the other hand every city I conquer has tons of holy sites.

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

Hey here's a quick question about this "YEILD" error thing and how AI values resources. I noticed in my latest game as I rampaged around on Emperor that most cities, even those founded in the medieval era, generally had holy sites, with some having campuses, and some with a commercial hub or harbor, but almost no industrial zones. Could this be because, when choosing a first district, the AI tries to find the most quick resources it can get, and the adjacency bonuses of industrial zones require planning while the other four get bonuses for pre-existing features (mountains, rivers, sea resources, etc.)?

I don't know how the AI works even a little but this is a quick theory I had to explain why they almost ignore the best district until the atomic era even at high difficulties.

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

SA fixes Civilization. "AI is great now!" agrees all.

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 was super hyped about emergencies because I thought it would add a degree of difficulty to the middle to late game where even at higher difficulties proper management can help you run away from the AI, this should be a mechanism by which a runaway civ (generally the player) is forced back on the defensive, at least for a bit. In reality the AI seems to actually approach emergencies pragmatically in the same way I do (I'm not joining one if I can't get to the person in time), which is a fun mechanic, but it results in very few AIs joining emergencies at all. Rather than ganging up on you emergencies just ENHANCE the snowball by giving you a really easy task and a huge amount of gold once you finish 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

I know it would make it more complicated, but there should be two tiers of emergencies, make the benefits and pros / cons more compelling, and reduce the payout the target gets. Remove the snowball portion for the aggressive civ or make it more themed. Proposed emergency:

Germany has conquered Babylon! This act of aggression cannot stand. The world must band together to liberate Babylon.

Joining this emergency immediately grants you 1 envoy.
Allied civilizations declare war on the target and cannot make peace for 30 turns. Open borders, etc.
All allied military units receive +2 movement if starting their turn in the territory of one of the emergency allies.

If the allied civilizations liberate Babylon in 30 turns all allied civilizations receive the benefits of being that city-state's suzerain, gain two envoys, and their alliances are 25% more effective for the rest of the game.
If Babylon is not liberated in 30 turns the target receives +3 combat strength against city states for the rest of the game.
If the city state is liberated, whether within 30 turns or afterwards, all allied civs get 500 gold.

Now there is an incentive to act quickly and a mechanism to allow you to but also a bit of an incentive to have emergency "memory" that lets you join and try to do something about it later for a bit of a benefit, and immediate incentive to jump in rather than sit it out if it's across a continent.

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

Civ 6 has a lot of really cool innovations in the way the game plays and is a very different experience from 5. I play it a bunch in bursts (as I have all Civ games), and I love the way that Civ 6 makes use of terrain more than any other game. Building out districts makes the map feel much more "full" (at least within your own borders) than towns/cities from Civ 4 or, god forbid, all the trading post spam in Civ 5.

I do wish they would pull back from the "purple hexagon here" board game style aesthetic of Civ 6 though and use the fact that it's computer based to make the growth and expansion of cities more pleasant. Make transition points between districts, such as showing infrastructure moving goods from an industrial zone to the adjacent harbor district. Blend neighborhoods into farms by showing the city area sloping off, and make the neighborhood area bordering a city center denser.

The biggest offender to this is wonders, which could be solved so easily by having the districts "grow" to envelop the wonder if it must be built next to a district, and have it appear in closer scale rather than 10x bigger than everything else. This would have no gameplay effect but would make cities FEEL so much better. If i build a commerce district to the southwest of my city center, have it get denser as I build markets or as income increases. Then, if I build Big Ben to the southwest next to the city center and commerce district, make the commerce district "grow" into the Big Ben tile (although make the center tile still the "commerce district" for adjacency bonuses), and have Big Ben just be a large and notable part of an otherwise commercial district! This would take a lot of artwork and programming so I get why they don't do it but having giant stonehenges as large as huge cities drives me nuts.

Other good things about Civ 6 were added in the latest patch which makes me hopeful the next patch will "complete" the game, as the last expansion did for Civ V:

-The golden age / dark age system. Relatively easy to min/max if you're winning, but the timeline gives a good impression of what's going on, and rewards you for a broader array of things.
-Loyalty was a great change, not necessarily because of leaders and other mechanics surrounding it, which were pretty weak, but because it made conquest decisions more difficult as opposed to no-brainers, prevented or punished the AI pushing too hard at your territory, and interacts in a cool way with the golden age system to make eras really dangerous.
-The emergency mechanic was a great idea but needs a full overhaul to make it work.

For the next expo the elements they have shown, including natural disasters, the "fuel choice" and warming mechanic complicating the endgame, all seem like very cool changes, but I'm worried they are less game-defining than those introduced in the last Civ 5 patch. Either way I still prefer 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

highmodulus posted:

I think I liked the final complete version of 5 the best, but I am burned out on it so am playing 6. But I play for fun, don't min-max, exploit known bugs or other spurge-lord tactics and just play for fun as a goofy role playing chill game. So probably ignore my preference. Plus I turn off religious victories in every game so I am some sort of godless heathen.

This is the only correct choice at higher difficulties when it's impossible to get a religion and one civ can steamroll their continent then swarm the other one while you can literally do nothing to stop 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

From watching a few videos I think they may have nailed strategic resources. From what I can see they accumulate at a set amount per turn (which can be boosted by things like Civics or Governors), and building a unit now costs a set amount of resources and then a set amount per turn. This effectively puts two distinct caps on armies (resource historical production and resource upkeep) and adds a really cool new layer. It effectively makes strategic resources more than a "have one of" for armies, replicating the real world. I can imagine intense trade deals required where you get another region's resources, or attack them BECAUSE the have resources you need for an army, in a warmongering game, while strategic raids on mines, wells, or capturing cities in high-production areas far from the front, can hobble an opponent.

Of course this assumes the AI realizes this too and optimizes trades (and correctly values trades!) based on resource scarcity, tech levels, and differing priorities on power for global warming, which I doubt, but it seems like it will effectively limit 1UPT spam of units (except for the archer and spearmen tree - so expect tons and tons of archers and spearmen)

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

So if, for some reason, someone had the itch to play Civ 6 for a few weeks, but was waiting to scratch that itch until the expansion, could someone say... pre-install the game? How would one maximize their addiction-level craving for Civ 6 tonight?!

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 wandered past Kilamanjaro on turn 30 or so and noticed hrm this hill tile has some weird yields... 6 food, 2 production, 1 science. It turns out apparently it erupted 3 times already?? Crazy!

Setting disasters to max highly recommended.

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

Huge change - settled on a luxury and tried to sell it to an so civ. This was a major way to ramp up at higher difficulties as you could easily get 6 or 7 gold per turn with no downside. When I offered it now the ai offered me a lump sum of one gold. It’s like a big middle finger from the designers that it’s one gold and not a “no thanks” and I love it. selling early luxuries was always such a cop out and this will make deity much more challenging.

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 just me or are hills even more impossible to see than before, even outside fog of war?

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

Disasters rock but Cat 5 hurricanes do NOT mess around. You wondering where your entire fishing fleet went? Cat 5 hurricane.

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 just want to try the new great bath wonder but even on king it’s taken by turn 20 every 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

I didn’t know this so info for everyone else - at disaster intensity 3 and 4 mega eruptions can damage things two tiles away. This pops up on the slider but I don’t think it’s shown in the settler lens.

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

Make it tiers like walls. First one turns all your 1 meters to 2 meters, second one turns all your 2s to 3s, third insulates all tiles.

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 pretty fun that rock bands can bomb. Should be able to perform in friendly territories to create amenities or permanent great works if the performance is good enough.

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

twistedmentat posted:

How are you getting so many resources? I had a massive Swedish empire and no iron, niter or coal spawned anywhere in my territory.

Find the strategic resources and MAKE it your territory.

Some form of conquest is basically necessary in most emperor+ games. Then get city states that have them.

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

markus_cz posted:

I had the same issue. King is easy but I hate how with emperor and above the AI has a huge initial advantage that you slowly catch up (and eventually overcome).

I solved this by finding the file with difficulty settings (you have to find the one in the expansion folder) and commented out the line that gives AI an extra settler. Left everything as is. I’m now playing Immortal and it feels hood. The AI doesn’t has the initial boost but the huge production bonuses keep it competitive.

Oh is there a quick guide on how to do this? I have the exact same problem with emperor and king

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

markus_cz posted:

I’m not by my computer right now so going by memory: Find the game folder, then there are subfolders for each DLC (somewhere). If you have the latest expansion, go into the one named Ex2 (or similar, it stands for Expansion). Again, many subfolders but one of them contains editable content (data? Content? I don’t remember the name). I think it’s a lot of XML files. One of them will have Difficulty in their name. Make a backup copy of that file in case you want to revert back. Then open it in a text editor, search for a line containing the word settler and delete it.

Sorry for the vague instructions but it’s really quite easy. The hard part is finding the file but it should be doable by trial and error or by googling :)

Went into "expansion 2" but in the "data" section there's no xml file about difficulties.. Poked around a bit but couldn't find anything referencing difficulties in any of the places I thought to check, you're right, difficulties are really a maze

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

Taear posted:

It is pretty much bullshit that there's no option to get rid of them, they're annoying and don't add anything, at least for me.

Really? To me they are one of the true catch-up mechanics to slow down a leader and bring yourself back to the pack. If you play on lower difficulties and are always ahead then I guess it'd be annoying keeping them on defense all the 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

The Glumslinger posted:

I like the level of detail for spies when I'm doing offensive stuff, but I wish it was a lot easier to just tell it to keep defending [CITY] until I tell you do something else

Yeah this would be a good change

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:

I lost Civ VI this week for the first time I can remember, for this very reason -- ignored religion entirely on a small map.

This happened to me once in a game I was really enjoying. I disable religious victory now every time because if you don’t get a religion (really hard on high difficulties) then it’s not fun to try to pay attention and stop another civ.

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

So... barbarian camps are broken? At least on Continents or at Emperor difficulty? I have 3 players on two continents on a small map and my continent has had ZERO barbarians the entire game. The other continent, once I got there, had a bunch, even that late in the game. Seems a little messed up?

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

Away all Goats posted:

Barbs only spawn in the fog of war and need a certain amount of 'fog' to actually spawn a camp. If your island/continent is real small they probably never had any room to spawn in.

Yeah no not at all. Two equally-sized islands, equal Civs / City States on each, on one island zero barbs, on the other island tons. I conquered my island and there are still multiple locations where they could spawn and they simply are not at all.

Making it clear, I'm not saying "I feel like there are less barbarians" I can say 100% there were zero camps on my continent all game but plenty on the other. It's actually a big hassle because I've missed several golden ages without those extra points.

Tom Tucker fucked around with this message at 02:39 on Mar 5, 2019

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

Midnightghoul posted:

You're not crazy or anything, I had this happen on a game last week. Only happened in that one game since the expansion for me though

Same here. My best theory so far is some system in the code to distribute barbarians across continents, but they added new continents, then forgot to add them to the barb distribution system.

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 guarantee there’s some code that determines where barbarians spawn and distributes them across continents when it chooses where to place one. In this code is a list of continent names where it can choose to put a camp, then they added new continent name options when they added river and volcano names, but forgot to update the barb spawning continent list with the other new continents, so if you start on one of those continents no barbs will ever spawn.

And people stop talking about fog of war and stuff play more games and you’ll see it.

Other factors that may cause it other people who have had the bug do these apply? I generally play on emperor and add additional AI so the map feels more crowded.

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 you’re running away on king then emperor is a good step, but be aware that the ai gets an extra settler to start with, effectively doubling their power early, which makes it a big step up in difficulty. It’s hard to catch up to the ai on emperor without conquering some of their cities.

I won a game with Mali and man was it fun getting nearly a thousand gold a turn. If you find a new spot for a city, even late game, you get enough food from being desert adjacent that with the right governor you can buy three districts and all their buildings and have an effective city in ten or twenty turns.

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

Wow these are great changes.

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

So is this update live?

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 doesn’t work because not everyone gets to play it to win. Anyone can play to go to space or conquer but on high diff it’s almost impossible to get a religion and so you are at best just a speed bump taking sides

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

All I'm saying is when I conquer an Incan city I should get to keep their terrace farms. They're already built how complicated can they be to work? I bet some of my new subjects can explain it to me in return for a more favorable vassalage.

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

Go back to multiple units per tile but institute offensive combat widths and supply lines using infrastructure to curb huge armies and discourage the current blitzing through territory

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

You have to balance pantheons against Mali who can get one around turn 4 so yeah the settler one is too good but it will be fun!

Maybe the AI will take it so I can actually get the appeal faith one that I never knew existed since the ai takes it until I played Mali. The Eiffel Tower now gives 200 faith!

This update sounds super fun I really appreciate them supporting the game through good updates

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

Once you get up to modern agriculture and polluting industrial zones and such floods should reduce yields just like they really do now

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

showbiz_liz posted:

But don't they expend civil engineers after only two hexes of railroad? That's a lot of production and/or gold (unless I'm totally wrong about that).

Last time I tried building a railroad didn’t cost a charge, same way builders work repairing pillaged stuff I think?

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 feel the opposite. These “tests” are silly. If you replace every piece on a chess board with a pawn then the chess AI will get confused because it wasn’t designed to do anything with that and it would lead to unexpected results.

The AI is bad - it cant take cities, it needs bonuses to put up a fight on higher difficulties, but things where you gently caress up the core aspect of the game to see what happens are bad judges of its capabilities. They’re fun to see what breaks and what the AI does, but when it’s designed to take up space, provide some sort of threat, and potentially ally with you or backstab you, why would it work fine on a map where every tile is a volcano?

I think the AI is fine for what it is which is an enabler for the single person civilization-building and optimizing game. It provides a barrier even if it doesn’t provide a true challenge. It’s more environmental than competitive, which is why you can play against another person for that. The ai can and should be improved but I find the game perfectly fun the way it is and am often surprised by its willingness to be deceptive and unpredictable. Giving it a giant death robot turn 1 and asking “why hasn’t it won yet??” Is silly. It’s not designed to win turn 1 so why should it try to?

Also the Nuke one seems... totally reasonable? Using nukes generates tons of ill will, so if you use your nukes it’s likely an emergency comes and you’re the target of a massive war where every opponent has nukes and now out-nukes you 5-1 or some such. Why would you ever nuke first in that situation? He just created a MAD simulator.

Tom Tucker fucked around with this message at 18:52 on Oct 24, 2019

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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

My favorite element of the game may be having a linguist cat burglar spy drop into a city and within 2 turns steal their entire cultural heritage.

Then all the poor losers come and visit my city and marvel at my civilization’s amazing works when an identical painting was stolen from them in a daring heist two weeks ago.

Even better when the spy somehow steals a story or a song like “did you hear someone STOLE Symphony No. 40 so we can’t listen to it any more even though it’s an intangible construct” come to Broadway if you want to hear Mata Hari performing it live losers.

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