Announcement

Collapse
No announcement yet.

who can be blamed for thVIs mes6 ? [civ6 review]

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #76
    The AI is extremely dumb with combat. They move like ants toward a single attack point. You can set up a couple of ranged units along the way and make a kill box . AI will march endlessly melees into them, allowing for the opportunity to farm promotions. Also, there seems to be some sort of "war score" value. The longer you are in a war and killing units, the more bargaining power you have at peace time.

    After promotion farming for a while, you can easily swipe all their relics/great works in a peace deal.
    To us, it is the BEAST.

    Comment


    • #77
      Originally posted by rah View Post
      Have you found that optimal number of cities yet?
      I've heard people say "four" because amenities. I don't know enough about that mechanic to explain it myself.

      I'm trying a lot of different play styles.

      They try to muck things up with this inflation crap. But cities are still so valuable on the map, strategically, that the optimal number is as many as you can build (imo). After all, you can get four cities fully stocked with districts, then just use the others (hampered by inflation) to pump out military units. Horseman are available for a long time and are cheap. Just saving up for unit upgrades.

      Also, commercial districts can facilitate ICS because they permit +1 trade route. You could theoretically have as many commercial districts as cities.

      I suppose the method of dissuasion from that strategy is the need to constantly assign those trade routes.



      ugh... this game
      To us, it is the BEAST.

      Comment


      • #78
        Originally posted by rah View Post
        So do you get the feel that districts is the new way to fight ICS.
        III had corruption
        IV had city Maint
        V had global happiness.
        VI Districts ???

        Are there any other concepts being used to fight ICS.
        Because "heaven forbid' that winning the game through just building cities should ever be allowed
        Districts are definitely not there to fight ICS.
        It seems like the costs of the districts are dependant not on the number of your cities (or the number of your districts), but rather on your technological advancement.
        The more technologies you have researched, the more your districts cost (Wiglaf linked a reddit thread where this was found out)


        As in Civ V, happiness seems to be a limiting factor.
        In Civ VI each luxury resource only supplies 4 cities with happiness.
        Also, multiple resources of the same type don't count.

        That means, if, for example, I have 2 sugar resources, only 4 of my cities get supplied with sugar. Ther 2nd resource is useless, except for trading it with other civilizations. (this also means that the system actually encourages trade with other civs, in order to get luxury resources that aren't available in yur own territory.

        Only higher in tech level (like industrialization+) you get nice buildings for your entertainment districts which allow you to keep your people happy with less luxury resources.


        Likewise a limiting factor to ICS are the costs of settlers. those get higher the more cities you found.
        Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
        Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"

        Comment


        • #79
          I guess that explains why lots of people are saying 4 is the early optimal number.
          It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
          RIP Tony Bogey & Baron O

          Comment


          • #80
            I thought 2 different luxury resources would give 2 happiness to 4 cities while 2 luxury resources of the same kind would give 1 happiness to 8 cities.
            Quendelie axan!

            Comment


            • #81
              Originally posted by Sir Og View Post
              I thought 2 different luxury resources would give 2 happiness to 4 cities while 2 luxury resources of the same kind would give 1 happiness to 8 cities.
              According to all I read that's not the case and keeping more than one luxury resource of each type (instead of trading it) is a waste (although people aren't 100% sure whether it (i.e. only one of each type giving the happiness to 4 cities) is intended behavior or a bug)
              Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
              Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"

              Comment


              • #82
                Originally posted by rah View Post
                I guess that explains why lots of people are saying 4 is the early optimal number.
                Yes, I'm getting the impression that it's optimal to just go back to playing 4. Sadly, I don't have it anymore.
                1011 1100
                Pyrebound--a free online serial fantasy novel

                Comment


                • #83
                  There are also no mod tools. No Steam Workshop. Maybe they are planning on releasing tools.

                  I've tried manually making changes and they don't seem to take.
                  To us, it is the BEAST.

                  Comment


                  • #84
                    I want to complain about one more thing. Visual clutter!

                    Thanks to unstacking of the cities the whole map is filled with all sorts of stuff and it is really hard for me to figure out what is going on. I find it hard to tell if a tile is improved or not. If it is being worked or not, etc. Maybe it is a matter of learning or getting used to this mess.
                    Quendelie axan!

                    Comment


                    • #85
                      Sometimes it is definitely hard to tell. Several times I had to hover the mouse pointer over a resource to find out whether it is improved or not.

                      A strategic overlay (or how they call it now: Lense) named "unimproved resources" that highlights all unimproved resources (in your empire) with a green marker would be extremly useful
                      Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
                      Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"

                      Comment


                      • #86
                        Originally posted by Proteus_MST View Post
                        Sometimes it is definitely hard to tell. Several times I had to hover the mouse pointer over a resource to find out whether it is improved or not.

                        A strategic overlay (or how they call it now: Lense) named "unimproved resources" that highlights all unimproved resources (in your empire) with a green marker would be extremly useful
                        You can't see if a tile is being worked or not, which is really annoying. And holy s***, assigning citizens to tiles is just impossible. You can either lock/unlock, but you can't actually remove a citizen from a resource (by right clicking a tile for instance) and move it to a citizen reserve or even directly to another tile. The only way to change them is to lock tiles you want at this specific point in time, but of course they stay locked forever like that. Mostly I'm just randomly clicking in the hope my production or whatever it is I want increases. What a mess.
                        "An archaeologist is the best husband a women can have; the older she gets, the more interested he is in her." - Agatha Christie
                        "Non mortem timemus, sed cogitationem mortis." - Seneca

                        Comment


                        • #87
                          AI seems programmed to build cities right next to other empires. I've observed this behavior in numerous games. Seems to be done intentionally to provoke other players (human and AI).

                          It's dumb.

                          AI in this game is probably the worst of the series.
                          To us, it is the BEAST.

                          Comment


                          • #88
                            Unpromoted scout units are more useful in water after discovering cartography. Naval units (including embarked land units) get +1 movement. Meaning, a scout in water gets three movement points. A scout on land gets two.
                            To us, it is the BEAST.

                            Comment


                            • #89
                              Your unit cycles after you discover a natural wonder... even if it still has remaining movement points.
                              To us, it is the BEAST.

                              Comment


                              • #90
                                There's a bunch of nice features in the game, but it does feel like it's not finished. Quite a few bugs, for instance when finishing a building, the city screen will say that I've just finished a wonder or a unit that I finished a few rounds earlier. That sort of stuff.

                                Lots of these things will no doubt be patched in the (near) future, but it's kinda typical they'd release it like this.
                                "An archaeologist is the best husband a women can have; the older she gets, the more interested he is in her." - Agatha Christie
                                "Non mortem timemus, sed cogitationem mortis." - Seneca

                                Comment

                                Working...
                                X