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Civilization 6

12467

Comments

  • Registered Users, Registered Users 2 Posts: 14,941 ✭✭✭✭ShaneU


    A Civ sends missionaries to one of my cities and converts it to their religion. I send over an apostle and convert it back. Then they denounce me for converting one of THEIR cities. Gas.


  • Closed Accounts Posts: 12,452 ✭✭✭✭The_Valeyard


    Shiminay wrote: »
    Well whatever about the rest of ye, I'm loving this game :)

    You would....Lucifier????

    Edit: ignore that post. Wrong forum. Apologies.


    I miss sleep.

    Although on the Lucifer thingz I'd like a remake of Afterlife.


  • Users Awaiting Email Confirmation Posts: 15,001 ✭✭✭✭Pepe LeFrits


    TheChrisD wrote: »
    1) Not a bug. Actually a feature. Or at least I'm going on that based on the fact there's an achievement for it: Selfie Win a regular game with a Culture victory with your leader in the game as your opponent as well

    2) Did someone declare a formal war on you without denouncement in the early game? Then they actually declared a Joint war, and Japan must've been the one they negotiated it with.
    mmm, yeah I was at war with someone already. Seems a little odd that you can be at war with someone you haven't even met, although it wasn't a huge issue as I made peace immediately after meeting.

    While I think it's fine to have playing against the same Civ as an option, it shouldn't happen unless you specify it IMO. I find it annoying.


  • Registered Users, Registered Users 2 Posts: 8,488 ✭✭✭Goodshape


    Goodshape wrote: »
    Or maybe I'm in for a rude awakening in the 2nd millennium! Those Norwegians have been building a bit of an army at the border, come to think of it :-/

    They did attack, of course, but their numbers were no match for my more advanced units. Good fun mowing them down.

    One thing I have noticed, think it's been mentioned above, the AI doesn't ever stop producing units! The map gets flooded with them. I'm playing a civilised game with lots of peace agreements but I've had to stop offering open borders or alliances with my close neighbours, because my land just gets overrun with obsolete units from them. Bloody pikemen all over the place.

    I don't think anybody's ever been at war with Gilgamesh so he just keeps pumping these units out. Doesn't seem to have any intention of using them. Bit annoying for sure.


  • Registered Users, Registered Users 2 Posts: 11,035 ✭✭✭✭J Mysterio


    France are doing that in my game. Apparently Catherine is 'paranoid', which certainly holds true with her behaviour, the nutty bitch.


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  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    TheChrisD wrote: »
    The penalty for expansion is 1) districts go up in price as more are built, to the point where new cities can be building even the most basic of districts for 30-40 turns. 2) your amenities from luxuries get spread out further and further, so you need to pad out your cities with Entertainment districts to make up for it.

    Those aren't downsides to expansion, those are speed bumps to expansion; very different to Civ 5's culture/science penalties. The fact that your bigger neighbours are expanding more slowly than they were earlier is little consolation if you try the narrow/tall approach (which seems to no longer be a valid strategy).


  • Closed Accounts Posts: 12,452 ✭✭✭✭The_Valeyard


    right......

    Kongo declares war,

    As war drags on, I eventually get upper hand (playing Romans, chariots useless, finally get Legions, slowly drive them back)

    I capture a Kongo city. I raze tiles in other city spheres, I smash their forces.

    They offer me peace and surrender another city and let me have the city I captured.


    15 turns later.....


    They condemn me for capturing their cities and this condemnation is backed by other empires???

    But they were the aggressors?


  • Moderators, Social & Fun Moderators Posts: 28,633 Mod ✭✭✭✭Shiminay


    I hit a glitch last night where I declared war on myself (or so the animation told me) after 2 civs, one of whom I hadn't yet discovered) declared a joint war on me. What makes it even weirder, we weren't even slightly close to one another and the warring armies didn't send a single unit my way - England and I knew about each other's capitals, that was about it. In the same game, I have Spain and the US on my landmass (2 continents which keeps things interesting with Teddy). Spain seemed to realise after an early war that it was never gonna touch me and so it set itself against the 3 or 4 City States on our landmass and conqered them really quickly. So I've started to liberate them from the horrors of Spain. I'm aiming for a Religious victory though, after fighting some supremely powerful Japanese Apostles off (I dunno what perks Japan was using, but his Apostles were absolutly battering mine across the map), the only other significant religion left is Arabia's Islam which I've started to chip away at.

    I like the new mechanics for cities, districts and wonders a lot. It serves to make "quick glance" play easier - now I can focus down the enemy city that's going to be producing the pimped out XP laden new units when we're expanding our borders :)

    The whole visual design looks great and the suggestions that this will also look well on a tablet certainly holds true and shows that tablet gaming is definitely a thing for 2K/Fireaxis (and the warm reception XCom got also supports this thinking).

    There is definitely a need to take a closer look at the AI's behaviour in the mid to late game on the lower difficulty levels at least (I've not tried past Prince yet) - after the early periods where they're generally quite aggressive, they seem to sit back and let you run away with a massive Science and Religious lead (the afore mentioned Japanese super-Apostles not withstanding).


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    They condemn me for capturing their cities and this condemnation is backed by other empires???

    But they were the aggressors?

    It's classic Civ AI. It's one reasons the game feels so samey to me. You get warmongerer penalties for conquering cities, even if you didn't start the war. The more counter-attacking you do, the more they hate you. I think the idea is that a truly peaceful nation would just defend their own territory and then reach a peace accord when it is apparent the war is going against the attacker. Which is a somewhat reasonable approach except for the fact that the way the Civ AI works they will probably invade again as soon as they are ready.

    In one of my first Civ 5 games Alexander surprise invaded me, I beat him back but peaced out as soon as I could. A decade later he did it again, and I peaced out. In total this went on like clockwork five times in a row, until eventually I said screw it and conquered his empire to stop future attacks. Everyone called me a monster. It's not exactly a nuanced system :/


  • Registered Users, Registered Users 2 Posts: 7,026 ✭✭✭Wossack


    resuming from saves seems pretty odd/flaky imo

    left previous save with germany at war with me, but pretty manageable, and kongo friendly and about to weigh in vs them. Loaded my save, and Kongo immediately launch a surprise war with me :confused:

    actually, the first couple of games I tried to resume, and once done loading, the interface was unusable - couldnt click on anything except the minimap, and couldnt scroll map around at all. Ive not tried that game since actually.. not sure if its still broken (tried a couple of times, restarted etc)

    all my games have had kongo and germany in them too - kept restarting initially as barbs were whooping me (horse army just appears on your border, yay). Got good handle on it now, since Ive worked out how OP ranged units are


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  • Registered Users, Registered Users 2 Posts: 8,488 ✭✭✭Goodshape


    Zillah wrote: »
    I think the idea is that a truly peaceful nation would just defend their own territory and then reach a peace accord when it is apparent the war is going against the attacker. Which is a somewhat reasonable approach except for the fact that the way the Civ AI works they will probably invade again as soon as they are ready.

    In fairness this is what I've done in my current game. Norway attempted an invasion, I pushed them back as far as their border without entering it, destroyed their forces and they offered a huge amount for peace.

    No penalties whatsoever, I opened a few trade routes with them when I could, and now a while later we're allies.

    It's possible to defend your land without invading / destroying someone elses. Even the units you build for this tend to be different.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    I was having issues starting the game today.

    I decided to crack open task manager and Windows Defender was going ape**** and hogging my CPU.
    It stopped when I closed the game.

    I googled it and apparently it's a common problem.
    If you're having some issues with performance try adding your Civ folder to the exclusions in your settings.

    It's stopped happenning now, but it remains to be seen whether it'll generally improve the performance I've been seeing.


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    Wossack wrote: »
    kept restarting initially as barbs were whooping me (horse army just appears on your border, yay).

    This happened me, too! For some reason the spawn position put me surrounded by encampments, so at turn 17 I had an army of 5 horsemen and a horse archer arrive at my borders (after my exploring warrior got mobbed by another three ten tiles north). Luckily the barbarians (deliberately?) behave in a fairly disorganised fashion so weren't too hard to beat back.


  • Closed Accounts Posts: 12,452 ✭✭✭✭The_Valeyard


    Gbear wrote: »
    I was having issues starting the game today.

    I decided to crack open task manager and Windows Defender was going ape**** and hogging my CPU.
    It stopped when I closed the game.

    I googled it and apparently it's a common problem.
    If you're having some issues with performance try adding your Civ folder to the exclusions in your settings.

    It's stopped happenning now, but it remains to be seen whether it'll generally improve the performance I've been seeing.

    Actually while you mention that.

    My saved games were rarely loading. Adding Civ to the exceptions list speed up game loading and stopped crashes


  • Registered Users, Registered Users 2 Posts: 3,405 ✭✭✭Lone Stone


    I took a few tries but i got the hang of it now, i really was to use to previous civ, i mean it's to be expected i suppose i have like 459 hours on that thing. It defintly needs some tweaks to the mechanics. I am curious now as to what the expansions are going to be like considering all the stuff we have in it already.


  • Registered Users, Registered Users 2 Posts: 11,035 ✭✭✭✭J Mysterio


    Having played for a couple of days, my overall impressions are that im a bit dissapointed really.

    Though they have changed a number of mechanics etc. it still feels really similar to V for me. I guess I expected more to change and to be 'wowed' somehow. That hasnt happened.

    Im particularly dissapointed in Diplomacy, which I had hoped would be majorly revamped.

    Still a great game obviously, so I imagine I will play it loads, but not significantly better than V for me.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    It's taken me 38 hours but I've finally finished a game.

    I do play marathon speed, to be fair, but I had about 5 games I started and just didn't bother finishing.

    This was the most dominant but I enjoyed it for that.
    Germany and I ended up on a continent with only 1 civ, which I killed early doors, and about 2/3 of the City states. I got all their free envoys so that was a huge boost.

    In many way the opposition aren't a factor in the game. They can win, particularly with culture or faith but by and large they're not a threat at least on King difficulty.

    The closest opponents were in the early industrial age when I'd sent my ship to Mars in 1755.

    Norway sent an attack at me about 15 turns before the end and it consisted of Knights and crossbowmen.

    People have mentioned a lot of changes needed to diplomacy, UI, AI, balance and bug fixes, but these are mine:
    -The AI should get free upgrades to severely outdated units - make them no more than 2 eras out of date than the most advanced civ in the game.
    -Barbs and city states should advance in a similar fashion.
    -City states shouldn't have to worry about amenities (I had one city state spawning barbarians every few turns, presumably because they were all deeply unhappy).
    -Great People should be able to get a designated spawn area - had an admiral spawn in a lake.
    -Movement within your territory should be increased late game - where are our railroads?
    -The penalties to constructing districts should be based on era and not the number of cities you own.
    There doesn't need to be balance between tall-wide. Wide is intrinsically better and the tradeoff is that your large cities lose lots of population to making settlers, you need more micro-management, more control of space, you're more vulnerable to attack, you're more irritating to opponents, making trade and war more likely, etc.
    An artifical cap serves no purpose. It doesn't stop people playing tall.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Well into an Emperor game now.

    I seem to have cracked how to play Russia.
    They're quite fun.
    The trick is getting lots of either hills or, even better, forests in your tundra tiles, and just a few key grassland tiles for food.
    Tundra forest on a river is a 1Food 5Production 1Faith tail once you get lumber mills.
    Hill tiles with resources on them are excellent as well.
    It's just plain tundra tiles that are the problem, so once you don't have too many and use them to hold your districts you'll be fine.

    My religion is killing it at home but I haven't really bothered trying to convert anyone else.
    It's buying my lots of Campus and Theatre buildings so ultimately I'll probably end up cantering to a science victory because all my cities will have Universities, etc very early on. I could've just as easily gone culture, but I ended up with snowballing wars that meant I needed to conquer half my continent before I felt secure and I needed the tech.

    I can't say it's much harder than King was.

    The problem seems to be how easy it is to game the AI.
    On Emperor, ridiculously, AIs start with 2 settlers.
    While lethal if you're passive, if you're aggressive, all that means is that you get 4-6 free cities early game because the AI doesn't understand how to defend against Archers, doesn't prioritise their contruction early enough and cities have become so laughably weak without walls that there's just nothing the AI can do to stop you.

    THe only thing you have to worry about is leaving guys at home to worry about Barbs, or maybe a sneak-attack by another civ on your flank.

    I've a feeling that Immortal would be a big step up from here though, because you're really going to struggle with tech early on and their early attacks are, I would imagine, going to reach a tipping point with the number of units that it'll be tricky to just stay alive.


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    picked this up at the weekend and picking through it slowly. Like a lot of the design changes, though I will admit it feels much closer to a board game then prior Civs (I notice that the game is very reluctant to ever take you away from the map screen, relying on pop ups and on tile representations of everything. Really only the diplomacy leaves the main screen. But the UI is a bit clunky, I find it hard to click away some details, some buttons and pop ups are slow to respond and the game almost constantly gets stuck pulling me to a side if I use the keyboard at the start of the round. Not to mention I didnt properly find the breakdown of the amneties for my cities to well into my 3rd game.

    I also got my first puzzling AI encounter with USA's big stick policy, they praised me for keeping the peace on the continent with barbarians open bracket big stick agenda close bracket. then declared war on me the very next turn

    I really like the eureka system and the change to the sity state mechanics (no more throwing money at them) so I will very likely still put a few 100 more hours into it.

    slowly after work....


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    Gbear wrote: »
    An artifical cap serves no purpose. It doesn't stop people playing tall.

    There is a difference between an artificial cap and a downside to expansion. Losing a handful of pop to settlers doesn't have much of an impact. You're stopped from playing tall because you can't win; at least as far as I understand the game.

    In 5 it was possible to build one super city and win the game in the one-city challenge because of a number of mechanics that made it so that expanding endlessly wasn't always better. That's a gameplay dynamic that doesn't exist any more.


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  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Zillah wrote: »
    There is a difference between an artificial cap and a downside to expansion. Losing a handful of pop to settlers doesn't have much of an impact. You're stopped from playing tall because you can't win; at least as far as I understand the game.

    In 5 it was possible to build one super city and win the game in the one-city challenge because of a number of mechanics that made it so that expanding endlessly wasn't always better. That's a gameplay dynamic that doesn't exist any more.

    I don't necessarily see that as a bad thing (although it remains to be see if it's actually accurate. I might give it a go with someone like India).
    You're trying to be the dominant civ on the planet. Whatever the victory type, it makes sense that having more clout would make you stronger.
    I can't think of any empire in history that stuck around in one city and completely dominated the rest of the world in any capacity.

    Having a smaller capital certainly does have an impact, and that's what's likely to happen if you're churning out settlers.

    However, I would say that the caps built into the growth of cities through do act as a bit of a leveller as well, when maybe they're a bit too restrictive.
    It makes sense that sanitationn, food sources, fresh water and all that should restrict growth, but even way back in the 14th century I think there were some cities dotted around the middle-east and asia with in and around a million people in them. Maybe even Rome.

    Having sanitation as an industrial era tech is maybe a bit euro-centric.
    Just because we pooed in the street like dogs until fairly recently doesn't mean everyone else was.:pac:

    Going by the populations from previous civ games, a million is populations over and above 20.
    In my own games I'm struggling to get to size 20 at any point in the game. Now part of that is because I haven't really figured out how to optimise amenities, farming and housing yet, but I didn't even have to try to get to 30 in previous civ games and getting 50+ is pretty straightforward with the Aztecs or the Inca in Civ 5.

    I can't imagine there's anything stopping you from winning the game playing tall. It mightn't be optimal and maybe Deity mighn't be viable, but in general this game isn't particularly hard to win if you actually make an effort to push for a victory condition (rather than just roleplaying and doing whatever whim takes you from turn to turn).
    With a really beefy defensive unit in the Varu, something that grants bonus food and housing in the stepwell and a trait geared towards passive religious victory, India does seem like a fairly safe bet.


  • Closed Accounts Posts: 23,495 ✭✭✭✭Billy86


    It's been a busy week or two so only got it downloaded now, opening video is running and I'm giddy as sh*t! Been playing Civ since I was 6-7 years old back with the original but only got 4 & 5 about two years after their initial releases due to not having good enough computers at the time. GTX 970, i5 6600k & 16GB RAM running on an SSD... yeah, I think I'm gonna be OK! :D

    Slightly cartoonish intro but that was expected and that end of things isn't really too big a deal for me. Here we go!!


  • Closed Accounts Posts: 12,452 ✭✭✭✭The_Valeyard


    so.....


    I'm at turn 500.

    India are still d*cks.

    Two tech trees are good

    Religion has a much higher role, Good fun.

    AI needs work, some really bizzzare things happened.

    Map are too small.

    City tiles are interesting addition

    Builders are disposable

    Auto roads nice feature

    Brazil are sneaky feckers

    Little bit too cartoonish for my liking

    Map seems to be missing the detail from Civ5

    Wonders are nice having their own tiles

    Chariots are useless

    No celts

    Barbarians most have been given drugs, rampaging pr*cks.

    No Earth map

    Stellaris is more fun.


  • Registered Users, Registered Users 2 Posts: 14,941 ✭✭✭✭ShaneU


    Got a religious victory in turn 92 with Gandhi. Started off with three stone resources next to me. Picked the pantheon Stone Circles that gives me +2 faith for each quarry. Built Stonehenge next to them = instant great prophet. Founded a religion and chose the next pantheon as purchase missionaries for 30% cheaper. By the time I built the holy district and the shrine I had a ridiculous amount of faith and spammed out two missionaries every turn. No one else even had their own religion yet.


  • Registered Users, Registered Users 2 Posts: 14,941 ✭✭✭✭ShaneU



    No celts
    Celt leader from the last game is a Great General in this ;)


  • Registered Users, Registered Users 2 Posts: 4,721 ✭✭✭Balmed Out


    Billy86 wrote: »
    It's been a busy week or two so only got it downloaded now, opening video is running and I'm giddy as sh*t! Been playing Civ since I was 6-7 years old back with the original but only got 4 & 5 about two years after their initial releases due to not having good enough computers at the time. GTX 970, i5 6600k & 16GB RAM running on an SSD... yeah, I think I'm gonna be OK! :D

    Slightly cartoonish intro but that was expected and that end of things isn't really too big a deal for me. Here we go!!

    Got civ 1 for christmas in 1991 and been addicted since. Disappointed with 5 overall how is 6? Have always replaced computers with civilization releases but after reversing over my laptop bag since civ 5's release I'm a good bit away from needing to replace it.


  • Closed Accounts Posts: 23,495 ✭✭✭✭Billy86


    Balmed Out wrote: »
    Got civ 1 for christmas in 1991 and been addicted since. Disappointed with 5 overall how is 6? Have always replaced computers with civilization releases but after reversing over my laptop bag since civ 5's release I'm a good bit away from needing to replace it.

    The barbarians are ****ing lunatics! I only did a run through for a few hours on warlord and was more picking up the new dynamics than actively playing if that makes sense? I would definitely recommend have Google at the ready on your first playthrough, as someone else mentioned there isn't a lot of guidance given even if you select this is my first time playing civ vi".

    Went random and got China, I really did enjoy a lot of it to be honest though there are some clunky elements mainly related to the UI I would like then to patch up - nothing major though. Just on the big at work so I'll try to add more later :D.

    The two tech trees are a great idea, as is the new city structure, it gives a much different dynamic to the game over 5 and really forces you to focus your cities on their strengths. For example one of the cities I built would not allow me to build any aqueduct facilities as it was not near fresh water, and for another I had to destroy my wheat resource if I wanted to build it. Also you cannot do what I found myself repeating on civ v all the time - rush to writing, build great library for drama, immediately build libraries on all cities, be way more advanced than all other civil and thus barely need any units to take cities.

    I did manage to take Spain and Greece over, but in doing so committed all of my units to one side of the map. Like I said... Barbarians. They immediately took Madrid no sooner

    One big gripe though is that they were next to Madrid the whole time and from what I could see on the map, didn't seem at all interested in attacking them. That kind of thing really winds me up in games as it is very lazy, but hopefully I just couldn't see where they were doing so. They killed a bunch of my units throughout and like I said, they will take cities. This means that you cannot just keep a bare minimum of archers, rush to industrialisation and then use the Gatling guns to smash through the world. You need plenty of units to keep at more or less all times to keep them at bay - if you don't they will literally kill off your empire. I think 4 had that too, right? I'm not sure though, I think I might find that they spawn a bit too quickly given that this was o lying on warlord. The area beside Madrid I neglected for maybe 25 turns to take Greece immediately after toppling teh Spanish (taking advantage of China's unique unit that I had just got) and got hit by around 12-15 barbarians. That's a bit much im given that they're also quite advanced units and not just standard warriors. Also why I don't think the barbarians put even close to the same effort into computer civs as they do attacking yours, though again I might just have missed that happening.

    It was about 12.30 when I lost Madrid so decided to just quit out of the game and start a new one after work today with a better idea of what I'm supposed to be doing. I didn't get enough play in to get a real feel of the whole thing, but from what I did - it was very promising. It is very much down the more cartoonish artwork approach of civ v though, just a heads up if you were not a fan of that.


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    ShaneU wrote: »
    Celt leader from the last game is a Great General in this ;)

    lol, bit of a demotion.


  • Registered Users, Registered Users 2 Posts: 3,405 ✭✭✭Lone Stone


    having a good game as Russia now, i havent gone to war with anyone. I did defend myself against one nation and accepted a peace offer and i keep getting denounced by everyone as a war monger ... ..


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  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Zillah wrote: »
    lol, bit of a demotion.

    It was a bit of a nonsense anyway.

    You had a "Celtic" leader, speaking some sort of Irish, who was actually an Iceni, had Pictish warriors and had her capital based in Edinburgh.

    It was maybe the least coherrent of all the civs. A bit like the way they used to have the "Sioux" in earlier games.


  • Moderators, Technology & Internet Moderators Posts: 17,135 Mod ✭✭✭✭cherryghost


    I'm on Game 2 with Cleopatra now. Ended up spawning nowhere near a river or desert tiles... so that was some of my perks down the drain (until I got my 2nd city).

    Kinda all over the place with my goals, just wanted to see how playing the field would end up towards the finish, not very good. I've been at war practically all game with the Russians. I just defeated them and of course everyone thinks I warmonger when they declared war on me....

    So not focusing on a victory goal can seriously slow down the growth of your cities. I never really seen so much of an effect in V but VI is clear to see.

    Just got to the 1900's now and
    - I've no religion in my cities, seriously. Not even influence from external civilizations.
    - My tourist level is abysmal
    - Domination is an age away, my focus to all victories has let to shortsightings in my military civics and has me on the backfoot constantly.
    - Science is bad also because I didn't focus a particular tech path
    - I guess I could win under Time victory. Defeating Russia propped me up considerably.

    Anyway, will be trying a different method after I'm finished this.


  • Closed Accounts Posts: 12,452 ✭✭✭✭The_Valeyard


    Gbear wrote: »
    It was a bit of a nonsense anyway.

    You had a "Celtic" leader, speaking some sort of Irish, who was actually an Iceni, had Pictish warriors and had her capital based in Edinburgh.

    It was maybe the least coherrent of all the civs. A bit like the way they used to have the "Sioux" in earlier games.

    I liked it. Just a mix of Irish n Scots. Better be on the DLC with Brian Boru as leader.


  • Registered Users, Registered Users 2 Posts: 3,405 ✭✭✭Lone Stone


    my game keeps crashing on turn 210 :mad:


  • Closed Accounts Posts: 12,452 ✭✭✭✭The_Valeyard


    Lone Stone wrote: »
    my game keeps crashing on turn 210 :mad:

    Tried loading back a couple of turns?


  • Registered Users, Registered Users 2 Posts: 3,405 ✭✭✭Lone Stone


    Tried loading back a couple of turns?

    yea tried a few thing's but apparently its a bug doesnt seem to be any working work arounds for it, your game is just fecked >_< So yeahh.. **** that few hours down the drain there.


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  • Closed Accounts Posts: 12,452 ✭✭✭✭The_Valeyard


    Lone Stone wrote: »
    yea tried a few thing's but apparently its a bug doesnt seem to be any working work arounds for it, your game is just fecked >_< So yeahh.. **** that few hours down the drain there.

    That would seriously piss me off.


  • Registered Users, Registered Users 2 Posts: 4,721 ✭✭✭Balmed Out


    Billy86 wrote: »
    The barbarians are ****ing lunatics! I only did a run through for a few hours on warlord and was more picking up the new dynamics than actively playing if that makes sense? I would definitely recommend have Google at the ready on your first playthrough, as someone else mentioned there isn't a lot of guidance given even if you select this is my first time playing civ vi".

    In civ 4 I think there were more then civ v but sometimes there could be a barbarian uprising where all of a sudden a stack of barbarians appear at your borders.
    Have they kept the city strength going, I thought it was a bit silly that a settler could turn into a powerful defensive unit by just forming a city.


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    Another couple of things with the UI I noticed after trying this again:
    - Scouts on autoexplore no longer go straight to villages.
    - There is no way (as far as I can tell) to see when a city will expand or into which tile it will expand. That was very useful in the last game if you were considering buying a tile.


  • Closed Accounts Posts: 23,495 ✭✭✭✭Billy86


    Balmed Out wrote: »
    Billy86 wrote: »
    The barbarians are ****ing lunatics! I only did a run through for a few hours on warlord and was more picking up the new dynamics than actively playing if that makes sense? I would definitely recommend have Google at the ready on your first playthrough, as someone else mentioned there isn't a lot of guidance given even if you select this is my first time playing civ vi".

    In civ 4 I think there were more then civ v but sometimes there could be a barbarian uprising where all of a sudden a stack of barbarians appear at your borders.
    Have they kept the city strength going, I thought it was a bit silly that a settler could turn into a powerful defensive unit by just forming a city.
    I did a fresh start after work yesterday with Rome having a little more knowledge and have done much better on this front, you can use barbarians to your advantage economically with how often they spawn by having units prepared to deal with them. Mind you Rome's unique ability includes having every new city having a road lead back to the capital automatically and while they are not as fast moving as in civ v, it definitely has helped me. That and the legion units, which I only needed 3 of to bash the sh*t out of around 8 French warriors and take their two cities not long after they declared war on me.

    I would recommend Rome as a civ for one of your earlier games, they are very nicely rounded so you can get a feel of things as you go rather than needing to focus on a particular victory type early on.

    As for the cities, they can only bombard/range attack after you have built a defensive building. Without one or units in it, your city takes a bit of beating down to capture but is otherwise a sitting duck, which is part of why I took France so easily - no archers or defensive buildings on their end and by attacking my legions with their warriors, they were just committing suicide. Possibly even 3-4 warriors on their own could take a city without defensive buildings or ranged units fairly easily, though there are civic cards you can use to upgrade your city's defensive strength if you wish.

    I went for huge map/marathon pace which I usually my favourite. I have 7 cities and should make a switch in my civic cards tonight to quickly try and double that as there is a good deal of available space to me protected by city states, mountains, and may own cities. The cities I have are all a decent size and I just got all the terrain upgraded too, while China, England and Spain are all just one 2 cities each and fighting amongst themselves nonstop. Besides Russia to the south of me who I seem to have the admiration of there's nobody on my continent able to really pose much of any threat. And I just founded my religion before going to bed last night, so there's a whole other aspect for me to look into tonight.

    TLDR - I'm really beginning to get the bug now! :D

    The civic cards and government types by the way, are f*cking awesome. Really, really loving that aspect of the game.


  • Registered Users, Registered Users 2 Posts: 10,870 ✭✭✭✭Generic Dreadhead


    When trading, if you have 1 option that takes 6 turns to make a trade route, and another that takes 18 turns, is there any difference in overall yield? What does the turns it takes to make it to that city and back actually matter?


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  • Registered Users Posts: 91 ✭✭BsBox


    When trading, if you have 1 option that takes 6 turns to make a trade route, and another that takes 18 turns, is there any difference in overall yield? What does the turns it takes to make it to that city and back actually matter?

    I could be wrong here, but my understanding is that's how long it takes until you can set another trade route using that Trader. So if it takes 10 turns, you've to wait that long, even if you want to change routes after the 1st turn.


  • Registered Users, Registered Users 2 Posts: 11,035 ✭✭✭✭J Mysterio


    After you complete a trade route, it seems that a trading post is set up on that particular route. So the more times you complete a route, the more advantageous it becomes.

    So, it becomes a trade off between steadily improving a handy trade route, or getting the benefit of a longer route that will improve more slowly.


  • Registered Users, Registered Users 2 Posts: 4,672 ✭✭✭TheChrisD


    J Mysterio wrote: »
    After you complete a trade route, it seems that a trading post is set up on that particular route. So the more times you complete a route, the more advantageous it becomes.

    So, it becomes a trade off between steadily improving a handy trade route, or getting the benefit of a longer route that will improve more slowly.

    Not exactly - completing the trade route gives you a trading post in both the source and the destination city, yes; but what trading posts do is extend your trade network. Trade routes can only go 15 tiles on land, 30 by sea - tech doesn't extend this over the course of the game at all. However if the trade route goes via a city with one of your trading posts, the distance is can travel is reset; and the route will gain an extra gold.

    Ultimately, some of the best routes will be to some city of the other side of the world as the route will pass through so many cities with one of your trading posts and pick up all the bonus gold on the way.


  • Registered Users, Registered Users 2 Posts: 8,488 ✭✭✭Goodshape


    TheChrisD wrote: »
    Ultimately, some of the best routes will be to some city of the other side of the world as the route will pass through so many cities with one of your trading posts and pick up all the bonus gold on the way.

    And is there a downside of creating longer trade routes?

    Having it last more turns seems like a positive to me, as it's one less thing to manage, and particularly if it's a lucrative route.

    I suppose longer routes have greater risk of being pillaged and whatnot.


  • Closed Accounts Posts: 23,495 ✭✭✭✭Billy86


    Earlier in at least or if you're expanding a lot, trade routes to cities with manufactories can be a huge help! Same if you've a coastal city that looks great for everything but production.


  • Registered Users, Registered Users 2 Posts: 14,941 ✭✭✭✭ShaneU


    Armagh and Giant’s Causeway natural wonder! Ireland in the game finally! both in Vikings DLC.

    ss_8f080b203ffb9140863603807fa2280dfde36376.1920x1080.jpg?t=1482280873

    New DLC and patch are out

    http://store.steampowered.com/app/512033/ Poland
    http://store.steampowered.com/app/512032/ Viking scenario

    [NEW]

    Added Earth map (Standard size)
    Added “Alert” action for units
    Put a unit to sleep until they spot an enemy unit
    Scenario setup menu
    Jump into Scenarios more easily within the Single Player menu. This only shows up when a single player scenario is available and enabled (as can be found in both of the new DLCs!)
    Added new replay option to Wonder completion movies

    [GAMEPLAY UPDATES]

    Religious units may now Fortify Until Healed
    Coastal Raids can now pillage districts in addition to the buildings within
    Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes

    [BALANCE CHANGES]

    Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
    Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)
    Decreased production costs of Wonders progressively
    From the Industrial era (about -10%) to the Atomic era (about -40%).
    Decreased production costs of all Space Race Projects by 40%.
    Increased research costs of Technologies and Civics progressively
    From the Industrial era (about +5%) to the Information era (about +20%).
    Increased Faith from Mission
    Increased Culture from Chateau
    Lowered the minimum unit upgrade cost
    Improved clarity on Warmongering penalties associated with taking a civ’s final city
    Most Civilization unique districts now require population to construct (like normal districts)
    Spaceport district no longer requires population to construct

    [AI TUNING]

    Improved AI Deal negotiations and analysis
    Improved AI handling of Promises; including that they are more likely to agree if they like you, and also will consider how trustworthy a civ is by whether they’ve kept previous promises
    Improved tactical handling of Great Admirals and Great Generals
    Improved AI interest in Terracotta Army
    Improved handling of leaf techs
    Improved building of Forts
    Improved resource grabbing in late game
    Improved Last Viking King agenda’s analysis for who is in bottom percentage of navies
    Improved handling of several complaint or kudo messages from AI
    Rebalanced Catherine’s evaluation of the ‘no spying’ Promise
    AI will not try to convert unconvertible cities

    [BUG FIXES]

    Fixed several unique buildings that weren’t getting their yields increased by various game effects (ex. Policies)
    Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack
    Fixed it so loading screens now show the correct text and play matching VO
    Fixed an issue that blocked certain relationship-based diplomatic actions
    Fixed an issue where incomplete Encampment districts were able to attack
    Fixed an issue where you could declare war on friends or allies by moving units
    Fixed an issue where AI could declare war on a civ with whom they were already at war
    Fixed an issue that caused a Multiplayer lobby to require joining players to have Additional Content that wasn’t actually needed
    Fixed a bug that caused Apostles to run out of promotions
    Fixed a bug where gaining policy slots mid-turn could block progression
    Fixed issues caused by trading lots of Great Works at the same time
    Fixed an issue where turn timers weren’t loading correctly from a save
    Fixed an issue where Rome’s roads would connect to too many adjacent roads
    Fixed issue where civs could get another civ’s exclusive agenda
    Fixed multiple links to the Civilopedia
    Fixed issue that could cause menu music to play twice and overlap itself
    Fixed an issue that could cause private MP games to become public
    Fixed multiple text & grammatical issues
    Fixed multiple crashes

    [VISUALS]

    Added new art for National Parks
    Updated Mines for several eras
    Updated Swordsman
    Improved city fading during combat

    [MULTIPLAYER]

    Hallowed Ground scenario is no playable on huge maps
    VO now plays correctly when loading a save

    [UI]

    Resource Report now correctly shows resources from several sources:
    Great People abilities
    Diplomatic Deals
    Checkboxes for toggle yields and grid now stay in sync with hotkeys
    Improved differentiation in Government Lens hex colors
    Added Defeat icon to the End Game Results screen

    [AUDIO]

    Added sound effect for Quick Save hotkey


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    That's the extent of the Digital Deluxe edition then.

    Not great really.

    You'd think there would've been some benefit to it but it costs the same as it would have to just have bought the game and the dlc.


  • Closed Accounts Posts: 23,495 ✭✭✭✭Billy86


    Gbear wrote: »
    That's the extent of the Digital Deluxe edition then.

    Not great really.

    You'd think there would've been some benefit to it but it costs the same as it would have to just have bought the game and the dlc.

    I only bought the standard one so I could be wrong, but I had assumed the DLC in the deluxe edition is set to include all their DLC? Most importantly when they make bigger releases like Gods & Kings, and Brave New World on Civ V - which didn't come until 1.5 years and 2.5 years after release (checked it the other day).


  • Moderators, Recreation & Hobbies Moderators Posts: 4,664 Mod ✭✭✭✭Hyzepher


    Deluxe includes first 4 DLC


  • Registered Users, Registered Users 2 Posts: 4,672 ✭✭✭TheChrisD


    ShaneU wrote: »
    Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
    Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)

    I don't know if anyone has played a game to the mid-to-late game in the new patch yet; but these changes are going to absolutely kill the balance of production in the late-game. It's hard enough to build new districts, military units or space projects as it is without killing about 20-30 production from every city.


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