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re: Civ 6

Posted on 11/2/16 at 4:27 pm to
Posted by J Murdah
Member since Jun 2008
39784 posts
Posted on 11/2/16 at 4:27 pm to
Plenty of time to play catch up. If the AI keeps declaring war on you early its because they know you have no military. Build up military units early and quick using your civic cards.
Posted by oauron
Birmingham, AL
Member since Sep 2011
14512 posts
Posted on 11/3/16 at 9:41 am to
I always fight back pretty easily, but it is frustrating for sure. I started a 5 person game last night and Gilgamesh charged at me at like turn 30. I demolished his war carts and warrior without much at all. After chasing down his units, I accepted peace by taking his luxury resources, gold, and a solid 7 g/turn for 30 turns.
Posted by jcole4lsu
The Kwisatz Haderach
Member since Nov 2007
30922 posts
Posted on 11/3/16 at 9:47 am to
Gilgamesh is awesome. Clearing a barbarian outpost gives you the gold plus a goody hut reward. Early game you build a few units and go barb hunting, end up with experienced units and possibility of a huge tech/civics lead due to rewards.
Posted by ZacAttack
The Land Mass
Member since Oct 2012
6416 posts
Posted on 11/6/16 at 3:33 pm to
Playing one now were I am jammed up on a continent, with 4 cirt states, england, russia and norway. It's actually hard to move troops around there's so much built up on it. there's been constant fighting since the very beginning. Norway make a settlement right next to my capitol and then declared war on me for having troops inside their borders. Norway is no more.

Needless to say I'm really enjoying the game, but it could stand with a few tweaks.
Posted by DumpsterFire
Member since Sep 2012
1450 posts
Posted on 11/13/16 at 12:53 pm to
Just downloaded it today. I've loved the past 3 Civ games, so I'm sure I'll get hooked.
Posted by Srbtiger06
Member since Apr 2006
28261 posts
Posted on 11/14/16 at 10:53 am to
The more I play, the more I realize diplomacy needs some serious fixing.

-Casus belli doesn't really work. Saladin settled like 4 cities RIGHT on my borders after I asked him not to. I couldn't declare anything but formal war or surprise war. I denounced, waited, everything. Never had the option.
-I can't declare peace. Gilgamesh DoWed me (still don't know why) while he was a good ways away. He sent a small fragmented army that I destroyed with ease. I didn't want to war but he would never accept my peace offer.
-Greece declared on me EARLY while on another continent. Never saw a unit of his. Never engaged in battle. Offered peace after like 40 turns. I tried offering peace multiple times...no luck. My city had a war weariness penalty the entire time. Why?
-Speaking of peace, Gilgamesh offered a city. I didn't want it so I removed it from the deal. He wouldn't accept the deal.
-Early war makes it frustrating. I've played a couple games where Greece, India, Konga, or Gilgamesh will declare on me within 25 turns. That doesn't bother me a ton, but they have full-fledged armies. How are they getting 6+ mounted units and archers that quick?
-Modifiers for relationships need to be altered. Brazil and China hate me as soon as I get a great person or build a wonder. I understand a negative modifier, and that's cool. I just think it should be ONE component of it. It makes relationships difficult.
-Something has GOT to be done about the religion spamming. I've had multiple games where the AI will have religious units blocking every tile in my city's 3-tile radius. I can't move my military, my great people....I can't even go improve a tile. I like the religion mechanic but holy hell, that's absurd.
Posted by sbr2
Member since Apr 2011
15013 posts
Posted on 11/14/16 at 12:29 pm to
Convert or die m'fer
Posted by Srbtiger06
Member since Apr 2006
28261 posts
Posted on 11/14/16 at 12:44 pm to
quote:

Convert or die m'fer





I have a picture like that one but worse. 44 religion units on the screen.
Posted by auyushu
Surprise, AZ
Member since Jan 2011
8595 posts
Posted on 11/14/16 at 6:49 pm to
quote:

I have a picture like that one but worse. 44 religion units on the screen.


Yeah, they need to make you need an open borders treaty to move on your lands with religious units, or seriously change things up. Maybe add a casus belli when you can attack them for no warmonger if they don't keep the religious units away from you.

They definitely need to change the ability to build a city literally touching another city's border. Used to not be able to in older civ games, and it's a bad change.

The diplomacy does need to change, too hard to build relationships. I've had frigging Gandhi of all people suddenly attack me for no reason when we had a declaration of friendship, it's ridiculous.

Overall, I really like the game, lots of improvements, just some need tweaking.

Who does everyone think are the best civs to play? I'd have to give the nod to Gorgo and Peter so far.

Gorgo's extra wildcard spot is extremely nice, and the culture from battle is super awesome given that you almost always wind up at war with your neighbors early on. Not a big fan of having to build acropolis on hills, but a population free culture district is nice too.

Peter is awesome with the extra land from the start, it's clutch for keeping the AI off your lands. And the extra science and culture from trade routes can be great early on. And the pop free religion district is awesome early on for building a religion and getting writer, musician, and artist points.

The Germans are pretty nice as well with the extra military spot and extra district without population needs, and the Hansa.
Posted by jefforize
Member since Feb 2008
44102 posts
Posted on 11/14/16 at 7:23 pm to
That damn Ghandi still the harbinger of doom and destroyer of worlds I see. Bastard
Posted by ShrevetownTiger
Shreveport
Member since Jan 2007
2370 posts
Posted on 11/14/16 at 8:13 pm to
You guys are killing me, about to buy this game. I purposely stayed away from this thread knowing that if I didn't I'd be tempted and once again I prove my resolve weak. Oh well, here go countless waisted hours.
Posted by ZacAttack
The Land Mass
Member since Oct 2012
6416 posts
Posted on 11/14/16 at 11:19 pm to
Gilgamesh is nice early game with the War Carts

I like Barbosa too, the city state bonus is nice

I do agree that having religious people flooding my cities sucks, they need to fix that
Posted by Srbtiger06
Member since Apr 2006
28261 posts
Posted on 11/15/16 at 9:09 am to
quote:

The Germans are pretty nice as well with the extra military spot and extra district without population needs, and the Hansa.


He'll be nerfed, no doubt in my mind. Far too easy for the AI to run away with a game with him. If you play as Germany you might as well be playing on a difficulty lower.

That being said, I agree with the others about which civs are the best. Greece, Germany, and sumeria have been the best for me so far.

ETA: If you have religious victory enabled then Scythia is a solid one as well.
This post was edited on 11/15/16 at 9:10 am
Posted by DumpsterFire
Member since Sep 2012
1450 posts
Posted on 11/15/16 at 10:01 am to
I played my first couple games, and one of the big things I noticed is how much more annoying the Barbarians are. I would completely clear out an area and destroy all their encampments, then 10 turns later, three barbarian units would show up right next to my city. Normally, this wouldn't be that annoying, but it can be problematic when you are trying to deal with an aggressive AI at the same time.
Posted by Srbtiger06
Member since Apr 2006
28261 posts
Posted on 11/15/16 at 10:33 am to
It can be frustrating but they'll help your units level a TON. If you're scouting you can always walk off from them and heal. They can't heal.

I never attack them if opposition has DoWed me. Usually the barbarians will go after their units.
Posted by jchamil
Member since Nov 2009
16496 posts
Posted on 11/15/16 at 11:22 am to
Have there been any Civilization games for PS3/Xbox since Civilization Revolution?
Posted by ShrevetownTiger
Shreveport
Member since Jan 2007
2370 posts
Posted on 11/17/16 at 9:54 am to
Liking the game so far, I like the map in V better than VI, I'm color blind and some of these tones on the maps are hell to tell apart.

Anyone else having this problem?
Posted by J Murdah
Member since Jun 2008
39784 posts
Posted on 11/17/16 at 9:25 pm to
New update just rolled out:
quote:

NEW] • Maps - Added a balanced six player map. - Added a balanced four player map. • ‘Cavalry and Cannonades’ Scenario Added - Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units. - Larger starting army and additional starting techs. - Time limit: 50 turns. - Goal: Possess the largest territory. • DX12 Support • Complete Logitech ARX Support
quote:

[GAMEPLAY UPDATES] • Added additional notifications. • Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available. • Added additional Hotkey support (next unit, next city). • Added the ability to rename cities. • Added UI to show the next tile a city will grow to. • Added a visual cue for Barbarian Scouts that are alerted to your city. • Changed Dan Quayle rankings.
quote:

[BALANCE CHANGES] • Added prerequisite project (Manhattan Project) for Operation Ivy. • Added Metal Casting as a prerequisite for Economics tech. • Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city. • Adjusted relationship decay rates. • Reduced the effectiveness of cavalry production policies. • Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization. • Reduced border incursion warnings if the troops are within their own borders. • Increased the number of Great Works of Writing slots in the Amphitheater to 2. • Increased Counterspy operation time. • Increased the cost of Religious units and applied additional charges. • Units may no longer be deleted when they are damaged. • Deleting a unit no longer provides gold. • Updated Island Plates map to have more hills and mountains. • Units may no longer remove features from tiles that are not owned by that player. • Fallout now prevents resource harvesting. • Barbarian camps must spawn further away from low-difficulty players’ cities.
quote:

[AI TUNING] • Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism. • Adjusted AI understanding of declared friendship. • Adjusted the AI approach to beginning and ending a war based on potential gain and loss. • Increased AI competitiveness in building a more advanced military. • Increased AI usage of Inquisitors. Especially Phillip. • Increased AI value of upgrading units. • Increased AI use of Settler escorts. • Tuned AI usage of units that cannot move and shoot, like Catapults. • Tuned AI city and unit build planning. • Improved the ability of city-states to maintain a strong military.
quote:

[BUG FIXES] • Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly. • Fixed Royal Navy Dockyard not getting the right adjacency bonuses. • Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points. • Fixed a unit cycling error with formations. • Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state. • Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates. • Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points. • Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel. • Fixed an issue where the Settler lens would not always show the right information to the player. • Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired. • Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions. • Fixed some crashes with units. • Fixed an issue where multiple leaders of the same civilization would frequently show up in a game. • Fixed an issue where Trade Route yields were doubling in some instances. • Units in formations now break formation before teleporting between cities. • The achievement ‘For Queen and Country’ was unlocking too frequently. • AI with neutral relationships should accept delegations barring exceptional circumstances. • Can no longer declare a Joint War if it is invalid for either party. • Save game files should no longer be case sensitive. • Certain wonders were sending extra notifications. • Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war. • Liberating a civilization back to life will now bring them back into the game properly. • Observation Balloon range bonus was being incorrectly applied when stacked. • Text and grammar fixes.
Posted by J Murdah
Member since Jun 2008
39784 posts
Posted on 11/17/16 at 9:27 pm to
Most important fix:
quote:

[MISC] • Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader. • Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option. • Plot Tooltip Delay is now available in the Options menu. • Auto Cycle Units is now available in the Options menu. • Benchmark updates. • Credits updated.
About fricking time
Posted by Srbtiger06
Member since Apr 2006
28261 posts
Posted on 11/17/16 at 10:34 pm to
quote:

• Reduced border incursion warnings if the troops are within their own borders.


quote:

• Increased Counterspy operation time




quote:

Increased AI usage of Inquisitors.


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