Civilization VI

Not endless Legend. Until you hit stupid cheaty difficulties, they are actually pretty adequate. I do hope they improve the ai in this though, im getting more and more intrigued by the hidden features i keep seeing, i may actually put this on my buy list if the ai gets goode.
 
My initial complaints about the cartoon-ish-ness are going away, think it's just a visual adjustment. I do wish there was some way to skip the long-winded announcements that AI players will just spontaneously make, and after listening to it you have to click "goodbye" to get rid of it.
Minor things.

I still haven't figured out the "navy without a coastal city" thing, though. I built a coastal city and had a navy in no time.

Agree with others in that AI is as crazy as ever. And I will donate to whomever can make a mod to get rig of the whole ****ing "warmonger" BS. :yes:








Also, just so you know, for those who are wanting to discuss it, there is a thread...
http://www.rage3d.com/board/showthread.php?t=34013849&highlight=endless+legend
 
I still haven't figured out the "navy without a coastal city" thing, though. I built a coastal city and had a navy in no time.

I think it's a terminology holdover from previous Civs... Your city needs to OWN a tile on the coast to build a harbor. The City Hub does NOT need to be on a coast like in previous Civs (just within 3 spaces, eventually :)


Agree with others in that AI is as crazy as ever. And I will donate to whomever can make a mod to get rig of the whole ****ing "warmonger" BS. :yes:

AI is a lot more predictable in this one. Each leader has 2 traits, that indicate whether they like you or not. Running contrary to one of them will tend to make them unhappy with you. Going to war without invoking Cassus Beli will make people hate you. Even going to war WITH a reason will make people hate you (somewhat.) Someone like England wants everyone on the continent to be buddies, and hates it when anyone fights.

Getting other nations to attack you tends to be safe. You might still need to mend fences with trade deals, etc. Currently friends with 2 nations (England and Scythia) despite everyone else being unhappy to hating me.



Speaking of conquest, Viking denounced me, I invoke Cassus Beli of denunciation Go to war. Take his capital and one other city.

Hmm... new feature.. no courthouse. Occupied cities never grow again. To end the war, I demanded that he ceed the two cities that I grabbed. He did, and then I could use them again normally. :) (and now the Vikings are basically toothless... ignore them the rest of the game.)




Theology wars are kinda fun, especially when you get a martyrdom perk. Enjoying the new government setup. Like the districts. LOVE the new city state and Great Person setups... competing with other civs for states/people.


I'm thinking that my choices have made religious and science victories not within reach.

Religious not within reach (since I wasn't gearing toward proselytizing) but science totally is/was. Just needed to start building some science districts. I wasn't as far behind as I thought I must be... currently leader in science. The game requires so much to do, the pacing is different.
 
I agree with others. Played a few hours on "quick" difficulty and really didn't get very far chronologically, so this game would be very long at a slower pace. I have not completed a full game yet.

They tried to make the AI more "transparent" by showing the +'s and -'s of your relationships with other civs in the diplomacy screen. Unfortunately, despite this extra information, the AI does not act rationally, as others have described.

The map and the graphics are cartoonish but well done. Tile improvements are completed in one turn, which is more "realistic," as it doesn't take 40 years to build a waterwheel.

I haven't mastered it in any way, but it seems the city districts feature will be the key to success. Adjacent tile production can be enhanced by district tiles, and district tiles themselves are upgradeable by adding improvements. Even more synergy occurs because some civs have district bonuses, and different city-states also provide district bonuses.

The civics-gov't-policy menus also allow for numerous combinations and variety.

Overall it's not perfect, and the AI is disappointing considering this is a major gripe with EVERY Civ game, but it's a winner for what it is.
 
Not endless Legend. Until you hit stupid cheaty difficulties, they are actually pretty adequate. I do hope they improve the ai in this though, im getting more and more intrigued by the hidden features i keep seeing, i may actually put this on my buy list if the ai gets goode.

speaking about endless legend

is there anyone here who have played endless space 2? is it good? suppose you have to choose between endless space 2 or civ 6, which one do you choose? I know about the vastly different theme from both but how about the games themselves?

and for that matter, what are the differences between space scifi themed 4x games (including games like stellaris) with those with more down to earth historical/fantasy themed games like civilization or endless legend or even europa universalis? of course I mean outside the theme and the jargons.
 
Without knowing anything about the games, i would get civ 6. Giving endless space and endless legends popularity and not having tried it before, aswell as lower cost, i'd get endless space (i wont, because my local friends want me to get civ 6 for lan).

Strategically, there really isnt much difference, only the battlefield you play on is different. However, traditionally, space 4x games have had slightly different features than medieval/civ games. Basically, it's still 4x but it WILL be a different game, compared to the safer know what you are getting into civ. Also, combat in endless space/ endless legend is done more like very quick Heroes of Might and Magic battles, compared to Civ's style of bash unit in face with other unit.

Speaking of bash face with other face, MAN, i'd be so stoked for another warlords game..
 
speaking about endless legend

is there anyone here who have played endless space 2? is it good? suppose you have to choose between endless space 2 or civ 6, which one do you choose? I know about the vastly different theme from both but how about the games themselves?

and for that matter, what are the differences between space scifi themed 4x games (including games like stellaris) with those with more down to earth historical/fantasy themed games like civilization or endless legend or even europa universalis? of course I mean outside the theme and the jargons.

Endless space 2 looks nice enough and has almost the same amount of modable units, i still prefer Legend. You can't really compare ES2 to CIV6. But it might help to watch some of the let's Plays on YouTube which will certainly give you better idea of how the game works and Looks. That being said i'm sure some of the ragers also have played it and can give you a personal insight on it. Don't get me worng, i loved civilisation, i just like endless legend a lot more due to a lot of aspects/details which they simply did a lot better. As others i also loved the way you could mod your units.
 
They need to patch the initial loading of the game.
Intro takes forever, then loading a game forever and a day.
Once in it's fine.

Is there a -nointro or -loadlikeanormallyprogrammedgame
trigger?
 
GIANT Earth Map now Available:D

https://gamerant.com/civilization-6-earth-map/


Although no TSL yet :(
and
apparently there are some LONG turn times a few hundred turns in...four minutes??? :eek:


EDIT:

Not bumping the thread for a follow-up b/c it doesn't seem like there's much interest....however,

TSL are working on the most recent version of this map. Playing as England, gotten about 170 turns in, the only real noticeable wait was the initial game loading, that took a while. Wait time between turns hasn't been too bad yet, I have noticed I'm getting some in-turn lag while moving from unit to unit.
 
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I fixed my previous problems. Here's my problem with civ now:

1. I declare war on Ghandi. Start kicking his butt. Steal many cities. I'm a warmonger yes it's true.
BUT,
everyone else still loves me!!! They end up attacking Ghandi too.

I then accept peace with Ghandi since he's giving me basically everything he has and 2 cities extra just so I accept.

ONLY THEN, do all my friends hate me all of a sudden and call me a warmonger!?!! WTF!?

2. My citizens rebelled because of the warmonger penalty. This makes sense. What doesn't make sense is that my army can crush everyone in the world at once....yet my rebelling citizens are plenty and show up with weapons/units I can't even afford. I end up losing because of my citizens rebelling. I'm my own worst enemy.
 
This "warmonger" **** needs to go. :yes:

Or....at least make it kick in gradually based on how many times you started something and what level you are playing on.

My game on the Giant Earth map has now gotten far enough to where my wait between turns is starting to really effect things. Also, I hate it when I have to send an Inquisitor to my Carribean colony b/c Montezuma is doing an all-out wave of apostates on it....and I see it will take 14 turns to get there!!!

Also....I can't decide if I like the way religion is or not...on one hand it's a nice new way of doing things....but on the other hand it's also a way of basically going to war (or being attacked) without there actually being a declared war. Russia about overran me with apostates and missionaries to the point where I was about to declare war. Which gets us back to...


WARMONGER!!!! AAAAAAAAAAAGGGGGGGHHHHHH!!!!!!
 
Yeah the warmonger thing is annoying, though I've been killing stuff gradually and didn't notice a big hit and didn't get war dec'ed yet.
Like wipe out a civ, be peaceful for a few dozen turns, wipe out another, etc.

Playing as Japanese, almost at turn 500, several wonders, crapload of military everywhere, nukes and 80% of my cities need to keep looping the "commercial improvement" so I don't lose gold per turn lol.

  • Why the hell can't caravans be automated? When you have 10 its annoying, when you have 20+ its unplayable;
  • Nuke maintenance is too expensive, wtf, and there's no way to reduce it...;
  • Why can't have a queue to build stuffs in cities? Geez...or maybe I'm missing something. When you have 20+ cities its unplayable;
  • Promoting spends one turn - kinda sucks;
  • Every 5 turns AI denounces me and does nothing else. Such a joke!
  • Barbarians at the start were everywhere!!
  • Advisors are stupid, you should focus 100% on production and then do other stuff, else you are just gimping yourself;
  • Diplomacy is improved but still sucks, can't trade technologies? Sometimes can't open borders for some reason?
  • Why there's no alliance victory or some victory condition for that? Like if alliance controls x% of the world;
  • I'm loving planes and bombers!! Wtf, so OP!
  • Nuke silo is too useless, needs more range...otherwise why bother with it?
  • Maintenance costs for units are too high, can't have a large force even with big income if don't have several spies stealing gold and cities focusing on commercial improvement.
Probably 1-2 play through is all I'll have patience for, needs a lot of QoL improvements so the game can 'flow' more.
 
confused

confused

So i played a match, first time since civ2.. is there single player? or does my game just keep going until i rule the world?
 
So how is all this "warmongering" any different than civ 5? I seem to recall civ 5 having the same things but they were manageable.
 
So how is all this "warmongering" any different than civ 5? I seem to recall civ 5 having the same things but they were manageable.

It's the constant diplomacy screen pop-ups that you can't skip that drive me up the wall. Doesn't help that even when the AI declares war on you and you take their cities, the other AI's get mad at you.

I haven't played Civ 6 in about a week. The AI needs a major overhaul.
 
Huge patch was just released, 2.1GB update. Massive AI improvements and DirectX-12 Support :drool: Can't wait to test this out, hoping the AI is a lot better now, it was terrible on release.

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

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.

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.

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.

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.

VISUALS
• Buildings on snow will now have snow on them.
• Added an Industrial Barbarian Encampment.
• Added a ranger tower to National Parks.
• Fixed some issues with buildings not culling around other world items properly.
• Fixed an issue with some Districts not showing properly.
• Miscellaneous polish applied to multiple improvements, districts, and buildings.

MULTIPLAYER
• Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
• Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
• Cap the max players to 12.
• Added LAN player name option to options screen.

UI
• Added the number of specialists working a tile.
• Added some additional icons for espionage, promotions, etc.
• Added additional Civilopedia shortcuts, including right clicking a unit portrait.
• Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
• Added Trade Route yields to the Reports screen.
• Added City Center to the City Breakdown panel.
• Added rewards and consequences to mission completed popups.
• Updated the leader-chooser when beginning a new game.
• Updated the end game Victory screen.
• Updated the multiplayer staging room.
• Updated city banners.
• Updated Espionage mission chooser flow.
• Updated to display what cities are getting amenities from each resource.
• Changed resource icon backings to reflect the type of resource it is.
• Auto-scroll to the first Great Person that can be claimed.
• Improved search functionality in the Civilopedia.
• Removed Barbarian data from player replay graphs.
• ESC now closes the Tech, Civic, and Eureka popups.
• When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.

[AUDIO]
• Added some missing mouseover sounds.
• Fixed the Oracle quote.
• Fixed an issue where the Advisor voice was not playing in some languages.
• Fixed compatibility issues with some sound cards, especially those set to high playback rates.

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.
 
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