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Yinyang107 from the True North (Decatroper) Relationship Status: Tongue-tied
#4401: Nov 8th 2016 at 8:37:02 PM

Canadian UU could be the Avro Arrow. Never actually deployed but it was still iconic.

Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#4402: Nov 8th 2016 at 8:47:54 PM

Yeah, thought of that, but dunno, a Civ's UU being something that never actually saw action sort of feels like if the Egyptians got mummies for a unique unit.

Kostya from Everywhere Since: Apr, 2011 Relationship Status: [TOP SECRET]
#4403: Nov 8th 2016 at 8:51:54 PM

I mean the thing in question is a real weapon. It's not a fantasy creature like undead mummies.

edited 8th Nov '16 8:52:14 PM by Kostya

Krieger22 Causing freakouts over sourcing since 2018 from Malaysia Since: Mar, 2014 Relationship Status: I'm in love with my car
Causing freakouts over sourcing since 2018
#4404: Nov 13th 2016 at 6:16:57 AM

Well, there's the Leopard 2A6M CAN as a Modern Armor replacement. Or its predecessor, the Leopard C1 MEXAS.

I have disagreed with her a lot, but comparing her to republicans and propagandists of dictatorships is really low. - An idiot
Julep Since: Jul, 2010
#4405: Nov 13th 2016 at 7:47:08 AM

Modern-era UU tend to be very underpowered, because opposing UU kick off much sooner, so by the time you reach that era, either you are in front and you do'nt need it, or you are too late to use it. The situations where an Atomic or Information Era UU breaks a tie are exceedingly rare.

KnightofLsama Since: Sep, 2010
#4406: Nov 13th 2016 at 2:13:02 PM

So I finally managed to put some time aside yesterday and get a science victory... playing as the Aztecs. And I've got to say that Monty's Path of the Five Suns (or whatever his leader attribute is) is pretty potent in the mid to late game when the costs for new districts start going up. Especially since it's based of percentages rather than a flat amount of production. Managing to grab the pyramids early and using the civics that increased builder charges meant I could complete any district in five turns and still have one charge left on the builder. Even spaceports which is useful when going for the science victory.

Yinyang107 from the True North (Decatroper) Relationship Status: Tongue-tied
#4407: Nov 13th 2016 at 4:49:30 PM

How's mod support for this game?

Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#4408: Nov 13th 2016 at 7:45:28 PM

Steam Workshop is not yet enabled, so mod support is spotty. You have to download them and place them in your Documents\My Games\Sid Meier's Civilization VI\Mods folder.

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#4409: Nov 17th 2016 at 8:16:44 PM

Lo and behold, this evening brings the Civ VI Fall Patch, containing lots of sweet fixes to a variety of issues. Linky

[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.
  • DX 12 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.

The patch is a monster (2 GB), so don't expect to be playing for a bit once it starts downloading. Looks like Firaxis is fixing or adding a lot of really basic stuff that ought to have made gold, but whatever; better late than never.

Aside from lots of UI fixes and general quality of life improvements, the AI and diplomacy improvements include lower Warmonger penalties, no Warmonger penalty for civs that you enter a Joint War with, fixes to some exploits such as bargaining with the AI and selling corps/armies for more gold than they cost to rush build, fixes to the AI's war planning and ability to field a modern army, etc.

I'm looking forward to trying all this out... tomorrow, apparently.

edited 17th Nov '16 8:20:53 PM by Fighteer

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#4410: Nov 17th 2016 at 8:20:39 PM

I expected a bigger nerf of cavalry (As currently it's basically the only worthwhile military unit in multi) though I guess depending on how severe the decrease in production bonuses the policies give, it might be enough.

In single player, seems they are addressing most of the AI's biggest faults.

edited 17th Nov '16 8:21:56 PM by Ghilz

Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#4411: Nov 17th 2016 at 8:23:01 PM

If it follows the pattern of the other policies, it should decrease the production bonus from 100% to 50%. Cavalry are pretty powerful, I've noticed. I tend to prefer ranged units, myself, however.

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#4412: Nov 17th 2016 at 8:24:33 PM

Yeah, but in multi is all cavalry all the time. Melee only on defense.

Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#4413: Nov 17th 2016 at 8:29:59 PM

I don't play multi, so I couldn't really offer an opinion there. Mobility is key, of course, but the policies they're nerfing are what let you spam them so quickly.

I'm in a kind of weird situation with my current game as Egypt (which I was hoping to resume before the patch hit). I'm definitively in the lead with score, but Sumeria rushed ahead on the science while I went for a more balanced approach. This has cost me rather dearly as I have no real hope of winning a Religious victory (due to America having its side of the map pretty sewn up) and, while I'm ahead in Tourism, winning a Culture victory would require an all-out effort which might not beat Gilgamesh' space race. So now I'm playing the espionage game: maintaining a massive rush of spies in his capital to destroy his production and keep his spaceport permanently pillaged. This of course is a stopgap to either give me time to pull off my own victory condition or line up a strong enough army to crack Uruk, which has massive defenses including several armies of mechanized infantry. I think that a few armadas of missile cruisers should handle that. I hope, anyway.

Incidentally, is it a bug or a feature that Apostles stop earning their starting promotions late in the game?

edited 17th Nov '16 8:32:22 PM by Fighteer

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
MetaflarePrime Yubi yubi! from Bed Since: Aug, 2013 Relationship Status: Chocolate!
Yubi yubi!
#4414: Nov 17th 2016 at 8:50:58 PM

fuck yes they got rid of mass deforesting

"Have a good day. Have a good week. Have a good month. Have a good year. Have a good life." ~Civia
HamburgerTime The Merry Monarch of Darkness from Dark World, where we do sincerely have cookies Since: Apr, 2010 Relationship Status: I know
The Merry Monarch of Darkness
#4415: Nov 23rd 2016 at 4:20:46 PM

So why aren't historical polytheisms that aren't practiced anymore religious options in these games? I find this especially weird with the Aztec, Inca, and Maya in V, as the in-game civilization represents their pre-colonial empires, but their preferred religion is Christianity. You know, that religion they were forced to become under penalty of death by invaders?

The pig of Hufflepuff pulsed like a large bullfrog. Dumbledore smiled at it, and placed his hand on its head: "You are Hagrid now."
Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#4416: Nov 23rd 2016 at 4:32:40 PM

You can make any religion you want with the customization option. Not sure why it'd be a concern given that they are all interchangeable in terms of effects.

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
HamburgerTime The Merry Monarch of Darkness from Dark World, where we do sincerely have cookies Since: Apr, 2010 Relationship Status: I know
The Merry Monarch of Darkness
#4417: Nov 23rd 2016 at 4:33:42 PM

Point.

The pig of Hufflepuff pulsed like a large bullfrog. Dumbledore smiled at it, and placed his hand on its head: "You are Hagrid now."
Yinyang107 from the True North (Decatroper) Relationship Status: Tongue-tied
#4418: Nov 25th 2016 at 4:45:46 PM

Civ 6 is 10% off on steam right now.

Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#4419: Nov 25th 2016 at 4:57:00 PM

I just completed a game as Montezuma: Prince, Standard map, Continents, in an attempt to win a Domination victory and get his special achievement (+16 combat bonus for luxuries). The AI may be slightly less awful after the patch but it's still no match for a determined player. Think I'll bump it up next time.

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
Halberdier17 We Are With You Zack Snyder from Western Pennsylvania Since: Aug, 2013 Relationship Status: Dating Catwoman
lrrose Since: Jul, 2009
#4421: Dec 20th 2016 at 5:04:41 PM

Wow, Poland sounds really overpowered.

Blueeyedrat YEEEEAH— no. from nowhere in particular. Since: Oct, 2010 Relationship Status: Mu
YEEEEAH— no.
#4422: Dec 20th 2016 at 5:20:01 PM

Meanwhile, scenarios!

Jadwiga's Legacy
  • 60 Turn limit
  • Defend Poland, Prague, and Vienna from invaders including the Teutonic Knights and Ottoman Turks
  • Gain glory in battle and prove yourself the greatest defender of Poland.
Vikings, Traders, and Raiders!
  • 100 Turn Scenario, from 787 to 1087
  • Play as Harald Hardrada of Norway, King Canute of the Danes, or Olof Skotkonung of Sweden.
  • Launch a naval invasion of England, conquer Paris, find Vinland with an explorer, or sail through Gibraltar and raid the Mediterranean Sea.
  • Build a trade empire and profitable cities, or spread a religion and gain Faith for your people.
  • Includes special art assets for leaders.

The Viking scenario DLC also adds three natural wonders and six city-states to the base game:

  • Eyjafjallajökull
  • Lysefjord
  • Giant’s Causeway

  • Auckland (Industrial): Additional production for Coastal tiles.
  • Antananarivo (Cultural): Culture bonus that increases with every Great Person earned.
  • Armagh (Religious): Builders can construct the Monastery improvement, which provides Faith and heals religious units.
  • Granada (Militaristic): Builders can construct the Alcazar improvement, which protects military units and provides Culture.
  • Muscat (Trade): Bonus Amenities in cities with a Commercial Hub.
  • Palenque (Scientific): Improved City growth for cities with a Campus.

edited 21st Dec '16 8:07:49 AM by Blueeyedrat

"I've come to the conclusion that this is a very stupid idea."
Julep Since: Jul, 2010
#4423: Dec 20th 2016 at 5:52:18 PM

[up][up] Eh, I don't think it will be OP, but it's nice because Poland might be the first civ to have a shot at a religious victory in multiplayer (since it converts without using religious units - in MP you just have to declare war and boom, all religious units get instantly erased). But they have a unique building, not a unique district...and unique districts really are by and large the most powerful bonuses available with only two exceptions - Tomyris mounted hordes, and Greg's War Carts.

Rome's Bath and Germany's Hansa are the reason those two civs are consistently ranked among the most powerful available (plus their other bonuses aren't too shabby).

Unrelated: a live-streaming Civilization Battle Royale (on Civ V - and on Twitch!) will go live soon, and right now people can vote for the civs that will be part of it. The choices are broken down by region, and votes are open until the 26th (Asia, Africa and Europe are still open).

edited 20th Dec '16 6:29:34 PM by Julep

Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#4424: Dec 20th 2016 at 7:07:07 PM

The release of those two DLCs is accompanied by the Winter patch, which has a lot of tuning and balance changes, some bugfixes, and adds a few "missing" unit commands, such as Alert (really, Firaxis) for military units and Fortify Until Healed for religious units.

Details here.

One of the more concerning balance changes is the removal of stacking bonuses for Industrial and Entertainment district buildings. I was getting to like planning out cities so that multiple Factory and Power Plant bonuses overlap, for mega production. Now there seems to be much less incentive to stack these districts.

edited 20th Dec '16 7:09:00 PM by Fighteer

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#4425: Dec 20th 2016 at 7:35:53 PM

In particular all the space race project got a massive -40% production cost changes (Along with the Spaceport district no longer requiring population), making scientific victories easier. This is balanced by an increase in research and civics cost.

edited 20th Dec '16 7:37:21 PM by Ghilz


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