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Civilization VI - Civ on the streets, Civ in the sheets


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Is this good yet?

 

I heard very negative things upon release but got it free in the latest humble monthly,  but my gaming time is fairly limited and I don't want to waste energy on it if it's still like Civ V was on release. Civ V was terrible at launch, really, disappointing. However, post-Brave New World Civ V is probably my favourite Civ. I heard that this was properly shit at launch, is it much better now?

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Thanks @revlob!

 

Sean Bean seems to have mixed success with some of the quotes and descriptions, I imagine he had to rattle through them at a fair pace.  The woman doing the other bits of voiceover, gameplay hints and so on, is quite irritating - I can't work out whether she's not northern but trying to be a bit northern (to match Sean?), or a bit generically foreign, or just odd.

 

 

 

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38 minutes ago, Isaac said:

Is this good yet?

 

I heard very negative things upon release but got it free in the latest humble monthly,  but my gaming time is fairly limited and I don't want to waste energy on it if it's still like Civ V was on release. Civ V was terrible at launch, really, disappointing. However, post-Brave New World Civ V is probably my favourite Civ. I heard that this was properly shit at launch, is it much better now?

 

It’s good but not great. Better than launch Civ V for sure. My issues are that the end game is absolutely boring and the AI is hobbled by the ‘Civ Agenda’ system which the AI follows to a fault, meaning they weaken themselves (and the strength of the game) through self-sabotage rather than playing a basic game to improve their own position.

 

To compensate, Firaxis have added blanket bonuses and heightened aggression to the higher difficulty levels which only stifle play and narrow your own options. 

 

The expansion from I have seen only seems to add additional systems that the AI will not be able to use effectively, much like the district system introduced in the base game.

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45 minutes ago, Isaac said:

Is this good yet?

 

I heard very negative things upon release but got it free in the latest humble monthly,  but my gaming time is fairly limited and I don't want to waste energy on it if it's still like Civ V was on release. Civ V was terrible at launch, really, disappointing. However, post-Brave New World Civ V is probably my favourite Civ. I heard that this was properly shit at launch, is it much better now?

 

I have no idea what it was like at launch, I hadn't heard that there were any particular complaints about it, but I'm really enjoying Civ VI now. It feels more complete than V did. I like how it's much more boardgamey than previous Civs, with the way Civics slot together, and city planning is much more of a puzzle to solve.

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The base game has been patched:

 

http://steamcommunity.com/games/289070/announcements/detail/1662261735494326654

 

On AI updates:

 

Spoiler

AI

 

Fixed an issue that was causing the AI to send multiple spies on the same mission.

 

AI will look at graphic change on spaceports, and can target their spies to spaceports that are performing their science victory projects.

 

Improved opportunity cost considerations for district placement.

 

Improve ability to place / use aqueducts.

 

AI knows to move builders back into their territory if they get caught outside.

 

AI will not complain about stealth units it can’t see being too close to its border.

 

AI is much less likely to trade its cities away as part of a peace deal.

Improved resource trading, AI considers luxury resources it is currently importing.

 

Improved new city placement, also fixed issues where the settler would try to travel through hostile territory to get an escort.

 

AI prefers garrisoning ranged units over melee.

 

If the AI can capture, or significantly damage, a target city, it may ignore hostile units nearby to do that.

 

Fixed coordinating ranged attacks.

 

Hopefully the AI better assessing opportunity costs and city placement will aid in their play.

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Had a couple of long goes on this over the weekend and must say I like the additions. I played through a Cultural victory and a Domination victory, both on Prince on a small map. 

 

The Golden Age / Dark age mechanic adds a little bit more consideration to what you are researching, doing or building and adds an extra layer of bonuses to the games - dark age has it's own set extras which is nice. I managed to get a Heroic age in the cultural victory, which added even more to choices you get for that era. Alliances are also interesting, now there is a real benefit to being on good terms with as many civs as possible, adding extra bonuses to trade routes for the five or so different flavours of alliance. 

 

The loyalty mechanic and the governors are also well implemented, it's actually much harder now to hold a city on a new continent, particularly if it is nearby that nation's capital. It can flip back to being in revolt within two turns, which is painful when you've just worked your ass off trying to win the damn place in the first damn place.  I'm looking at you Valencia! grrrr... It means you do have to consider shuffling your governors around to help keep control, but sometimes even that isn't enough. Or raze, but what sort of monster razes cities? :unsure:

 

The governors themselves are different enough and have enough specific bonuses to make you really think about which promotions to give which, or the choice between getting another governor and promoting an existing one. 

 

I haven't noticed the new buildings and wonders so much, although the new one-off Government district is good, allowing you build a specialist building each era with it's own set of bonuses AND that creates extra cards based on the government type you have. So if you started as an Oligarchy you get a bonus card that can be used for ever after (as an Oligarchy legacy). All welcome additions and just adds to the complexity of the game.

 

Not sure I've noticed the AI changes mentioned above, but I did see the AI make some poor choices (perhaps this was because I was only playing on Prince) but  a couple of times it waltzed a Settler right into the midst of my attacking troops... like, uhhh, okay thanks very much.

 

Overall though a typical Civ update, adds plenty that you really feel should have been in the game from the start, but makes it a better more rounded experience. And, frankly, if this is how Firaxis have to deliver in order to make enough money to keep delivering Civ, then I'm happy.

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3 hours ago, Richard said:

Has anyone played the Switch version yet?

 

I always wanted Civ 6 but never had a PC capable of it.

 

I assume it's the full version of the game rather than a slightly cut down Revolution style effort?

No luck tracking down a physical copy so far!

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Got this on the Switch. Haven't played one properly since II, but I'm loving this one.

 

One question, for anyone else playing on this version... how do city ranged attacks work? I've got a city with walls that has ranged attacks, the red target appears, but when I move it over an enemy unit nothing happens. No buttons seems to respond, it doesn't tell me that they're out of range or anything and it seems impossible to cancel out. I've managed to make it work once or twice, but have no idea what I did.

 

What am I missing?

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4 hours ago, Dr_Dave said:

Got this on the Switch. Haven't played one properly since II, but I'm loving this one.

 

One question, for anyone else playing on this version... how do city ranged attacks work? I've got a city with walls that has ranged attacks, the red target appears, but when I move it over an enemy unit nothing happens. No buttons seems to respond, it doesn't tell me that they're out of range or anything and it seems impossible to cancel out. I've managed to make it work once or twice, but have no idea what I did.

 

What am I missing?

Unlike other ranged attacks you click on the attack first, then the enemy.

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New expansion Gathering Storms coming Feb 14th on PC.

 

 

 

Quote

Thanks, Ed! As you can see, Civilization VI: Gathering Storm is the largest expansion Firaxis Games has ever created for a Civilization game. We can’t wait to see what you all think when you get your hands on it. See below for the full features list:

 

ENVIRONMENTAL EFFECTS: Volcanoes, storms (blizzards, sand storms, tornados, hurricanes), climate change, floods, and droughts.

 

POWER AND CONSUMABLE RESOURCES: Strategic resources play an additional role in Gathering Storm. These resources are now consumed in power plants to generate electricity for your cities. Initially you’ll be powering your most advanced buildings by burning carbon-based resources like Coal and Oil, but renewable energy sources also unlock as you progress to current-day technologies. Your choices about resource usage will directly affect the world’s temperature and can cause melting ice caps and rising sea levels.

 

ENGINEERING PROJECTS: Shape the world around your empire to overcome unfavorable land conditions by making improvements like canals, dams, tunnels and railroads. When settling cities, consider the flood risk to coastal lowland areas, but keep in mind that in the late-game, new technologies like Flood Barriers can be used to protect these tiles.

 

WORLD CONGRESS: Make your voice heard among the other leaders of the world. Earn Diplomatic Favor through Alliances, influencing city-states, competing in World Games, and more. Use Diplomatic Favor to extract promises from other leaders, vote on Resolutions, call a Special Session to address an emergency, and increase the weight of your votes in your quest to achieve the new Diplomatic Victory.

 

21st CENTURY TECHNOLOGIES & CIVICS:  A new era has been added to the Technology and Civics trees. Combat new environmental effects with speculative ideas such as relocating your population out to seasteads and developing technologies to recapture carbon emissions.

 

NEW LEADERS AND CIVS:  Nine new leaders from eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of nine unique units, four unique buildings, three unique improvements, two unique districts and one unique governor.

 

NEW SCENARIOS:

The Black Death: The Black Death ravaged Europe and western Asia in the mid-14thcentury, killing a greater share of the population than any other event in world history. The pandemic killed millions, ruined economies, upended political dynasties and transformed the face of the Western world. Your task is to lead your nation through the calamity: keep your population alive, your economy strong, and your faith unshaken amidst a world of terror and desperation.

 

War Machine: At the outset of WWI, the German Imperial Army had a daring plan: invade neutral Belgium and then rush the French heartland before they could mobilize to resist. If successful, the German forces would capture Paris within a month and end their resistance forever. In counter, the French command prepared Plan 17, an all-out onslaught designed to meet and stop a German offensive. When war was declared, both armies swung into motion and set up one of the most incredible and shocking military campaigns in world history. In this scenario, players take the side of one of these two great powers at this same precipice. As Germany, your task is to capture Paris. As France, your task is to prevent its capture. The clock is ticking, and the enemy is moving. Advance!

 

MORE NEW CONTENT: Seven new world wonders, seven natural wonders, 18 new units, 15 new improvements, 9 new buildings, 5 new districts, 2 new city sets, 9 new techs and 10 new civics have been added.

 

IMPROVED GAMEPLAY SYSTEMS: The Espionage system has been enhanced with new options, the Culture and Science Victories have been updated, new Historic Moments have been added, and additional improvements have been made to other existing systems.

 

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I cant even complete the tutorial on switch

 

Got two cities - but the builders and scouts done seem to have much to do apart from wander around the countryside

 

What do I do with builders once they have done all their builds? Can I make more of them?

 

 

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12 minutes ago, sandman said:

What do I do with builders once they have done all their builds? Can I make more of them?

 

Builders are produced like any other unit, by selecting them from the production list at a city. Each builder has a number of charges (usually 3), and building a tile improvement (farm/quarry/fishing boat/etc.) or removing a tile feature (bananas/woods/marsh/etc.) will cost one charge. Once they are out of charges the unit will disappear.

 

There's almost always something for a builder to do, especially early on. If you have no improvements you want to build, you should probably be clearing forests with them for the bonus resources.

 

Scouts should be used to explore your nearby territory; find nice places to build new cities; work out who and where your neighbours are; and grab tribal villages before others get their hands on them. Once you've explored the immediate vicinity they can be set to automatically explore by themselves.

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Thanks! - I've given up on the tutorial as it has crashed twice now and you cant save in it.

 

Started the Alexander the Great campaign(?) and have no real idea whats going on. When I do something it keeps snapping back to Hypaspist in Pella - no idea why and the little icons at the bottom of the screen make no sense at all to me apart from the defend one.

 

Anyone help?

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2 hours ago, sandman said:

Thanks! - I've given up on the tutorial as it has crashed twice now and you cant save in it.

 

I was almost the same way – took two attempts at getting through it over the weekend and tapped out both times around 45 minutes in. What a dreadful first impression it makes. Just a massive information dump with no saving, indication of how long it plans to run for or freedom to explore the UI. Baffling.

 

I presume the proper way to learn this is just to start a game, Google when perplexed and expect to get humped. Are there any especially valuable suggestions or resources I should bear in mind?

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Explore the land around you.

Send out warriors and slingers to clear barbarians.

Use builders to mine and farm any resources you have.

Use trade routes to create roads between your cities and others.

If near the sea, get some ships and explore the coast.

Don't forget to trade your excess luxuries. 

Make friends, go to war, don't forget your city walls, start a religion...

 

 

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2 hours ago, Danster said:

Explore the land around you.

Send out warriors and slingers to clear barbarians.

Use builders to mine and farm any resources you have.

Use trade routes to create roads between your cities and others.

If near the sea, get some ships and explore the coast.

Don't forget to trade your excess luxuries. 

Make friends, go to war, don't forget your city walls, start a religion...

 

 

And settle, settle, settle 

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Basically, fulfill your inner despot. 

Start off and send out warriors to scout out the local area. Meanwhile, use builders to expand your cities and their resources. Then use settlers to build more cities in good areas. Rinse and repeat.

Then find Ghandi and fuck him up. 

Think of your empire as a plague ready to spread and wipe out anyone who disagrees with you.

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