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On March 29 2017 20:04 {CC}StealthBlue wrote: So if you play as America on a TSL Map be prepared to be alone for quite a long time as the AI is going to crowd Europe, and Africa giving you a heads up to grow and build up Science. There's Aztecs, right? I guess just play without Aztecs and trololol your way to two continents worth of settling before Caravels finally come to be friends. No trade, but I guess that's offset by the fact that you don't need an army (other than barbarian busting) until rennaisance.
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There are city states to trade with like Toronto and so on but with 2 new civs the Aztecs appearing became even slimmer.
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Damn, Macedon is so good. OP ancient era units. No war weariness. Everything you need to be the strongest civ by turn 100.
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Ugh wish we could do more with Submarines. For example by the time Telecommunications is researched why can't we use them to spy on other civs?
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AI definitely got a lot harder in the latest patch, especially when using the 'Artificially Intelligent' mod. Tried a quick game as Cyrus on Emperor (had been playing on Immortal before), got a decent start(pretty far from other civs, close to some city states), and out of the blue Pericles declared surprise war while my units were out of position. I'm pumping immortals but Pericles has a good number of upgraded horsemen and a few pikes which won't die. I focus down the warrior who is bashing my second city with a garrisoned archer (unwalled), but as soon as the warrior dies he sends in a second horseman which takes the city. I levy the nearest city state's army (which has around 2-3 swords, couple archers and couple warriors) but just as they get close to the battle to help me re-take my city, Pericles sends an envoy and I lose suzerain status.
Really impressed with how Civ 6 is playing out post-patch. The other gameplay mods I'm using are real tech tree (prevents insane beelining) and 8 ages of pace (increases tech/civic cost progressively by era).
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Is it just me being lucky in this one game, but has anyone else experienced that barbs are less annoying in the early game?
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On March 31 2017 04:33 WindWolf wrote: Is it just me being lucky in this one game, but has anyone else experienced that barbs are less annoying in the early game? I think that they may be a little slower to start shitting out hordes of units, but they will still mess you up if you leave the camps alone.
I'm up to the industrial era in my Macedon emperor campaign. I'm effortlessly staying ahead in the science and culture races due to Macedon's obscene Eureka bonuses from capturing cities. My domestic development has been subpar and inefficient (I'm rusty), but it really doesn't matter. Macedon snowballs so damned hard. I've wiped out two civs in two separate campaigns. The first with hypaspists, the second with musketmen (when did these get added to the game?). I'm about to launch my third once I hit riflemen tech, which will likely result in me conquering the remaining two civs on my continent.
So what is the current thinking on industrial zone spam? Do we still build them in every city after the factory zone change? I've slowed down my production of them, but I'm thinking that might be a mistake.
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https://civilization.com/news/entries/civilization-vi-digital-deluxe-new-content-free-dlc
"In the coming months, we’ll be releasing two additional Civilization & Scenario Packs for Civilization VI that will introduce three new leaders representing civilizations from Africa and Southeast Asia. This content will appear automatically for purchasers of the Civilization VI Digital Deluxe edition upon release. "
I like it, it is nice that Firaxis is willing to give it to people that owned the Digital deluxe version. It is also nice that the packs focuses on areas other than Europe(related) countries this time around.
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Finally.
I'd really like a good Ethiopian civ. Mali would be great, though lower priority.
Thailand/Polynesia would add some good uniqueness.
But FFS where are my Mongols at?
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I hope there is some balance patch for the AI included in all that, specially for the Friend / Enemy system.
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That and it fixes the length of times it takes a turn to complete. Before there was no problem now it takes up to over a minute to complete.
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Holy UI changes Batman, even the font of the diplomacy screen is different.
Notice the AI still doesn't apparently suffer from war penalties etc.
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The “Fall 2017 Update” brings some major changes. The biggest: An update to the Religion system is coming to Civilization VI. I’m Sarah Darney with the dev team, and here’s a quick heads up on some of what you can expect.
ROUNDING OUT RELIGION
Religion gets fleshed out with new beliefs and religious units. Two new Pantheons will be get introduced into the game, along with new Founder, Follower, Enhancer, and Worship Beliefs. These beliefs unlock the ability to build two new buildings as well as a new combat unit, the Warrior Monk.
We also heard your requests for a deeper overall experience – and took that to heart with revamped religious combat. Religious units can now exert Zone of Control and receive Flank and Support bonuses in religious combat. Meanwhile, the Guru religious support unit can heal nearby religious units.
Finally, the Religion Lens has been overhauled to improve overall usability and readability. You’ll also find UI touches, such as religion indicators on unit flags, to remove all guesswork on where a unit’s allegiance lies.
MORE UI, BALANCE AND AI TWEAKS COMING
There are also a good number of UI, AI, and balance enhancements coming with the “Fall 2017 Update.” Here are some of the stand-out improvements.
The oceans are safe no longer, as the AI players have increased their building of naval units, as well as fleets and armadas. Additionally, they are better at healing and protecting their naval units. Brace for coastal assaults! With the upcoming addition of one of our new civs, this change is especially exciting.
We’re removing the least useful Gossip messages, which means you will now receive the most important news about what other players are up to, and you won’t have to search through all of the world’s happenings to get to it.
Finally, you’ll notice overall changes to the UI, including an update to the Diplomacy screens to ensure all information is clear and easy to find. Beyond this, the Great People art has been updated to feel more “great” and make this screen easier to navigate; Capital icons now show on city banners in the Espionage Mission selection menu, and many smaller changes have been made to the menus to make screens more moddable and extensible.
More changes are coming soon with the “Fall 2017 Update” and we’ll give you a full breakdown of everything going into it when it’s live. In the meantime, follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.
Source
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I hope the naval AI changes are truly good. Playing island maps is a lot less fun than Civ V for me, atm
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Did they fix the fact that AI get angry at you for absolutly no reason and war you just for fun ?
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On October 12 2017 00:00 FaCE_1 wrote: Did they fix the fact that AI get angry at you for absolutly no reason and war you just for fun ? I think most of that is because of their hidden agenda's.
Some of those got fixed shortly after launch (like France hating you for not having spies, while the world is in the ancient era)
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