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Civilization VI - Now available, so you can sink all your free time into it

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,500
is civ v worth playing yet
It's too balanced, and overly punishes expansion. There are still people who are playing modded multiplayer, because it's relatively decent in multiplayer.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014


And also update:

CIVILIZATION VI 'SUMMER 2017 UPDATE' AVAILABLE NOW

The Summer 2017 update for Civilization VI is available now for PC players and coming soon for Mac and Linux. There’s one new feature, in particular, that a number of you have been asking for: A restart button to regenerate the map using your current game settings, and the ability to save game configuration settings for future games. In addition, there are balance changes to District costs, some civ-specific adjustments, and a warning when your cities can bombard nearby enemy units. A complete list of the changes is below:

Nubia
  • Civ Unique Ability: +50% Production toward Ranged units. All Ranged units earn promotions 50% faster. Mines over strategic resources are +1 Production. Mines over bonus and luxury resources are +2 Gold.
  • Queen Amanitore Unique Ability: Kandake of Meroë - +20% Production on all districts rising to +40% if the city contains a Nubian Pyramid adjacent to the City Center.
  • Pitati Archer: Replaces the Archer. Stronger than the Archer with +1 Movement.
  • Nubian Pyramid: Improvement. +1 Faith. Receives additional yields from adjacent districts. +1 Food if adjacent to a city center. For all other districts that award adjacency bonuses: +1 of the appropriate yield if that district is adjacent. Desert, Desert Hills, Floodplains.
    Jebel Barkal Wonder
  • Unlocked at Iron Working. Awards 2 free Iron and +4 Faith to Cities within 6 tiles.
    ‘Gifts of the Nile’ Scenario
    The Nile River is the life-blood of not one ancient civilization, but two: Egypt and Nubia. Although these neighbors and trade partners shared a common river valley and supreme deity (Amun) they were often in direct competition if not outright war. In this head-to-head competitive scenario, you will take the role of one of these powers to see who can truly become the most worthy disciple of the great god Amun by being the first player to create 7 Temples in his honor.
  • Added Restart button to regenerate the map
  • Added the saving of game setup configurations to reuse when starting future games
[GENERAL BALANCE CHANGES]
  • Reduced the cost of the Aqueduct by 30%, and Sewers by 50%
  • Reduced cost of all other districts by 10%
  • Increased the discount for districts you have less of from 25% to 40%
    Increased costs of district buildings by 10% (except Aerodrome buildings), and increased per settler cost bump by 50%
  • Reduced cost of all spies by 25%
  • The Hanging Gardens now provides +2 Housing in city it is built
  • Walls now provide Tourism, and do not have Maintenance
  • Battering Ram and Siege Tower now upgrade to the Medic support unit, and no longer are functional against a city with Urban Defenses
  • Gave St George an additional Charge
  • Updated Monarchy's Medieval Wall bonus to: "+50% Production toward defensive buildings. +1 Housing for each level of wall."
  • Proselytizer Apostle Promotion only evicts 75% of existing pressure of other religions, not 100%.
  • Press Gangs will now unlock with Exploration and Native Conquest with Colonialism.
  • Increased Anti-Air strength values by 5 across the board. Increased Destroyer AA strength to match other units of the same era.
  • Balance Change to Archer (cost +10) and Maryannu Chariot Archer (cost -20, combat +2, ranged strength +2)
  • Increased cost to repair city outer defenses
  • Moved “Urban Defenses” from Civil Engineering to Steel
[CIV & LEADER SPECIFIC BALANCE CHANGES]

  • Norway
  • Thunderbolt of the North gains +50% production of naval melee units
  • Stave Church gains +1 Production for all Coastal resources in the city

    Spain
  • Treasure Fleet civ ability has its gold for intercontinental trade boosted from +4 to +6.
  • Mission: increase from +1 Science to +2 Science if next to a Campus.

  • Scythia’s heal down from 50 to 30.
  • Kongo: 50% more Great People points rather than double.
  • Greece: Award an envoy whenever they complete an Acropolis.
  • France: Catherine’s Flying Squadron now awards a free Spy when the extra capacity is earned at Castles. All spies start as Agents with a free promotion.
[MAP GENERATION]
  • Aluminum may now appear on Plains
  • Increased Lake generation
  • Updated Bonus and Strategic Sea resource generation
  • Fixed river generation on Inland Sea maps
[UI ENHANCEMENTS]
  • Combat Preview UI has received multiple improvements
  • The Civilopedia now shows the number of spies/envoys granted by a civic
  • Multi-turn unit movement paths shown when unit reselected
  • Add Relationships tab to city state Intel Reports which displays that city state's at war status with other civs and city states
  • A popup box is now used to modify deal item values
  • Added leader dialog for Gifts and Demands
  • Scenarios no longer display extraneous UI screens
  • Reports now displays great works, adjacency, and districts information
  • Trade Route chooser automatically selects previously completed trade route
  • Additional improvements to the Trade Route chooser
  • Added a turn blocker notification when city ranged attack is available
  • Tech and Civic Boosts now additionally appear in the notification panel above the turn advancer.
  • A Toggle Strategic View keybinding has been added
[DIPLOMACY ENHANCEMENTS]
  • Added tooltips explaining why you can or cannot declare each kind of war or undertake another diplomatic action.
  • “Are you sure you want to denounce?” confirmation added
  • Liberation changes:
    - Liberating cities can now occur even if you got the city in a deal (peace deals are the most common case of this).
    - A case where the Persian player didn't see "(cede)" or "(return)" besides cities on the peace deal screen has been fixed.
    - When you liberate a city-state your military units are only kicked back from the first ring of hexes around the city; you aren't ejected from their territory entirely.
[AI TUNING]
  • Improved AI ability to move great works around to get theming
  • AI will now better handle air attacks
    - Bombers will attack Districts, Improvements, and then Units in that preference
    - Fighters will prefer to attack other air units
  • Improved desire to pillage cities
  • Improved city planning with regard to adjacency bonuses
  • During city attacks, concentrate unit attacks on more threatening units rather than spreading out
  • Fixed a bug that resulted in the AI overestimating the value of demand tribute
  • Adjust AI acceptance of embassies to be a bit more like what they already do for delegations
  • Specifically, they probably will reject it if they're unfriendly, will accept at neutral unless they have any other reason against it (close balance) and will generally accept it at friendly unless they have a strong reason against.
  • In evaluating deals, the AI will mark elements that are unacceptable at any price, and expose that to the player
  • Improve ability to utilize city-states, beyond just suzerainty
  • As a player approaches victory, AI will become less friendly and more aggressive
[MULTIPLAYER]
  • Improved stability after receiving a multiplayer join error
  • Fixed unnecessary host migration when exiting a LAN game
  • Fixed an occasional hang during wars in dynamic turn mode
  • Miscellaneous UI fixes and stability improvements
[BUG FIXES]
  • Fixed an issue where plot tooltips would show when we didn’t want them to
  • Fixed multiple issues with Air combat
  • City Banners were not reacting to population changed events
  • Barbarian camp art will now update as the game progresses into later eras
  • Fixed an issue where pillaged improvements lost their pantheon bonuses forever
  • District repair costs now computed properly based on both game speed and start era. Will always be 25% of the cost of creating a new district of that type.
  • Correct Alexander’s “To the World’s End” healing ability so it only triggers if the city has a COMPLETED wonder in it.
  • Wonders should always be repairable after they have been hit by a nuclear blast
  • Fixed issues with Reports screen totals not adding correctly
  • Additional bug fixes.
[MISC]
  • Added new visualization for desert mountains
 

Codexlurker

Savant
Joined
Dec 15, 2010
Messages
366
Firaxis why u no have glorious land of Hungary!? :argh:
Because they were largely irrelevant? What do you know about Hungarians from year 700? Have Hungarians defeated Mongols during theirs attack?
Whatever the fuck did the Nubians do?

THEY WERE KANGS
I guess. Except the context involves the Egyptians because they conquered them.
https://en.wikipedia.org/wiki/Kerma

With the 2 expansions, yes. It has some good ideas. It's still much worse than Civ 4.
K, that's pretty sad.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
27,808
That patch looks pathetic for the time it took them to release it. Also no mention of fixing the Last Produced bug...

e: Checking Civ Fanatics... "Nuclear Lover" Agenda works too early. (So that leaders with this agenda tend to denounce you for not having nuclear weapons in ancient era.)
Fucking lol at that one. Thankfully agendas can be modded easily enough.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
CivVI is damn soulless. CivV was soulless as well but at least there were some efforts to make it work. CivVI gameplay is a chore and a competition of exploits.
 

Arrowgrab

Arbiter
Joined
Jan 20, 2016
Messages
602
So, after all the KANG / political correctness / underrepresented / whatever bullshit in the thread, I decided to do a bit of numerical analysis because I was curious bored a nerd a retard, and here's what I found. All data is based on the number of civilisations featured in each instalment of the game, including all DLCs, but not including rumoured but unreleased ones for Civ VI. Percentages will not add up to 100% due to rounding. Interesting highs and lows are bolded.

Regarding regions:
- Greeks, Romans and Byzantines are consistently filed under European rather than Near East/Fertile Crescent, because mah superior Western civilisation.
- Africa means black or near enough. Not Arabs and the like.
- Asia is whatever doesn't reasonably fit Near East or so.
- America is for actual American peoples.
- "America" is for white trash failures who couldn't cut it on the SUPREME CONTINENT so packed up and went to beat up the real Americans. Trump should have built that wall in 1491.

Civ I

Civilisations: 15

Europe: 6 / 40%
Near East / Fertle Crescent: 2 / 13.3%
Asia: 4 / 26.7%
Africa: 1 / 6.7%
America: 1/ 6.7%
"America": 1 / 6.7%

Civ II

Civilisations: 21

Europe: 9 / 42.9%
Near East / Fertile Crescent: 4 / 19%
Asia: 4 / 19%
Afica: 1 / 4.8%
America: 2 / 9.6%
"America": 1 / 4.8%

Civ III


Civilisations: 31

Europe: 12 / 38.7%
Near East / Fertile Crescent: 8 / 26%
Asia: 5 / 16.1%
Africa: 1 / 3.2%
America: 4 / 12.9%
"America": 1 / 3.2%

Civ IV

Civilisations: 34

Europe: 13 / 38.2%
Near East / Fertile Crescent: 7 / 20.6%
Asia: 6 / 17.6%
Africa: 3 / 8.8%
America: 4 / 11.8%
"America": 1 / 2.9%

Civ V

Civilisations: 43

Europe: 16 / 37.2%
Near East / Fertile Crescent: 8 / 18.6%
Asia: 7 / 16.3%
Africa: 3 / 7%
America: 5 / 11.6%
"America": 2 / 4.7%
Australia / Oceania: 2 / 4.7%

Civ VI (so far)
Civilisations: 23

Europe: 10 / 43.5%
Near East / Fertile Crescent: 4 / 17.4%
Asia: 4 / 17.4%
Africa: 2 / 8.7%
America: 1 / 4.3%
"America": 2 / 8.7%
"Australia": 1 / 4.3%

So, what can we see here?

- In terms of percentage of total civs, Europe is actually the most heavily represented in Civ VI (so far). It was least represented in Civ V, the same game which interestingly also had the largest number of European civs at the same time.

- The proportion of Civilisation As White People Understand It (Or At Least Give A Shit About), i.e. Europe + Near East / Fertile Crescent was the highest in Civ III, and the lowest in Civ I (which had a very small number of total civs so it gets a pass), followed by Civ V, so if any instalment can be accused of shitting on classical civilisation (+European, but that's the same), it's V.

- White People's North America as a "civilisation" is the longest-running joke in the series.

- Civ V has the unique distinction of being the only game that features Australian / Oceanian civilisations. Civ VI has the unique distinction of featuring... oh, come on.

- The representation of actual American civilisations (by absolute number) has been making a steady climb throughout the series to get shot in the head and fucked in the ass by Civ VI.
 

Grif

Learned
Joined
Nov 4, 2016
Messages
231
I know some of you like stats. So here's stats.

Mem2uUR.png


It amuses me, to say the least. :lol:
 

Grif

Learned
Joined
Nov 4, 2016
Messages
231
Civ 4 is not a Steamworks game though. I'm glad 6 is not first.

I'm aware. I just found it funny it had almost the equal amount of players as Beyond Earth. A stark reminder of how much a trainwreck that game was.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
27,808
Looks like Civ6 isn't like 5 enough to get the attention of the normies whose first game was 5 and not actual Civ enough to interest long-term fans.
I tried the Summer Update, game is still a disgrace. First thing that happened was the AI moving across the continent to forward settle me.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,042
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Firaxis, apologize to Sudan right now. They don't deserve this shit. This is almost as bad as Wu Zetian being representative of China. :argh:


Also, because of Firaxis insistence on only adding civs everyone knows already, there will never be a Bactrian (Menander), Magyar/Hungarian (Arpad), Manchurian/Qing (Nurhaci), Seleucid (Seleucus), Vietnamese (Le Loi), Akkadian (Sargon), Georgian (David IV) civ. Instead we get fucking Australia. Games should teach you something new.

Also, bring back the Mauryan Empire from civ4. And don't call them 'India' this time. It makes little sense.
 
Last edited:

Wayward Son

Fails to keep valuable team members alive
Joined
Aug 23, 2015
Messages
1,866,294
Location
Anytown, USA
Last edited:

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Did they actually improve the AI since release? Or did any modder do that? It was by far my main gripe..
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
I seriously believe everyone should stop making 4X games until they can actually develop an AI that can play them. If they can't, just make some other game. It's getting annoying, Stellaris AI is retarded, same with Civ, same with Endless Space 2 apparently...
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,829
Location
Sweden
It's a fucking shame to be honest. There are quite a lot of things in Civ VI that I enjoy a lot mechanically speaking but that doesn't mean much when the AI is what it is.

And I don't mean that the AI is merely bad at some things. I wouldn't have that much of a problem if it was just a bit stupid at times. But it's basically broken. And while there have been improvements, the fact that it hasn't gotten better than it is in the time since release is just... sad.
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,497
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Its a pity that Civilization IV has a number of engine issues that render it pretty much unplayable on modern systems. I would love to see Caveman to Cosmos or FFH with the full power of a modern system behind it.

I play Civ IV regularly with my buddy (via LAN, no less). The only issue we have is that the game sometimes freezes when you Alt+Tab. And that the AI regularly kills us on Emperor difficulty, but that's a different story.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
11,925
Luckily there is a plan B. Rewriting the graphics interface to use a freely available engine. Unity has great features for this and AFAIK should be free to use until you sell a certain amount of copies. Since we won't be selling copies at all, it should be free to use for us (must verify to be 100% sure. Didn't read everything in their terms). Using a different engine allows modern graphical engine with modern features.
Gamebryo vs Unity, which is worse and why? Discuss!
:prosper:
 

Jacob

Pronouns: Nick/Her
Patron
Joined
Dec 24, 2015
Messages
3,336
Location
Hatington
Grab the Codex by the pussy
You know what's a bummer? Nubia is now in the game, and we're on the 6th iteration of Civ without any Balkan state represented.

They've had Zulu, Mali, Ethiopia and Nubia. They've had the Polynesians. The city state of Venice.

But no Balkan state. No Hungary, Romania, Bulgaria, Serbia, Croatia, Bosnia (I'm excepting the Greeks/Macedonians here, for obvious reasons).

:negative: :outrage:
I just wanted to say that I'm happy to see people butthurt about random european countries being underrepresented.

Of course they'd pick exotic cultures rather than generic european countries.
 

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