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

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
I always played with raging barbarians in Civ IV, so more aggressive barbarians, which several reviewers mention, sound good to 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.
I've got a lot of problems with civ6, and you're going to hear about it.

1. Research is way too fast. I have riflemen in 1400 AD. This should not be happening
2. Production is way too slow. It's even worse when you have long or epic games. All they did was scale the cost of everything. Units should not take 10 turns to make just because you have an epic game. The whole point of long games is so you can do more things, not wait longer.
3. Warmonger penalties are so garbage. You can even get it if you retaliate against a surprise attack. Even your allies in a joint war will hate you.
4. Cheating AI on difficulty levels higher than prince.
5. Religion is all or nothing. Either you devote all your resources spreading it, or you don't and your religion gets instantly extinguished by a civ that does.

also:
The money given to you by the AI in trades is not actually the AI's civ's money, it's just random money that gets added to your civ from nowhere
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
9,926
^ Guess the AI gets free fiat currency tech right from the get go. :takemyjewgold:

I always played with raging barbarians in Civ IV, so more aggressive barbarians, which several reviewers mention, sound good to me.

You can see the barb camps pop up in explored areas even through fog of war, so you just need to keep an eye out on the unsettled areas, hit them as soon as they spawn and they aren't really a problem. They can generate good units to fuck with your map improvements if you let those camps stay tho.
 

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.
http://forums.civfanatics.com/threads/delnars-ai-cleanup.600594/

A modder can debug this crap in less than 24 hours. Firaxis is truly incompetent.

v1 - 2016-Oct-21

AI-only changes:
* Added the Explore UnitAIType to Spies because they can be used for scouting
* Added the Ranged UnitAIType to Rangers because they have a range 1 ranged attack (like Slingers)
* Added the Civilian UnitAIType to Naturalists because they have no combat strength
* Added the Explore UnitAIType to Modern AT because they were the only melee land unit missing the entry (this just means the AI can use them as scouts if it wants to)
* Removed the Explore UnitAIType from Modern Armor and replaced it with the Melee UnitAIType to make them consistent with all other Heavy Cavalry entries
* Added the Civilian UnitAIType to Military Engineers because they have no combat strength
* Added the Build UnitAIType to Legions because they can build the same improvements Military Engineers can, so the AI should be able to use them as builders
* Added the Cavalry UnitAIType to Barbarian Horse Archers, Egyption Chariot Archers, Scythian Horse Archers, American Rough Riders, Russian Cossacks, Indian Varu, and Arabian Mamluks because they were all missing despite having cavalry movespeeds
* Added the Explore UnitAIType to Barbarian Horse Archers and Scythian Horse Archers to make them consistent with the light cavalry roles in which they could act
* Added a Ranged Promotion Class build preference for Tomyrisi because Scythian Horse Archers have that promotion class (not the light cavalry one)
* Added a new, generic CitySpecialization to the city specializations list that is meant to act as a stand-in for split food-production preference
* (Hopefully) altered the gold spending priorities of the default savings list so that splurge spending is rated less important than unit/upgrade spending
* Tweaked flavors in the default flavor list to slightly value expansion over offense and value active defense over passive defense
* Altered the preferred yield focus of the "build trade units" specialization to be production instead of gold because that would end up producing the trade unit(s) faster
* Reduced current task bias from 80 to 50 to hopefully reduce AI railroading as much
* Reduced turns to wait between trade offers from 10 to 3 to make it consistent with turns to wait between peace offers
* (Hopefully) Reduced delay between denounce and DoW to allow the AI to truly execute surprise attacks

Changes with some non-AI effects:
* Added the Ranged TypeTag to Rangers because they have a range 1 ranged attack
* Added the Melee TypeTag to Garde Imperiale because they were somehow missing it
* Added the Naval Ranged TypeTag to Privateers, English Sea Dogs, Submarines, German U-Boats, and Nuclear Submarines because they all have ranged attacks
* Increased the fertility rating of bonus resources from 1 to 2 to correspond to their usefulness vs. other fertility ratings (strategic resource = 3, river = 3, coast = 1)
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
Does anyone know if "an unmet player has been defeated" includes city-states? pretty sure i'v seen it more times than there are actually AI civs in the game
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
It does. Also Mr Pink for production: Industrial district is a must. Factories are kind of OP since they a) stack b) influence all cities within their 6 tile range
 

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.
Does anyone know if "an unmet player has been defeated" includes city-states? pretty sure i'v seen it more times than there are actually AI civs in the game
could be just the same announcement repeating itself. I would get "unmet player has completed stonehenge" every turn until i right clicked to dismiss it.
 

flyingjohn

Arcane
Joined
May 14, 2012
Messages
2,945
I don't think firaxis ai department is that bad ,the problem is that they are probably coding the ai based on the base rules and not based on game play experience.
They probably run some simulations to see if everything is not crashing and that everything is working as intended.
They have no idea how those features actually work when you actually implement them in game and add a human to the mix.
That would explain why the ai designer was proud of the ai never winning a domination victory ever and trading cities for stupid deals.(it works as intended but is stupid)
If you want a good ai you need somebody who actually plays their game and understands the mechanics,which is never gonna happen in aaa development studios.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,506
http://forums.civfanatics.com/threads/delnars-ai-cleanup.600594/

A modder can debug this crap in less than 24 hours. Firaxis is truly incompetent.

v1 - 2016-Oct-21

AI-only changes:
* Added the Explore UnitAIType to Spies because they can be used for scouting
* Added the Ranged UnitAIType to Rangers because they have a range 1 ranged attack (like Slingers)
But AI can use explore for armed explorers, which would screw up spies.
And if he mean range 0 ranged attack, then they should have different positioning than longer range units. Both of this COULD screw up AI.
Naval Ranged
This might mean they were usable against land. (Which subs are unable, which might be reason why they didn't have that flag.)

Also only retards would use SQL in games.
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,829
Location
Sweden
The whole "Barbarian camp spawns in that tiny little sliver of fog of war you currently don't have eyes on" is more annoying than ever.
:negative:
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
"I'll never need another Civ game in my life besides this one." - PC Gamer

"...oh and the DLC to it. And Civ 7... and that DLC... and Civ 8..."
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
18,075
Location
Kingdom of Bohemia
Codex+ Now Streaming!
"I'll never need another Civ game in my life besides this one." - PC Gamer

"...oh and the DLC to it. And Civ 7... and that DLC... and Civ 8..."

If you dig deep enough in that garbage pile that is mainstream journalism you'd probably find the same exact claim in reviews for all the sequels beginning with Civ2. Maybe even by the same idiot.
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
Played for a few hours yesterday, the only thing I got out of it is an urge to download civ4 and mod it. Which I did btw, and ran it on SSD for the first time, it's an improvement, but no amount of band-aids and workarounds will save that shoddy engine.

To be honest though, it might be worth buying in a year or two, depending on proper mod support and worthy DLCs. There's still hope, civ5 didn't even had that.
 

rezaf

Cipher
Joined
Jan 26, 2015
Messages
650
The UI is horribe, but that can possibly be salvaged by patches and mods.
Moment to moment gameplay is quite different from all previous games in the series, even CivRev. I'm still a bit undecided about this, but at least it also feels fundamentally different from Civ5. As I mentioned earlier, Civ6 does a horrible job of informing player about important stuff, but this all can be salvaged by "git gud" and experience, and once again patches and mods.
Build times are totally out of whack, even in my 10 pop capital it'd take about 10 turns to build a friggin pikemen unit - and it only took the same city 20 turns to build the great library (and then 7 turns for some ancient wonder). Spearmen could be built in 2 turns at some point ... and now 10?
But this is also something that can be patched and modded.

The only thing that's still insufferably bad and just cannot be overcome by modders (and won't be patched) is the idiotic 1UPT. It just doesn't work, as in Civ5.
The AI does a much better job of putting together a solid force with melee units in the front, archers, bombarding and support units. However, due to the nature of 1UPT, any "surprise attack" is phoned in 20 turns ahead when this carpet of doom slowly waltzes across the map towards your cities. Any tiny terrain roadblock will put the formation into disarray, and the AI cannot deal with this - it wouldn't be easy for a human player either.

For example, not too far from my capital is a small natural lake, 6 tiles or something. Beyond lies the closest Arab city. Three times now (spread across centuries), a lone warrior I fortrified along the road behind that lake has witnessed a largeish army march by. Three times I knew ahead I was going to get "surprise attacked". Three times, trying to arrange it's forces efficiently, the AI moved through the lake. Three times, the melee units protected the vulnerable units behind (still in the lake!). Three times, archers (never upgraded, upgrading is ridiculously expensive) weakened the melee forces and I disposed of the remnants with spearmen. Three times, the ranged and support units recognized they were now vulnerable and decided to make a run for it. Three times, I eradicated the entire army.
1UPT has to go!
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
Build times are totally out of whack, even in my 10 pop capital it'd take about 10 turns to build a friggin pikemen unit - and it only took the same city 20 turns to build the great library (and then 7 turns for some ancient wonder). Spearmen could be built in 2 turns at some point ... and now 10?
But this is also something that can be patched and modded.

Military policies do just that (and encampment afaik, but not sure), I can make horseman/legion in 2 turns (1 if I switch working tiles around) in my capital (size 6 or 7), while wonders take about 20-30 turns.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,367
Pathfinder: Wrath
Team Liquid just announced competitive Civ6 player.

Competitive Civ.

Like what is the fastest Civ game you have ever seen anyway.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,506
Are they allowing to sell units? Like for money?

Certain civ can use buy sell horse economy.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,810
I like it so far. better than Civ5 shit ever was.

Like the split between tech and culture.

Love the UI. Civ3 and 4 had good ui, Civ5 UI was garbage but now they provided proper UI

Like policies, instead of constant bonus your civilization builds up through centuries now you can properly revert some changes and refocus your military/economy to things happening. Naturally specialized civ in military will be better at war that non specialized but at least now you have means to retrofit your economy to war instead of hoping something happens and they will give up on you.

LOVE workers/builders change. It was super annoying in later game to have shitload of workers you spend hours building and they are doing nothing because everything is already created. Now they work as resource so you spend it up and you are no longer angst about it.

I like the graphical style. I thought it will be cartoony much but overall i like how everything is clear when you look at something. CIV5 had better graphics but it was more "busy" so i had to spend more time figuring out what is what while here i don't have that problem anymore.

So far i didn't find things worse than CIV5 but that might change. Need more time with it.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
11,927
The technology seems retarded, you can build modern naval units without electricity? What the fuck?
 

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