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Civ 6 Release and Update Discussion Thread

Considering Civ5 doesn't have a map editor 6 years after release, I wouldn't get my hopes high
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Civ 5 does. It's a separate download in Steam under Tools, the "Civilization V SDK".
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Did something change with the new patch and peace treaties? I've slaughtered plenty of AI units, lost almost none, and I still can't get the AI to sign peace after long wars.
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I've been having the same problem, conquered all but one of an AI's cities and it wants me to give one of them back in the peace treaty.
Surprise! Turns out I'm a girl!
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(February 27th, 2017, 22:47)LKendter Wrote: Did something change with the new patch and peace treaties?  I've slaughtered plenty of AI units, lost almost none, and I still can't get the AI to sign peace after long wars.

Try putting down "peace treaty" manually and go forward from there. This worked for me.
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(February 24th, 2017, 01:14)Bobchillingworth Wrote: I don't understand what this game wants to be.  Every patch makes it play more slowly and strips away the tools which made sprawling empires true powerhouses (massed trade routes, overlapping factories and entertainment districts).  It's like they're trying to force all of us to work on the same level as their shitty AI, squatting in a small number of undeveloped cities while barbarians trample our empires. 
civ is returning to its roots - the mighty four-city empire.

(February 26th, 2017, 06:05)Bacchus Wrote: I think I'm getting to understand Civ6 a little more, it's seemingly strongly inspired by eurogames from the board gaming world -- there are all these hard-coded bottlenecks, and the game is pretty much all about clearing them in advance, because once you've run into one, unless you've laid down the preparatory work, you are screwed. This goes for Great Works, for wonder and district placement, and most of all of course for 1UPT, the most blatant and annoying hardcoded bottleneck of them all.
you do not mention the production bottleneck. every patch Firaxis nerfs production. lucky for us not all districts are useful and many wonders suck.

(February 27th, 2017, 14:57)Bacchus Wrote: Still no map editor smile
I have a suspicion that Firaxis will not release the SDK until they roll out all their DLC.

strangely enough, no one yet mentioned the Notes from Ed Beach's Civ VI talk at GDC thread on civfanatics.

the document linked in the first post has some disturbing sh.. insight on civ6's prototyping process:

He [Ed. here and elsewhere "he" refers to Ed] put it in but everyone hated it.  People couldn’t figure out why their unit couldn’t move where they thought it should.  He got  a LOT of pushback on this from the team.

He didn’t want to give up on it even against a LOT of pushback.  But he had some allies in dev team in his corner too.

What ended up being the key thing making him comfortable including it - he started thinking about XCOM and about how there are lots of complicated moves you do in that game - ladders, up and down levels etc...

He plays it all the time and loves it.

But he has no idea how the movement system works!  He has no idea how you spend points.. What the range is...

But you don’t need to know in XCOM - you just click a guy and it shows you the range.


So he took the blue boundary that you only saw in Civ 5 when you were in movement mode and made that default for Civ 6.

All of a sudden after putting this in people understood it.

but you don't need to know in civ6 - you just click a guy and click "end turn". wow. Beach's ignorance is fascinating. I am starting to wonder if he played a single game of civ6. wait a minute! "He [Ed] plays it [X-COM] all the time and loves it." lol

on civic policy cards' cost & adoption mechanics:
[prototype number three]
Still had one big problem here. Had a really cumbersome system - all of the switching etc was done by spending culture.  You want to make a government change?  You spend a bunch of your culture points.

Didn’t make a lot of sense (spending ancient culture on a modern govt change?)
hm... I was under the impression that a government type is like a chassis, and civic cards fill the slots like in mechwarrior4, eve online, bioshock (yes the game lacks "chassis"), etc. switching goverment types can be free. also let culture accumulate.
the N 3 prototype is the way I feel it should have been done.

the mechanic that went into release makes perfect sense - keep some civics at 1-turn completion to change civics for free when needed.

Also something would sometimes happen in the game world where the player unlocks a new government but couldn’t switch into it because they didn’t have any culture left in their cultural treasury.
wtf? strategy games should reward planning. what would happen if someone declares war on the player and the player lacks any military?

another note:
I strongly dislike Sid's "perpetual sense of advancement and progress - later stuff must be strictly better than any earlier on the tech tree.".
I remember the (One Right Choice) mad race from despotism to monarchy in civ1/civ2. how jumping into monarchy asap can be considered "an interesing desion" is yet unknown. the game would benefit from diversity and multidimensional entities much more than from "mines", "advanced mines", "robotic mines" (a tribute to civ:CtP).

"One unit per tile is great" - Ed bow
me on civfanatics.com
An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
No gods or kings. Only Man.
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Well I played a game and I don't need Scythia as a crutch to win IMM consistently anymore. This is because just adding a single battering ram transforms just not dying to taking over someone's entire empire.

Does any one know a way to actually survive two Deity AIs DoWing you or I'm I right about you just dying?
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Hail:

Reaction to your points on Dev Notes:

1. The fact that this move ****ed melee units proves that Beach didn't knew what the was doing here. Not as bad as Sid's "civ on console" idea which would cause me to lose all respect for him but still pretty bad.

2. The game ****s you if you try and use the same government twice. This stops tactical switching in the first place. This makes it so that not spending culture doesn't make a difference.

3. Due to tech whoring any game before Civ4 is if you just don't get "snuffed in the cradle" you win. Whatever Sid wanted cannot handle the massive amount of free beakers and gold. You should see Emmsworth's HoF game that got retroactively banned to see the logical conclusion to this.
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Oh, I forgot to mention that I found out that the foodbox doesn't magically vanish into the ether when you starve anymore.
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Quote:I think this is one of the many interface bugs/issues. I noticed upon loading a particular save that my "resources" screen showed that I had some whales, but I had been tracking my whale sales scrupulously and none of the 30-turn windows had ended. (and checking saves before / after that turn showed the GPT I was getting from sale was still in effect), and I couldn't sell whales on any AI trade screen.

From the Epic 2 thread. Those interface problems are just shameless.
DL: PB12 | Playing: PB13
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