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Civ 6 Release and Update Discussion Thread

(October 25th, 2016, 13:09)Commodore Wrote: So here's an impression I'm getting from the mass of reports, how much "burst" potential is there in this game? It seems like basically everything is slow, no way to efficiently and drastically swing from one thing to another. It seems Civ5 had this too, where stuff like the sudden reconfiguration of your empire to bust out a half dozen bulbs, or whip out a big army, etc is just gone...or maybe it's also there's just not incentive there either, given the randomness of Great People effects or the slow speed of military redeployment. Could also be that the game is very early on and emergent strategies will differ, but it sure seems like the current model/pacing would make for a very low-interaction multiplayer metagame.

So burst plays I'm knowledgeable about:

You can use gold to buy units and some buildings. Right now with the high gold you get from selling units, you almost can reconfigure your army in a turn if you want to.
Forests are choppable for production, rain forests choppable for production AND FOOD. the numbers for these SCALE UP PER AGE.
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I honestly thought for awhile that the the trade route yields the amount it displays once the route is complete and for 1T only rather than per turn. The animation of them traveling deceived me. So I was left wondering what the point of the feature was if it was so weak. I also thought they would die to barbarians, so I was choosing not to send them through the fog. Comments that they're invulnerable is news to me! I'll have to try that out.
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(October 25th, 2016, 13:09)Commodore Wrote: So here's an impression I'm getting from the mass of reports, how much "burst" potential is there in this game? It seems like basically everything is slow, no way to efficiently and drastically swing from one thing to another. It seems Civ5 had this too, where stuff like the sudden reconfiguration of your empire to bust out a half dozen bulbs, or whip out a big army, etc is just gone...or maybe it's also there's just not incentive there either, given the randomness of Great People effects or the slow speed of military redeployment. Could also be that the game is very early on and emergent strategies will differ, but it sure seems like the current model/pacing would make for a very low-interaction multiplayer metagame.

Card switching seems very strong, and very easy to take advantage of. Any new civic will allow for a free policy change, so all you have to do is keep a few ancient civics unresearched, and then you can take them when needed to get a switch the next turn. There is a military policy that allows for half-price upgrades, so after any DoW you can switch to that and make a modern force out of almost nothing next turn, as long as you keep a money cushion prepared.

I feel like that there would be more strategy and less min-maxing if they went back to a set number of turns between switches. As it is, a 'perfect' player should be switching out policies almost every other turn, and it becomes exhausting.

Has anyone else been using the militaristic governments? I've just gone Classical Republic > Merchant Republic > COmmnunism/Democracy every time, the bonus economic slots snowball you forward, and seem ultimately a better way to stay safe than using military policies.
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From what I've seen, military route means "traffic cop commits suicide from tedium".

Maybe Brick is right, intended design is "disband in one sector, buy at the battlefront".
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Traders are not attackable in the typical military combat sense, but they are not invulnerable. If toy are in enemy territory and on the same time as an enemy trader your unit gains an option to pillage the trade route - and this does exactly what barbs have done to your routes all game.

I've seen a barb unit move onto one of my traders and not pillage the route, so it's not an automatic thing for the AI. It is likely a command for them and on that turn the AI choose to move the unit (I had troops it could attack nearby). Also, I am not 100% certain but I think you only need to be on the trade route to pillage it, not on the trader unit. I think barbarians have hit me like this before, but I'm not positive.
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Also, I miss golden ages frown
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Trade routes are not invulnerable, you need to escort them. But yeah, it's not automatic, I think you have to burn some movement points for it (although I never ever had that issue). It's nice if only for the roads.
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Not having golden ages is sad, I also wish there was a way to use great people (especially artistic great people, who can't be used otherwise if you don't have free great works slots). GAs would've been a good use for them smile
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Maybe I should have mentioned it in my AW game, I have busted quite a few traders. They give you 100-150 gold each when you grab them.

Here we have a game with 1upt and someone decides to make trading a MM festival with actual trading carts that need protection? Very strange decision.
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(October 25th, 2016, 15:47)Singaboy Wrote: Here we have a game with 1upt and someone decides to make trading a MM festival with actual trading carts that need protection? Very strange decision.

Civ6 is the New Civ2!

Lot of Civ2 bugaboos creeping back in. AIs that fail to expand. Civ2 caravans are back. Tons of exploits available at launch. Easy to snuff out civs in the cradle with a military rush.

Nobody left on the inside who remember the lessons from Civ history from that far back? Or what?

These eminently avoidable problems have moved me from expecting to buy as soon as I have the time to play, over to feeling thankful I ended up in the "wait and see" group, even if that was more via luck than skill.


- Sirian
Fortune favors the bold.
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