November 1st, 2016, 17:25
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November 1st, 2016, 17:48
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(October 31st, 2016, 11:30)Gazglum Wrote: Basically, I think what CIV AIs need is a final boss, as in one or two opposing AIs who can pose a threat in the late game. I've played about 5 games of Civ 6 now, and not actually finished any of them because I have either been defeated early on, or I've got so far ahead that it becomes pointless to continue. That needs AIs Civs who can snowball like the player, through expansion or conquering their neighbours. Not all of them, every game, but hopefully at least one.
War of the Worlds alien invasion? :D
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
November 1st, 2016, 17:57
Posts: 23,379
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Basically, when you pick a set difficulty, some AI should be a level higher, and some a level lower than the level you picked so that KAI exist.
There's your final boss...
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
November 1st, 2016, 19:43
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While playing AW games and getting to face severe unhappiness, it occurred to me that the luxury rules now are totally biased.
The rule that each unique luxury resource only applies to 4 cities means that larger maps have an inherent penalty. Who would come up with such rules? It should be changed to 4 cities per luxury (e.g. if you happen to have 3 silver, then it should make 12 cities happy).
November 1st, 2016, 19:57
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I just got RoP Raped by the AI and that's gonna be the last time I play this game for awhile. You can literally sign OB, move all of your units into their territory, surround all their cities, and then you can declare war and take all their cities on the same turn.
November 1st, 2016, 20:17
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Quote:I just got RoP Raped by the AI and that's gonna be the last time I play this game for awhile. You can literally sign OB, move all of your units into their territory, surround all their cities, and then you can declare war and take all their cities on the same turn.
After the Civ3 ROP exploits, one would have thought that this sort of stuff would be history. This game often feels as if the developers have forgotten (or never knew) all the pitfalls of previous iterations (or for that matter, kept in mind what actually worked well)
November 1st, 2016, 21:27
(This post was last modified: November 1st, 2016, 21:28 by Magil.)
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(October 31st, 2016, 18:56)Thespian Wrote: I think food > production when it comes to trade routes. As I discovered in the Adventure, how much food a city produces doesn't matter that much when you can get anywhere from +4 to +10 (!!!) food from a trade route. I expect you could do better with a bit more knowledge on how the trading system works. This lets you grow any city on the map relatively quickly if you assign traders to maintain it. Later on when Industrial Zones start churning out production from trade, I started getting stuff like +8 Food, +7 Production, +2.5 Gold. With a stack of 20 traders your land becomes irrelevant aside from the adjacency bonuses. It's just a matter of getting them into a city. With growth, you can work more hill tiles which are low in food. With hill tiles and industrial zones, you start producing things really quickly. Once this happens it's just a matter of waiting around to win.
The main reason why I think it's stronger is that you never have to build farms. Ever. Aside from resources needing a farm, I built one useless farm. It's completely taking out a problem with getting a populated city and saves you time and worker actions. Traders are also really cheap so it's not like you're making much of an investment in them. The main penalty for building them is that you have to reassign them every time they complete a route which drags on the more traders you build. Four traders need reassigned, o wise leader, can you spare the time to tell them to go back and steal magical food from the same city they've visited for the past hundreds of years?
I'm going to disagree a bit here just because of how housing impacts growth. In the case of a city with low growth potential, food from trade routes is useful. But if housing is your primary growth inhibitor (as is often the case with me), then I find farms to be a better deal, because they provide 0.5 housing per farm, and because you can swap from farms to mines once your housing cap hits (until such a time when you can raise it, in which case it's back to the farms).
On the other hand, food from trade routes does become more valuable once you're filling out your land with districts, neighborhoods, and wonders. But if you have a place where you can spam out farms with lots of Feudalism/Replaceable Parts adjacency, then I think that's actually more optimal because it's easier to swap your citizens from working farms to working mines/specialists once the housing cap limits your growth, while trade routes take a while to expire and be re-assigned. I find my growth is more often limited by housing than raw food potential.
As for international trade routes, it does become valuable later in the game when you have the E-Commerce policy (especially if you can combine it with the Diplomatic policy that gives +2 food/production to trade routes with your ally, if you have an ally). But that is so very late it's almost an afterthought.
Civ 6 Adventure 1 Report
Now complete!
November 2nd, 2016, 01:30
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(November 1st, 2016, 20:17)Singaboy Wrote: Quote:I just got RoP Raped by the AI and that's gonna be the last time I play this game for awhile. You can literally sign OB, move all of your units into their territory, surround all their cities, and then you can declare war and take all their cities on the same turn.
After the Civ3 ROP exploits, one would have thought that this sort of stuff would be history. This game often feels as if the developers have forgotten (or never knew) all the pitfalls of previous iterations (or for that matter, kept in mind what actually worked well)
That may be the case. The great irony of it all is just how intense of a history buff Ed Beach is.
The clarion call of the historian is that those who do not remember history may be doomed to repeat it. But Civ6 seems to have forgotten more about Civs past than all the previous iterations combined.
- Sirian
Fortune favors the bold.
November 2nd, 2016, 04:12
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(November 1st, 2016, 19:57)Borsche Wrote: I just got RoP Raped by the AI and that's gonna be the last time I play this game for awhile. You can literally sign OB, move all of your units into their territory, surround all their cities, and then you can declare war and take all their cities on the same turn.
Have you actually tried that? I was under the impression that I was ported out of their borders when I cancelled OB. I suspect I never tried cancelling OB by declaring war.
November 2nd, 2016, 05:29
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After 3 games I must say I like the game a lot more than Civ5 but there are still some problems
UI:
City-expansion: Why the Info which tile the city is going to expand too is hidden from the player. As some mods show the Info itself is there but the player doesn't see it. Civ5 did show you the most likely tiles it would expand too so why is civ 6 hiding it again?
Renewing of Traderoutes: BE allows to simply continue existing TR and even allows you to set it as autorefresh whenever its ends so why is that gone?
Another UI-curiosity: If you set a GP to sleep and later on you want to use his special power (retire him) you have to wake him up first before you get the button to use his power. = You need 2 clicks for one thing.
1UpT and traders etc: Why the hell can opponents Apostles/Missionaries block Traders/GreatPersons etc? As this are Units which don't need OB to enter your land there is little you can do to prevent it.
AI and war: In all 3 games Roosevelt managed to take an opponents capital early on. He also usually expands well. There are also several Citystates getting conquered in every game. That means early on the AI does understand how to fight a successful war. But only in the early parts of the game. As soon as cities themselves get a higher defence-rating the successful AI vs AI-wars are history. I don't think I have seen an AI taking a City after the middle-ages despite there being a lot of AI-AI wars.
Good things:
The idea of Districts.
The housing / amenities concept.
The civics and the culture-tech tree.
The game runs far smoother than civ 5.
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