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Civ 6 Release and Update Discussion Thread

While playing around in Firetuner I discovered that it is possible swap control to another civ in a game. Inside the Autoplay panel are two tables, one with "Return As" and listing all players in the game. To swap to another player simply select the desired civilization in the Return As table, then set the autoplay duration to 1 turn, run the autoplay and voila! You are now in control of that other civilization. Thus it is possible to manually execute a "high-to-low" style mechanic.
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Do I sense that Civ6 seems to have fallen out of favor here? I am wondering what it would take to get that game to where it could be.
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The problem is that Firaxis (more accurately Take-Two) is optimizing for the low-volume player, and we're all high-volume players, so we'll learn how to exploit the game over ten, twenty, or more games. It's a rare game that holds up over that long, and while the fundamentals of Civ6 could hold up (unlike Civ5), Firaxis won't fix the edge cases, and we haven't figured out the right way to fix it ourselves yet (and that's difficult since Firaxis is also changing the game, even if we've mostly rejected the first expansion--and the DLC also is a problem that fractures the community, even if it wasn't all OP garbage).
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I'd still like to explore Rise & Fall a little more - we've only had the one game of it, with yes, lots of nonsense with Magnus, and the Mongols, and seowons all being absurd. But there's more governors, more wonders, and more new civs to dig into, and even if the expansion as a whole is broken I'd still like to figure out what, precisely, works and what doesn't so we can think about fixing it.

I really like the core of Civ VI's gameplay, and I have high hopes that the RB mod can salvage multiplayer - unfortunately I have no talents in that direction myself, or I'd take a stab at some of the coding.
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There's a limit on how much stuff you can ban/mod before your not playing the real game. The changes needed in base Civ6 may be below the limit but R&F is definitely above the limit. And sticking with base Civ6 is not an option because we all know that an exp pack was intended from the start so R&F is the real game. Base Civ4 was Soren and then people tacked-on stuff so it could keep going.
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I recently read Sulla's Civ6 report Exceeds Expectations and was wondering how the game and it's expansion fares after 6 month. I'm normally a single player so I'm very much interested if the AI did make any improvements and how good the new features are. Would you say the expansion is an improvement over the final original version for single player?

Please forgive me that I did not read all 100 pages of this thread. mischief
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(August 10th, 2018, 09:24)Charriu Wrote: I recently read Sulla's Civ6 report Exceeds Expectations and was wondering how the game and it's expansion fares after 6 month. I'm normally a single player so I'm very much interested if the AI did make any improvements and how good the new features are. Would you say the expansion is an improvement over the final original version for single player?

Please forgive me that I did not read all 100 pages of this thread. mischief

I think this sums up our reaction to the changes to SP:

(February 18th, 2018, 07:05)Japper007 Wrote:
(February 17th, 2018, 18:52)MJW (ya that one) Wrote: Played a few more games.
The barbs are nasty enough on IMM (they scale with game difficulty now) that you are forced to build a big military. You are pretty much forced to go to war now to avoid wasting all your production. IMM is still easily beatable if you rush (battering ram) so that's it. The governor's would just make it even easier to win after you take out a single guy.
Deity would require a little more luck to win.
I've found the need for more troops because of barbs too (can't go Builder-Settler opening anymore without getting both stolen), though in Multiplayer building military is probably a good instinct either way. Deity is still really winnable, though not as easy as it once was. You now just need to build with the idea of an expected invasion in mind and then crush it when it comes, after that you kill the AI that was rushing you and coast to victory as long as you don't have an utterly boned start it's doable.
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I just now played Civ 6 again. It's been a while, so I went with Emperor difficulty and, uh, are barbarian horsemen supposed to have the CS of regular horsemen now? They also behaved really strangely, they didn't pillage anything after killing my units.
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(September 14th, 2018, 18:43)RFS-81 Wrote: I just now played Civ 6 again. It's been a while, so I went with Emperor difficulty and, uh, are barbarian horsemen supposed to have the CS of regular horsemen now? They also behaved really strangely, they didn't pillage anything after killing my units.

I believe they're only supposed to have that strength after >50% of the civs have discovered them. There were 20-strength ones in PBEM11 early on and I don't think we've had a patch since that game started.
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I think the first one I encountered was 20 strength, but from then on it was 36, so that makes sense.
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