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Civilization Weekend!; Not actually a weekend, but I like "Weekend" at the end of it.
Topic Started: Aug 12 2014, 08:52 PM (2,979 Views)
Romanticide
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http://kotaku.com/civilization-v-the-kotaku-re-review-1763407147

Pretty accurate review IMO. I guess it's less a traditional review and more of a love letter of sorts, but that's alright by me. Civ V is amazing.

Also the Donald Trump civ linked to in the article sounds fun. Perma-Golden Age but at the cost of 100% more Unhappiness isn't bad. The Great Wall of America idea is less boring in the mod description than in the article. You'll need every bit of that Happiness. -4 Culture kind of hurts, but the point wouldn't be made without it. Also feel "no Open Borders treaties" would be a viable option for that building. Border Patrol seems uninspired but whatever, I can't think of a better UU.

Should finish my current game and play this civ. >.>
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tfghost92
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swag on this dick, bitches
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[utube]https://www.youtube.com/watch?v=MeMkgoH2iHQ[/utube]

hypety hype hype
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Romanticide
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https://www.destructoid.com/what-hardware-will-it-take-to-overthrow-gandhi-in-civ-vi--388896.phtml

Looks like we should all be able to run this. I was willing to consider upgrading if I really needed to in order to max this game (if it's at all like Civ V, I'll get a shitton of hours), but the ol' 7950 probably still has another year or so of life in it before I consider upgrading to a 1070 or the 1100 line.

Also everyone needs to get hype for the 21st. Just a little under four weeks now fuck yeah.
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Romanticide
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[utube]https://www.youtube.com/watch?v=5KdE0p2joJw[/utube]

I've probably said this before, but I love Civ trailers and cinematics. They're just so damn awesome. They're epic without coming across as cheesy, which is a major problem that a lot of other video games have. The music works for them, even if I am inclined to like my J-pop weeb shit over "epic" western orchestral stuff.

Also pre-loaded the game. I'm ready for 11 PM Thursday.
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Romanticide
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24 hours into Civ VI (finally), so some preliminary thoughts I guess. I'm still trying to figure out the game, and it might take me another 50-75 hours before I feel like I have a handle on it.

The first change you'll notice is probably the movement rules. In V, you could expend one movement point to move onto a hill or into woods, or basically to move into a more defensive position. You can't do that in Civ VI; you need to have at least 2 movement points left. This makes it a bit easier to set ranged/artillery units on a hill and have them go HAM on things, which is nice, but it's harder for you to attack them if the AI is doing this to you. Exploration feels slower because of this, too, especially if you roll a map with tons of rough terrain. I can't say I like this change, but it's easy enough to deal with so whatever.

Barbs definitely behave differently. Instead of bumrushing you to death, a Scout will report back to a Barb camp, and *then* you'll get bumrushed. You can follow the Scout back to his camp and eliminate the source of the problem, which is pretty cool. Also, once you begin exploring the map, new Barb camps will show up in the fog of war. Honor in Civ V had a policy that notified you of new Barb camps, but now you don't even need that (which is good; Honor sucks) and it's amongst the handiest shit in the game. I'd say Barbs aren't as mindless as in Civ V, but not as annoying as aliens in BE could be. It's a good balance.

Early war is not penalized much if at all, so other Civs might roll up on turn 30 or something and declare war, even on lower difficulties. I think this is exacerbated if you do something, like, say, settle a second city relatively near opposing civs, so it's for the best not to settle new cities as early as you might in Civ V. You're probably better off building a few Slingers and Warriors so you have a defensive force, and if you want, a very early offensive force. At least on the lower levels, it's very possible to eliminate a civ around turn 40 or something. In doing so, you've guaranteed yourself a second good city/possibly a lot of uncontested land.

I haven't had anyone declare war on me in the mid-game or later. Warmongering penalties go up with each era, so that's probably a pretty big deterrent to the AI. You can declare war via casus belli, which is a much-needed system, but I don't even know if the AI takes advantage of this system. Players certainly will; denouncing and then waiting five turns isn't much at all.

Going wide isn't as obviously penalized as it was in V. I say "obviously penalized" because I'm sure there are checks and balances to prevent endless expansion, but on the whole I'd say it's a lot easier to maintain a decent-sized empire (think something like 7-10 cities) than in V. Hell, some district buildings even *help* a wide player who plans intelligently by giving bonuses to city centers within 6 tiles of said building.

Playing like Civ V will probably result in your cities stagnating. Civ V prioritized science (and by extension, growth) above all, but Civ VI... doesn't. Production seems like the dominant stat this go-around. Even if you found what seems like a good city, it will probably be starved for hammers without an Industrial District. This should be in every city IMO, and preferably placed to share Factory bonuses with as many cities as possible. It might just be that I'm on lower difficulties trying to figure everything out, but Science doesn't seem half as important as it was in V.

As far as districts go, I think I like the change. Unstacking cities allows for deeper complexity and more ability to make strategic decisions. You used to be able to place everything in one city, but now? Well, you still *can*, eventually (I think cities have to have 16+ population to place every district?) but in the early going you have to decide what districts you're going to prioritize.

Encampments are currently shitty though. The only buildings they have to offer just give troops experience out of the gate, which makes them inessential to a player worth a shit. You don't need promotions; you need to be able to pump troops out faster to be able to compete with the AI. There are a lot of policy cards dedicated to building an army faster though, so perhaps that's why the buildings focus on XP. As it is, I'd probably build them in one or two cities you'll dedicate to troops in a Domination game, if that.

Speaking of policy cards, I love the idea. Instead of being locked into social policies for the rest of the game, you can now change your government on the fly to get bonuses more suited for your current situation. Need troops? Throw in a card/cards that allow you to build troops quicker. Need a Great Prophet to get a Religion? Use the +2 Great Prophet points card. Need more envoys to become suzerain of a given city-state? Use one of the cards dedicated to envoys. If there's a situation, there's probably a policy card that covers it. It's a great system and I hope that future updates/expansions add more useful cards. Maybe cards that reduce warmongering penalties if you declare war for a certain reason, I don't know.

Diplomacy is probably the most lacking thing in the game. I'm not really interacting with other world leaders except to make deals and to declare war. It's boring. Making deals sucks; the AI seems to make nonsensical offers. 10 gold and 4 GPT for one of my luxuries? Two of mine for one of theirs and maybe Open Borders? Making offers that are seemingly all over the place throughout the entire game? Fuck off lol. I might as well not trade, unless it's a 1:1 deal for a new luxury. Diplomacy was also lacking in V until BNW dropped, at which point the World Congress was added and thus more meaningful interactions with world leaders.

Game looks gorgeous. It's a pretty big step up from Civ V. You won't be able to appreciate this if you're zoomed out, but zoom in on something and it quickly becomes apparent that there's a lot more detail in... anything... than there was in Civ V. I like looking at the Wonders; they're especially beautiful as you'd expect of things called Wonders.

As far as the OST, it's alright. Much better than Beyond Earth, which was a forgettable OST, and arguably even better than V. I don't think the OST is ever a draw of a Civ game, but at the least pretty much everything I've heard has been worth listening to and doesn't feel like it's distracting me from playing the game.


I'd say this is better than Civ V vanilla was, and definitely better than BE post-expansion, but not better than Civ V post-BNW. That's a really high bar to clear though. As it is, there's a good base to expand upon, and I hope future expansion packs do so. I just feel like I haven't had much time to dedicate to the game for a number of reasons.
Edited by Romanticide, Nov 20 2016, 11:02 PM.
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Romanticide
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NEW CIV VI PATCH AND DLC GET HYPE

I suppose I'll start with Aussieland?

The most obvious benefit of playing as Australia is +3 Housing for settling on a coastline. Pretty good bonus, pretty fitting for Australia seeing as like all the major cities are on a coastline. I believe you'll start with like 6 Housing for settling on a coast, which isn't overly powerful when you get the same for settling on a tile adjacent to fresh water (a lake/river), but damn good for settling on the coast when everyone else gets +1 Housing. I'll take a guaranteed 6 Housing, basically, because it's rare you'd settle on a tile that *isn't* adjacent to some sort of water.

+100% Production when war is declared against you is a damn good bonus. If you get caught with your figurative pants down, you can pump out an army pretty fast. This bonus synchronizes well with the Diggers, who get bonuses to combat on tiles adjacent to water and outside of their own territory. So basically you can get 2x the Production on units that can defend your borders *and* take the fight to your enemy. While I'd never go without a military, it's very tempting to build less than usual and laugh as opponents fruitlessly try to invade because you're pumping out Diggers in like 3 turns.

I'm not a fan of island cities in this game because you need every land tile you can get for Farms/Mines/Districts/the occasional Wonder, but Australia can do more with islands than any other civ in the game can, and get some good cities out of the deal.

The Culture bomb effect from Pastures is probably the least important part of the kit. EDIT: I thought it'd only come into play in the mid to late game, given that the Steam page says "it steals tiles from city-states and other civs" or some such, but it kicks in whenever you construct a Pasture. It's better than I thought, but unless you're gaining valuable tiles (Hills/resources, mainly, but a good District tile is always #worth), it's kinda underwhelming.

Going to play them as soon as I make this post, in fact. Still need to finish a Poland game but eh.


Patch notes oh boy.

THE WORKSHOP IS OPEN

I expect some good stuff in the upcoming weeks. I'll wait and see what people like before I go adding things all willy-nilly, though. I'd be okay with something like EUI, however. EUI is almost essential for Civ V.



Quote:
 
Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement. Players on teams gain additional benefits (beyond those of an alliance), as follows:
-When one teammate finishes research on a tech or civic, their teammate(s) receive a boost for that tech or civic.
-Teammates share war status against opponents not on their team.
-Teammates share allied status with opponents not on their team.
-Teammates work together to win or lose the game as a single entity. The Religion and Culture Victories have been reworked so they are more cooperative.
-The Religion Victory requires you to convert all civs to ONE of the religions started by your team.
-The Culture Victory requires ONE member of your team to be culturally dominant over all players NOT on your team.

I haven't played MP yet, mostly because almost nobody I know has the game/I'm not proficient yet, but all of this sounds pretty good. It should allow for more collaborative styles of gameplay, as opposed to needing each player to do everything themselves. One player could focus on Science if they're better at that and another on Culture, which seems to be the most obvious collaborative style to me. More enterprising players than myself will probably find cool ways to work together idk.

"Updated ice generation to allow more for circumnavigation."
omg thank you based firaxis

You have no idea how annoying it is to get cockblocked by ice. None. It's worse than in Civ V imo.


"Commercial Hub and Harbor both provide +1 Trade Route capacity, but only the first one applies (used to stack for +2 capacity total)."
Can't say I'm a fan, but trade routes are still powerful, so might be a needed balance change. Not as powerful as Civ V routes, let alone vanilla BE routes (lol), but still powerful enough to be worth prioritizing over most things.


"Players can now build obsoleted units if they do not have access to the strategic resource required by the upgrade unit."
all praise be to based firaxis

This only makes sense. If you can't build a Musketman because you have no Niter, you should be able to build Swordsman until you improve a Niter tile.


"Horseback Riding now requires Archery. Archery is no longer a leaf tech."
IMO researching Archery was always worth it in spite of its leaf tech status. Being able to upgrade from Slingers to Archers is pretty powerful for that point in the game. It adds +1 attack range for the low, low price of something like 30 gold per unit. This is more useful than in Civ V because of the new movement rules. Now Archery is an essential early game tech, as opposed to just a nice tech to research. (obv, it was always essential for early warmongering, but you should know that)


"Increased desire to declare friendship."
thank the gods

It's incredibly frustrating to be in the green with a Civ but have them turn you down anyway. I get it if you're at something like +1-5, but if you're at +10 or higher it's like WHAT THE FUCK WHY ARE WE NOT FRIENDS.


"Tuned strategic and luxury resource trading."
Their offers were objectively ass. It was almost better not to trade, but everything helps I guess.


"Will now be more aware of gold income, and work to bring in more."
Good, because *I* need more Gold from them.


"Barbarians may now pillage tiles to heal."
Fuck this super hard. I get this is just like Civ V, but the new movement rules change a lot about the game. It might seem like a small change to not be able to move into a tile that costs 2 movement points if you have only one like you could in Civ V, but it's not.

Rest is bugfixes and shit I don't care, nothing anywhere near as exploitative as the Science Overflow glitch from Civ V exists. That I know of, anyway.
Edited by Romanticide, Feb 24 2017, 07:42 AM.
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