[Sid Meier] Civilization VI

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Fitzy
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Re: [Sid Meier] Civilization VI

Post by Fitzy »

Newcastle wrote:
I've also modded my game to move other civs starting position a good way away from me. Here's the instructions on how to do that; its from herehttps://www.reddit.com/r/civ/comments/5 ... nswers_to/:
Has that worked well for you? When I tried it, I noticed I was getting less than the number of selected Civs, in once case going down as far as 5, instead of 10.
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Re: [Sid Meier] Civilization VI

Post by Newcastle »

LordMortis wrote:I saw that earlier in the thread. I am/was tempted sometimes. I hate to hand play with files when updates change the games so much. I fear mods for much the same reason. Irrational, I know.
Its super easy to do and i've noticed no ill effects on my game. FYI. I think its the only way i can play this version of CIV till real modding tools become available. Having other civs spawn so close to me almost always results in my restarting the game.
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Re: [Sid Meier] Civilization VI

Post by Newcastle »

Fitzy wrote:
Newcastle wrote:
I've also modded my game to move other civs starting position a good way away from me. Here's the instructions on how to do that; its from herehttps://www.reddit.com/r/civ/comments/5 ... nswers_to/:
Has that worked well for you? When I tried it, I noticed I was getting less than the number of selected Civs, in once case going down as far as 5, instead of 10.
Its worked excellent for me...but again i prefer playing with a small amount of CIVs; usually between 4-6 including my own. I can't vouch for it being effective w/ 7+ CIvs. It could be that due to the change in those files, its not possible to accomodate more than 6+ Civs.
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Re: [Sid Meier] Civilization VI

Post by Newcastle »

So i just had a strange thing happen to me in my latest game. I've got 4 Civs in the game including my own...and I've set distances between starting positions to be about 30. Now...England is roughly about 30 tiles away from me seperated by about 10 tiles deep of jungle, about 10 tiles deep of plains/grasslands/desert and small strait (they are on a very small continent; while i am on a different, and very large one).

Now given the distance just a few turns ago i noticed that 2 warriors were escorting a settler into MY Territory (what i call mine), and as they moved by my first city, they continued moving up further into area I thought of as mine (the area they were headed too was desert w/ a lot of incense).

At the time England only had 2 cities I was aware of. I've got 5 cities. They have a crappy starting position, and had managed to settle a 2nd city about 8 tiles from London on my continent. That 2nd city was still far away from me. What i dont get is why would the AI send a settler so far away from their home area to settle a city? I just dont get it.

Can anyone explain it me?

Anyway, i declared war on them, killed 1 warrior unit an dstole their settler. So now I am at war with them, and have a warmonger penalty going on.
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Re: [Sid Meier] Civilization VI

Post by Kraken »

I finished my Gandhi game with the expected religion win. I must say it was the most boring game yet. After I secured my continent in the ancient era, the AIs on the other continent never came to visit, never interfered with my city states, and never sent over any spies or traders. Since we had no conflict they were all trading me luxuries on equal terms and happiness was never a problem. My continent was lightly defended and never fully settled, so the AI could have given me some serious headaches if they'd been so inclined.

In spite of having a large civ and winning the game in the modern era, I ranked right near the bottom with Ethelred the Unready. Even the score was unsatisfying, probably punished me for never going to war.

Started a game as Gilgamesh last night and drew a strange map. I think I specified islands, but instead got a maze of lobes connected by isthmuses. After exploring the whole thing I found only one city state, so the rest of them must be off on islands or another continent. I do have multiple AIs sharing my maze. I gather from Gilgamesh's leader description that alliances are supposed to be his superpower, so I'm going to try to restrict myself to defending and civilizing, tentatively going after a culture or science victory.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

Fitzy wrote:
Newcastle wrote:
I've also modded my game to move other civs starting position a good way away from me. Here's the instructions on how to do that; its from herehttps://www.reddit.com/r/civ/comments/5 ... nswers_to/:
Has that worked well for you? When I tried it, I noticed I was getting less than the number of selected Civs, in once case going down as far as 5, instead of 10.
It it possible they couldn't fit or potentially find 10 starting spots at the distances you put in on the mapsize you chose?

Newcastle wrote:So i just had a strange thing happen to me in my latest game. I've got 4 Civs in the game including my own...and I've set distances between starting positions to be about 30. Now...England is roughly about 30 tiles away from me seperated by about 10 tiles deep of jungle, about 10 tiles deep of plains/grasslands/desert and small strait (they are on a very small continent; while i am on a different, and very large one).

Now given the distance just a few turns ago i noticed that 2 warriors were escorting a settler into MY Territory (what i call mine), and as they moved by my first city, they continued moving up further into area I thought of as mine (the area they were headed too was desert w/ a lot of incense).

At the time England only had 2 cities I was aware of. I've got 5 cities. They have a crappy starting position, and had managed to settle a 2nd city about 8 tiles from London on my continent. That 2nd city was still far away from me. What i dont get is why would the AI send a settler so far away from their home area to settle a city? I just dont get it.

Can anyone explain it me?

Anyway, i declared war on them, killed 1 warrior unit an dstole their settler. So now I am at war with them, and have a warmonger penalty going on.
Resource they wanted? Prime settling area? England wanting to expand to a different "continent"? Computer wanting to piss you off by crowding you, thinking they can fill in the other areas later?

I've noticed the barbarians always prefer me as a target and go out their way to choose me instead of city states or other civs.
Kraken wrote:In spite of having a large civ and winning the game in the modern era, I ranked right near the bottom with Ethelred the Unready. Even the score was unsatisfying, probably punished me for never going to war.
You can see your score throughout the game. War doesn't give you score, though expanding your Civ (and by proxy expanding through war) does. Religion gives you very little score. Space race gives you none, though tech does. Winning in the modern era, means you left a lot culture and science points on the table. As it stands, score seems to be meaningless. It's just a measure of win should the time run out. On marathon games, that has never been a consideration, though I did get to the 1980s in my last game. I do hope they revamp the way scoring works. The person in charge of that really dropped the ball. It's like they have no concept of the original game and the mass obsession to keep getting higher and higher scores on the persistent board.


My Catherine game is chugging along but I cant find wine, so I'm not likely to get the Chateau achievement. Starting in the Medieval era is fun. You start with two settlers, a spearman, two builders, and an archer. With so much in place already, the initial challenge is ward of barbarians that are already producing swordsmen in a vast empty space. For me this was enhanced because I dropped the the 19 (20?) civs I usually start against to 11.

Are the amount of city states tied to the amount of players? I'm used to seeing like 20+ city states. I've mapped maybe 40% of the terrain in my game and there are only 5 so far.
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Re: [Sid Meier] Civilization VI

Post by Newcastle »

Usually in my games i see about 6-8 city states. If i find 3 within a close proximity to me, i know that i am generally alone on that continent.
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Re: [Sid Meier] Civilization VI

Post by Kraken »

LordMortis wrote: I do hope they revamp the way scoring works. The person in charge of that really dropped the ball. It's like they have no concept of the original game and the mass obsession to keep getting higher and higher scores on the persistent board.
Amen to that. Leaving it out is inexplicable. Even if they built this game engine from the ground up and couldn't use any legacy code, they had 25 years of legacy design to consult. I imagine the dev team would tell us that they ran out of time, but that's weak beer; as lame as it is, there is a scoring system in place, and the end-game "ranking" is there. How much work would it really have been to store those scores in the ol' Hall of Fame? It's just a gorram spreadsheet in a pretty graphic.

It's too late to think that they will patch it in. More likely they'll expect me to pay for it as part of a DLC or expansion. That will piss me off even more than leaving it out in the first place. Maybe someone can mod it in?
Newcastle wrote: What i dont get is why would the AI send a settler so far away from their home area to settle a city? I just dont get it.
I've griped about this, too. The AI routinely strolls past nice juicy city spots in its own lands in favor of trying to hem me in -- I think I've seen that in every game I've played. I would guess that it's supposed to be a competitive technique and only became blatantly obvious in your game because of the distant starting positions. That is, a prime tile in the AI's turf might have a value of 20 goodness points while an identical tile on your border is worth 21. Your game implies that the goodness value isn't reduced for distance -- there's no concept of lines of supply except when surrounding a city with units.

On a normally populated map it does force you to choose between declaring war and tolerating the intrusion -- not a huge deal in the ancient world, when warmonger penalties are light or nonexistent, but more and more annoying as the game goes on. So it does have some competitive value.

Of course I'm just guessing. Much of the AI's behavior is hard to explain.
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Re: [Sid Meier] Civilization VI

Post by Baroquen »

Kraken wrote:
LordMortis wrote: I do hope they revamp the way scoring works. The person in charge of that really dropped the ball. It's like they have no concept of the original game and the mass obsession to keep getting higher and higher scores on the persistent board.
Amen to that. Leaving it out is inexplicable. Even if they built this game engine from the ground up and couldn't use any legacy code, they had 25 years of legacy design to consult. I imagine the dev team would tell us that they ran out of time, but that's weak beer; as lame as it is, there is a scoring system in place, and the end-game "ranking" is there. How much work would it really have been to store those scores in the ol' Hall of Fame? It's just a gorram spreadsheet in a pretty graphic.

It's too late to think that they will patch it in. More likely they'll expect me to pay for it as part of a DLC or expansion. That will piss me off even more than leaving it out in the first place. Maybe someone can mod it in?
Yeah. This is the sort of design decision that is generally so frustrating about this game. And this specific decision is one that really annoys me.

I'm in the middle of a game now, and it's partly entertaining, but partly annoying to slog through, especially that if I finish it, there's -nothing- to record the event other than maybe an achievement. Dumb.
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Re: [Sid Meier] Civilization VI

Post by Kraken »

I went looking for mods tonight and found a few but didn't install any because I'm waiting for Steam Workshop. Turns out there's a thread on steam where people are arguing (! :lol: ) about how upset we should be: When we bought this game, steam workshop was listed as a feature, but it's still not implemented and was quietly dropped from the game description. One faction thinks we were defrauded, one faction thinks we just need to be patient, and one faction is clueless. Firaxis isn't saying anything.

There is no scoreboard mod out there AFAIK, but the one that implements a build queue is mighty tempting. I avoid unsupported mods because they tend to break whenever there's a patch, and I expect many patches to come.
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Re: [Sid Meier] Civilization VI

Post by infinitelurker »

Recently returned from holiday vacation and saw the posting here about a patch!

Downloaded it, and am super-happy to report that it resolved my late-game crashing bug!

Unhappy to report that 4 turns past the fixed crash, I promptly lost the game to a religion win where I thought I had ample time to take out that player. :doh: :lol:
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Re: [Sid Meier] Civilization VI

Post by Jeff V »

Kraken wrote:There is no scoreboard mod out there AFAIK, but the one that implements a build queue is mighty tempting. I avoid unsupported mods because they tend to break whenever there's a patch, and I expect many patches to come.
Building is far less tiresome in this game and with the district concept, I don't think I'd recommend using a queue in the first place. A queue could get stalled if, for example, it has to wait for sufficient population to create a new district. If the queue only handles what is currently available, it's even less useful.
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Re: [Sid Meier] Civilization VI

Post by Malacheye »

Ok,

I havent posted in awhile to Civ 6 stuff.

I have over 200hrs so far into this game, not to mention the countless pre-game time invested into learning and watching demos and utube how to plays.

I too am frustrated and disappointed with a lot of things left out at release. Lack of score system, lack of a way to claim victory (and steam achievements) without having to slog out the last few hundred LONG years, lack of a good, competitive AI (unit moves, war declaration, city placement, diplomacy, upgrading units, research), lack of world natural wonders, and issues with religion and spies (which I still dont fully understand).

But all that said, the developers really did change many core fundamentals of the game. The revamping of city development/management (with builders), the whole tech/culture experience, trade/roads/city state changes, and acquiring great people have created a game that is not only very challenging to master, but really fun to play. I have been trying to master the emperor level now for some time and it is still fun and challenging for me.

I am on the side of cautious optimism that with expansions and seasonal patches, this game will get the problems fixed. I have no problem eventually shelling out $150-$175 for the probably two major expansions with the original game combined, if the product is finished (just as civ 4 and civ 5 were).

The core features make this game demanding expansions to add more civ leaders, civilizations, maps, city states, great people, and AI improvement. I think it is unreasonable to think that a game of this magnitude could have everything that everyone wants at the time of release for $60. I remember paying $60 for Civ 2 back in the mid/late 90's, and I have spend more time on Civ 6 than any game since Civ 5.

For me, my choices for civs to start with if I want a chance to win, are Rome, Greece (Dido), China and Germany. The road/monument bonus, builder bonus and extra card slots really help for a good start.

Peace, out :)
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Re: [Sid Meier] Civilization VI

Post by Jeff V »

After playing with randomly-assigned leaders the first 5-6 games, I've since been working my way down the list to make sure I win at least once playing them all. I'm on Sumeria now, in the lead for a tech victory on a large map.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

Malacheye wrote:For me, my choices for civs to start with if I want a chance to win, are Rome, Greece (Dido), China and Germany. The road/monument bonus, builder bonus and extra card slots really help for a good start.

Peace, out :)
After playing about half the Civs, Norway on Water, Russia territory expansion without going culture crazy, and Greece (Athens) when playing with 20 freaking city states and I love extra Civics spots, I think have been my favorites. Arabia "gets a prophet, so suck it!" gets an honorable mention. I did like Germany's extra district bonus.

Russia will probably be the first Civ I go back to and probably do multiple tries.... After I get bored of pursuing achievements...

I have no Aztec or Poland.
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Re: [Sid Meier] Civilization VI

Post by Malacheye »

Mortis,

Does Norway's ship land raiding ability work well? Seems like you would always have to be at war for it to work.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

Malacheye wrote:Mortis,

Does Norway's ship land raiding ability work well? Seems like you would always have to be at war for it to work.
It's not a huge perk but it's alright. It's a way to get the pirate/sub right at the beginning of the game. How often do you use pirate/subs? It's great to use in concert with range class ships. One shells while the other engages and absorbs damage and then raids to heal. Of more use is the fact that you can explore the open seas so much earlier, which allows you an early vast contact network, so you can really hammer on city state advancements. Also, I've never been much of navy guy in all of the Civ games. Norway gave me the excuse to really explore, concentrate on, and dominate the sea game.

When I played Norway, I only played defensive wars. However when war was declare, I'd wipe another civ from the game. I stayed at war a lot, because pre patch, other Civs didn't get involved in existing wars. So decimating someone but not taking any of their territories until your warmonger penalty cooled off and declaring white peace was a valid way to get to advance the game.

Your question reminds, Cassus Belli reduce warmonger but defensive wars of territory not only don't seem to, but they also don't take in to consideration the Cassus Belli you could have had in an offensive war. I don't care for that game design decision.
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Re: [Sid Meier] Civilization VI

Post by Jeff V »

In my current game, Congo attacked me for no real reason at all, except maybe because I surpassed it in tech to take the lead in that category. He assaulted me with a largely archaic army, though, which I completely annihilated. The path to his realm, however, lay opposite a dense jungle, so I agreed to let him pay me a lot for peace. I haven't taken any cities so far in the game.

Much to my surprise, I've been neighbors to and at peace with Gorgo the entire game. Some of our territory abuts against each other though, and she's getting pissy because my units, while in my territory, are adjacent to hers. I should move more there.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

Finished Catherine with the predicted religious victory, so turning to Gandhi, I'm turning religion off and seeing how it goes. Doing the Continental, huge, with the full board of players so I can get the Gandhi 7 religion achievement. So far it appears to be two islands. There are 13 of us and a ton of city states on the small island, which means if all of the other civs are on the large island there are only 7 (8?) of them. Needless to say, it's a tight fit. There's been a ton of "screw you, I fit in this tiny niche and take that resource as well as a bit of your potential cultural area!" I figure on epic, I'm around 100 turns in that island is almost completely packed.

I must say, I'm enjoying that every game has been different, even if I have to enforce it being different, ie, turning off the religious victory on my current game.
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Re: [Sid Meier] Civilization VI

Post by Baroquen »

So the diplomatic AI and warmongering attitudes are really pretty stupid IMO. They all attack me, and I'm the warmonger? Just dumb. That said, the AI is so inept that despite the CPU civs having much higher military scores than I have, they didn't come close to inflicting any significant damage to my cities or troops. And while that's fun to just steamroll them, it just seems wrong, and a weakness for the game.

Getting into the late game slog of wrapping the game up. Want to finish, take a break, and then try again after cranking up the difficulty. See how that goes.
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Re: [Sid Meier] Civilization VI

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Baroquen wrote:So the diplomatic AI and warmongering attitudes are really pretty stupid IMO. They all attack me, and I'm the warmonger? Just dumb. That said, the AI is so inept that despite the CPU civs having much higher military scores than I have, they didn't come close to inflicting any significant damage to my cities or troops.
Several of the AIs in my current Gilgamesh game are so far ahead of me technologically that they could roll right over me if they ever upgraded their units. They're in the Info Age and I'm still seeing archers and catapults.

I did refrain from warring as much as I could and I have three BFFs. That's enough to find out that alliances are essentially worthless and defense pacts are downright detrimental. You declare friendship. A little later you become allies. A little later you sign a defense pact. And then the friendship agreement expires and resets the whole relationship, taking down the higher-level arrangements with it. Alliances should be more durable than that.

The only thing defense pacts have done for me is wipe out my suzereinty over two city states when my AI buddies went to war with them. No announcement or anything, I just notice the next time I open the city state panel that I have 0 envoys and a state of war.

So I basically succeeded at diplomacy only to find it mostly useless. I might win on score if I have the patience to run out 500 more turns (shudder). I might win the space race despite being way behind in tech because the AI apparently isn't pursuing it. Or I might just go for yet another religion win just to get the game over with. Conquest would be too much of a slog since I refrained from expanding early on, and I got too few great people to win on culture.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

AI inept. I agree.

You get warmonger for taking territory.

I find alliances to do a fairly good job of discouraging others from declaring war. I don't do defensive pacts. Alliances also let me know a "friendly" civ won't be talked into declaring surprise war on me by the darwinist or someone they presumably like better. I also got my first research agreements going last game because of alliances. Alliances also get you better trades and open borders for tourists. I didn't have much use for them until I started playing emperor. Now they are an added dynamic.
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Re: [Sid Meier] Civilization VI

Post by Kraken »

I've now got 4/7 civs as allies and another one flirting with me. It does make for a peaceful game, and the trade deals are nice. But I'm missing Civ 5's UN. They could vote me king of the world and save me 450 more turns. :)
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

Three false starts as Gandhi, as I am trying to make sure I get the Gandhi religion achievement. Only one or two of 7 prophets ever show up. I think it's because I am starting in the Renaissance. Time to switch to a different nation. What a waste.
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Re: [Sid Meier] Civilization VI

Post by Jeff V »

It took me several starts before Gandhi landed his coveted Snake Oil Salesman (the name of my custom religion in this game). It was a quick but dull game. It's hard to send sales reps into enemy territory, though, so the Greeks had to be ethnically cleansed before I could win.

Now I am the Greeks (Gorgo). I'm about to colonize a 4th landmass. I've been at war almost constantly; Spain begged for peace after I assimilated a city; China begged for peace after I wiped out his army; he built another, I wiped that out too and this time took 2 cities to slow down his rebuild. Meanwhile, France bribed me to accept a peace in a war that went unprosecuted, leaving on the vile Gandhi at war (for centuries, not a shot fired between us). Looking at the leader boards, it seems my best bet is to go for a military win anyway, so I need to ramp up research and finance.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

After all my false starts with Gandhi, I moved over to Gorgo as well. The game crashed (by means of the map borking irrecoverably) about 100 turns in when I met Russia. I didn't want to go back and then hope it didn't crash again when I met Russia again. So my Monday gaming time was a complete waste of time. Ah well.
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Re: [Sid Meier] Civilization VI

Post by Jeff V »

Never had such crashes in this game. Just lucky, I guess.

My goal for Gorgo was to actually try for a culture victory. I won such a victory in the first weeks after the game came out, quite incidentally (I was a few turns from a space victory). But Gandi is generating more than double the amount of culture I am every turn. I'd have to kick his teeth in to have a shot (well, I'm in 4th place after focusing elsewhere due to the constant state of war, so I have a few other teeth to kick in too).
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Re: [Sid Meier] Civilization VI

Post by Kraken »

Mercifully, Gilgamesh lost before the clock ran out. Of course the endgame routine doesn't tell you who won or why, but I think one of my allies won on culture. Good on them, I was really bored with that game.

Started a Gordo game but I think I'm going to punt because I'm shoehorned in between tundra mountains and desert with three natural wonders nearby but almost no luxuries.
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Re: [Sid Meier] Civilization VI

Post by Kraken »

Took me 5 starts to finally get a playable start as Gorgo.

1,000 turns in, end of the social tree and near the end of the techs, all unit promotions have stopped working entirely. So much for fixing the apostle promotion bug. I'm skeptical that the patched-in Sentry command works at all -- if it does, it's only when a unit is attacked -- and it's not even available for the religious and naval units that do the most camping. I've had two random crashes, and I'm back to crashing on exit again.

Feh.

I'm going for a culture win, fwiw, and have a decent shot at it, but I'm getting disgusted with the last patch on the way there. Having second thoughts about my plan to play each leader once before setting the game aside.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

Windows 10 crashed during an update last night. Lost my Gorgo game also around turn 1000 but due to Windows. Frustrating. I'm really coming to have a hate hate relationship with Windows 10, especially when I liked 7 so much. Isn't to supposed be good after 8 sucked it so hard? Isn't that how MS works? Every other OS?
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Re: [Sid Meier] Civilization VI

Post by Kraken »

I finally won my Gorgo culture victory after two more random crashes. Started a new game as Harald last night just because I don't have anything else to play at the moment. Hoping that free XCom mod comes out pretty soon.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

Restarting Gorgo again after the crash, and I have to say that starting in the Renaissance is an interesting challenge. You're dumped in to the mid game and have to choose a victory condition right out of the gate. There are only 1 or 2 religions, which seems dependent on whether or not Arabia is playing and if they can get their prophet first.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

Fell to page 2. While interest has died, I'm still playing. DLC for Aztec finally added to my game.

Finally beat the game with Gorgo on Renaissance level after the false starts and catastrophic crashing of my PC. Given that it's been nearly a month playing Gorgo, I'd say my time is slowing down a bit as well.

I have moved on to the Industrial Start with Hoko/Japan. I discovered that I really need to cut down every tree in site and spam with settlements early.

I also discovered I love Hoko's clustering of districts is awesome and makes planning cities much easier. From the looks of it this game will go quick.
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Re: [Sid Meier] Civilization VI

Post by Jeff V »

My Gorgo game is still going on. With the wife back to work I'm on baby duty all the time now at home, I haven't even had time sneak in a few early hours on weekend mornings. This morning, I maybe got a half-dozen turns in.
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Re: [Sid Meier] Civilization VI

Post by Kraken »

I lost my Harald game. Despite having a big landmass to myself at the beginning, the terrain was marginal and I never got any really great cities. In the endgame I was making progress on both religion and science victories when someone won on culture.

I've shelved this game to play the new XCom mod. Hoping for another patch before I come back to it. From the look of things, I'll be wrapped up in Long War for a couple of months at least.
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Re: [Sid Meier] Civilization VI

Post by Jeff V »

Won my Gorgo game with a culture win, despite never being in the lead culture-wise. Finished with a Louis 16 score.

Started Harald this morning. Looks like I have some lebensraum to start; Poland is the only other civ on the same landmass so far (but quite a few city-states). It appears there are a lot of resources available as well, although I've lost a couple of units early to the barbies. Working on getting a Nordic Jesus now.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

And my Hojo game just crashed and I have no idea how far back I'd have to go to change patterns to uncrash it and I was getting pretty close to victory. After my Gorgo miseries (which were not necessarily the fault of the game) I don't think I can do this anymore. Some let me know when then next patch comes.
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Re: [Sid Meier] Civilization VI

Post by Jeff V »

Finally finished my Norweenie game with a space victory. My score was low, but with no HOF, maximizing score seems pointless.

Now playing Japan and trying to get established in a barby-ridden hell-hole. I don't have nearly as much productive lebensraum where I'm located, so I really need to focus on water techs to find some interesting islands.
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Re: [Sid Meier] Civilization VI

Post by LordMortis »

I really liked Japan before my game crashed and I decided to quit for the next patch. The stacking bonus for adjacent districts was both fun strategically and a meaningful powerful boost for a civilization.

From the look of it I have to wait for the Summer Update when they try to sell more DLC

http://steamcommunity.com/games/289070/announcements/
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Re: [Sid Meier] Civilization VI

Post by stessier »

Just to be clear, that is the Australian Summer Update - which is right now, so you should be getting a patch soon.
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