DWilson
Where am I? What turn is it?
I really liked Civ V's personality table- it seemed to confirm the personalities I experienced in game (e.g., Dido was a backstabber). I don't really experience personalities in VI, unfortunately.
I can confirm this behavior. Her settling patterns are terrible due to this, too. She'll settle in locations she can't maintain loyalty, because it's on another continent. You'll definitely see her do it if two different continents are on the same landmass. This was never an ideal strategy, even with her UA, in the past. It's worse with the loyalty system.-Victoria expands to every continent
ot a reliable gauge because Korea has a passive bonus that grants them extra science
Korea can and does build lots of campus districts. Are they only one? No. But they do bui!d them. Other civilizations that like to build them (in greater frequency compared to other civs) are kongo and sumeria.
I definitely have seen him declare war before, granted it was a joint war early in the game. From the wiki I can only see that he will declare a war only when he won't be branded a warmonger.
I really liked Civ V's personality table- it seemed to confirm the personalities I experienced in game (e.g., Dido was a backstabber). I don't really experience personalities in VI, unfortunately.
I dunno. I'm not sure there's anything really wrong with AI personalities etc. so much as I think it's just that the game isn't really set up to do much with diplomacy - the only real vectors for diplomacy or personality are (1) war or not war (2) be friends or not be friends (3) build this not that. You'd need to look at something more like EU4 or Crusader King (or whatever it's called) to really get somewhere with diplomacy.
Why would you want an early alliance? It would take special circumstances to make me want to declare friendship so I can't attack them. There is no real world order in the early game so it doesn't make sense to be locked into an alliance until Diplomatic Service; by that time everyone has got a feel for each other. That's probably why warmongering is so low early. If I can easily foresee an alliance, they are far from me, or I want to "conquer" them with my religion, then I might consider friendship. Otherwise it's just an invitation for them to settle right beside you or attack your city-state. It's especially weird in multiplayer when your close neighbour sends a friend request the same turn they meet you.Talking about diplomacy and alliances: As far as my experience goes, the early game is when diplomacy would be most useful. You are comparably weak, need protection or need help from an ally to beat up a bigger enemy (classic EU4 trick). However, that's when alliances are not available - you need diplomatic service civic. I believe that's both historically incorrect (alliances not being invented before the renaissance) and also takes a dimension out of gameplay. I wouldn't mind a few more casus bellis being available earlier as well. Later in the game you've typically snowballed and alliances are useful only for the trading bonuses.
As an example, becoming friends with other civs can be very important in the early game, to avoid getting attacked when your army is elsewhere.
Because usually in the beginning you're behind and more vulnurable - behind in terms of tech and in terms of production. That's why I believe that friends can play an important role in the beginning ("at least this guy won't attack me") and potentially alliances ("they won't dare attacking me").Why would you want an early alliance?
The AI is usually so bad they can outnumber you and you can still bounce back and take a city or two. I agree with having friends in principle if they don't go against a civ's strengths. I think alliances are delayed because they could make two people too powerful and someone will be shut out.Because usually in the beginning you're behind and more vulnurable - behind in terms of tech and in terms of production. That's why I believe that friends can play an important role in the beginning ("at least this guy won't attack me") and potentially alliances ("they won't dare attacking me").
So it seems possible that these suspicious undocumented change numbers we see are some kind of hidden test build updates that Firaxis is doing in an attempt to increase their operational security and evade predictability.
The AI is usually so bad they can outnumber you and you can still bounce back and take a city or two. I agree with having friends in principle if they don't go against a civ's strengths. I think alliances are delayed because they could make two people too powerful and someone will be shut out.
Personality isn't simply or primarily about diplomacy. To use Civ V as an example (but much the same was true in Civ IV) the axes on which civs could vary included:
- aggressiveness
- expansion behaviour: some civs played 'tall' and others 'wide' in general.
- loyalty to declared friends. For instance Nebuchadnezzar was a reliable ally but Dido was not.
- Willingness to make certain deals
- Army size and favoured unit mixes.
- Favoured resource outputs.
- Favoured victory conditions
- Tendency to build Wonders.
- Tolerance of religious difference (this was more variable in Civ IV than in Civ V)
- General diplomacy modifiers. Some civs would be intrinsically more hostile or harder to befriend than the average, and others would be easier to ally with. This was the major way civs differed detectably in Civ IV, as well as being present but not dominant in Civ V.
Something which wasn't civ-specific but developed during games that could also be considered a personality trait is rivalries: because of the way modifiers worked in Civ V relations could be consistent and game-long. If Songhai went to war with Germany in one era, say, they'd have an elevated chance of warring with them for the rest of the game. Conversely, alliances frequently lasted for much of the game - the late game usually came down to two opposed blocs of allies warring against each other.
This tended to result in repeated wars between the same powers which produced interesting stories and reinforced the sense that the AI civs were individual characters with specific grudges and personal histories. In Civ VI I can't be bothered to track who's at war with whom at any given moment, because there are no lasting repercussions once peace is declared and no consistency to relations across the game as a whole.
So it seems possible that these suspicious undocumented change numbers we see are some kind of hidden test build updates that Firaxis is doing in an attempt to increase their operational security and evade predictability
I'm a little unclear, I take it you mean there are hidden test build updates so they are testing something correct?
I wouldn't be surprised to see a fall patch. I think we all knew a summer one was unlikely based on their words on the last patch.
Well, I think I observe the first three on and off (aggressiveness (or not), expansive (or not), and willingness to make friends (or not)). I'm not sure I'd really notice the others, even if the AI did favour one over the other. I'm also not sure how I'd even notice rivalries.
Perhaps a problem for me is that I'm just not that interested in leader personalities.
Thing is. If I'm playing against a Civ, not a Leader, then tightly defined personalities seem a bit daft to me. I don't really want to play against a Civ that does the same thing every game.
One thing Civ VI misses from Civ V is maybe the whole Civ V social policies, and how that sort of forced your Civ to develop along specific cultural lines. Overall, I prefer Civ VI's approach to Governments, Policies and Civics - the flexibility makes the game much more strategically interesting.
So it seems possible that these suspicious undocumented change numbers we see are some kind of hidden test build updates that Firaxis is doing in an attempt to increase their operational security and evade predictability.
If they really wanted to do that, they'd hire you as a playtester and subject you to an NDA.![]()
Somehow I feel like I am a persona non grata at Firaxis for all of this snooping, despite the friendly front from marketing..
Hopefully not true. The bits of information you've been able to dig up shouldn't have had any negative impact on Civ 6 sales. And the audience for that information is a tiny slice of the overall market, a group of fanatics who obsess over little details and like to eagerly anticipate "what comes next?" Per this thread, we'll do that even in the absence of any tangible evidence.
I do think Firaxis got some unnecessarily negative comments on this board for being "late" with a patch they hadn't even announced. That's not on you, as you've always been very objective in presenting the information you've found. It may have mostly been a result of a video going up and coming down, anyway, as opposed to being associated with the information you've dug up. And most of the negative comments were associated with communication, or lack there of, from Firaxis.
I get why marketing will want to control the flow of information about their game, and not allow any information to get out into the public domain that they haven't authorized and put out. The group at Firaxis in particular don't seem well equipped, or inclined, to deal with negative online comments, as the Red Shell situation illustrated. Their preference is for silence and to communicate only their message on their time table. Which may well be the best policy they could adopt, from the perspective of their business objectives. With that type of culture, there will always be a strained relationship with journalists (a role you play, in this narrow field), but hopefully not a personal antagonism.