Civics and techs not researched at the moment could lose some fraction of accumulated beakers every turn.
That would quickly stop such behavior.
yeah but you only need to switch the slots for 1 turn, which makes it no sacriface at all
Or just not have a civic tree that leaves so many leaf bransches that can be saved for this specific purpose.
I'd like to see policy cards be more macro and less micro in nature. And with much stricter rules on when you can remove one after it's slotted. Changing social policies, except on a gradual basis, should require a revolution, with a significant impact on your empire. Maybe wholesale changes could be limited to when you change the government itself. Otherwise you get a limited number of changes that can be made be made, say one or two per era.
I'd also like to bring back the negative consequences of changing government that earlier versions of civs had. To get to a more advanced government, you used to have to go through a mini "dark age" with dramatically reduced output and unhappiness. Those were fun, and could be even more fun combined with the loyalty mechanic.
Well if this was a free game I’d praise them for improving it but after shelling out over $150 for the game and expansions it would be nice to have a playable version. I’d say a single test game should have revealed the trade issue.
Listen, real improvement like the map search are GREAT but none of the eye candy matters if the game is broken.
Exaggeration is not proving anything. And if you paid over $ 150,- you must be lucky enough to have enough money to just not care...
Yeah, but it's sometimes really hard to tell if a deal is decent or just crazy. And it's just tempting to accept a good deal! And furthermore it shouldn't be like that - if AI values trades better and makes decent proposals and decisions it's good for the game as a whole. Trading is a major part of diplomacy in Civ and therefore vital!
P.S.: loving most of the patch and strongly believe trade is so major that we'll get a hotfix soon...
So, these prices would be CAD I presume. This is a majority US website, to my knowledge, so I'll offer some comparisons. $180 CAD is equivalent currently to about $135 USD, €120, and £103. To get expanded content, without discount, as soon as it comes out I would say that's not too bad after multiple years of continued content additions (as well as developmental support).But I will call you out on the other half of your comments. For myself, I believe the deluxe edition was something like $90, add to that the $30 odd for R&F, and the near $60 for GS, and look at that, over $150. And I'm not sure why someone willing to pay full price for the game shouldn't also be invested in the quality of said game.
It needs to be activated before it will show up:
1) Go to My documents/My games/Sid Meier's Civilization VI and then open AppOptions.txt
2) Find this:
;Enable WorldBuilder.
EnableWorldBuilder 0
3) replace the 0 with a 1.
4) Then, open the game and under additional content you can find a new button to open it on the upper right corner
It helped me find archaeological sites. I bet real life archaeologists would enjoy a search like that too.the map search function works on pillaged tiles. Very sweet. I don't find myself using it that often, but when I do, it's quite useful. This is especially useful with disasters pillaging your tiles and you miss the message.
Doesn't saving a civic or two with one turn left feel rather gamey?
Hey, I don't care how people play, but most games are exploitable when you use a system in a way that knowingly manipulates the intended use of their systems. If that's how people want to play, cool, but it's definitely gamey and I think it works against claims that a change is useless. If you play as intended, it works. If you exploit the system, surprise-surprise, it doesn't.How dare those people play the game like it's a game?? Don't they know that Civilization is about Rock Bands and religious combat? Oh. The. Humanity.
It helped me find archaeological sites. I bet real life archaeologists would enjoy a search like that too.
I realize this is a joke, but just wanted to say this is not gamey in the way that I am using the term to describe saving 1 turn remaining civics to abuse the government policy system. I'm talking about ignoring intended use of the system by going out of your way to set up an exploitative workaround, not making it easier to read the map. (Regardless of whether real life is more difficult, which is a much more complex discussion than has been implied here).Man! This is gamey too then. It breaks all civ reality for goodness sake. Firaxis, take it away in your next hot fix.
I realize this is a joke, but just wanted to say this is not gamey in the way that I am using the term to describe saving 1 turn remaining civics to abuse the government policy system. I'm talking about ignoring intended use of the system by going out of your way to set up an exploitative workaround, not making it easier to read the map. (Regardless of whether real life is more difficult, which is a much more complex discussion than has been implied here).
Hey, I don't care how people play, but most games are exploitable when you use a system in a way that knowingly manipulates the intended use of their systems. If that's how people want to play, cool, but it's definitely gamey and I think it works against claims that a change is useless. If you play as intended, it works. If you exploit the system, surprise-surprise, it doesn't.
Civics and techs not researched at the moment could lose some fraction of accumulated beakers every turn.
That would quickly stop such behavior.
I cared enough to point out that it's gamey, specifically because that goes against the notion that it's a useless change. I legitimately don't care how people play, but I would rather not falsely criticize the devs work. There are enough things that still need attention without them trying to make further adjustments to address an exploitative approach.You cared enough to criticize it. Which leads to the comment I originally meant to quote...