Interesting thread, just found it today after I got my second city wiped out by a barb quad and barb galley double teaming it.
I hate to turn barbs off completely but that kinda stuff really makes a case for just that. I don't understand how, from a dev standpoint, it is ok for barb camps to spawn seriously powerful units in such quantities. It's really not fun. I mean, if the little league football team is beating the other little league football team really badly, you don't bring in an NFL squad on 3rd down to even things up...
Sorry for the terrible metaphor. Lol
There's a load of Eurekas which depend on barbs, and they are an important source of early era score/promotions/cash so it's hard to tout turning them off as a good thing. I think civ6 is basically missing a naval scout unit...
I only play the basic game now. The expansions are just a jumble of utterly broken, stupid or outright gamey mechanics that don’t mesh well and that the AI absolutly does not know how to deal with.
Not having to do stupid gamey stuff like deliberatly delaying completing a district to minimax era score is absolutly worth it on it’s own.
Hmm... I don't think I could go back to playing without loyalty... And GS/NFP added almost all my favourite civs![]()
The civ thing is unfortunate, but loyalty definitly qualifies as a broken mechanic, and the AI absolutly cannot handle it
Humankind has an embedded mechanic that could make it work but has not done it, just felt so wrong settling next to massive cities on another continent and surviving. You are forced over time to adopt the other civs civics in that city but you do not flip. I agree 100% with you, it’s a sound mechanic.I don't think I can any longer imagine civ without...
Humankind has an embedded mechanic that could make it work but has not done it, just felt so wrong settling next to massive cities on another continent and surviving. You are forced over time to adopt the other civs civics in that city but you do not flip. I agree 100% with you, it’s a sound mechanic.
Yeah things are just out of balance. Just quit a game on King after about an hour and a half, no barbs but the AI just spammed cities and got way ahead of me. If I play with barbs, it seems that any coastal start is pretty much trash bc of the amazing barbarian quads/galleys, or if a regular start the AI gets destroyed by barbs and it's kinda too easy.But with no barbs, the AI has no opposition. I just got beat up on settler because they didn’t have to contend with them.
Is there anything the AI does handle well? That said, prior to loyalty the AI would by midgame just settle random cities in my territory which they can't hope to defend... And that situation was probably worse for the AI than having them occasionally lose border cities, while simultaneously being an irritant to the player. I have to disagree and say that loyalty is the mechanic I don't think I can any longer imagine civ without...
Humankind has an embedded mechanic that could make it work but has not done it, just felt so wrong settling next to massive cities on another continent and surviving. You are forced over time to adopt the other civs civics in that city but you do not flip. I agree 100% with you, it’s a sound mechanic.
OK fair enough, there are enclaves a plenty out there, but I disagree they are the default and that earlier versions did it better.Earlier iterations of Civ did this better both gameplay wise and history wise by spawning partisans.
Settling random cities inside “your” territory means your cities are sprawling too far apart for you population and you are not securing your borders.
And even one archer is often not enough. Today I settled my second city (playing as Korea) on the coast thinking my archer could defend it. The next turn, two barbarian biremes and one barbarian archer appeared, and two turns later that city was detroyed. Rage quit. (...on level emperor which is of course even more embarrassing.)If you do found a coastal city, it’s best to do it when you can spare an archer “bodyguard” to sit beside it. I find one archer per coastal city is a good baseline to defend your coast
And even one archer is often not enough. Today I settled my second city (playing as Korea) on the coast thinking my archer could defend it. The next turn, two barbarian biremes and one barbarian archer appeared, and two turns later that city was detroyed. Rage quit. (...on level emperor which is of course even more embarrassing.)
Can't express in words how much I hate barbarians and the developers who did not fix this for years. Knowing exactly I can't turn barbs off because the AI will be unstoppable then.