Tiger Genocide
Prince
- Joined
- Oct 26, 2016
- Messages
- 362
Did anyone try to use a commander on a revolting city? How does the mechanic work? My town just flipped and pushed him and a legion I had with him out of the border.
I believe you need to unlock a particular promotion (Leadership 1?) to get the happiness bonusDid anyone try to use a commander on a revolting city? How does the mechanic work? My town just flipped and pushed him and a legion I had with him out of the border.
Just to be clear I didn’t say it was too hard, I managed fine even given that I was also over the cap. I felt it was perfect and a fun way to bring my time with that civ to an end.This is why I came to the forums. This is going on in my first game and it is making the game kinda unpleasant. I have had 2 towns flip that I had taken from another leader. I am currently trying to wipe out that leader and my capital and original towns are threatening to flip on me. This Crisis mechanic needs some adjustments. It is too punishing. Feels like I am playing Path of Exile 2 right now.
My best recommendation is that Crisis needs either a sliding scale or level settings for the amount of impact a player might want, for either more challenge or for relaxed gameplay.
They also should add the amount of turns on that progress bar so you can see when the crisis will end. Need to shorten them too. They are too long. I am on Standard speed and this crisis has to have been longer than 50 turns, and I am on Turn 152.
The effect of Crisis on the AI is what bothers me the most about it.I haven't had the plague one, but it seemed as if the AI was getting battered by the crises far worse than I was. I barely noticed the loyalty one in particular. Trying a game without the crisis to see how it feels, if the AI can't handle them well, it might be better to keep them switched off.
Agreed. I just finished the age, and the other 2 Civs all had cities completely on fire, one of them was broke, and flipping was rampant. I think when they released that loyalty mechanic in 6, the same thing happened until they tuned it.The effect of Crisis on the AI is what bothers me the most about it.
Admittedly, I've only been through two Antiquity Crisis Periods, but in both of them the AI Civs were much more severely affected than I was. In the first game they all went into Negative Happiness Crisis events with their Happiness in single digits, and over-extended Himiko (she had mopped up Machiavelli earlier and so was about 1 - 2 above her Settlement Limit) lost at least three towns - although two of them may have been 'helped' by her neighbor Napoleon, who ended up with them.
Second game last night, and I sailed through the Crisis with no negative effects at all: Happiness stayed in positive double digits (just barely), had no pillaging, no lost towns or cities, just a couple of warnings that turned out to be easily handled. In contrast, two foreign towns flipped to me and at least five others visible to me on the map had clouds of black smoke rising from pillaged tiles.
This all smells like the Loyalty problems in Civ VI: in 1000s of hours of playing, I NEVER lost a city to a loyalty flip, while almost every game the AI Civs lost several. Apparently being totally unable to foresee on-coming problems, like the Crisis Period at the end of the Age, the AaI takes a much more severe hit from them.
I strongly suspect that as a result a common 'Tactic' will be to game the Crisis Period to mess with the AI, which cannot react to it as well as the human players can.
Now imagine, if crises were more severe.I strongly suspect that as a result a common 'Tactic' will be to game the Crisis Period to mess with the AI, which cannot react to it as well as the human players can.
As a Human player, knowing a potential Happiness Crisis is coming (in my first game with Long Ages, got my first Crisis Warning message on about Turn 115) there are ways to jack up Happiness, but it takes some time and cannot be done on an 'emergency' basis. That, I believe, is what makes it so much harder for the AI Civs: the AI is simply not programmed to 'plan ahead' more than a turn or a few.Agreed. I just finished the age, and the other 2 Civs all had cities completely on fire, one of them was broke, and flipping was rampant. I think when they released that loyalty mechanic in 6, the same thing happened until they tuned it.
Another observation I have is that neither the player nor the AI has enough buildings with happiness or counteracting mechanics to avoid this. Either way this Crisis mechanic needs some fixing.
The game design has to walk a fine line here.Now imagine, if crises were more severe.
It would create situations like we had in Dramatic Ages of CIVI. Many of times, while having it on, have I sail into the New World only to be met with a dozen or so Independent Cities.
I would say they feel pretty separate, at least in my 2 games so far. Like, I was looking forward to the transition so the pain would stop but I haven’t really felt that connection too much.My question is, how much do the crises feel like they lead up to, and are the cause of the Age Transition? Do those two things feel related or like completely separate mechanics? My hope is that they accomplished their goal of making it feel like the Age Transition is a natural result of the world going into crisis.
Yeah, I like the idea of crises in principle, but in practice until Firaxis get the AI able to manage them, and get a bit more of the balance right, I'm gonna keep them turned off. Feels like the safest optionThe effect of Crisis on the AI is what bothers me the most about it.
Admittedly, I've only been through two Antiquity Crisis Periods, but in both of them the AI Civs were much more severely affected than I was. In the first game they all went into Negative Happiness Crisis events with their Happiness in single digits, and over-extended Himiko (she had mopped up Machiavelli earlier and so was about 1 - 2 above her Settlement Limit) lost at least three towns - although two of them may have been 'helped' by her neighbor Napoleon, who ended up with them.
Second game last night, and I sailed through the Crisis with no negative effects at all: Happiness stayed in positive double digits (just barely), had no pillaging, no lost towns or cities, just a couple of warnings that turned out to be easily handled. In contrast, two foreign towns flipped to me and at least five others visible to me on the map had clouds of black smoke rising from pillaged tiles.
This all smells like the Loyalty problems in Civ VI: in 1000s of hours of playing, I NEVER lost a city to a loyalty flip, while almost every game the AI Civs lost several. Apparently being totally unable to foresee on-coming problems, like the Crisis Period at the end of the Age, the AaI takes a much more severe hit from them.
I strongly suspect that as a result a common 'Tactic' will be to game the Crisis Period to mess with the AI, which cannot react to it as well as the human players can.
I don't think there is a modern crisis?I was able on default setting to finish the Railroad Tycoon path for a victory without hitting the modern crisis.