Australian Summer Patch discussion thread

I'm wondering with the new modding tools, when is someone going to come out with a Civ 6 version of "really advanced setup." I would enjoy messing around with the locations of natural wonders. Like, I'd really like to try starting next to Giants Causeway a few times :)
 
Does anyone know what the animals are in the banners for the Outback Tycoon scenario?

Queensland is clearly a Koala
South Australia is clearly a Wombat

But I'm not quite sure that the cat-like creature with a tail is for Victoria
Or the strange creature for Western Australia

It's a shame that icon for Australia in the normal game is a rather ugly kangaroo. The Koala, Wombat, and cat-like creature are all much cuter than the kangaroo!!!

Guesses based on these pictures: http://www.activewild.com/australian-animals-list/
Western Australia: Numbat
Victoria: Quokka
 
So I started another always war game on emperor and boy, this time the AI poses a real challenge :) Between taming barbarians I have to handle 6 enemy AIs (selected Pangaea). It took my forever and a bit to conquer Rome as their city defenses were just so strong against my archers. Only the late arrival of catapults sped the ultimate demise of Rome a little up.

Some AIs struggle with barbarians, hence I make sure only to take care of the barbarians around my sphere of influence. However, as I was about to wrap up the Roman campaign using archers, a catapult, hoplites and a horse, suddenly Kongo shows up with knights. Finally, the AI is using up to date units.

I am excited how this will play out. It is a vast improvement over the previous snooze fests of emperor AW.
 
I just played a Deity game, and Barbarians were about to eliminate England. I was warring with her, and noticed no new troops were attacking me, after I just razed her ice city. So I moved my army to her capital, only to see everything pillaged, barbarians everywhere, and the city on red health about to fall. I only just managed to beat the barbs in taking the city. This was at the warrior and archer stage.
 
Do barbarians actually take the city? Never actually seen a barbarian city in this game.
My intuition tells me that barbs can take neither capitols nor city-states, ever, both being un-razeable. Edit: barbs can take other cities, and they always immediately raze them.

I've had games in which I completely ignored the barbs attacking my capital. They can take it all the way to 0, but not be able to take it. I have to do further testing, but I don't think they can ever take capitals. I've used this to my advantage several times. I've forsaken developing the land around my capital, opting my first 5 or 6 builds to be slingers/archers. The barbs can't pillage anything if there isn't anything to pillage :lol:. Taking enemy cities will provide many of the eurekas/inspirations you need, and the barbs are good target practice for getting one promotion level, which you can carry into your first war for easy healing. There really isn't anything more the barbs can do to you. It's actually pretty funny. The only downside is finding a way to get your units out of your capital to safety.
 
They can take it all the way to 0, but not be able to take it. I have to do further testing, but I don't think they can ever take capitals. I've used this to my advantage several times. I've forsaken developing the land around my capital, opting my first 5 or 6 builds to be slingers/archers. The barbs can't pillage anything if there isn't anything to pillage :lol:.

Not building early improvements is one thing (can take a while to prioritise a builder anyway) but I think they should change that capitals cannot be taken by barbs. With player capitals anyway. It distorts priorities.
 
started a new game on "King". Nice to see the Devs are further tweaking/improving the game.

Tried the new true location/earth map. very nice.

I did have to face early attacks from Barbs, but not a problem to deal with and it does provide some action early on.

It just confirms that your first priority should always to to build up an Army to deal with Barbarians and aggressive early Civs. 2 warriors/2 archers seems like a good sized force for the early game.
 
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I'm noticing a difference. Playing small, king, with max AI for map (8 I think?), and I'm on turn 220 already and have yet to have a war declared on me. That's a first....
 
The AI is so much better after this patch that for my Combined Tweaks mod (which was written in part to make game rules easier for the AI to follow) I've had to drop 2 difficulty levels to keep up. The main changes my mod makes are to where you can build Walls (they require an Encampment w/ a Stable or Barracks) and give most units +1 move point. In a recent Emperor game (before I lowered difficulty) I got dual declared by England and Germany around turn 60. England raced in and stole one of my satellite cities in less than 3 turns. It was impressive. I didn't "officially" lose the game in the end because the capital was hard to get to, but for all practical purposes losing the city and all of my units put me out of the game.

I am still unclear on how well they do against Walls. I made them harder to build specifically to help the AI be menacing, like it was back in the Civ 4 days. Well, that part is working at least :D
 
AI struggles with walls but that's sorta to be expected. The devs made walls super strong to force everyone to utilize siege units. Well using siege units properly requires higher level of tactics because they are easily destroyed and all units are more valuable in this game. It's not like before where you could just pump out a ton of catapult and if 5 die no problem. Unit's take longer to build and theres more "other" stuff needing to be built like district.

So AI doesn't use siege units well since it isn't able to strategize like a human, and it's easy for your defenses to pick their siege units off. I don't think this can be fixed without making walls weaker, which would break the game in other ways.
 
Did they change the way trade routes display your tourism modifier, or is that just broken now? Used to be I could look in the trade route screen and see what civs I was getting a bonus from. Now only my internal ones show it. I'm also having really bad performance issues mid-late game, lots of stuttering. Saving and restarting clears it up for a bit, but it comes back.
 
My continued problem is that the AI never seems to declare war against me in mid-late game even post-patch. Early game is good now, but mid-late game continues to be boring, and a "click next turn" fest b/c building takes forever. In one of my games, I was going for a cultural victory but it was so boring that I randomly declared war on a neighbor (resulting in everyone but one hating me) just to mix things up. I shouldn't have to do that to keep things interesting. I wish they would introduce some more mid-late game game-changing mechanics that are fun (sigh, I know this will end up being an expansion rather than patch), and actually have AI declare war you in later eras.
 
I played many more Immortal games and I've come to this conclusion:

Without walls: the AI is downright brutal. I once had every civ in the game declare war on me by turn 60. They effectively swarm your cities and capture them. I had two games in a row that I lost by turn 100 just because I wasn't expecting them to attack the way they did.

With walls: AIs are timid and almost never come within range. They will wait until they have a siege unit or two (which makes sense), but even then, they can't position them correctly. Once you have ancient walls, you can basically coast to the end of the game.

They need to split the difference somehow. The early game shouldn't be all death, war and mayhem. Peaceful play should be possible, even if it isn't realistic. At the same time, by the time all your cities get fortifications for free, the AI has no more cards up its sleeve and has no way to take the victory away from you.

Barbs just further complicate this whole issue. I made a separate thread for them, so I won't rehash it here. Needless to say, they went the wrong direction with them.
 
From my perspective on deity play, there are two ways to get the AI to declare war on you in mid to late game. (1) make them hate you a lot by being a warmonger for most of the game, and (2) start to win by a lot.

The first should be obvious since the AI's hatred of you does seem to contribute to their likelihood of declaring war, but I have also noticed that any game where I start to pull away on a victory conditions or if I just get lucky early on and start to seriously dominate, multiple AI civs will DoW me.
 
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