CBP players, what do you think about Civ VI so far?

I really start to think, the AI is programmed to be weak vs players. It seems, they have no problem in conquering other AI or city states. I sended some scouts to watch war between 3 AIs and they dont do that bad. (Not as good as VP, of course, but still relative efficent).
Could this be tactical from the developers to give fresh players a more enjoyable game? And remove the intentional handicap later on, to get new players softer into the game?
 
Could this be tactical from the developers to give fresh players a more enjoyable game? And remove the intentional handicap later on, to get new players softer into the game?

If we saw this behavior in the lower difficulty levels, then sure I could buy that. Although realistically I think its far easier to just give the AIs penalties at lower levels if beaten the human is actually an issue.

But the AI complaints are seen at all difficulty levels, so I really really don't think so.
 
I really start to think, the AI is programmed to be weak vs players. It seems, they have no problem in conquering other AI or city states. I sended some scouts to watch war between 3 AIs and they dont do that bad. (Not as good as VP, of course, but still relative efficent).
Could this be tactical from the developers to give fresh players a more enjoyable game? And remove the intentional handicap later on, to get new players softer into the game?

Considering they barely taught the AI to play, I sincerely doubt they intentionally taught the AI to 'play poorly' at any level.
 
Yeah, I know, it sounds like a conspiracy. But I see the AI that conquer other AI cities without any problems, while i have a typically small army and can easy defend myself.
 
Yeah, I know, it sounds like a conspiracy. But I see the AI that conquer other AI cities without any problems, while i have a typically small army and can easy defend myself.
Big surprise, the AI is as bad at defending as they are at attacking.
 
Actually, I remember one of the concerns people had with the AI battle royale stream was that the AIs were doing a poor job of conquering each other. Maybe they just got (un)lucky with terrain or something.
 
What I like :
The Speed of the game - low save load times and instant access to main menu.
The eureka moments...quite smart
Grouping units together is done well.
Terrain art is clear and pretty.
What I don't like

The UI. Most features I don't have an opinion on would be great if they were laid out better.
Unit movement...Units require orders, but cannot move anywhere useful. This killed it for me. Wont be playing much more until fixed.
Fog of war is distracting
Unit graphics aren't so clear.
Diplomatic messages take too long.
 
One thing that drives me crazy is that the games focal points are very poorly chosen. Resources, particularly bananas and rice, stand out while units blend in, especially with a nation like Brazil. In civ5 the cities and units are the focal points, which makes the game much more enjoyable to watch
 
Before the first patch or fix will come, theres a mod "Civ 6 Improvement" that fix the biggest issues that can be fixed in short time.
The 50% eureka bonus is tuned down to 25%, the general research cost is increased, the social policies are bumped up and the district cost are also reduced...... everything you can want in that short time.
Of course the AI is still dump as nuts, but its now a lot more balanced and should have done by the developers, and not by some volunteer modders.
 
[...]
- This one is pure speculation but considering the complexity of the district system, and it's planing I can't see the AI doing a good job with territory exploitation either.
[...]
As i don't have ciVI, can someone explain the complete "district system" ?

As i understand, it's like a wonder: built inside a city and lpanted on a hex.
But the building we can make inside it, they use hammers/gears from the initial city or an other city can also build building inside? As some cities can have a district in their "common hex", i didn't see how it work.
 
As i don't have ciVI, can someone explain the complete "district system" ?

As i understand, it's like a wonder: built inside a city and lpanted on a hex.
But the building we can make inside it, they use hammers/gears from the initial city or an other city can also build building inside? As some cities can have a district in their "common hex", i didn't see how it work.

Basic jist, districts focus on the general key areas of the game (science, faith, trade, culture, happiness, etc). First you build a district on a hex, the location provides some bonuses to the district depend on what is adajacent (example, campuses [aka science] gain bonuses from mountains).

From there, you can build certain themed buildings which go into the district. For example, you build the library and university in the campus instead of the city center.


So what is the point of districts? Here are a few notes:

1) Makes positional play a bit stronger.
2) Gives you additional points of vulnerability in warfare. Pillaging a district HURTS!
3) Gives you effectively multiple city areas for certain functions. For example, you can build units in the city or in the encampment. You can build ships at a harbor, meaning the city doesn't have to be on the coast to build ships.
4) Some districts actually provides bonuses to all cities nearby, again reinforcing the value of smart city placement.
5) Makes city specialization a bit stronger (it takes a lot of upfront cost to build a district, so its valuable to focus on getting the most buildings out of that district you can).

I think ultimately its a good idea, it just needs a lot of tuning and balancing to make it work. Also...the harbor idea is a good one, but right now there is almost no reason to build cities on coasts....meaning there is little reason to build navy. Issues like that will need to be tackled.
 
I think ultimately its a good idea, it just needs a lot of tuning and balancing to make it work. Also...the harbor idea is a good one, but right now there is almost no reason to build cities on coasts....meaning there is little reason to build navy. Issues like that will need to be tackled.

Making coast/ocean tiles not complete crap would be a good place to start. I think Crab tiles (which are no longer a luxury) give you 2F3G after improving them which is pretty sad, and iirc blank tiles are even worse than in Civ 5.
 
I think ultimately its a good idea, it just needs a lot of tuning and balancing to make it work. Also...the harbor idea is a good one, but right now there is almost no reason to build cities on coasts....meaning there is little reason to build navy. Issues like that will need to be tackled.
The problem with the Harbor is that the reason why it exists, as well as the consequence of it existing makes it almost worthless. You being able to build a harbor, and for that reason ships without being coastal automatically makes ships a lot less powerful, because you just attack and take enemy coastal cities (as they aren't on the coast). That by itself makes the increased ship-building power and ships in general worse, which further lowers the value of the Harbor. Without this negative feed-back loop the Harbor would probably be the strongest district in the game, combining the power of an encampment and a commercial district.
 
I've put a good amount of time into Civ 6, and I'm going to go back to VP until some major mods or expansions come out. I feel like everything is just really hard to follow in 6. The map is hard to read, the UI is a nightmare--sometimes I randomly scroll around the map and find that one of my cities is under attack by barbarians. It's just too easy to ignore the bland notifications (and it really doesn't help that old notifications continuously pop up every turn). Also, I really am not digging the new barbarian system. They're just too aggressive and respawn too fast. I get that they wanted to make the early game more interesting, but come on. I've barely had time to build a couple of slingers, and I'm already under attack by three horsemen with two camps each within six tiles of my city. Not fun.

In my opinion, VP is still far and away the gold standard for Civ. Hopefully someone does something like VP with 6. I wish I knew how to code well--I have so many ideas!
 
While we're on the topic of tutorials. What do you think would be the best way for an experienced developer to get into Civ V/VI modding? I've been working with Python and Javascript on unix for my entire career and haven't so much as touched an IDE in 5 years. The only thing I even use Windows for is to play VP. Do you need to use Visual Studio to develop and compile mods? Is it all done in C++ or can you use C/C#? Is there any good C++ and Lua tutorials that aren't babies first?
 
I have been playing Civ 6 since it came out and have had enough.. The AI is super bad - cannot take cities even if it has huge military superiority, produces tons of idle settlers, among many other things. Yes there are many positives but I need a challenge and at the moment Civ 6 is not able to provide that. So I am coming back to Civ 5 VP. (Same as what I did with civ 5/4 back in the day) Will give Civ 6 another try once patches are released. I am hoping once they release DLL and all that good stuff, this team can bring Civ 6 AI up to par, at least the combat AI.
 
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