fix here: https://www.reddit.com/r/civ/comments/58u6hp/civ_vi_fixes_megathread/I wish it has WASD camera support.
fix here: https://www.reddit.com/r/civ/comments/58u6hp/civ_vi_fixes_megathread/I wish it has WASD camera support.
I thought it was silly that my crossbowmen upgraded into siege units. That seemed to be the only problematic upgrade though.
- No blatant upgrade line issues like Pikeman -> Lancers
Don't get me wrong, I think Civ 6 makes some really good choices overall. Do I think it deserves to be at a 94% metacritic? Not really, especially since the most common conclusion from users is that it will be good 'with some DLC and/or patches.' That, in my opinion, warrants any product an automatic downgrade to a B/B+ at best.
I'm completely shocked that no one mentioned this yet, but was I the only one actually using the mouse to scroll the map? Why did they decide to just nuke this feature completely?
Sure there is an option to enable mouse-scrolling, but it clearly isn't working properly, move the mouse too much in a direction and the scrolling just stops.
I feel the contrary :
Cities have a much lower production when comparing to civ5, which means you don't get to build as many things. Moreover, the cities' number of districts depends on their pop.
Mechanically, you can't build as many things in each cities, so you don't end up building even tier 1 and 2 buildings (i.e. market and bank) once you've unlocked the tier 3 building for your specialized cities (which you nearly have to do because of the happiness system in CBP.
- Judging from TB first impression, I was under impression that Civ VI is more complex and mature game (in a way, it is more complex... from vanilla CIV V)
- The way TB went on and on about "complexity" of District system, you would get impression it's really some deep concept, which would require time to grasp basis of it (as it turns out, when all "juicy" elements are out of way, it's very simple system... ).
- Then, the company put accent on "dynamic" research (active), more "lively" and human-alike AI diplomacy behavior..... I was sold, until I had played game with friend, and after that my impression was "meh", it's just "flashier" concept , but under the hood pretty much the same thing.
- I am not against cartoony style and I liked how cites get much more flashed out, like you really build a city but ... (will get to that).
- I was afraid that AI will just suck at military operations and I wasn't wrong...
I don't want to just **** all over Firaxis because I know this stuff is hard. But I kind of feel like they should have done a bit better than this. A lot of the mechanics are very similar to Civ V, so their programmers would already have a decent amount of reference material to work from, including the VP AI which is outstanding. I might be putting my foot in my mouth here big time since I write business software for a living and have zero experience in game development, but I feel like I could probably have done a better job.
I have to assume its a time factor. They are working on the game all the way to the very end, that AI is basically not really looked at until after the game is released. The thought is....why teach an AI to play a game that is constantly shifting and changing?Considering the VP team is a bunch of unpaid amateur game designers (and managed to put out a very competent AI), Firaxis needs to have a bit of a flogging over this. I'm consistently baffled by how poorly the AI understands Civ 6. This'll be the third civ series to have bad AI at launch (Civ IV had terrible AI at launch which was -aha- improved by the inclusion of modder AI changes in BTS), and the third RTS from Firaxis in a row to be blighted by bad AI (Civ V and Civ BE never had theirs fixed, either). What's the breaking point?
G
...
Beyond that...they may have simply realized that good AI is not important to the vast majority of their fanbase. They can get the vast majority of their game sales with only a little work in this department, and then fix it later....or never fixing, again realizing that the majority of the game buyers don't care about it that much.
Considering the VP team is a bunch of unpaid amateur game designers (and managed to put out a very competent AI), Firaxis needs to have a bit of a flogging over this. I'm consistently baffled by how poorly the AI understands Civ 6. This'll be the third civ series to have bad AI at launch (Civ IV had terrible AI at launch which was -aha- improved by the inclusion of modder AI changes in BTS), and the third RTS from Firaxis in a row to be blighted by bad AI (Civ V and Civ BE never had theirs fixed, either). What's the breaking point?
G
The super aggressiv barbarians are very annoying right from the start, last game I had 2 warrior and one scout (from a hut), I get sieged by 2 rider, one horse archer and a scout. That is ridicoulus.
The new movement system wasnt necessary, but could be a good decision, if you get used to it.
Why would they, when game is geared towards casuals ? If you recall, there were people who actually struggled with Civ V AI. Some of them were even saying that, tactical AI is too advanced and it obstructed them from building "peaceful" empires and playing diplomatically. If you ask me Firaxis took step in this direction with CIV VI, towards that sort of players, who get to have their own playground to mess with. Most of them handle things worse than AI itself.Considering the VP team is a bunch of unpaid amateur game designers (and managed to put out a very competent AI), Firaxis needs to have a bit of a flogging over this. I'm consistently baffled by how poorly the AI understands Civ 6. This'll be the third civ series to have bad AI at launch (Civ IV had terrible AI at launch which was -aha- improved by the inclusion of modder AI changes in BTS), and the third RTS from Firaxis in a row to be blighted by bad AI (Civ V and Civ BE never had theirs fixed, either). What's the breaking point?
G
I think it's a case of innovation being valued over quality. Firaxis are constantly reinventing the wheel (in many respects) instead of refining their existing work. A lot of code and related knowledge goes out the window, especially with personnel changes. They also clearly don't define "competent AI" in the same way as their more demanding customers (that's us, in part). Thus, you don't get that bit of extra time at the end of a development cycle where it's optimal to do AI improvement. Quality is relative, I suppose, but this approach has lead to an awful lot of disappointment and vocal thrashing over the years on the part of enthusiasts. Firaxis, as a leader in their field, deserves the heat.
On the other hand, you don't want to criticize them too hard since they're one of only a handful of developers nice enough to release source code. They're willing to expose the guts of some often rushed work for our benefit. Neither VP nor many of the better civ4 projects would have been possible without that arrangement. You could definitely take issue with the state of certain other mod tools ( WorldBuilder, Nexus![]()
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) but ultimately, we're having a good time here because of that generosity.
After looking at Civ6's database, it is pretty clear they're still using the army operational model from civ 5 for their tactical AI. So no, they didn't reinvent that wheel at all.