Widdershins
Warlord
- Joined
- Dec 1, 2022
- Messages
- 103
I started playing Civ 6 in August last year. I've played no previous versions of the game. Started with the vanilla flavor, then Gathering Storm, then Rise & Fall, then back to Gathering Storm. I've played a total of 16 or 17 games. Maybe 18. Over time I've progressed from prince level to king, and then emperor level on a huge map of continents (12 players). I've only lost one game: my first one, playing as Japan. Then I played as Germany time and again, later progressing to England (led by Vicky) for 4 or 5 games, and then in my last game I played Greece under Gorgo. Almost all my wins, and certainly all my recent wins, have been science wins. I won two games with a domination victory, and one with culture. In one game a diplomatic victory was fated to occur on the same turn as a science victory, curiously, but it was the science victory that triggered.
Anyway, I intend here to give voice to some of the things I still don't get about the game, as well as make certain observations about its dynamics and whatnot. I've never read the manual, if there even is one. If I don't understand something I do a search online, but some things just cannot be easily looked up because the necessary keywords lend themselves to a low signal to noise ratio.
1) Attacking cities: defense. I've got an artillery unit approaching an enemy city. Silly red-triangle bric-a-brac festoons some tiles adjacent to the city's center. Are these the tiles the city can hit with its defenses? No: repeated maulings in August and September have taught me that the city can shoot at many other tiles not festooned with silly red triangles.
2) Attacking cities: offense. Much the same issue as #1 above. Where can I plant the artillery unit to be sure I'm able to shoot at the city next turn? It's not necessarily the tiles that light up with red triangles. I know the artillery has a range of 2, and I know I can't shoot over mountains. Can I shoot over a hill tile? Indeterminate. Does an intervening river interfere? Not sure. In my last game as Gorgo I found I could shoot over a hill tile with woods and a river to hit a city's defenses. The city center itself was on a plain or grassland. I've all but given up trying to figure out just where I can trade blows with a city with 100% accuracy. I'm up to 80% accuracy, and the rest must be left to guessing. And the silly red triangles seem to be meaningless, unless...they indicate the tiles the city can shoot...over. I haven't conducted a phase three double-blind clinical trial to test that theory yet.
3) Can I build it? With irritating frequency I find it necessary to move a builder or military engineer to a tile to figure out what it's allowed to build there. The answer may surprise me! I can't seem to make a tunnel in a mountain tile that is adjacent to land owned by another civ (or a city-state), but I see the AI doing it all the time (or so it appears). Even if I'm suzerain of a city-state, I can't make a tunnel on its turf or adjacent to its turf. For some reason. Yet I can throw down train tracks anywhere. This is not how to win the verisimilitude sweepstakes. Would be nice to have a "builder view" of the map that reveals these mysteries without making wasted moves.
4) How many houses? I know about the settler view, and it's poor. Aside from difficulties trying to determine whether that shade of green is the slightly darker shade (more housing) or the slightly lighter shade (less housing), because the shading hovers translucently over a busy and colorful map, I have to puzzle over green tiles that appear inside existing cities. And aqueducts: well that's just 2 houses, and never any more. This mythical 6 houses that an aqueduct is sometimes supposed to be able to deliver I've never realized in a real game. I quit trying to figure this out back in October, when I quit making aqueducts. The dam and neighborhood districts show the number of houses ahead of time, so why not the aqueduct district as well?
5) What use mechanized infantry or helicopters? I'm unclear what the value of these units are, compared to a modern armor unit. They're only a tiny smidge cheaper than modern armor, yet much more fragile. Is mechanized infantry tougher against AT crews, maybe? Shouldn't helicopters at least have +1 movement compared to tanks? Also shouldn't helicopters be able to attack units on or adjacent to coastal tiles, like in real life? It's all very unnuanced, and these days I no longer produce mechanized infantry or helicopters. If you ever see them in my army it's because they started out as musketmen and horse cavalry.
6) The bizarro amenities bazaar. If through purchase or barter I acquire 20 coal, that 20 coal shows in my "portfolio" during future tradings. If I trade 1 turtle for 1 silk, my turtle inventory is duly docked in my list of tradable resources, but the silk is not visible. Why? Maybe it's not tradable since it will not be in my possession for at least 30 turns, but it should be there as a darkened icon, like when a civ you're hoping to trade with has the maximum amount of a strategic resource. Is there a secret place where my stash of silk from Mongolia is listed? Because I'm not about to remember how long ago I traded my extra copies of every luxury resource for something.
7) Decommissioning Power Plants. Just for the diplomatic brownie points? By late game my cities are powered fully by clean energy sources (solar, wind, etc.), so my "coal power plants" aren't burning coal anymore. Yet they are adding to the city's production capacity nonetheless, so it seems counterproductive (literally) to decommission them in the name of "going green." Something seems screwed up with the calculus here. Unless someone can tell me that I get to keep the +4 cogs or whatever -- and regional effects! -- after shutting down the plant, I'm never doing it. Also, it's very easy to give a city way more power than it could ever use by late game, yet the clean energy sources apparently have no regional effects at all. If a city has surplus power, that power cannot be routed to a neighboring city that could use it. Decommissioning a coal plant just results in further isolation, and a general loss of cogs across potentially half a dozen cities or more.
8) Who will trade with me? Welp, I've all but given up trying to make sense of the trading dynamic. I've got a city next door I can't trade with, but another one on the other side of the world is rolling out the red carpet. Someday, out of the blue, I may suddenly discover that I can trade with the city next door, but until that magic moment arrives I must let the winds of fate blow my blinkered trading units whithersoever they will. I want the making of roads and trading posts taken out of the hands of trading units and placed in the purview of builders. Traders trade, builders build. That's how it works.
This is one of those posts that turned out longer than I planned, and yet I know I'm forgetting at least half a dozen other things about the game that I can't figure out. One mystery was just a blip, but it's still a mystery: for one game last month the price of giant death robots was 2400 gold unto the bitter end. Since then the price has gone back to 6000 gold, like it's been for every game except that one. Why? I use no mods.
Anyway, I'll probably add to this thread in the days or weeks ahead.
Anyway, I intend here to give voice to some of the things I still don't get about the game, as well as make certain observations about its dynamics and whatnot. I've never read the manual, if there even is one. If I don't understand something I do a search online, but some things just cannot be easily looked up because the necessary keywords lend themselves to a low signal to noise ratio.
1) Attacking cities: defense. I've got an artillery unit approaching an enemy city. Silly red-triangle bric-a-brac festoons some tiles adjacent to the city's center. Are these the tiles the city can hit with its defenses? No: repeated maulings in August and September have taught me that the city can shoot at many other tiles not festooned with silly red triangles.
2) Attacking cities: offense. Much the same issue as #1 above. Where can I plant the artillery unit to be sure I'm able to shoot at the city next turn? It's not necessarily the tiles that light up with red triangles. I know the artillery has a range of 2, and I know I can't shoot over mountains. Can I shoot over a hill tile? Indeterminate. Does an intervening river interfere? Not sure. In my last game as Gorgo I found I could shoot over a hill tile with woods and a river to hit a city's defenses. The city center itself was on a plain or grassland. I've all but given up trying to figure out just where I can trade blows with a city with 100% accuracy. I'm up to 80% accuracy, and the rest must be left to guessing. And the silly red triangles seem to be meaningless, unless...they indicate the tiles the city can shoot...over. I haven't conducted a phase three double-blind clinical trial to test that theory yet.
3) Can I build it? With irritating frequency I find it necessary to move a builder or military engineer to a tile to figure out what it's allowed to build there. The answer may surprise me! I can't seem to make a tunnel in a mountain tile that is adjacent to land owned by another civ (or a city-state), but I see the AI doing it all the time (or so it appears). Even if I'm suzerain of a city-state, I can't make a tunnel on its turf or adjacent to its turf. For some reason. Yet I can throw down train tracks anywhere. This is not how to win the verisimilitude sweepstakes. Would be nice to have a "builder view" of the map that reveals these mysteries without making wasted moves.
4) How many houses? I know about the settler view, and it's poor. Aside from difficulties trying to determine whether that shade of green is the slightly darker shade (more housing) or the slightly lighter shade (less housing), because the shading hovers translucently over a busy and colorful map, I have to puzzle over green tiles that appear inside existing cities. And aqueducts: well that's just 2 houses, and never any more. This mythical 6 houses that an aqueduct is sometimes supposed to be able to deliver I've never realized in a real game. I quit trying to figure this out back in October, when I quit making aqueducts. The dam and neighborhood districts show the number of houses ahead of time, so why not the aqueduct district as well?
5) What use mechanized infantry or helicopters? I'm unclear what the value of these units are, compared to a modern armor unit. They're only a tiny smidge cheaper than modern armor, yet much more fragile. Is mechanized infantry tougher against AT crews, maybe? Shouldn't helicopters at least have +1 movement compared to tanks? Also shouldn't helicopters be able to attack units on or adjacent to coastal tiles, like in real life? It's all very unnuanced, and these days I no longer produce mechanized infantry or helicopters. If you ever see them in my army it's because they started out as musketmen and horse cavalry.
6) The bizarro amenities bazaar. If through purchase or barter I acquire 20 coal, that 20 coal shows in my "portfolio" during future tradings. If I trade 1 turtle for 1 silk, my turtle inventory is duly docked in my list of tradable resources, but the silk is not visible. Why? Maybe it's not tradable since it will not be in my possession for at least 30 turns, but it should be there as a darkened icon, like when a civ you're hoping to trade with has the maximum amount of a strategic resource. Is there a secret place where my stash of silk from Mongolia is listed? Because I'm not about to remember how long ago I traded my extra copies of every luxury resource for something.
7) Decommissioning Power Plants. Just for the diplomatic brownie points? By late game my cities are powered fully by clean energy sources (solar, wind, etc.), so my "coal power plants" aren't burning coal anymore. Yet they are adding to the city's production capacity nonetheless, so it seems counterproductive (literally) to decommission them in the name of "going green." Something seems screwed up with the calculus here. Unless someone can tell me that I get to keep the +4 cogs or whatever -- and regional effects! -- after shutting down the plant, I'm never doing it. Also, it's very easy to give a city way more power than it could ever use by late game, yet the clean energy sources apparently have no regional effects at all. If a city has surplus power, that power cannot be routed to a neighboring city that could use it. Decommissioning a coal plant just results in further isolation, and a general loss of cogs across potentially half a dozen cities or more.
8) Who will trade with me? Welp, I've all but given up trying to make sense of the trading dynamic. I've got a city next door I can't trade with, but another one on the other side of the world is rolling out the red carpet. Someday, out of the blue, I may suddenly discover that I can trade with the city next door, but until that magic moment arrives I must let the winds of fate blow my blinkered trading units whithersoever they will. I want the making of roads and trading posts taken out of the hands of trading units and placed in the purview of builders. Traders trade, builders build. That's how it works.
This is one of those posts that turned out longer than I planned, and yet I know I'm forgetting at least half a dozen other things about the game that I can't figure out. One mystery was just a blip, but it's still a mystery: for one game last month the price of giant death robots was 2400 gold unto the bitter end. Since then the price has gone back to 6000 gold, like it's been for every game except that one. Why? I use no mods.
Anyway, I'll probably add to this thread in the days or weeks ahead.