CIV6: Cities have NO health, cannot defend until you research and get steamrolled.

ackadacka

Chieftain
Joined
May 27, 2016
Messages
13
So the balance is incredibly bad at the moment, You can steam roll cities with a few military units early game and late game cities get absolutely dominated.

If your districs get plundered then might as well kiss them goodbye for the rest of the game as the repair time is to long.

Also, Scythia....Bahahahha... = Poland 2.0 , beyond broken.


For easy diety win, pick scythia, make cavalry, trample all up and down the AI mercilessly as you 1 turn all their cities into dust.
 
Also, Scythia....Bahahahha... = Poland 2.0 , beyond broken.

If you can just faceroll cities then I'd expect the Aztecs to be incredibly busted (at least for fast non-Domination finish), unless the movement speed is such a huge factor that it's like the CiV release and Horsemen/CCs.

Poland was really really good, but I don't think they compared to things like CiV vanilla release Greek CCs, Babylon or auto-winning with Keshiks. It's not impossible that Scythia is way way way worse than Alex CC spam, but I won't be able to say anything for sure until tomorrow.
 
I think that's intentional. Build defenses and troops to defend yourself or face the consequences. Without early city ranged strikes, the developers wanted to make unit combat significantly more important this time around.

It may still be imbalanced, but I'm not against the design goal. Don't settle places unless you can defend it. Build encampments and troops to defend your districts. Having enemy horses in your empire isn't ignorable anymore, they hurt even if they don't take cities.
 
I'm sure it needs some tuning, but I like the concept that defending cities involves covering several tiles and an active participation of military units.

It sure beats the old "stacked" city system, which Civ5 made worse making cities unassailable fortresses unless faced with overwhelming force.
 
I think (or rather hope) that we simply need to learn how to defend with units and that not all units built are meant for attacking others.
 
Sounds good. Cities could be plopped down and functioned like auto turrets in Civilization 5.

I like that cities in Civ VI will be weaker, at least initially, and will require some investment in defending them. :)

Perhaps there might need to be a few tweaks needed but the direction they are headed in is positive.
 
Civ 6 not being able to defend themselves i for sure the right direction. Only Civ 5 deviated from that standard anyway
 
I would consider investing in defensive units if you are concerned about enemy aggression. The good news is that due to cities being spread out you can now have multiple units defending again to make your cities more durable.
 
So the balance is incredibly bad at the moment, You can steam roll cities with a few military units early game and late game cities get absolutely dominated.

If your districs get plundered then might as well kiss them goodbye for the rest of the game as the repair time is to long.

Also, Scythia....Bahahahha... = Poland 2.0 , beyond broken.


For easy diety win, pick scythia, make cavalry, trample all up and down the AI mercilessly as you 1 turn all their cities into dust.

So you mean that city defence works exactly the same as every civ other than V, V being the civ with arguably the worst balance?
 
I think cities were way, way too strong in Civ V, so I'm happy to see this change. I also don't mind pillaging having harsher effects. Sounds good to me.

I do share your concern with this change making Domination too easy, but hey, Domination was going to be the easiest VC no matter what.
 
They should just nerf that +100% Production toward heavy and light cavalry units policy card.

It is just too much, not only cavalry are looking to be by far the best unit type, I don't see why the policy card has to give 100% while the one towards melee and range is 50%.

Make it 50% too.
 
I think cities were way, way too strong in Civ V, so I'm happy to see this change.

That balance decision happened because of idiocy like running over your nearest neighbor with less than half a dozen Warriors. It more or less had to happen in 1UPT, especially given the AI's ineptitude.

I'm not sure that I have a good answer to the problem, but reverting functional city strength to that of the vanilla CiV release assuredly isn't a good answer.
 
That balance decision happened because of idiocy like running over your nearest neighbor with less than half a dozen Warriors. It more or less had to happen in 1UPT, especially given the AI's ineptitude.

I'm not sure that I have a good answer to the problem, but reverting functional city strength to that of the vanilla CiV release assuredly isn't a good answer.

Assuming they won't bring back stacks (my preferred solution!), you could just crank up city defense for the AI while leaving it down for humans, maybe?
 
Cities should be easy to sack without a proper defense, though. I mean, in the old days sacking a city with a decent amount of units should be easier than in the present, so it is a change that reflects the reality. The Vox Populi mod in CiV also made cities much easier to capture without a proper garrison, because defenseless cities aren't supposed to be tough just for being a clump of buildings.
 
We are all speculating wildly on assumptions here. I feel like any thread that starts with a wild complaint about AI should be required to state the game conditions they played under or get deleted as spam.

OP did you in fact play and win on deity, or are you just extending logic from a surprisingly easy chieftain game with Scythia?

We can't just jump on baseless speculation again, the AI just swings endlessly back and forth between extremes then.
 
Cities still aren't instantly taken if there isn't a unit in it. They just require some investment to be able to attack on their own. Its a bit of a mid point between the pre-V and V.
 
Still watching a streamer...I'm in zone 3! Argh. But watching this stream, it looks like there is a slightly broken mechanic developing. He is selling his war carts for 110 gold each. With the civic that gives you 100% production to units he is making a killing producing carts and then selling them. I am wondering if this mechanic translates with Scythia...you could make a ton of gold selling units.
 
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