[R&F] Devs Play as India

Real life civs located along faultlines or next to volcanoes thought so, too. :mischief: I don't have a problem with it, but "utterly destroy a city" level eruptions should happen two or three times a game at most. I mean, eruptions that destructive don't happen every millennia in populated areas IRL, but humans have gravitated to volcanic regions for the rich soil and access to obsidian (and other volcanic stones like basalt, granite, slate, and shale).

I want random events back - not at the Civ IV level of Someone Gets Some Random Thing Every Few Turns, However Trivial, but occasional major events like plagues, floods, volcanoes, civil wars etc. Many of these can be affected by city placement - as in the original board game, you can't get hit by floods away from a flood plain or by volcanoes away from a volcano. With the continent lens they even have a way of placing fault lines so you can place cities to avoid earthquakes. The important thing is having some way to mitigate the effects with in-game decisions, whether city placement, techs, or civics.
 
Here's my thoughts and observations on the livestream regarding governors, since they posted the stream on Youtube just recently. Like my previous analyses of livestreams, I'll present them in bullet point form since I'm typing this while watching the stream.

- The governors are more flexible than their descriptions suggest. This means that I can have a flexible focus for any city.
- So since the governors can be easy to create a mod out of it, does this mean we can create a mod that can make the names and appearances governors more specific to each civilization?
- Interesting that the builder governor can provide two special improvements

Stray observations:
- I like the art update for the barbarian scouts. Makes the more... barbarous
- A natural wonder that gives a bonus during the late game? That's new.
- Sending a delegation is now cheaper by 10 gold
- I love the Georgian chanting in the background. Makes me want to have Georgia as the first civ from the expansion to play with.
 
At one point in the Livestream while the people playing were selecting a pantheon they discussed how the community felt that “God of the Forge” was a weak ability and that they shouldn’t pick it. This really annoyed me because it sounds like high ranking members of the Civ team (high enough to be a public face, anyway) are aware of imbalances in the game and yet they have done nothing to fix them. They know the community has been complaining about something but rather than change it or defend their decision not to change it they have decided to do nothing but say “don’t pick that I guess”. That just seems really lazy and apathetic.
 
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At one point in the Livestream while the people playing were selecting a pantheon they discussed how the community felt that “God of the Forge” was a weak ability and that they shouldn’t pick it. This really annoyed me because it sounds like high ranking members of the Civ team (high enough to be a public face, anyway) are aware of imbalances in the game and yet they have done nothing to fix them. They know the community has been complaining about something but rather than change it or defend their decision not to change it they have decided to do nothing but say “don’t pick that I guess”. That just seems... really lazy and apathetic.

Maybe that's the reason why their scream shotted games are far from normal games(based the turn timer on the screenshot, they're basically midival when we fly our rockets). They are just not fully aware of the real situation and design everything based on a phantom "playstyle", which is sure to cause more imbalance in actual games.

For example, from the game was introduced the strongest district is already campus, but they nerved IZ, CH and harbor instead, making districts more imbalance, in R &F Commercial and Harbors are going to be further nerved.

Also, they didn't nerf the overpowered knight, but nerved swordsman(decreased strength from 40 to 36) instead, simply making knights more OP. From first look and livestreams I don't think they're going to nerf knights in R & F, but simply introduced Mongolia to make them more OP.

One sentence, they don't know what to do with the game and always tunes the game to a direction opposite from balance.
 
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That's fine but from memory sometimes they could randomly spawn from mountains

Just because that's how it worked in the past doesn't mean it should work like that in Civ VI.

I will just say again, exploits are something that should be fixed. Basta bom, not "but"s.

So you prefer the gamey AI that declares war upon you steal your settler if you don't escort it. I mean, sure, that's fine, but I think the majority of the players will complain about it being immersion breaking, and to be honest I can't fault them.

For example, from the game was introduced the strongest district is already campus, but they nerved IZ, CH and harbor instead, making districts more imbalance, in R &F Commercial and Harbors are going to be further nerved.

I know there've been several discussions about this before, but can you please just accept that 99% of the people on this forum disagrees with you and considers IZ and CH to have been the best districts, and can you please just accept that they may have a point, or even if you're absolutely certain you are a better player, can you then please just accept that on the level that most people play, IZ and CH were the best districts?
 
Firaxis don't seem to care much about balance, 70% of everything in this game is either completely useless or inferior to better options. Game badly needs someone with a clue to do balance on dev team to enable more options to the player.
 
Don't you try to strawman me. This is still about the AI being able to defend themselves.

I'm not trying to strawman you, it's just that I thought I wouldn't have to write five lines of explanation for what I wanted to say, but here goes.

You want that AI escort their settlers, because you - and some other players - make a habit out of declaring war on them to snatch up those settlers. At the same time, however, most human players do not escort their settlers either, fully counting on the AI not declaring war on them just to snatch the settlers away. If you want the AI to escort their settlers, that means - directly - that you want the AI to see other players at peacetime as a danger to their settlers - in other words, you want the AI to consider declaring war to snatch settlers a thing. And that means an AI that is not roleplaying, but gamey. And, as I mentioned a while back, most players aren't going to like an AI that plays that way - AI is, according to most people, supposed to role play. From what I've heard on this forum, the AI in Civ V was originally programmed to play more like a human, and people hated it because they felt it broke immersion.
 
Did anyone else notice that the inspiration for political phylosophy is boosted to 1/3 instead of 1/2? (17:58 in the youtube video)
upload_2018-1-13_13-31-59.png

I haven't seen it in the comments yet.

In the other save they are playing it looks like it's boosted to 1/2 (42:55 in the youtube video)

upload_2018-1-13_13-36-31.png


So, have they met 2 city states and is 2/3 of 1/2 boosted? Is that it? Or is the savegame from a different build perhaps? Any thoughts?
 
Did anyone else notice that the inspiration for political phylosophy is boosted to 1/3 instead of 1/2? (17:58 in the youtube video)

I haven't seen it in the comments yet.

In the other save they are playing it looks like it's boosted to 1/2 (42:55 in the youtube video)

So, have they met 2 city states and is 2/3 of 1/2 boosted? Is that it? Or is the savegame from a different build perhaps? Any thoughts?

I think it has been commented in other threads (either the common one or for other livestream) and it is common knowledge (if not fully confirmed) now:

Tech cost varies depending on if the tech is game era (normal cost), before game era (reduced cost), or after game era (increased cost).
At the same time, it seems the beakers / notes you receive from an eureka keeps a fixed raw amount.

Therefore, if you trigger the eureka for a tech after the game era, it will not fill (for the moment), the full 1/2 of the tech. In the opposite way, if you have a pre-era tech unresearched, and you trigger the eureka, it will fill more than 1/2 of the tech. Same with inspirations and civics.
 
I'm not trying to strawman you, it's just that I thought I wouldn't have to write five lines of explanation for what I wanted to say, but here goes.

You want that AI escort their settlers, because you - and some other players - make a habit out of declaring war on them to snatch up those settlers. At the same time, however, most human players do not escort their settlers either, fully counting on the AI not declaring war on them just to snatch the settlers away. If you want the AI to escort their settlers, that means - directly - that you want the AI to see other players at peacetime as a danger to their settlers - in other words, you want the AI to consider declaring war to snatch settlers a thing. And that means an AI that is not roleplaying, but gamey. And, as I mentioned a while back, most players aren't going to like an AI that plays that way - AI is, according to most people, supposed to role play. From what I've heard on this forum, the AI in Civ V was originally programmed to play more like a human, and people hated it because they felt it broke immersion.

I just found the most compelling argument as to why the AI behaves as it is in Civ6 so far.
 
I'm not trying to strawman you, it's just that I thought I wouldn't have to write five lines of explanation for what I wanted to say, but here goes.

You want that AI escort their settlers, because you - and some other players - make a habit out of declaring war on them to snatch up those settlers. At the same time, however, most human players do not escort their settlers either, fully counting on the AI not declaring war on them just to snatch the settlers away. If you want the AI to escort their settlers, that means - directly - that you want the AI to see other players at peacetime as a danger to their settlers - in other words, you want the AI to consider declaring war to snatch settlers a thing. And that means an AI that is not roleplaying, but gamey. And, as I mentioned a while back, most players aren't going to like an AI that plays that way - AI is, according to most people, supposed to role play. From what I've heard on this forum, the AI in Civ V was originally programmed to play more like a human, and people hated it because they felt it broke immersion.

You are aware that barbarians are a thing, right? Also, they could program the game so that a settler stolen from another civ will found a city that counts as being conquered from the other civ, so that the city can be reconquered without causing warmonger points.
 
I think it has been commented in other threads (either the common one or for other livestream) and it is common knowledge (if not fully confirmed) now:

Tech cost varies depending on if the tech is game era (normal cost), before game era (reduced cost), or after game era (increased cost).
At the same time, it seems the beakers / notes you receive from an eureka keeps a fixed raw amount.

Therefore, if you trigger the eureka for a tech after the game era, it will not fill (for the moment), the full 1/2 of the tech. In the opposite way, if you have a pre-era tech unresearched, and you trigger the eureka, it will fill more than 1/2 of the tech. Same with inspirations and civics.
Totally missed this, thanks for clearing it up!
 
I know there've been several discussions about this before, but can you please just accept that 99% of the people on this forum disagrees with you and considers IZ and CH to have been the best districts, and can you please just accept that they may have a point, or even if you're absolutely certain you are a better player, can you then please just accept that on the level that most people play, IZ and CH were the best districts?

In fact at first I focused on IZs( unnerved), and rush to industrialization almost every game and build industrial zones in every city to get the multiple factory bonus. What happens is that after the nerf of IZ s, I just go for campuses and suffered a ~20-turn drop on my victory time immediately.(From ~T200 to ~T180 for SV at that time) Then I looked back and realized that even the unnerved IZs are actually not very good.

CH have never been a good district. I don't see a point of building them in victories other than SV. Even in SV they're only situational, not a core factor if you have Goddess of Harvest. Also, I never see a good result using them(except for SV, where they can at least make some comparable results, but not overwhelming ones). So it's ridiculous to say the unnerved CH are best( only suit 1 of 5 victory types, even in that victory type just being even with campus in half of games?), at least I need some evidence ( CH spam for victories other than SV?).

I don't know how you can stand for "99%" of the people, but I always believe in fact instead of "99% people think". Also, none of that 99% of people can reach victories as fast I do, (or build better empires, play better "immersive game" if they provide a clear standard, etc) otherwise they'll perform good results in Gotm games.
 
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It is not campuses that are overpowered but chops and warfare. Campuses are indirectly good because of these things. Now remove chops and make warfare expensive and everything will change.
 
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