[GS] Disable GDR

What should be with GDR in Civ series ?


  • Total voters
    125
  • Poll closed .
The issue i have with the giant death robot is that it should be placed later in the tech tree.

Agreed. And I want to bring up this issue again in case Firaxis if reading this. The tech where it is currently on from the live stream a few weeks ago can be beelined early, and I believe before you have any other techs in the information era. Though I believe you need nuclear fission (atomic era) to build a uranium mine. I would be more okay with this if it required all the techs in the information era before building it.

Just as I rarely built GDRs in civ5, I forecast the same in VI.

I think I only built 1 in that game, same with X-com squad. There wasn't a whole lot of reason to war late in that game either. I most likely will only build 1 in Civ6, unless the AI is going to build them every game and start attacking me late, then I'll probably have to build them. But I still want to see how many aircraft strikes it takes to take it down first.
 
From what we know from the livestream the GDR seems too strong – 130 base stregth vs. 107 for a Modern Armor Army. The other thing is that in the shown state of the tech tree you can beeline to Robotics with GDR and skip Mechanized Infantry, Modern Armor, Rocket Artillery and all other Information Era units comletely.
The new features video shows that they reduced the strength by 10.
gdr-jpg.516313

I hope that they changed the tech tree, too.
 
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Please Firaxis! Put in more requirements for the Robotics tech. It's just strange seeing the AI build multiple GDR's yet they still have fighter planes and other old units on the board.
 
I really am okay with the GDR. I can't see myself building very many, ever, but hopefully the AI will, and then I'll actually have a fight on my hands?

I think the GDR works in Civ VI overall. Civ is kind of Science Fiction the same way the Neil Stephenson's Baroque Trilogy is Science Fiction. Caveman to the stars stuff. Plausibility wise, the biggest problem with the GDR is going to be the Square Cube Law, which means its cute adorable legs and skeleton won't be able to support its weight, let alone jump mountains. But, sure, build it with nano layered hand-wavium composite materials and it'll be fine.

The real problem with the (enjoyable) silliness of the GDR is that it lacks context. Where are the other small sci-fi things building up to that, which would make it seem more plausible within Civ VI's universe? I mean, you'd think there would be smaller mech units or drones first, right? Or more advance power systems (e.g. cold fusion)? Nope. We just go from conventional guns and tanks to CRAZY GIANT ROBOT MECHA KILLING MACHINE THINGY!!! ARGHHH!!!!

I mean, I know none of the Future Tech stuff is going to matter, because the game will be long over before then, but it's all looking a bit bare in the future particularly with no future Great People. If we're going to have future stuff, can we actually have, you know, future stuff?

I'm not saying Civ should go all Gonzo in the Future Era, and start pulling in lots of crazy stuff. Man, I really don't want phasers and teleporting and all the Star Trek Star Wards Flash Gordon rubbish. Instead, flesh out the future a bit with more plausible real world but speculative sci-fi stuff (not just military, but other stuff) and then build up to the crazy GDR.

BTW, why don't you need a special district to build a GDR? Or at least, you know, a Factory and or a Research Lab? You need a special district for Bomber-planes, but not for Giant Pacific Rim Jaegers???

I like the GDR, but FXS just aren't really... "selling" it, I guess.
 
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but hopefully the AI will

The AI built quite a few of them in one youtube stream I watched. Probably too many. You won't have to worry about that.
 
It will be hilarious if the AI is better at using Giant Mecha than planes.

@Trav'ling Canuck Won't have to track AI SV victories anymore; instead, the real countdown will be how long until the AI turns up with its Robot Army.

You know. Assuming the AI can both build and use a Robot Army.
 
Dido did use a GDR to almost completely eliminate a city's strength (it seemed to have a promotion to bypass city walls) in Quill's game. Then he went in and swooped up that low health city with a mech infantry. :lol: Being a land unit (mostly), I have no doubt the AI will use it better than aircraft. As mentioned, I believe AI Dido had 2 GDR's out before her first fighter plane was out.
 
2nd and 3rd poll option are the same, and my opinion is not represented in the options. (GDRs may stay if they're never practically buildable in any semi-competitive game.)
 
21 minutes until launch. 22 minutes until I look for a mod to remove GDR's.
I launched GS to see whats up and immediately closed like on turn 2 or so. I'll have to wait for UI mods to update before all that... I completely forgot how terrible default Civ UI is.
 
Did anyone already check the tech path to the GDR? Are there now more prerequisite techs?
 
Did anyone already check the tech path to the GDR? Are there now more prerequisite techs?

Seems like there are.

Spoiler :
f8nS79y.jpg
 
Seems like there are.

Spoiler :
f8nS79y.jpg

A needed change. Thanks for posting this.
However, the strength gap to the other information era units is still too wide in my opinion.
 
Anyone know how to disable GDR? Will play my first game now and i dont want it :)

Try making a one line mod:

Code:
DELETE FROM Units WHERE UnitType = 'UNIT_GIANT_DEATH_ROBOT';

Edit: never mind. I just made a mod to put on steam for those who want it, but the game is saying that the mod is incompatable with Gathering Storm. Ugh.
 
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Try making a one line mod:

Code:
DELETE FROM Units WHERE UnitType = 'UNIT_GIANT_DEATH_ROBOT';

Edit: never mind. I just made a mod to put on steam for those who want it, but the game is saying that the mod is incompatable with Gathering Storm. Ugh.
Read at the bottom of the patch note , you need to add a line that flags your mod as compatible with GS. By default ,GS will not launch mods that don't have said line.


  • Add tagging for mod compatibility. Mods not tagged as compatible with the latest build will be disabled at start-up as well as have a warning dialog displayed when they are enabled. This behavior can be disabled on a per-mod basis or completely in the options dialog. Mods can be tagged as compatible by either adding "<CompatibleVersions>2.0</CompatibleVersions>" to the properties section of the modinfo or by marking compatible versions in the project page of ModBuddy.
  • WorldBuilder updates, including “painting” mode, auto-coastlines, importing from “Tiled”, and more. We’re not done.
 
Well, GDRs are pretty overpowered. They totally mattered and ruined my game. Just get them and win.

Oh wait, never mind. Game ended long before they could be made (t285 normal speed), just as expected. Yea I didn't really read up on the new mechanics, but I'm sure anyone that plays better is not going to see them.
 
On one hand I would enjoy more realistic future era units, such as exoskeleton infantry or railgun ships. On another hand, I am not sure if such things wouldn't put too much emphasis on fictional (hypothetical) era and tech, stretching the game pointlessly. Maybe they should be left to mods after all...
 
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