Fall patch discussion thread

I loaded an old save where the AI expansion was almost at a standstill (Egypt and Spain only had 1 or two cities in turn 200, lol), and with the patch the AI started to settle more cities.

It still has troubles sometimes, though. Maybe is because of the new housing/amenities system, or maybe they struggle too much with the barbs (I found 4 builders and two settlers captured by barbarians near Spain)

Barbs are definitely an issue. I have no idea what kind of combat bonus the AI gets against barbs now, but whatever it is, it needs to be cranked way up. I'm finding Deity AIs plagued by barbs camps way into the Medieval and Renaissance Eras. I'm totally fine with Deity AI units getting +10 or +15 combat strength against barbs if that's what it takes for the AI to develop properly. Barbs are in the game to challenge the player, not to cripple the AIs.

I've also noticed that in addition to not expanding enough, the AI is having trouble growing the cities that it does have. AI cities should pretty much always grow faster than mine on Deity, but I'm seeing size 6 and size 7 AI capitals while I'm at size 10. I'm guessing the housing system is the problem here. Again, I'm fine with the AI getting +4 housing in the capital and +2 housing in all other cities, or even more if necessary. I just want an opponent that can deliver a reasonable lategame challenge.
 
I like how much work they put in already, and releasing an incomplete patch suggests an intention to keep up that level, which means I'm optimistic for a good game eventually - so I finally paid for my own copy of VI

It's still too boring to play even from turn 1. Not being able to produce anything, not even 80% of the things you research in the very first eras — excruciating

These terrible tech quotes, just kill my vibe. Sorry you hate history, Civ VI! Haha my mistake for wanting to feel like it's the past!
 
These terrible tech quotes, just kill my vibe. Sorry you hate history, Civ VI! Haha my mistake for wanting to feel like it's the past!

The tech quotes are a real bummer, and that's one thing that's very unlikely to change in the future. All they needed to do was hire an intern who had studied history or literature--pretty much anyone with a decent amount of knowledge in either subject could have done ten times better. I did a bit of investigating and it's clear that for a lot of quotes, they just googled "[tech name] quote" and took the first thing that came up. A lazy effort and it really shows. Oh well.
 
One of the tiles should be pink/purpe.

What I don't understand is why this is an automated process to begin with. They went on and on about how they wanted to get rid of automated stuff and give players choices but this still remains. :confused:

Weird, I do not see any tiles that are a different color. I have a few mods running, I am guessing that it is messing something up :-(

Thx
jonpfl
 
The tech quotes are a real bummer, and that's one thing that's very unlikely to change in the future. All they needed to do was hire an intern who had studied history or literature--pretty much anyone with a decent amount of knowledge in either subject could have done ten times better. I did a bit of investigating and it's clear that for a lot of quotes, they just googled "[tech name] quote" and took the first thing that came up. A lazy effort and it really shows. Oh well.

Haha that kind of reminds me of how in civ 5 all the tech images were taken from google searches, horizontally mirrored, and had cartoon filter applied.
 
The AI is STILL not upgrading units. I am in 1200 with Russia and the three civs around me are still full of Warriors and Slingers. Why is this happening??????????? What can be done????? It just sucks all the enjoyment out of the game.
 
ok, so I fired up a game and having unclicked the tech and civic table on the left upper corner, I find that every turn they come back and you have to untick them again. I don't want them to clog my screen, far too big. Tech was never displayed that big before.

Anyone else having this new issue too?
 
How and where pls to check how many peace turns remain before being able to declare war against a civ ? thx
 
I don't know if this is a pre-patch issue or not, but one thing I've noticed is that the AI is causing its Settlers to pace back and forth instead of walking to a position. I used the Reveal All cheat to watch how the AI handles its Settlers, and it seems to be struggling extremely hard with narrow terrain. Settlers will walk back and forth in place or just sit in the capital for turn after turn doing nothing.

To push things even further, I experimented with a mod that gave every single Civ the "Expansionist" trait that Trajan has. It worked... sort of. Everyone built lots of Settlers. But the Settlers often didn't get where they needed to go. As long as at least one Settler is out there, the AI won't build another. So they just hang and never expand. This definitely needs another look.

On the plus side, I'll release a mod tomorrow with the Expanionist for Everyone trick. It does at least make the game somewhat better, in that AIs who aren't tricked by terrain do expand.
 
1) The AI spams joint wars now. Every game post patch I'm in a constant state of defensive war. ( As i like playing with 5-6 cities only, I don't take there cities ) This is worse than release version.
2) AI doesn't escort settlers better now - This patch note is false
3) I haven't seen much improvement with the AI, one game they sent over an inquisitor and just sit it in my land for 10 turns while I grew frustrated i couldn't improve the tile until it moved... In an immortal game Spain managed to have around 400 tourism by the end of the game which I haven't seen before. America had early cavalry one game... Still along way to go. IMO the AI in civ6 is worse than it was in vanilla civ5, at least there the game was easier to play for the AI. It didn't need as huge bonuses to play...
4) I finally used some planes and noticed the animations are the same awfully long flying animations as they did in civ 5, something i complained about to no end! Luckily the animations are terrible in Civ 6 so i have them turned off after the first few games. ( I liked civ5 animations, had them on for like 1k hours! )
 
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Played another post-patch game. After reading that Great Generals bonus stack (???), I had to try it out as Rome. Sure enough, they do, and with 2 classical era great generals you can conquer an entire map with 4-move, 54-strength legions. Kinda fun.

Anyway, in my first post-patch game, I had a pretty isolated start and didn't observe the AI too much. In this game I observed closely, and I regret to say that the patch has clearly not fixed the main AI behavior problems.

--The AI still doesn't protect its settlers. The patch claims it's better, but I was seeing unescorted settlers all over the place. Firaxis, the game has an escort feature! Program the AI to escort settlers 100% of the time. If there's no unit available to escort a settler, the settler should wait inside the city until there is. There is no reason for AI settlers to ever venture out alone.
--The AI still sometimes refuses to expand. Norway sat at one city! A Deity AI that can't get to two cities! This might have had something to do with Norway failing to clear a barb camp that was literally four tiles away from their capital, and thus being flooded with barbarian horse units. Just sad.
--The AI still doesn't always maintain a modern military. The last AI I had to conquer was Russia. It was about 100 BC or so by the time my Legions got there. They encountered... one knight and about five or six warriors. This should never happen on Deity! Arabia and Japan were able to pose bigger challenges by very quickly teching to Mamelukes and Samurai respectively. (Arabia had Mamelukes before I had Legions, even though I beelined Iron Working from the start!) But if there's no unique unit, the AI doesn't seem to bother.

The only thing I can say the patch has definitely fixed is city-state militaries. Those look much better. But the AI civs are still a mess, I'm sorry to say. :(
 
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Played to a religious victory on Diety, the AI is still dumb as a brick sadly.

AI still doesnt expand, at all, nor does it build any of the useful districts (it does build a lot of Holy Sites and Encampments though:rolleyes:). So it ends up with a handful of cities without any yields. You can give the AI massive yield boosts, but even a 100% bonus on nothing... is nothing.
It's tactical skill is still pathetic, I wiped Russia with 3 slingers and a warrior.:lol: Then I spent the rest of the game watching England ineffectually smash units into Brazil, gaining one city in 100+ turns, and this was with her having Redcoats and him still at ancient/classical units.

On the brighter side; the religious game is much improved. But because the units are now stronger but more expensive the AI has gotten worse at defending itself. Had 4 Diety civs fully converted before 1200...
 
Settlers settlers settlers. Why don't they just make AI settlers behave as combat units when attacked. There's no step-on mechanic in civ that doesn't lead to self-destructive AI behavior so there's no step-on mechanic that should be in the game.
 
Played 10 turns of a new game as Rome on emperor/fractal/standard. Here's what I noticed.

1) Started next to China, he proceeds to give me a free 2nd city with an unescorted settler... :rolleyes: This only happens with the bonus settlers given to the AI on higher difficulties.
2) The border expansion info covers up the tile too much, it also changed to a different tile mid way through expanding...
3) Ghandi whom I hadn't met is unhappy I DoW China. ( the turn after I met him he told me this )
4) Turning off auto unit cycle makes me click unit has orders each turn when I just have the starting warrior. Nothings selected initially each turn.
5) My starting location had no luxuries of any kind in its radius, which is a first for me in 250 hours.

When I start a new game in DX12 It didn't center on my settler and warrior but at the edge of my screen( most of my screen is fog ) also noticed what seemed like worse performance so I went back to the default.

AI gets extra settler only on deity not on Emperor Moderator Action: <snip>

Moderator Action: If you can't post in a respectful manner, don't post.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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AI gets extra settler only on deity not on Emperor you ******* *****
AI gets an extra settler on Emperor and Immortal, 2 extra settlers on Deity. This isn't Civ V, sorry

Though if you use the "Smoother Difficulty" mod, then it'll be true again (and replaced with higher resource yield bonuses instead)
 
So far I haven't seen anything in terms of economy that would scale with difficulty in VI. Or are there discounts to unit/building upkeep on the lower levels? I admit I haven't examined gold flow that closely. If not, then it means the system has been designed for the average low difficulty player to be able to handle the upkeep, which makes it way too easy for more skilled players. Deity AI will also have a lot more gold to trade you, to make it even easier.

I haven't done the math, so I'm purely stating my observations:

In Civ V I can easily run a deficit in the early to mid game - before I get things like markets, city-connections, a wonder like Machu Picchu or certain policies online. Especially if I decide to/am forced to build lots of military.

In VI I haven't seen my income dip into the red *once* so far.


S.
 
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