Fall patch discussion thread

Loaded up a game where I was trying to convert Sumeria.

Boom. Four Sumerian inquisitors popped up and started TCOB.
 
I just finished a game on the 6-player snowflake map, it's pretty fun actually. Lots of contention for the middle where all the natural wonders and most of the strategic resources are, as well as just the strategical chokehold on the map in general. Of course taking control of it also means everyone is going to gang up on you. At the same time it also has a lot of options for naval battles on the sides in-between the land-tongues. I think this could actually be a great multiplayer map for those who play that (I don't)

Haven't tried the 4-player one yet

I've started a game as Gilgamesh on the 4-player one. Still early going, but I'm finding the barb squashing hilarious. The center land mass keeps popping barbs a turn or two after you pop one, so my carts just crisscross back and forth non-stop. Who needs ziggurats? I expect there may be a war or to soon, as the AI is now racing me to the barbs.
 
One thing that absolutely must be removed from the game is Settler stealing. I don't know what they are thinking keeping this in. Code already exists to delete units on contact or change them to Builders (still too overpowered IMO).

The next thing I think they need to do to fix the AI is ease off on the "random agenda" aspect. All of the civs need to play more rationally, and stop chasing ridiculous goals/making enemies for no reason. In the first 60 turns or so, the AI should be making landgrabs. Rome does an okay job at expanding because of its agenda. All of the civs should be doing this. At present it's like they are playing the wrong game entirely.

I will note however that there have been some general improvements. Norway came and settled on my continent and I thought for a second I would just roll in and take the city. But within 3 turns he had bought 2 Swordsmen and a Chariot and defended the place reasonably well, so I didn't get my chance.
 
Well, there is a lot of talk about how well it works, but if you go to the purchase tile screen, or whatever it's called, it'll show you.

When I go to that screen, I don't see a difference versus pre patch.

What am I missing?

Thx
jonpfl
 
One thing that absolutely must be removed from the game is Settler stealing. I don't know what they are thinking keeping this in. Code already exists to delete units on contact or change them to Builders (still too overpowered IMO).

The next thing I think they need to do to fix the AI is ease off on the "random agenda" aspect. All of the civs need to play more rationally, and stop chasing ridiculous goals/making enemies for no reason. In the first 60 turns or so, the AI should be making landgrabs. Rome does an okay job at expanding because of its agenda. All of the civs should be doing this. At present it's like they are playing the wrong game entirely.

I will note however that there have been some general improvements. Norway came and settled on my continent and I thought for a second I would just roll in and take the city. But within 3 turns he had bought 2 Swordsmen and a Chariot and defended the place reasonably well, so I didn't get my chance.

Right? It's like Firaxis programmed the AI as if this were still Civ V, and squatting on three or four cities was a great strategy. That just doesn't work anymore. The AI must expand! At least on Deity, the human player must feel a pressure to expand early, knowing that the AI will quickly grab all the land that the player does not. The race for land--while still trying to stay afloat economically and have enough a military to defend it all--like the whole point of high level Civ!

Also totally agreed on settler stealing. Firaxis claims the AI is better at protecting its settlers now (has anyone noticed this?), but even so, there's no reason for settler stealing to be in the game. It's very swingy and bad gameplay, and it's athematic. It makes no sense that a bunch of captured German civilians can found a Japanese city. Having the settler turn into a builder? That makes some sense. Having the settler vanish with a small gold reward for the attacking player (like a trade route does) would be fine, too.
 
It's nice they show us when the city grows and where.
But it would really be nice if, when the city grows, it actually grew where it said it was going to grow!
They are giving false information. I ook at a city, it says it's going to grow onto the stone, and when it foes grow, it grows onto the rice.
WTH?

I keep seeing people talk about this but I don't see where city is going to grow info.

I go to tile purchase and it looks the same as pre patch.

Thx
jonpfl
 
Sounds like this `smarter` agenda Ai was just a hook to get people interested in a better AI, to buy it. I`ll wait until the AI improves...

Oh and until I can actually name a custom leader like inprevious Civs. I`m a patient man.
 
I keep seeing people talk about this but I don't see where city is going to grow info.

I go to tile purchase and it looks the same as pre patch.

Thx
jonpfl
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:
 
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)
 
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
 
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