Help me to transfer from Civ 4

eviox

Chieftain
Joined
May 3, 2008
Messages
6
I just come to Civ 6 from Civ 4. There are something I can not get use to Civ 6:
- No multi-units per pile. My scout is always be blocked by other unit on my way.
- The worker is "consumed" after 3 actions?
- Building roads between cities are only by business man?
- Can I still control the R&D cost to control the speed of R&D?

Does anyone like me have such confusion at the beginning of Civ 6?
 
Does anyone like me have such confusion at the beginning of Civ 6?
Most players got accustomed to 1UPT in Civ 5.

- Your complaint about Scouts isn't uncommon. It should have been designed to more freely move through enemy units (like being able to end its turn on an enemy tile). Hopefully they change it in Civ 7;

- Builders are production management. You're transfering production from your city towards improvements on the map. They are an investment, which involves greater risks than builders in Civ 4. Particularly in the early game you'll want to prioritise access to luxuries (do not require connected roads, just an improvement) and high yield tiles to optimise yields from your low population (with good management and good city placement, you can make 2 population garner the yields of 4. But I think this is the same in Civ 4);

- You'll be able to build roads with Engineers. Until then you require traders. Domestic routes are almost always preferable in th early game.

- You mean controlling the percentages? That's not in the game. I don't recall how that works, wasn't it about using gold towards Research, Espionage, etc?
 
The one unit per tile makes the whole thing more tactical. You have to think where to move which unit when, protecting the weaker units, take the terrain into account, etc, kindda like chess. I like it, the big downside is that the AI is absolutely crap at it.

Builder charges go up to five once you discover feudalism, and slot the appropriate card. The Pyramids wonder adds another one, China has an extra charge as a bonus, and the city with Liang as governor also get an extra charge.

I'm not a big fan of the trader road mechanic. Especially because you can't force them to stay on land. You can build roads with engineers but only two charges. Once you discover railroads they can build those with unlimited charges (and you can finally make sensible connections).
 
I just come to Civ 6 from Civ 4. There are something I can not get use to Civ 6:
- No multi-units per pile. My scout is always be blocked by other unit on my way.
- The worker is "consumed" after 3 actions?
- Building roads between cities are only by business man?
- Can I still control the R&D cost to control the speed of R&D?

Does anyone like me have such confusion at the beginning of Civ 6?

I vastly preferr builder charges over workers, so much less micromanagement.

Ugh ya there is the foundations of greatness in Civ6 but it’s badly hobbled by 1 UPT especially and then other weirdness like having no control over where your roads go.

1 UPT is both terrible historical flavour and terrible as a mechanic. It requires you to solve a sliding tile puzzle every time you move your units, the AI cannot handle it at all, and it leads to absurdities like archers firing across the English Channel.

Unless you plan on doing multiplayer with randos my advice to you is NOT beating your head against a stone wall for a year and instead get the game on steam and mod it.

I’ve got a list of mods that blend the best gameplay elements of 4 and 6, as well as giving you an AI that can beat you on Prince if you are not careful
 
I just come to Civ 6 from Civ 4. There are something I can not get use to Civ 6:
- No multi-units per pile. My scout is always be blocked by other unit on my way.
- The worker is "consumed" after 3 actions?
- Building roads between cities are only by business man?
- Can I still control the R&D cost to control the speed of R&D?

Does anyone like me have such confusion at the beginning of Civ 6?
I actually went straight from Civ2 and Civ3 to Civ6, and NEVER tried or touched Civ4 or Civ5, to date.

Mind, I still play Civ2 quite a lot.
 
I vastly preferr builder charges over workers, so much less micromanagement.

Ugh ya there is the foundations of greatness in Civ6 but it’s badly hobbled by 1 UPT especially and then other weirdness like having no control over where your roads go.

1 UPT is both terrible historical flavour and terrible as a mechanic. It requires you to solve a sliding tile puzzle every time you move your units, the AI cannot handle it at all, and it leads to absurdities like archers firing across the English Channel.

Unless you plan on doing multiplayer with randos my advice to you is NOT beating your head against a stone wall for a year and instead get the game on steam and mod it.

I’ve got a list of mods that blend the best gameplay elements of 4 and 6, as well as giving you an AI that can beat you on Prince if you are not careful
Hi, thanks for your reply. Do you recommend any mod to be used in Civ6?
 
I actually went straight from Civ2 and Civ3 to Civ6, and NEVER tried or touched Civ4 or Civ5, to date.

Mind, I still play Civ2 quite a lot.
that's quite a jump. I definitely am glad I played each entry in this series aside from Civ1 and civrev. Civ3 and Civ5 being the ones I spent the least time on. Where I feel the even numbered ones are the better ones. But they are still important stepping stones to see the evolution of the gameplay. I don't even remember much about Civ 3 other than armies, which I think were pretty cool and something I'd like to see in civ7.
 
I vastly preferr builder charges over workers, so much less micromanagement.

Ugh ya there is the foundations of greatness in Civ6 but it’s badly hobbled by 1 UPT especially and then other weirdness like having no control over where your roads go.

1 UPT is both terrible historical flavour and terrible as a mechanic. It requires you to solve a sliding tile puzzle every time you move your units, the AI cannot handle it at all, and it leads to absurdities like archers firing across the English Channel.

Unless you plan on doing multiplayer with randos my advice to you is NOT beating your head against a stone wall for a year and instead get the game on steam and mod it.

I’ve got a list of mods that blend the best gameplay elements of 4 and 6, as well as giving you an AI that can beat you on Prince if you are not careful

Totally agree about 1 UPT. AI can't handle in Civ 5 either but at least we had vox populi mod. HumanKind heading in better direction for 4X combat IMHO.
 
Totally agree about 1 UPT. AI can't handle in Civ 5 either but at least we had vox populi mod. HumanKind heading in better direction for 4X combat IMHO.
I like Humankind's battle system, but after a few days I was absolutely trouncing the AI every time.

You'd expect it to make the AI more competent, since there's less information for the AI to handle, but if that's the case then Amplitude didn't do a great job either.

I'd rather just have the Armies from Humankind/Endless Legend in Civ 7, but without the actual battles. Going back to stacks basically, but limited and more fleshed out.
 
Totally agree about 1 UPT. AI can't handle in Civ 5 either but at least we had vox populi mod. HumanKind heading in better direction for 4X combat IMHO.

I like Humankind's battle system, but after a few days I was absolutely trouncing the AI every time.

You'd expect it to make the AI more competent, since there's less information for the AI to handle, but if that's the case then Amplitude didn't do a great job either.

I'd rather just have the Armies from Humankind/Endless Legend in Civ 7, but without the actual battles. Going back to stacks basically, but limited and more fleshed out.
Stacks in Civ2 (especially with the commonly used mods now that the whole defending stack isn't killed when one defending unit is killed, unless they're in a city, fortress, or airbase - a design oversight) does not tend to stymy the AI too much, unless some puts an air unit with multiple-move capacity in the stack, because units that can't attack the air unit (the great majority of land and naval units, and even bomber units) will be unable to attack if the, "defending unit algorithm," keeps bringing the air unit up. That is the real exploit, there. Most Civ2 scenario house rules or multi-player agreements forbid doing that (and a few other things).
 
Hi, thanks for your reply. Do you recommend any mod to be used in Civ6?
Hi there. I’m trying to make a Mod Collection in steam so I can give you a link to the mods I use but it isn’t working for me

What aspect of the game do you want changed?
 
HumanKind heading in better direction for 4X combat IMHO.
I like Humankind's battle system, but after a few days I was absolutely trouncing the AI every time.
I found HK's combat system extremely tedious, especially since you're essentially penalized for using auto-resolve. I don't want a tactics minigame inside my 4X game.
 
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