nzcamel
Nahtanoj the Magnificent
@Victoria
If you are not arguing its optimal, then yeah, whatever floats your boat.
The game isn't difficult enough to require optimal play, and what is most fun is entirely up to you.
It's fair to say that for really good players, the Ai struggles to challenge them. Part of that being that VI has added more mechanics and features that are really interesting, but may be too complex for AI to be incentivised to play right, along with everything else. I guess that is why the great players all end up in MP - that is an option.
Having said that; there is no way that there is, say, an optimal way through the tech tree like there always has been in the past. Many of our choices or the CS sidequests, or boost side quests drag us off our path and change the game; change what we research first, and how we play. Beach n co. deserve credit for making Civ more alive than it has ever been
@nzcamel
I thought this was a civil discussion but it is clear you are more interested in belittling me. What's with the assertions that I can't play on higher difficulties and what does that do to justify your points?
Stop taking it all so personally Kyro. If you were less snide, maybe you'd get a gentler let down
I really have no idea how high or low you can play. I am just saying that if you can't get the game you want on level x, drop down a level rather than blame the game.
Just so you know and stop jumping to conclusions for how I make my decisions. My goal for every Civ game is to create the perfect civilization with maximum potential. I aim to be leading in every aspect for games that I play, have most of the world wonders, have the maximum number of policy cards available and the best of the great people. And I aim to do that without warmongering at all because conquering cities for progress is just so exploitable it is cheating to me. To that end Deity is not a suitable difficulty because the great people I want often get skipped by eras and game strategy is always about being faster and faster in one aspect. I am inflexible that way and restart games entirely when that standard has not been achieved. By extension just Victory is no longer important to me but how I win that matters more.
Yep, you are very inflexible. Read that into your writing long ago.
Do the rules of Civ allow it? Then it ain't cheating. Granted people find exploits in the game, which are usually removed - I don't think warring will be one of those.
I am cool with how you play the game. I admire that you try to achieve what you want, even if I would never play the game only devoted to the things you value. That is fine. What is not fine is you demanding that the game is restructured to favour your narrow way of playing!
Also I don't remember ignoring any of your points that are relevant to this discussion . I have been explaining why your ideas don't work out. You on the other hand have just been ignoring any of the questions and rebuttals by dismissing them based on the assumption that I am inefficient in gameplay because I am inflexible.
You have still yet to answer my most pressing questions.
Rotfl. Yep, it's all me. You on the other hand are immaculate
To those who claim there is no one viable strategy for all times, warmongering is THE most effective strategy for MOST times so long as there are neighbours to conquer. The game is just made that way. You can manipulate the map etc. so that isn't the case but that won't change what the devs had in mind.
Yes, you can utilise the map to your advantage. That is something the Devs have made clear that they wanted to add to the game to make it more interesting, God bless 'em! Warring has its downsides, and so other win conditions can still be optimal.
@Eliminator_Sr
You missed the point of why I said Sugar and Spice are overpowered, Which is to have a larger population faster so as to work more production. To that end those Luxuries are very potent. You also missed the point of how subtle values in the early game have cascading effects in the game. I've already explained twice why +2 isn't a small value early on and I'm not doing it again.
A Sugar/Spice start in peaceful games can mean a difference of 3 early World Wonders on Emperor difficulty, or just one on Deity. That's from experience and trust me I have restarted entire games at least a hundred times thus far.
To those who who say a bad start and by extension luck don't affect the game too much. How does a pacifist player make up for it? What if he really wanted a wonder and missed out because of a bad start? What if he wasn't able to race the ai to a favored spot for expansion because of the bad start?
You see there's just no answer for questions like that because the only solution is war or restart so to that end Luck is too important because it made all the difference. Also I won't call warmongering being flexible because it is the one solution for everything in Civ 6.
The real reason why Luck is too important in this game is because it has a Cascading/Compounding effect on the game. Bad luck doesn't just bite and leave you alone. You carry its effects for the whole game. You know why you you missed that Wonder by 1 turn? You founded the city 100 turns ago 6 turns later than you could have thanks to a late settler because you were beat to an early encounter with a Militaristic City state by 1 turn because you didn't have productive tiles at the start to rush the scout. It can SNOWBALL and that is precisely why it is too important.
That is the game bud. If you missed out on something, you change your strategy next time to adjust. That is how we get better. Luck is part of what we adjust for too. If you really really want something, you are best to overkill on it, to allow for stopping some random thing taking it away from you; just as happens in real life.
@Kyro
But it doesn't cascade if you follow the meta. It becomes a minor irrelevance, overcome by much stronger factors.
Like wasting production on wonders with lackluster benefits.
In any event, unless you go peaceful, there is so much margin for error its irrelevant. Putting a win back a few turns is hardly "too much luck".
This ^^^^^
@Victoria
I respect your ability to continue playing after losing something as coveted as Petra to the opponent. That kind of sting usually haunts me for the entire game and I would rather just start a new game. Or I would just raze the offending City and build that wonder again.
Starting a new game is taking the easy way out. Sure...plan how to not miss out next time...but finish the game. Pay the price, feel the burn, and let that change you.
I would not directly equate the presence of setbacks and failures to the term "challenging".
Professional atheletes make amazing feats seem easy to the viewer but that doesn't make any of the feats insignificant.
A "perfect" game against AI should be possible for players with the right skills and that should not be dependent on luck.
If you have setbacks and failures the challenge is to overcome them.
In terms of trying to convince most of us of anything, you need to let go of this "perfect" game. It's something to strive for...but if it happens too often the game isn't challenging.
I have played both Chess and Bridge, both games some would argue do not have luck but even they have luck. Less but it is there.
A perfect game is when you play without mistakes despite luck.. that is the key. last nights game I finished at turn 250 but it should have been around 200 and I believe 20 turns were down to bad luck and 30 turns were down to bad play.
So here is a question.... I tried to build Perta and lost it with a coupe of turns to go... would you call that bad luck or bad play... think about it.. My belief (and I respect you thinking differently) is I made a decision based on what my chances were and my choice did not pay off.... Luck or bad play... or good play?
Yep, yep, n yep
@Victoria
If you did everything right and still lost Petra it is luck because you have already done all you can and the game's just not fair to you that way because AI has +80% production for wonders on Deity. Honestly I don't think any amount of skill is going to grab an early game wonder if the AI decides to build it on Deity. That's just how Luck dependent it is. Stonehenge is outright impossible unless AI don't spawn with stone.
See...that actually isn't luck. If the AI is that juiced up on that level, you'd be the lucky one to get the wonder! They are the unlucky ones to miss out. Basically what the game is doing in regards to the best players is saying to them "We can't make the computer outplay you on an even field; so instead, we're going to strip you of half the cool stuff; and see if you can still win. Let's see how you go without Stonehenge etc"
And a good player who has beaten everything else and wants the challenge smiles, and says "Game on!"
It is handicapping the player. Golfers do this the world over to make games more interesting between players of different skill levels.
I don't play Immortal so I can't comment on that but Petra is very buildable on Emperor if you aim to build it before turn 90.
Edit: From experience who you pick for opponents matters a lot. Gilgamesh and Cleopatra tend to build it if they can so I generally avoid them if I really want Petra on Deity.
I also avoid sharing Embassies and Open Borders at all costs because AI tends to build Wonders you are building just to mess with you if they can see it.
Most of us don't pick opponents, cos we want to say that we can beat the game no matter who it sets against us. I might choose them sometimes if I want to play a game with say all the Euro civs (later once more are added) all the Asian civs, etc. But I don't include or exclude based on ability.
Nope you don't get it. I'm saying the only reason why the food is powerful is because it can help you focus on production, which is what you're essentially saying, working for production. Growing a population faster for the sake of production beats just working on production alone. Having forests to chop is luck too by the way. If you have to build a worker to chop wood then you're not really getting too much of an advantage anyway. Unless you buy the forest tile in a later era of course. Come on I wondermonger every game. You really think I don't know a thing or two about production or how to get them faster?
I don't have to accept alternative viewpoints when they're just factually wrong. At least my experimentation in the game tells me that for sure. Yes I'm saying you're wrong, but I don't mean it in a condescending way.
Game breaking. Overpowered. Too important. They're all the same to me. It can mean the difference between an enjoyable experience and not. That potential itself is game breaking to me. You're right I use it liberally but where I come from if you want something to change you have to make huge signs so it moves up the queue of priorities. If you're contending on my choice of words then I can only apologize.
You are condescending. Eliminator Sr has made some good points and you dismiss them out of hand. You do not make an argument for why he is wrong; you just state that he is wrong. Like the incense thing. Incense allows you to set aside a gold/faith social policy card without likely sacrificing a pantheon and a religion, and...do what...? Put in a production policy card!!
If you do not enjoy your experience of civ due to a level of luck in the game (and I do not like luck in a game where it is game changing) it is because of your own standards and wants. It really has nothing to do with Civilization at all.
As Victoria said, even chess has some luck. But given the lack of variability between terrain (there is none), and the even way that it's layout is identical game after game, luck is always going to be insignificant there. If we compare this to Civ with different maps all the time, and a terrain that is all over the show, what do we expect to happen? Variability comes into the game, and with it luck or chance does increase in terms of how any given scenario will play out on different parts of the map. But we accept that, at that level. Most of us do not even consider that so much "luck" as we do just what a game is when it reflects closer to real life. Chess is abstract. Hence why you can have a sterile environment with everything rigidly controlled. Civilization is dirty and messy. It incorporates better or worse much of life that is beyond the control of anyone.
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