Quick Questions / Quick Answers

Is it just me or progress is very weak comparing to tradition (authority ofc better without question), in my last 6 games I've seen AI picking P only 4 times (I'm playing huge maps, epic, immortal with 15 civ, and 25 cs). Else is half/half (Trad/Auth).

So I was curious and tried 3 games with progress myself, boi by the midgame authority civs were smashing me like a small kid. Even though I had max unit number, and invested every single penny in the modernization of my units. Still, huge strain on the progress economy, also I wasn't able to hold to all those insanely promoted waves of navy/land units, like my navy was facing 4/5 promo AI from the very beginning.

And one more thing from turn 150 (on average) there is no single turn I'm in peace, this is a joke. Civ from the other side of the map just dow me as soon as the peace is finished. E.g. I was second in army losing just to Songhai yet even 2 city AI was dowing me... Authority is way better with this, AI is just scared to dow you as it should be. Can I somehow modify diplo files to tone that down a little?

To summarize, it is me doing sth wrong? Like overextension? (last game I had 12 core cities as progress and 0 conquered to avoid WM penalty, also never declared myself). Or it's like that with current version? Or it is thing with progress and how it plays?
 
Is it just me or progress is very weak comparing to tradition (authority ofc better without question), in my last 6 games I've seen AI picking P only 4 times (I'm playing huge maps, epic, immortal with 15 civ, and 25 cs). Else is half/half (Trad/Auth).
On the latest version progress is weak due to a lack of culture. It'll be fixed by the next update.

You can change it yourself if want. Go to the liberty.sql file and change the 10s to 15s.
Spoiler Files :

VALUES
('POLICY_LIBERTY', 'YIELD_CULTURE', 10),
('POLICY_COLLECTIVE_RULE', 'YIELD_CULTURE', 10),
('POLICY_MERITOCRACY', 'YIELD_CULTURE', 10),
('POLICY_CITIZENSHIP', 'YIELD_CULTURE', 10),
('POLICY_REPRESENTATION', 'YIELD_CULTURE', 10),
('POLICY_REPUBLIC', 'YIELD_CULTURE', 10);

Changing the first one alone makes a massive difference.
 
By any means I am not suggesting what best strategy is. Only opinion or rather how I take this decision

Whether I will choose Progress or Tradition depends on the initial location of my capitol. If the city has a lot of food to grow quickly I will choose Progress. If the capitol has very scarce food (like in a forest/jungle area) I would rather choose Tradition.

Tradition gives + 2 citizens which is very important to compensate the slow starting growth of a food-scarce capitol. On the other hand if plenty of food for quick growth, I can afford Progress which actually compounds this strength by rewarding the quick growth. But I will not choose Progress in a city which struggles to grow in a jungle.

So pretty much the capitol location determines entirely P v/s T. Of course certain Civs better go Authority rather, like Greece.
 
Most Tradition players will say first building must be Monument asap. Fair enough. But consider actually rushing a worker. Why ? Because you want to "optimize" the birth of the +2 citizens. You might prefer +2 workers later when the cost of them is higher, rather than preferring them asap (the Monument). Keep that in mind and maybe rushing a worker is preferred before Monument.

On the other hand you might want to asap the Monument on Progress. Because you want to capture the maximum possible effect of citizen growth. In other words rush production of Monument at the expense of growth and as soon as Progress is unlocked, start rushing growth.

The Granary plays a critical role in both strategies. Extremely important building, most players I think start researching the technology immediately to unlock the granary asap. You want to time the granary perfectly, if possible, for maximum effect. For example, if you are Tradition you must build the granary in advance of unlocking Tradition for maximum effect of the granary. While with Progress you want to delay the granary for after Progress is unlocked, not before.
 
Is there a small mod mod out there that incorporates the 2 unit / 3 unit combinations from Civ 6? I quite dislike managing a large number of units, but it becomes necessary mid/lategame unfortunately.
 
Does the AI have the ability to buy units and attack with them same turn cause I have had that happen twice in my current game where the Brazil didnt seem to have enough gold nor any religion aka zealotry and yet they purchased two swordsman to defend their city and attacked with them on the same turn.
 
Is there a small mod mod out there that incorporates the 2 unit / 3 unit combinations from Civ 6? I quite dislike managing a large number of units, but it becomes necessary mid/lategame unfortunately.

I'm not aware of any, but do check out the Unit Path Viewer mod, if pathfinding is becoming a total chore. It shows units' destinations, their expected routes and, best of all, will automatically reroute units if there is a traffic jam. Much less cycling through units every turn.


My own question: are there any mods that add Civ VI style labels to features like rivers, mountain ranges etc? It's a lovely bit of flavour and would really spice up and personalise campaigns.
 
Does the "Heat Wave" event expire? It does say permanent effect in the event overview.

For the next 30 turns, drought events can start in your cities, which themselves last for 50 turns. The gap between Heat Wave events is at least 150 turns. Those are standard speed, some or all may be scaled by game speeds.

I'm a bit surprised it shows as a permanent effect though.
 
Does the AI have the ability to buy units and attack with them same turn cause I have had that happen twice in my current game where the Brazil didnt seem to have enough gold nor any religion aka zealotry and yet they purchased two swordsman to defend their city and attacked with them on the same turn.
AI has bonuses to production so it can do this if timed with any of the events that trigger their ABC bonus and it happens quite frequently.
The other scenario is Authority's landsknechts and other units unlocked by authority's last policy; they can move the same turn they are purchased but cannot attack afaik.

Is it just me or progress is very weak comparing to tradition (authority ofc better without question), in my last 6 games I've seen AI picking P only 4 times (I'm playing huge maps, epic, immortal with 15 civ, and 25 cs). Else is half/half (Trad/Auth).
As someone who played progress for a very long period and experienced with different strategies to min/max it i would not say it's a weak tree, it's just different.
  • it's just the play it safe tree where the gap between floor and ceiling to what you can do with it is not as huge as Authority which can steamroll half of the map by the medieval era if min maxed well or just be a terrible execuse for a policy if you are isolated/barbarians are hunted by other civs/spawned to a neighbor you cannot defeat militarily/No CS to tribute; Progress is not so dependant on alot of variables and does not have as many moving parts to it compared to authority ... You just need enough space to expand early and turtle to get your infrastructure online.
  • Progress is not a strictly early game policy tree, it looks so lackluster especially in terms of culture generation *it was nerfed recently* but on the long run it provides you with a well established empire that can do whatever you like.
  • Progress is more of a generalist tree rather than being a specialised tree like authority or tradition
 
Is there a reason why I wouldn't be able to attack/capture a worker with melee units sometimes? I didn't notice it before this most recent beta version so I was thinking it might be a bug, but I also could be missing something. It just wont let me move into the hex with a worker/missionary etc sometimes. Sometimes it will work if i attack it with a different unit from a different angle, so it seems buggy to me. Thanks for any thoughts!
 
Is there a reason why I wouldn't be able to attack/capture a worker with melee units sometimes? I didn't notice it before this most recent beta version so I was thinking it might be a bug, but I also could be missing something. It just wont let me move into the hex with a worker/missionary etc sometimes. Sometimes it will work if i attack it with a different unit from a different angle, so it seems buggy to me. Thanks for any thoughts!

Known bug. Already solved for next version as stated on github.
 
I'm not aware of any, but do check out the Unit Path Viewer mod, if pathfinding is becoming a total chore. It shows units' destinations, their expected routes and, best of all, will automatically reroute units if there is a traffic jam. Much less cycling through units every turn.


My own question: are there any mods that add Civ VI style labels to features like rivers, mountain ranges etc? It's a lovely bit of flavour and would really spice up and personalise campaigns.
Yes, there is! I will tell you the name when I get to my computer.
 
Is there a small mod mod out there that incorporates the 2 unit / 3 unit combinations from Civ 6? I quite dislike managing a large number of units, but it becomes necessary mid/lategame unfortunately.
I don't think there is any, but you can try 2 units per tile / 3 units per tile mods. I think you can find them among the WHoward's pick'n'mix mods. You also need the related UI mod.

But sadly, AI is not very good in combing/putting the right units together as far as I know.
 
Doing more hotseats with a friend and we want to make it a bit crazier. Has anyone figured how to use ingame editor in multiplayer hotseat? I've tried putting it within the VP modlist folder which is inside the game DLC folder, like the other mods, but would be too good to work that way. Thoughts?
 
Chose swap & optimize great works and my great work was given for free to another civ without receiving any great works in return. It's a bug?
 
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