This happened to me in the base game. If you start seeing two continents, you don't get the inspiration, but if you discover the second continent on turn one, you do. I'd run into the problem with the Sumer TSL on YnAmp. Also had problems with the Dead Sea inspiration, but I don't know what caused that.
Hee hee, I like to take screenies with my phone so I can do some planning afk.
Era score overfill applies towards your score for the next era, yes. I had more than 24 extra coming into classical after triggering a golden age with Tamar, and I only need a few more now to avoid a dark age.
edit 3: assuming the required points are static from game to game.
One thing I'm noticing in my current game regarding spies.
The AI actually used their spies to do Recruit Partisans mission in my land. I've never had them do this before before the expansion. They got two missions off in quick succession which led to me having to chase around 4 tanks in my territory, and they destroyed quite a bit before I managed to kill them.
Also, the AI is capable of using the spy mission to Neutralize Governor. They neutralized my Science-dude.
Hee hee, I like to take screenies with my phone so I can do some planning afk.
Era score overfill applies towards your score for the next era, yes. I had more than 24 extra coming into classical after triggering a golden age with Tamar, and I only need a few more now to avoid a dark age.
edit 3: assuming the required points are static from game to game.
I'm not sure how much I like that. I preferred thinking of era score in terms of needing trade-offs (do I create my unique now to boost my score or save it for a later era when a specific age may be more useful? Do I choose when to clear camps to maximise era score?), which is lost when making it purely additive. If it's yet another Civ VI system that's just "all reward, all the time" rather than a strategic decision I'll find it a lot less interesting going forward.
One thing I'm noticing in my current game regarding spies.
The AI actually used their spies to do Recruit Partisans mission in my land. I've never had them do this before before the expansion. They got two missions off in quick succession which led to me having to chase around 4 tanks in my territory, and they destroyed quite a bit before I managed to kill them.
Also, the AI is capable of using the spy mission to Neutralize Governor. They neutralized my Science-dude.
That's an interesting development. Never having had partisans used against me I don't know how effective it is in practice - they never seem to do anything meaningful to hamper the AI when I use it against them.
Does the AI use the reduce loyalty mission, and if so does it do so in appropriately vulnerable cities? How about the advertised improvements to correctly targeting spaceports? While I've known the AI to sabotage rival civs' spaceports in the past I don't think I've ever had one of mine sabotaged, to the extent that I've stopped keeping spies on defence - I can be turns away from a science victory and the AI's randomly stealing eurekas I don't care about.
One thing I'm noticing in my current game regarding spies.
The AI actually used their spies to do Recruit Partisans mission in my land. I've never had them do this before before the expansion. They got two missions off in quick succession which led to me having to chase around 4 tanks in my territory, and they destroyed quite a bit before I managed to kill them.
Also, the AI is capable of using the spy mission to Neutralize Governor. They neutralized my Science-dude.
Oh yes this happened to me too near the end of the game. My counterspy in my capital got a bunch of kills on aggressive enemy spies, but they still managed to recruit partisans twice in short succession in the final 15 or so turns of the game. Never successfully killed a governor though but they tried and failed to do so at least
- The only emergencies that turned up were city state emergencies, which happened twice. Honestly if the main intention of this system was to give the game leader an added hurdle to get over the finish line in order to reduce the snoozeworthiness of the latter stages of the game then this isn't quite cutting it still. There should be emergencies triggering when someone comes close to finishing their space project and achieving a cultural victory as well etcetera. I hope things like that are modable
So I am a strictly TSL only player. Unfortunately YNAEMP doesn't work yet so last night I tried the East Asia TSL map as Korea for a bit. The first age I got was actually a dark age. Although my neighbors China and Japan also got a Dark age at the same time. Then in the medieval age we all three got a golden age. I felt like it would have been more interesting if there was more variety within that group. I am sure there was other civs on the map that had different ages. The East Asia TSL map frankly kind of sucks IMO. At least for Korea. All of the Korean peninsula is flat and it really bothers me. There is some hills but like zero mountains (And Korea is well known for being quite mountainous) they didn't even put a mountain for Mt Paektu. I managed to make something like 4 cities and none of them ever had loyalty issues. One was even pretty up against the Chinese city of Changsha, just putting a governor there kept it pretty stable.
The thing that worried me the most is that Loyalty would be so volatile that I could never touch borders with another civ without the fear of that city flipping. But now that I have played that doesn't really seem to be the case. So that is good. I do really like the ages mechanic and loyalty. I feel like the AI actually settled rather close to their own cities (Which is great as a TSL player as it seems more historically accurate). Love how Korea plays. Now I just need YNAEMP so I can play with all the civs and on a map that doesn't kill the geography nerd inside of me.
So I am a strictly TSL only player. Unfortunately YNAEMP doesn't work yet so last night I tried the East Asia TSL map as Korea for a bit. The first age I got was actually a dark age. Although my neighbors China and Japan also got a Dark age at the same time. Then in the medieval age we all three got a golden age. I felt like it would have been more interesting if there was more variety within that group. I am sure there was other civs on the map that had different ages. The East Asia TSL map frankly kind of sucks IMO. At least for Korea. All of the Korean peninsula is flat and it really bothers me. There is some hills but like zero mountains (And Korea is well known for being quite mountainous) they didn't even put a mountain for Mt Paektu. I managed to make something like 4 cities and none of them ever had loyalty issues. One was even pretty up against the Chinese city of Changsha, just putting a governor there kept it pretty stable.
The thing that worried me the most is that Loyalty would be so volatile that I could never touch borders with another civ without the fear of that city flipping. But now that I have played that doesn't really seem to be the case. So that is good. I do really like the ages mechanic and loyalty. I feel like the AI actually settled rather close to their own cities (Which is great as a TSL player as it seems more historically accurate). Love how Korea plays. Now I just need YNAEMP so I can play with all the civs and on a map that doesn't kill the geography nerd inside of me.
Have you tried the new official Europe TSL map yet? Netherlands and Scotland are both kind of cramped but I am very excited to try a religious game as Georgia on that map.
They fixed the bug with the slider at the bottom of the tech and civic trees. For at least the last patch, the mouse-over would only work if done outside the brackets. Now it works all the time.
I just had the first enjoyable game since civ6 released, so I’m content - bring on next expansion.
The AI is a lot better... there’s still mistakes, but this is acceptable for me. A minor thing that annoys me is escorts - the military unit and support/civilian unit gets random positions for their icons... left/right.
So I am a strictly TSL only player. Unfortunately YNAEMP doesn't work yet so last night I tried the East Asia TSL map as Korea for a bit. The first age I got was actually a dark age. Although my neighbors China and Japan also got a Dark age at the same time. Then in the medieval age we all three got a golden age. I felt like it would have been more interesting if there was more variety within that group. I am sure there was other civs on the map that had different ages. The East Asia TSL map frankly kind of sucks IMO.
Tried it once with a random civ (turned out to be China, which isn't great for early interaction though now R&F has added Korea and Mongolia there may be a bit more competition) and I'm inclined to agree. Not due to geographical inaccuracy so much as simply being a rather dull experience - the Himalaya present an interesting area with an arrangement of mountains I've never seen replicated in a random map, but everywhere else is pretty uniformly flat and only the largest rivers seem to be represented.
Is anyone finding this easier than vanilla? Not so much in the AI deficiencies but more the way the human can succeed in acquiring golden ages, triggering loyalty flips and the emergencies.
Is anyone finding this easier than vanilla? Not so much in the AI deficiencies but more the way the human can succeed in acquiring golden ages, triggering loyalty flips and the emergencies.
I was playing as the Cree when I noticed that allied spies were visible thanks to Poundmaker's ability. At first it was just a curiosity, but then I noticed a Scottish spy in my capital. The poor guy was doomed from the very start, I saw him move to my campus and sent my counterspy in right after him.
I was playing as the Cree when I noticed that allied spies were visible thanks to Poundmaker's ability. At first it was just a curiosity, but then I noticed a Scottish spy in my capital. The poor guy was doomed from the very start, I saw him move to my campus and sent my counterspy in right after him.
Is anyone finding this easier than vanilla? Not so much in the AI deficiencies but more the way the human can succeed in acquiring golden ages, triggering loyalty flips and the emergencies.
That's pretty expected if you ask me. The more complex mechanics are added to the game, the harder you're making it for the poor AI to stay within touching difference with a human brain
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