Some random obervations from the streams

The kind of timings lets players get with very little experience make me think once better players get their hand on the game and a bit of time we re going to get some light speed victories pretty quickly. It seems so obvious to me when I see players discovering the game getting such timings.

But whatever we think its up to Firaxis. Im just not sure we want a game where sub 200 standard is the norm. It was the case in civbe and is a part of what ruined it for me.
 
I only ever played a couple of games of CivBE, and never went back, so can't comment on that :(

Concerned about the rate of teching? Yes, but the streamers are all very experienced players and it's only Prince level. I forsee/hope that if you boost the difficulty to Deity you won't be able to get all these amazing 'Eureka' boosts.. and the AI will. Maybe. Try to build 3 farms/mines = a Barb caps your worker. Same trying to expand with Settlers. Same problem. The early AI seems aggressive even at prince level.

Oh well. Will find out in a few weeks; am going to spam scout/scout/settler/settler/settler (at least!) :)
 
Anyone noticed how the traders make new roads? It seems like instead of using parts of the old roads to travel from one city to another they seem to build a completely new road literally next to the old one which looks a bit odd on the map. I suppose it happens because of the new movement system (2 movement points are not enough to make a "start -> flat tile -> rough terrain tile" move) so that the route length calculations do not see the benefits of using old roads maybe?

Trading (through trader units) between cities is the only way in the early part of the game to 'build' roads.
 
Watching Marbozir's let's play, I was struck by how different the late game is in civ6 compared to civ5. The lack of build queues, the terrain requirements for wonders and districts and the changing civics force the player to make a lot more meaningful decisions. There was quite a lot going on in the late game.
 
Two observations from Quill's video.

I expected him to be the first to get a pantheon (first to Code of laws and choosing god king), but then suddently Phillipe got his 3 turns earlier. Probably a ruin, I cannot find other explanation. First pantheon at 25 faith.

Warriors are better vs barb spearmen than vs barb warriors because of the +10 anti-cavalry bonus (which he couldn't find anywhere in civilopedia). So once you find a camp, just go for it and clear.
 
The lack of build queues ... force the player to make a lot more meaningful decisions.
Does not compute. Literally all a build queue does is allow players to immediately input their decisions, rather than having to mentally queue the decision so that they can input the decision when the game's finally ready to accept the input.
 
Playing like in civilization V and found only 3-4 cities will only slow you down especially in the late game. Large empires are in the long run superior in every way compared to smal empires.

No victory condition favor smal empires.
 
I only ever played a couple of games of CivBE, and never went back, so can't comment on that :(

Concerned about the rate of teching? Yes, but the streamers are all very experienced players and it's only Prince level. I forsee/hope that if you boost the difficulty to Deity you won't be able to get all these amazing 'Eureka' boosts.. and the AI will. Maybe. Try to build 3 farms/mines = a Barb caps your worker. Same trying to expand with Settlers. Same problem. The early AI seems aggressive even at prince level.

Oh well. Will find out in a few weeks; am going to spam scout/scout/settler/settler/settler (at least!) :)

Civ BE : I and a few others were reporting T140 ish wins on standard speed in the first couple of days... with one of the affinity victories. That was how grossly unbalanced that game was and still is. But it wasnt due to Eurekas it was due to trade routes and no efficient rex limiter.

Civ 6 : The difficulty can affect speed both ways. Maybe more units will be required and it will slow us down. Or maybe it will allow us to capture better cities. Who knows. Fact is, unhindered the tech rate is too good. These players are inexperienced relative to civ6 and while some of the mechanics translate over Im seeing their video as an uneducated attempt. There are no timings and careful micromanagement involved and a lot of them just try things out.

Nothing wrong with that but if people think this level of play is already at good efficiency level then they are deeply deluded. Once everybody starts taking a more efficient approach to the game and figures the metagame the turn times will drop even furher. And if the current result are already seen as too fast its natural to imagine it may cause a balance problem.
 
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Watching Marbozir's let's play, I was struck by how different the late game is in civ6 compared to civ5. The lack of build queues, the terrain requirements for wonders and districts and the changing civics force the player to make a lot more meaningful decisions. There was quite a lot going on in the late game.

Late game is the one era I wish there was more gameplay of. I don't think we've seen a thermonuclear device used on stream yet.
Adjacency bonuses are going to be key for the late game with districts and policies affecting those the most. I think that build queues are only absent in the press copy though, doesn't seem like a feature they would leave out of the full release.
 
There are cards that boost the district buildings which is actually more powerful then the adjancency bonus in many cases.
 
Yes, something like that. China the full bonus (50%) and the rest around 33% or so. Sounds good to me!

What i noticed is that youre technology goes faster then the policy tree(civic tree) it should be the other way around...
 
No... Don't reduce the amount of Eurekas. (unless there are 2 Eurekas available and they each give 30% or so)

If Tech is going too fast, increase the base cost (or make tech less useful)

The Eurekas Should be something that you get many of without trying.

Basically playing a game where you ignore the Eurekas, you should get 40-80% of them. Which 40-80% of the Eurekas you get should depend on how you play the game. (and your terrain/situation)


Quill
1. got ahead by conquering 2 neighbors
2. focused on science

If you get ahead and then focus on X you will outstrip the competition in category X (especially when the competition is an AI that is not ready for release yet.
 
Yes, something like that. China the full bonus (50%) and the rest around 33% or so. Sounds good to me!

This doesn't stop to amaze me. I guess you guys already know how exactly rebalance archer units :D

What i noticed is that youre technology goes faster then the policy tree(civic tree) it should be the other way around...

You do realize that if you prioritize culture more than science which is pretty easy it WILL go the other way around?
 
This doesn't stop to amaze me. I guess you guys already know how exactly rebalance archer units :D

Well balance suggestion need to be tested anyway. As for archer units their imbalance is their damage. They could even get back some defensive strength but as long as archer units are free to 3 shot units they will remain the main damage dealer.
 
Crosbowman man have 30 strenght and 40 range atack really.

same Moderator Action: snip
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889 like civ 5 why bother with melee units just spam archers and crosbowman and conquer the world. No tactics.

How hard is it to make range units only have 50% of their range strenght so if they get atacked they get trashed
 
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A knight can quickly kill crossbows as they have 48 strength vs 30 strength of the crossbow.

Yeah you would thinx that dont you? A knight in civ 5 had 20 strenght and a longswordsman had 21 But you could still beat them if you just spam range units a lot. Knight still gets a lot of damage when atacking so at the counter atack it dies.

This is more true if the crosbowman is on defensive terain. Thinx thats needs to change especially with the new move system.
 
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