Discussion in 'Civ6 - General Discussions' started by Eagle Pursuit, May 9, 2018.
They might have overdone it with the turtles... there are like 10 within 10 tiles of my capital.
What I really want is a clear alert message when my cities are being converted.
Alright, the AI can definitely take cities now. Khmer attacked me with 3 Warriors and 2 Archers while I had 3 Archers defending.. could not manipulate the situation to my advantage.. he did not go for wounded Archers but instead attacked and captured the city.
Maybe playing deity will actually mean something now. These ai reports are intriguing.
I wouldn't get too excited. Warrior and Archer attacks have been effective for a while. It's post ancient era that the AI struggles.
The test will be whether the AI can launch Tank and Artillery attacks (ideally supported by Bombers) after a Declaration of War and follow through to the capture of cities.
Well, I did say 'intriguing', as opposed to 'exciting'.
Sound use of components is a whole other dimension though. I'll be happy just seeing the ai consistently trying to pull the trigger, rather than seemingly arbitrarily moving troops around a wounded city. Plus, success at the latter could help conceal failure at the former - a flood of Zulu formation tanks could be worrisome regardless of whether Shaka is placing artillery on the heights.
My two cents on the patch: WOW! The AI can fight now! In my current game as sole civ on a continent as Egypt, I have had to deal with a very belligerent, very smart barbarian horde through middle ages. The AI now targets the weak units first (read: ranged), so my previous laziness with troop arrangements is over. I love it, as now I actually need to strategize again, not just throw a few units around and see what happens.
Meanwhile, to my direct south on a nearby continent, I am watching a proxy war between Teddy and Korea. The CS quickly annihilated the defenses of their cities, but I assume the CSs still cannot capture cities, because they never took the many opportunities to do so. Interesting.
Finally, I haven’t noticed any technical difficulties, which bodes well. I sometimes got the fading sound issue pre-patch, but no problems so far. All in all, I am pretty happy with the patch.
Just finished my game. Did a Georgia, no war, peaceful, cultural victory. Not only did it take longer to get that cultural victory, Germany was beasting taking nearly half the map on a large sized map for 10 players. Only 4 CS were left, but at one point there were 2 city states in the game.
The AI can fight and upgrade too. They took cities and liberated city states for emergencies too! Germany was not the only snowball either. America snowballed and before I realized it, I was surrounded by modern tank armies. Sumeria was no threat which was surprising.
Which leads to another thing. Not declaring wars still makes it possible to be friends with nearly all AIs for the entire game. Like as if Canada in real life was the most popular country on Earth. I don't know if that is a good thing or not, but my next game I'm going back to my warmonger roots and see how much of a fight they put up head on and raise the difficulty as well.
This is not your daddy's Civ 6. The game is different now. Maybe we are turning the corner finally and getting closer to that finished product everyone has been hoping for. The bad news is that for the people that struggled on King and below, you better get more skills. You might be really crying foul now. Me myself, I am a little scared to try Deity now after this first game.
I am not getting prompts in the big button down right to appoint/promote a governor the turn I unlock a title with a new civic. No mods, R&F. Wasted a couple of govturns already. How's your's experience?
It's infrequent, but I noticed the same bug. I had to remind myself to check for gov promotions and sometimes I had a couple promotions waiting. It's something they can fix next patch I guess.
I also notice that I cannot save my envoys either. It forces me to spend them before hitting next turn.
This does sound promising - I haven't started a game yet but will report back once I do. Maybe it was the AI adjustments that were holding up the patch. I'm all for that. I think they should absolutely be focusing on combat in the early eras first. Players are winning the game often right now in 100 turns or less. Spending a lot of effort on air units and tanks doesn't make much sense if the game is over two eras before they arrive. I can't remember the last time I even built an air unit.
I dunno. In my first game the two neighboring AIs have got themselves screwed by barbarians, and one of them also lost their second city to me via loyalty (well, it wasn't clearly forward settled, their capital isn't too far, but poor Hojo didn't take into account those sugar/marsh tiles around my capital...). Now I've sorted the barbs out for them, but it may be too late to see any challenge on this landmass...
That's another thing I saw. Lots of forward settling again. In some cases, really bad. In my game Khmer had basically a split empire. 4 cities far away and 5 near it's capital. Pretty weird. I was playing on a Pangaea map as I usually do. Plenty of city flipping , but not the worst I have ever seen, but noticeable. I think some of that is the religion aspect. I evangelized my religion to get Monastic Isolation, so that I would not have to deal with alot of that. I had zero battles religion wise, but it was very active around me.
Scythia seems to be too into religion as an AI. If the AI played her the same way humans do, she would be an absolute nightmare to play against.
Could it be that they made the barbarians stronger AGAIN? My first two tries on level emperor after the patch were a barbarian nightmare I haven't seen in a while. I've seen a camp spawn a unit EVERY turn for SIX turns in a row. Because there were several barbarian archers, I had a hard time to even get close to the camp.
This was on King difficulty. I always play that after a new patch to get a baseline. Next game will be Emperor, etc. etc.
I think the barbs are strong again, although in some ways, they never changed really. Sometimes they are awful, sometimes they are no issue. 4 tiles away from horses and you will get horse rushed to death. They were not too bad in my game, but when I realized why Spain fared so poorly, I realized as I scouted his lands, that he got beat up by barbs, then he got picked on by two neighbors, mostly because he forward settled them. Eventually he got wiped out.
Georgia's hill bias seemed to help me keep them off but I did not allow them to spawn near horses to begin with.
EDIT: It only makes sense why barbs are stronger. If the general AI improves, the already nasty barbs are just going to get nastier overall. I had a hard time outrunning them with a scout at one point. Aztec were in my game and he also got wrecked by barbs hard. He also got wiped out by Germany.
I don't think it's a bug. They mention this specifically in the patch notes, something like "Governor appointment is not turn blocking anymore"... I also lost a few turns of governors because I missed the notification, so it will take getting used to, that's all...
My understanding is that Georgia doesn't have a hill bias. You would think it would, but apparently it doesn't.
Started a new game on Emperor difficulty. Picked England this time since I haven't been able to play her due to the nerf. Chose a Fractal map this time so that I could do some naval stuff, but still be on land for the most part. Neighbors are Korea, Sumeria, and Egypt past Sumeria. Sumeria already had 3 cities down, and the second I met him I friendzoned immediately him like you want to do with him. He bit very easily without me needing to give him a gift too. Korea had about 272 military strength compared to 175 for Sumeria. Unfortunately she was less than 10 tiles away, so you know we have to fight.
Cheeky Korea took God of the Forge before I could. Very irritating. I always pick that if I know I want to warmonger hardcore. I fought off barbs like crazy until I had 5 archers. I ambush her escorted settler to kick it off proper. While I do this, I am beelining horses hard and pumping out archers and warriors. I drop a city between us like a seize city Civ 5 style I even dropped an encampment up the gut of her capital in her 2nd ring! I took her city west of me, but it was a rough fight. 2nd roughest Emperor level fight I think I have ever had. An old Nubia and Alexander dual fight was my hardest.
Anyway, she had swordsmen, several catapults, and a few heavy chariots, but I managed to win. I got Victor and promoted him to the garrison commander for extra combat strength around that seize city. She suzerain'd Muscat which was southwest of my capital, and I managed to still take her second city.
After I peace out due to war weariness, she forward settled me west of the taken city. I don't mind, it will be mine later. Round 2 will be soon, but I have barb problems really bad again. UGH!
The TLDR: I think some of you that wanted a stronger fight in Civ 6 should be able to get it now, unless you are as good as Lily Lancer or CivTrader6. I hope Marbozir starts up a new game. He just started a new Civ 5 game, so he might be busy. Hey Marb if you see this post, play a quick game of 6 and see if it is hard enough. If bet Civtrader6 is playing around with it. I'd like to see him post a new game too, especially since he cannot just chop a Mongolian army now LOL
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