Though I've never been able to get a GDR to take a city for some reason. It just shoots at them. Maybe it needs a particular promotion, but what do I know?
I use the A key. Provided you are playing the game on a device that has a keyboard.I use A then left click over the city center.
No, it shouldn't make a difference. This mirrors my problem where it should be using the siege cannon, and I'm doing it correctly (ok, the first few times I wasn't paying much attention, so there was room for human error, but then I was being careful and shouldn't have made mistakes with such a simple command), but it still sometimes moves and tries to melee the city instead.Yes, I play on a laptop. And last night I decided to take a chance and try to get a robot into a city. Had to try, because the Ottomans had just used a GDR to take one of my city-states. And this time it worked! But now I'm even more baffled why it didn't work before, because the circumstances were identical. Well, identical in every way except this time the robot had all four promotions. Should that really make a difference? Reading what documentation I can find, there seems to be nothing that says robots must have a certain promotion in order to take a city.
When it comes to gaming I'm always receptive to the thesis that I'm just a dunce, but this mystery is...irksome.
No, it shouldn't make a difference. This mirrors my problem where it should be using the siege cannon, and I'm doing it correctly (ok, the first few times I wasn't paying much attention, so there was room for human error, but then I was being careful and shouldn't have made mistakes with such a simple command), but it still sometimes moves and tries to melee the city instead.
Perhaps the patch introduced a bug somehow. I don't see how, since to my understanding (which is quite limited in this case) there shouldn't have been any code altered that could do that. Alternatively, it may always have been there since NFP but it's not on the Switch so I never came across it (I've started playing on the PC).
On the lighter side I note that robots now cost only 2400 gold instead of 6000
9000 gold on Marathon speed. I could have swore it was more expensive. I don't build them every game. They must have updated the cost, maybe with this most recent patch. They almost seem too cheap atm. Considering how OP they are.
Well. Better Civilopedia mod contains such a list (single page). Also, Real Era Tracker gives you the list plus many other features.None in game that I know of off the top of my head, but I did a search on the Civ wiki and they seem to have what you're looking for.
The C-Evo guy thought the same. Design requirement for them was that the game system cannot tell, basically, if a player is Human or A.I. And, therefore, every A.I. had to be prepared for every kind of message that the A.I. could send to the Human - and had to respond the same way, blind to which player was the one whose whims determined if they loaded the save file again.You should be able to communicate the way the AI can communicate with you. They go with all these do's and dont's and all you can say pretty much is to not settle nearby
Well, if you get a poor starting location that looks unfun to play, restart.There are many annoying things about Civ6 that I can live with, but the biggest downer of all is the fact that so much success depends on a good starting location.
I don't agree that "success" or "winning" depends on a good start so much, but I 100% agree that a fun game often depends on your start. This is true for any civ game, but I think it's moreso true for Civ 6 than any other one, because so many civs have terrain-dependent abilities, which just wasn't the norm in previous iterations.There are many annoying things about Civ6 that I can live with, but the biggest downer of all is the fact that so much success depends on a good starting location.
Doesn't really work for multiplayer, and even in single player that has it's own issue - it stacks the deck against the AI. They can't restart, so end up much more likely with a disadvantageous start, compound the number one complaint that the game is too easy.Well, if you get a poor starting location that looks unfun to play, restart.
There is a "balanced" starting position option in the rules but I have no idea if it actually does what it says. Personally though, I doubt the starting location really impacts the AI that much as I would image their inability to really play the game well matters a lot more.it stacks the deck against the AI. They can't restart, so end up much more likely with a disadvantageous start,
The mistake is in not setting the Map Generator up correctly to give terrain based Civs what they need.I think designing civs excessively around terrain is a mistake for this very reason.
Sure but then that feels like it gives me an unfair advantage. If I have to skew the world temperature to hot to have fun with Mali, at the expense of every other civ who doesn’t benefit from desert, then to me the problem is Mali’s design.The mistake is in not setting the Map Generator up correctly to give terrain based Civs what they need.
Sorry I wasn't clear - I meant the Map Generation engine should give Mali a Desert area and Canada tundra etc etc regardless of the user settings. I agree making it Hot or Cold pre game feels cheap.Sure but then that feels like it gives me an unfair advantage. If I have to skew the world temperature to hot to have fun with Mali, at the expense of every other civ who doesn’t benefit from desert, then to me the problem is Mali’s design.