This is actually rather good now

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Chieftain
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Jan 14, 2017
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I got GS, and and am actually finally able to enjoy Civ 6.
It's not quite as good as Civ 4, but it has its own charm.
A lot of the original issues with the game seem to have cleared up, and AI is much better.

A few things that I've noticed and wondering if anyone has workarounds/mods to recommend:

1. The game should not tell you which tiles will flood/submerge
2. The industrial era seems to come too soon, feels as if some juice is missing from the tech tree
3. The modern era is all over the place and seems very rushed, I seem to be building spaceship parts whilst researching some backward tech. The tech tree seems to require some re-ordering
4. I miss corporations
5. Completing the space projects is very underwhelming. The same rubbish cut scene for reaching the moon and mars etc. Come on, this should be grand.
6. When wonders are built it should show you what bonuses they give
7. Should be able to de-commission power plants, rather than just replace

Wonder if any of the others who didn't like 6 (or 5) are now on board?
I hope there is one more expansion, it feels like the game could do with one.

Thanks.
 
Hi.

For 2 and 3 you can install 8 Ages of Pace. Many people think like you and it's a very popular mod.

About 6, you should be able to read what they do if you move your mouse over the little token of the wonder next to the description, when the cutscene is over.

About 7, there is some kind of late game competition that allows you to de-commission your power plants and replace them with renewable energy.

The rest I don't know, hope someone can help you though.
 
I got GS, and and am actually finally able to enjoy Civ 6.
It's not quite as good as Civ 4, but it has its own charm.
A lot of the original issues with the game seem to have cleared up, and AI is much better.

A few things that I've noticed and wondering if anyone has workarounds/mods to recommend:

1. The game should not tell you which tiles will flood/submerge
2. The industrial era seems to come too soon, feels as if some juice is missing from the tech tree
3. The modern era is all over the place and seems very rushed, I seem to be building spaceship parts whilst researching some backward tech. The tech tree seems to require some re-ordering
4. I miss corporations
5. Completing the space projects is very underwhelming. The same rubbish cut scene for reaching the moon and mars etc. Come on, this should be grand.
6. When wonders are built it should show you what bonuses they give
7. Should be able to de-commission power plants, rather than just replace

Wonder if any of the others who didn't like 6 (or 5) are now on board?
I hope there is one more expansion, it feels like the game could do with one.

Thanks.
1. Totally agree! It would make things... interesting

2. @Bitterman got it right, there is a mod which fixes this. But yes, I agree that the era comes too quickly. I like to have a little bit more fun before gunpowder units come into play

3. There is a complaint about unlocking Infantry, but the oil required for them is on a separate leaf. I... actually like that design! It is less realistic for me if I discover oil and am immediately able to build units which utilise the same. I think a little more work is necessary for it; I discover oil, but still have work to do to make units which can use it. Or in theory I have the designs for infantry, but do not have the resources to build them in practice (reminds me of how helicopter designs are centuries older than the first helicopter to be built). Whether infantry should require oil, however, is a topic for another day...
Also, space exploration in real life first happened in 1957. A lot of things weren't really mainstream then, so I don't think the tech tree design - in this specific instance - is that bad

4. Never played Civ IV so no comment

5. Agreed, I also think the cut-scenes should be epic. After all, space is a huge deal in real life. Maybe a cut-scene showing repeated failures before a successful launch for the first one. And then of the actual real-life lunar landing in civ's-style. Then a spaceship-landing scene for the Mars mission, and finally they can use the normal launching sequence for the exoplanet expedition.
One minor, but highly appreciable change also would be to see different spaceship models in the spaceport as you're doing projects

6. Not sure I understand; like when you mouse-over or something? But yeah, easy access UI tooltips would be good to have. Question: does the 'Empire' lens give that information? Maybe that's where they can incorporate it

*I've always liked Civ VI. Maybe because it is the first entry I ever played:hide:. But I've become so hooked on the series! One of my favourite games of all time.
I would appreciate a third Expansion, although I'm left to wonder what it would add so that it doesn't bloat the gameplay. Maybe a DLC with a few new features already in the game (in Scenarios and MP, such as the plague) added to the main game and a couple of new Civs?
 
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7. Should be able to de-commission power plants, rather than just replace

Well, you kind of decommission it when you get other sources of power. Or do you mean "stop burning resources for power at any time I want"? One way (to at least reduce it) is to run IZ project in a city - while it runs, it gives full power without spending resources, though the power on/off switch (on different power plants, or just on each city) could be useful in some special situations.
 
There is a "Decomission Powerplant" project which removes a powerplant from the IZ that can be run during the Climate Accords competition.

It was added in the June patch.
 
1. The game should not tell you which tiles will flood/submerge
In fairness, game mechanically the decision is either you build flood barriers in time or you don't - the vulnerability of the tiles is relatively minor consideration unless you're really running against the clock.
Also, it's not like people don't know that coastal areas are lowlying (the tiles are referenced by their elevation.) Just because an area isn't subject to permanent sea level rise doesn't mean, for example, humans wouldn't notice it floods during storms, or hurricanes, or what have you. If you didn't know early enough, many players wouldn't get the cue to push to flood barriers.

I do wish flood barriers weren't all or nothing at the end of the tree, though. Look at the dutch or countless civs in history - keeping out relatively small amounts of water is not space age tech.

There is a "Decomission Powerplant" project which removes a powerplant from the IZ that can be run during the Climate Accords competition.

It was added in the June patch.
I know it doesn't jive with the current game model but being able to turn off the power consuming buildings would be nice. You really have to be conservative when making t3 structures because of fuel constraints. Maybe civ7...
 
About 6, you should be able to read what they do if you move your mouse over the little token of the wonder next to the description, when the cutscene is over.

True -- partially.
Some simply don't have the necessary LOC strings. These basic Tooltip/Details are supposed to combine two distinct principles; Effects + Other ruleset facts like pre-requisite(s).
For example "Hermitage" (which i've already declared in CFC Bug-Reports long ago, never got fixed & i am still eagerly waiting on Firaxis for at least that one!)...

HERMITAGE_Tooltip-Flaw.png


** Sydney Opera House .. doesn't have it either!
It's just an annoying inconsistency! :sad:
 
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In fairness, game mechanically the decision is either you build flood barriers in time or you don't - the vulnerability of the tiles is relatively minor consideration unless you're really running against the clock.
Also, it's not like people don't know that coastal areas are lowlying (the tiles are referenced by their elevation.) Just because an area isn't subject to permanent sea level rise doesn't mean, for example, humans wouldn't notice it floods during storms, or hurricanes, or what have you. If you didn't know early enough, many players wouldn't get the cue to push to flood barriers.

I do wish flood barriers weren't all or nothing at the end of the tree, though. Look at the dutch or countless civs in history - keeping out relatively small amounts of water is not space age tech.
TLDR: Of course players should be informed of tiles that are vulnerable to chagnes in sea level. How would it be a mystery?

I know it doesn't jive with the current game model but being able to turn off the power consuming buildings would be nice. You really have to be conservative when making t3 structures because of fuel constraints. Maybe civ7...
Yeah, I'm not even sure how it works now.

I build a coal plant. Then I build wind turbines, solar panels, whatever. If the game selects the cleanest energy source and the coal plant goes unused, does that mean no more production boost from the coal plant? Does the coal plant continue to power itself?

And then there's the different types of power plants. Coal generally gives the best production boost (if the civ uses adjacency bonuses effectively), while nuclear plants give out extra science, and oil is just kind of a dud?
 
..
I do wish flood barriers weren't all or nothing at the end of the tree, though. Look at the dutch or countless civs in history - keeping out relatively small amounts of water is not space age tech.
..
Though Doggerland is not well-representing for all sea/lake bottom - you know, not all land are lowland; and not all mountains/cliffs are subjects of landslides or by other great sediment transport that would create shallow water.
 
Though Doggerland is not well-representing for all sea/lake bottom - you know, not all land are lowland; and not all mountains/cliffs are subjects of landslides or by other great sediment transport that would create shallow water.

But if you had a whole tile's worth of land that was at low elevation, and it became flooded by sea levels rise, it would then be shallow water.
Not even just the netherlands, many civil engineering projects to protect against flooding have been going on for 5,000 years (on rivers mostly, but its the same concept on a smaller scale)
As an example, if manhattan were truly threatened by sea level rise a la various media portray, they would just install a concrete barrier to keep the water out, long before the rise actually threatened anything.

does that mean no more production boost from the coal plant? Does the coal plant continue to power itself?

And then there's the different types of power plants. Coal generally gives the best production boost (if the civ uses adjacency bonuses effectively), while nuclear plants give out extra science, and oil is just kind of a dud?
Power plants always give their bonus even if it generates no power or you have no fuel. A clean coal economy is very possible once you get the renewables.
I really don't see the use in oil except in the rare circumstance you have only oil and no coal or uranium. It's just too valuable for units to ever burn, and its gives the same 4 power as coal does. If it gave 8 power that might be different.
 
But if you had a whole tile's worth of land that was at low elevation, and it became flooded by sea levels rise, it would then be shallow water.
Not even just the netherlands, many civil engineering projects to protect against flooding have been going on for 5,000 years (on rivers mostly, but its the same concept on a smaller scale)
As an example, if manhattan were truly threatened by sea level rise a la various media portray, they would just install a concrete barrier to keep the water out, long before the rise actually threatened anything.
True, my bad. I must had read it as "just-another-polder-them-all-rant".. :hammer2:
 
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