Too smart by half - Civ VI

The issue is that partisans are considered barbarians, and as such move after major and minor civilizations, while the player is first on the move on a particular turn. So the AI recruits partisans who do their stuff before you can react, however if you do the same to AI, it gets to react on the same turn. Idk how it is between the AIs though... since they almost never build friendly neighbourhoods. A good code is obvious - units created on a turn can't move, but those created outside that player's turn can.
Since they're considered barbarians, does that mean they only grant 1 EXP after the unit has its first promotion as well? If so, treating them like leveling fodder will take a while to get anywhere.
 
The issue is that they spawn and become active before you can react. Killing them is seldom an issue but if you loose traders every time before you can even do anything it gets annoying fast.
On the other hand: I noticed that I haven't had partisans spawn in conquered cities with neighbourhoods even though there has been plenty of opportunity in my last couple of games.
It just kills me that if you know the tech for a heavy cav unit it’ll usually spawn that since they’re the highest strength. I don’t mind having some units watching over neighborhoods but the tanks drive 6 tiles to snipe a trader, and then they’re all over the place. It’s a terrible mission that shouldn’t exist.
I also dislike that 3 tanks/modern armor cost 1500/2,000 production. As an inherent design, it’s just too much value from one mission’s success that can in theory happen anywhere and be repeated indefinitely. You almost need some kind of upgraded Discipline card for the late game- “counter insurgency” to handle these guys.
 
I don't have a problem with the mission itself but they should reduce a bit the AI interest on recruiting partisans, maybe decrease a bit the chance of being successful.
 
I don't have a problem with the mission itself but they should reduce a bit the AI interest on recruiting partisans, maybe decrease a bit the chance of being successful.
How about: You can only use this mission in a city that's unhappy? You know, not only does it make sense, it will also give us a bit incentive to build those entertainment complexes ...
 
How about: You can only use this mission in a city that's unhappy? You know, not only does it make sense, it will also give us a bit incentive to build those entertainment complexes ...
I approve of the restriction to unhappy cities only.
Instead of units, I would be much happier if it would just cause the city to go into “revolt” (like civ5) for a few turns depending on the roll for the outcome. The more negative the amenity, the higher chance for a longer duration.
This way the player has a counter option (have happy cities) but the effect of the successful mission will always hurt you.
 
How about: You can only use this mission in a city that's unhappy? You know, not only does it make sense, it will also give us a bit incentive to build those entertainment complexes ...

It might get annoying for a player that is doing it if the mission keeps getting cancelled by the AI getting some amenities. It would be better if you can use it in any city but your chance of success change based on that city amenities, with Ecstatic cities having a really low chance of success. As a side effect, that probably will make the AI less likely to run these missions, assuming the AI has a tendency to go for missions that they have a better chance to succeed.
 
How is it even possible to lose to normal level civ AI?

I lost to normal level AI a lot when I first started playing civilization, though perhaps that is because I started playing when I was nine.

Oh yeah... Partisans! I think they add such a cool element to the game! Check this out - I'm going hardcore for a science victory on emperor - trying to get the earliest time I can. Really min/maxing the hammers and gold that I'm putting in - almost no military or gold production, really heavy on science and hammer production. But I got my 8 or so crossbows on the border, along with a few swordsman... sure I should have upgraded both of them, but my military strength is still 150% of the second strongest guy, and rather spend the gold on the buildings in the districts so I can use the hammers on some wonders that will get things swinging HARD! Modern era and looking at breaking a turn 160 science victory... Then boom! I got 4 partisan infantry running amuck across my lands and have nothing to do about 'em! A game that seemed pretty much decided at turn 75 gets interesting again.

Point is, it's a good balancing mechanic of the game. When you're playing below your level to see how far your min/maxing can take you, there are still some surprises that can come up and turn you mentality of "I've been auto-piloting for the past hour, everything is in place" into "holy bejeezus... whadda I do about this?"

A few questions about the mechanic though. First, what is the spy mission that generates these? I'd love to play on deity as Catherine and mess with Korea in this fashion. Second, when you succeed in spawning partisans, what determines the units that spawn? Is it the current "global era unit", or is it the strongest unit that the target civ has access to? And does class of unit matter? Resource dependency? don't know the specifics of this game mechanic and would like to learn.

I actually agree, I like the partisan mechanic much better than the mechanics other modern games use to balance and add variety/challenge to the late game, probably the one I know of best is Stellaris where there is an "endgame crisis" of invaders who seek to wipe out life as you know it in your galaxy and claim it as their own. My main problems with that system is that it happens through an event and also that the endgame crisis can be pretty weak in some games, if it shows up at a bad time it can be bad, but there are some games where the endgame crisis ends up actually making you stronger. there is also Shogun 2 where realm divide (a total war by all other powers to contain your expansion once you reach an arbitrary level of power) is used to add variety and challenge to the game, I like realm divide in that game, though I think that the partisans make more variety and challenge.
 
They could make it a city center mission. Neighborhood is silly anyways. Make it have less of a chance in cities that have positive amenities and greater in cities that have negative amenities.
 
It might get annoying for a player that is doing it if the mission keeps getting cancelled by the AI getting some amenities. It would be better if you can use it in any city but your chance of success change based on that city amenities, with Ecstatic cities having a really low chance of success. As a side effect, that probably will make the AI less likely to run these missions, assuming the AI has a tendency to go for missions that they have a better chance to succeed.
Agreed, that would be a good solution.
 
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