Waiting for a patch...

I'm a noob at modding so i hope someone will make it.

But its just so a gamebreaker its the same reason why i stopped playing civ 5 vanilla because of the awefull warmonger penalty for declaring war

Part of it is just that our collective "Civ6 IQ" is so low now. I don't know how things work, and from what I can tell on here not many others do either. There is no repository for players to look at what others have come up with. I'd give it a while to shake out before we go modding anything.
 
Part of it is just that our collective "Civ6 IQ" is so low now. I don't know how things work, and from what I can tell on here not many others do either. There is no repository for players to look at what others have come up with. I'd give it a while to shake out before we go modding anything.
To be fair, that never stopped people making mods that intentionally made aspects of the game easier. Even before Beyond Earth was patched we had Invulnerable Workers and Invulnerable Explorers (well maybe not quite invulnerable but they jacked the exploration unit to have a strength greater than most combat units).

I'm not saying I agree with it but hey, people will make what's popular :p
 
We, the folks who learn systems and bend them to the breaking point, are not the target audience. It's not a profitable audience to target. It is also an audience that has proven itself, time and again, willing to mod what they want into a game, no matter how difficult that modding is. We did it with Civ IV (Rhye's and Fall, Fall from Heaven), we did it in Civ V (Vox Populi, Super Power, Enlightenment Era, and more), we'll do it in Civ VI. The mod scene is already hard at work picking apart what they can and transferring what was learned of Civ V into modding Civ VI.

Firaxis has promised better modding support, better modding tools, and access to important code resources in the very near future. If they can follow through on this, it is the best thing that can happen to our audience. It is also an investment that pays off, judging by other games that invest in their modding scene. It's certainly going to earn them more sales than a high-quality AI, and it is far cheaper to develop.

Outstanding post!! You hit the nail right on the head. The best thing Firaxis could do with this game is give us a good foundation and then make it extremely mod-able. Clearly the first part is there. Now they just need to take us over the finish line.
 
OT: In regards to the warmonger penalties while we wait for a patch to be brought out hopefully. I believe I may have found the values which can be adjusted to make it so you don't get penalised as much. Might knock it down to a half or quarter. Thoughts?
 
OT: In regards to the warmonger penalties while we wait for a patch to be brought out hopefully. I believe I may have found the values which can be adjusted to make it so you don't get penalised as much. Might knock it down to a half or quarter. Thoughts?

you mean like this?
The warmonger penalties are a bit annoying and it seems even the AI don't want to declare war because of this. I've made a simple mod and it seems to work fine. Just extract the content to C:\Users\<Whatever>\Documents\My Games\Sid Meier's Civilization VI\Mods and select the mod in "Additional Content". Feel free to change the numbers within the Warmonger.xml :)

Edit:
I changed the values to 0, 4, 8, 12, 16, 20, 20, 20.
The original values are 0, 8, 16, 24, 32, 32, 32, 32.

Or is it something else you have a other solution?
 
Or is it something else you have a other solution?

Oh, no, my mods are being done directly in the xml files in the directory. Unfortunately I have no idea how to actually make a mod which you just check and uncheck in the game. Not the most practical, but its all I can do with my level of experience. I did look at the tutorial, but left with a headache >_<...
 
Oh, no, my mods are being done directly in the xml files in the directory. Unfortunately I have no idea how to actually make a mod which you just check and uncheck in the game. Not the most practical, but its all I can do with my level of experience. >_<...

But did you the same thing like sanchopanda or not? Or did you do something even better that removes more penalties?
 
We might be waiting a while, according to Civ wiki, the first Civ 5 patch came out in December 2010, 2 months after Civ 5's game release

http://civilization.wikia.com/wiki/December_2010_patch_(Civ5)
I could live with that. I'd prefer some simple hotfixes asap to stop the silliest AI moves, but imho the game is good enough to last 2 months without immediate changes. If this allows Firaxis the time to adjust the AI properly and maybe fix some UI issues, I'll happily wait.
 
Who needs a patch a hotfix could do wonders if it managed to fix some of these bugs.
 
But did you the same thing like sanchopanda or not? Or did you do something even better that removes more penalties?

I think so? All the penalties for declaring war don't go up as high as they originally did. Also sorry if I seem confused at what you were asking. All this is still new to me.
 
So "fans" aren't allowed to have dissenting or negative opinions of anything. Gotcha.
If a fan is a person who likes something, then disliking it would mean that you aren't a fan. And having a negative opinion would reflect an attitude of dislike. Therefore, if you fail to like it, you should question your status as a fan.
 
I think so? All the penalties for declaring war don't go up as high as they originally did. Also sorry if I seem confused at what you were asking. All this is still new to me.

I tested this mod and it works. You can find the original post here :
http://forums.civfanatics.com/threads/a-moderate-warmonger-penalty-is-16.601012/page-2

Look for sanchopanda post he has a file located at it.


You can dowload it and unzip it at youre mod file folder at C:\Users\Pieter\Documents\My Games\Sid Meier's Civilization VI\Mods

so you can enable it and dissable it when you want. If you don't want any penalties for declaring war just change ithe numbers in the XML file to "0"

I tested it i am now in the medieval era and there is Zero penatlie for declaring war. II left the penalties for declaring war in the renaissance era because thats when you get causic belli's.

if you don't want penalties for dow change it to zero want lower change it like you want. Game makes more sence now AI behave normal .
 
The main thing the AI needs right now is an adjustment to its priorities. It plays the religious game too hard, is too afraid of war after ancient times, and is indecisive when it does commit to armed conflict. Priority might be a factor as far as the upgrades issue is concerned, but that's mainly a balance issue and, as I've mentioned on other threads, mainly a matter of resource scarcity and convoluted unit trees. It could do with more diverse army composition, too, but that's a minor detail overall.

On the subject of warfare decisiveness and upgrades, a major obstacle is that city defenses seem to improve automatically with each passing era, walls aside. If the AI lags behind on unit quality, cities become unassailable again, like in Civ5. Particularly with Encampments in the picture. Melee siege units are conceptually good and would help alleviate this, but unfortunately it seems that unit tree starts and ends with the Battering Ram. It'd be nice to see that line extended, with Sappers and the like. Maybe give later anti-tank units a bonus against cities and encampments as well. Or a hypothetical Special Forces recon unit which can double as either anti-city (planting explosives) or army-enhancing (forward spotting).

Other than that, it's important to highlight the fact the AI has advanced since Civ5: I've never seen it ship entire armies overseas like it does in Civ6, it's somewhat better at combat (i.e. can move and shoot) and it seems to have been adapted to the new systems (districts, primarily) fairly well. It might be a collateral effect of district organization, but it can do the Great People race just fine, and can keep up with science and culture with varying degrees of success.
 
Well today I saw a 1GB update for CIV 6, but I didn't notice anything different after it finally downloaded and installed.
 
I've seen a couple of posts about nerfing the religious spam. I really hope they don't. I've been playing around with religion (may try write a guide if there is interest, since that seems to be the part of the game most confusing to people)

The spam is the optimal strategy. Like domination, if you want to compete you send a bunch of complimentary units..not just dribs and drabs one at a time to the meat grinder. You want to send a mix of specialist apostles and missionaries to get the best bang for your buck. Like domination, if you don't want swamped you have to be prepared to defend your cities. And also like domination you can defend with much less resources than the AI throws at you. If anything I'd like to see the religious spam more intelligent. What is the fascination with the city furthest away? Why march through my whole empire to get to it. Why rush back if I reconvert?

I agree. The "religious spam" is the AI pursuing a strategy that really might make a difference.

I think that, as a group, we can be a little schizo. If the AI does something effective enough that it really throws us, a whole lot of people get upset. And without realizing that that contradicts the view (of many of the same people) that the AI is ineffective.

As I see it, Firaxis has the right idea. Make AI opposition that provokes you, annoys you enough that you want to get back at them. (Civ V I found too often opposing civs just sat there.) Give those AI civs some tools to allow them to poke the bear and seriously inconvenience you.

Sure, I'd like it better if they could get the AI to do better in tactical warfare. But I also know that that is an extraordinarily difficult undertaking in any game of this type, so for the time being, they've made a pretty good call. Next step, in my view, is to get the AI to prioritize production better, and then upgrade better. I'm thinking that that should be doable.
 
I agree. The "religious spam" is the AI pursuing a strategy that really might make a difference.

I think that, as a group, we can be a little schizo. If the AI does something effective enough that it really throws us, a whole lot of people get upset. And without realizing that that contradicts the view (of many of the same people) that the AI is ineffective.

As I see it, Firaxis has the right idea. Make AI opposition that provokes you, annoys you enough that you want to get back at them. (Civ V I found too often opposing civs just sat there.) Give those AI civs some tools to allow them to poke the bear and seriously inconvenience you.

Sure, I'd like it better if they could get the AI to do better in tactical warfare. But I also know that that is an extraordinarily difficult undertaking in any game of this type, so for the time being, they've made a pretty good call. Next step, in my view, is to get the AI to prioritize production better, and then upgrade better. I'm thinking that that should be doable.

As someone who has a problem with the AI focusing on too much religious units, I do still get a kick out of just taking a couple military units and just steamrolling over several missionaries and apostles invading your territory in a single turn =P. Problem with doing that though is the need to trigger a war to commence said steamroll, and the warmonger penalty that comes with it. I just feel they really need to ramp up the military side of the AI if anything.
 
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