THE BORE

General => Video Game Bored => Topic started by: Eschaton on May 11, 2016, 11:07:09 AM

Title: Civilization VI - Districts and Dictators
Post by: Eschaton on May 11, 2016, 11:07:09 AM
Release date: October 21

https://youtu.be/qvBf6WBatk0

Quote
About This Game
Originally created by legendary game designer Sid Meier, Civilization is a turn-based strategy game in which you attempt to build an empire to stand the test of time. Become Ruler of the World by establishing and leading a civilization from the Stone Age to the Information Age. Wage war, conduct diplomacy, advance your culture, and go head-to-head with history’s greatest leaders as you attempt to build the greatest civilization the world has ever known.

Civilization VI offers new ways to engage with your world: cities now physically expand across the map, active research in technology and culture unlocks new potential, and competing leaders will pursue their own agendas based on their historical traits as you race for one of five ways to achieve victory in the game.

EXPANSIVE EMPIRES:
See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.

ACTIVE RESEARCH:
Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures.

DYNAMIC DIPLOMACY:
Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.

COMBINED ARMS:
Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units.

ENHANCED MULTIPLAYER:
In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.

A CIV FOR ALL PLAYERS:
Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems introduce new players to the underlying concepts so they can easily get started.

(http://cdn.akamai.steamstatic.com/steam/apps/289070/ss_5e0384c02a55ac8378c5b7b2be60fb4a451f866e.jpg?t=1462979057)
(http://cdn.akamai.steamstatic.com/steam/apps/289070/ss_21b30494060571f79750edaaff8bb6d409af2e8c.jpg?t=1462979057)
(http://cdn.akamai.steamstatic.com/steam/apps/289070/ss_a79c8fabd12e0f1711ac61486c859656d4cd894e.jpg?t=1462979057)
Title: Re: Civilization VI
Post by: benjipwns on May 11, 2016, 11:07:58 AM
endorsing this thread over mine
Title: Re: Civilization VI
Post by: archie4208 on May 11, 2016, 11:24:00 AM
https://www.youtube.com/watch?v=2i3zrzyLOCw
Title: Re: Civilization VI
Post by: archie4208 on May 11, 2016, 11:28:24 AM
I bought BE day 1 and got halfway through a game before I was bored.  :fbm

I hear the expansion helped things, but it's still not that great.  I don't want to risk $30 to find out though lel.
Title: Re: Civilization VI
Post by: Cerveza mas fina on May 11, 2016, 11:31:03 AM
Firaxis kind of fell off with me with Civ Rev 2 :(
Title: Re: Civilization VI
Post by: Tasty on May 11, 2016, 11:43:05 AM
Wake me up when the second expansion is out, game will be barebones shite until then.

spoiler (click to show/hide)
I still plat BE every couple weeks and haven't even bought the Rising Tide yet.  :-[
[close]
Title: Re: Civilization VI
Post by: benjipwns on May 11, 2016, 11:51:50 AM
http://www.gameinformer.com/b/features/archive/2016/05/11/civilization-vi-coming-october-21-big-changes-to-core-gameplay.aspx
Quote
“We want players to adjust and think on their feet in Civ VI. We didn’t want there to be a standard playbook or recipe on how to get through it, from tech tree to policy,” Beach adds. “We always saw discussions about dominant strategies, like, 'Get the Great Library and go into these policy trees and build this way.' We built a game with so many options, but so much of the community is playing it this same way with the same pattern, and we want to shake that up and adjust to the map and leaders they are faced with to come up with other solutions, to rethink their strategic approaches every time they play the game.”

The team laid out the plan for three key core mechanics changes that will drive more dynamic gameplay in Civilization VI.

The first is “unstacking the cities. With cities getting filled with all kinds of buildings, wonders, and other things over time, the gameplay is changing by moving some of these buildings out onto the map. This concept is called districts, and these are pieces of your city that would traditionally be nested inside your city being pushed out up to three tiles away.

“For instance, let’s take the science district,” Beach says. “This is a prerequisite to building science buildings. What’s going to happen is that the exact tile you choose to place that district will be an important decision, as scientists will work better in different tiles. So tiles with more lifeforms like rain forests or something on a mountain to observe the stars would be more valuable. We have 12 different kinds of districts you can place around your city. They require a certain amount of population, so you are going to have to make choices about what kind of districts to build based on what resources you have available.”

The second is the active research system. This will change up the way players approach the tech tree by offering massive bonuses toward specific research based on other variables in the game, pushing players away from going into a game with a set path of tech that they always progress down for the optimal game build. Players can still research whatever they like, but a new boost system will likely change your progression path from game to game.

“Let’s take masonry. In order to do masonry well you need the type of materials to put together for walls or pyramids or whatever,” Beach says. “So if you’re in the middle of a grassland and there’s no stone around, it’s going to be tough for you to be really good at masonry. So if you can find a resource like that, like a quarry, as soon as it’s up and operational, we unlock a boost toward masonry, which will give you 50 percent of the cost for that technology. Similarly, this will work for say maritime technology for setting up on the coast. If you’re on the coast putting in the time on those areas, you’re now getting bonuses for those technologies. That part of the tech tree will naturally unlock for you as a result of the boost.”

“A lot of it is based on the map and what’s around you,” Darney says. “So it changes each game.”

Third is diplomacy, a constant hot topic in the Civilization series. A big focus here is how the A.I. will react and relate to the player. The leaders in Civilization VI will play differently based on their own personalities and not just based on how the player interacts with them – they have their own specific agendas.

“Every leader is assigned one historical agenda based on something they did while ruling their nation in actual history,” Beach explains. “Let’s take a leader who built a whole bunch of wonders. In our universe, that leader is going to feel like he’s better than anyone else in world history at building wonders, and that should be reflected every time they are in a Civilization game. Wonder obsessed. So that civilization will get a bonus toward building wonders, but they also get an obsessive personality where he will get angry if anyone else is building more wonders than they are. So you might have a strategy where you always go for Stonehenge and Hanging Gardens so you grab those right away. If this guy is next to you and he sees you doing this, he’s going to be up in arms and invading your borders."

Leaders will also have a hidden agenda that will be assigned to them that will change from game to game, so even if you know the opposing leader's core personality, you have to discover additional, dynamic traits if you want your political agendas to progress smoothly.
Title: Re: Civilization VI
Post by: Tasty on May 11, 2016, 12:04:48 PM
Really sucks that I vastly prefer scifi settings to boring old history in my strategy games. :'(
Title: Re: Civilization VI
Post by: I'm a Puppy! on May 11, 2016, 12:23:52 PM
Oh god no.
This must be what recovering meth addicts feel like when their dealer comes back to town.
Title: Re: Civilization VI
Post by: Mupepe on May 11, 2016, 12:28:54 PM
http://www.gameinformer.com/b/features/archive/2016/05/11/civilization-vi-coming-october-21-big-changes-to-core-gameplay.aspx
Quote
“We want players to adjust and think on their feet in Civ VI. We didn’t want there to be a standard playbook or recipe on how to get through it, from tech tree to policy,” Beach adds. “We always saw discussions about dominant strategies, like, 'Get the Great Library and go into these policy trees and build this way.' We built a game with so many options, but so much of the community is playing it this same way with the same pattern, and we want to shake that up and adjust to the map and leaders they are faced with to come up with other solutions, to rethink their strategic approaches every time they play the game.”

The team laid out the plan for three key core mechanics changes that will drive more dynamic gameplay in Civilization VI.

The first is “unstacking the cities. With cities getting filled with all kinds of buildings, wonders, and other things over time, the gameplay is changing by moving some of these buildings out onto the map. This concept is called districts, and these are pieces of your city that would traditionally be nested inside your city being pushed out up to three tiles away.

“For instance, let’s take the science district,” Beach says. “This is a prerequisite to building science buildings. What’s going to happen is that the exact tile you choose to place that district will be an important decision, as scientists will work better in different tiles. So tiles with more lifeforms like rain forests or something on a mountain to observe the stars would be more valuable. We have 12 different kinds of districts you can place around your city. They require a certain amount of population, so you are going to have to make choices about what kind of districts to build based on what resources you have available.”

The second is the active research system. This will change up the way players approach the tech tree by offering massive bonuses toward specific research based on other variables in the game, pushing players away from going into a game with a set path of tech that they always progress down for the optimal game build. Players can still research whatever they like, but a new boost system will likely change your progression path from game to game.

“Let’s take masonry. In order to do masonry well you need the type of materials to put together for walls or pyramids or whatever,” Beach says. “So if you’re in the middle of a grassland and there’s no stone around, it’s going to be tough for you to be really good at masonry. So if you can find a resource like that, like a quarry, as soon as it’s up and operational, we unlock a boost toward masonry, which will give you 50 percent of the cost for that technology. Similarly, this will work for say maritime technology for setting up on the coast. If you’re on the coast putting in the time on those areas, you’re now getting bonuses for those technologies. That part of the tech tree will naturally unlock for you as a result of the boost.”

“A lot of it is based on the map and what’s around you,” Darney says. “So it changes each game.”

Third is diplomacy, a constant hot topic in the Civilization series. A big focus here is how the A.I. will react and relate to the player. The leaders in Civilization VI will play differently based on their own personalities and not just based on how the player interacts with them – they have their own specific agendas.

“Every leader is assigned one historical agenda based on something they did while ruling their nation in actual history,” Beach explains. “Let’s take a leader who built a whole bunch of wonders. In our universe, that leader is going to feel like he’s better than anyone else in world history at building wonders, and that should be reflected every time they are in a Civilization game. Wonder obsessed. So that civilization will get a bonus toward building wonders, but they also get an obsessive personality where he will get angry if anyone else is building more wonders than they are. So you might have a strategy where you always go for Stonehenge and Hanging Gardens so you grab those right away. If this guy is next to you and he sees you doing this, he’s going to be up in arms and invading your borders."

Leaders will also have a hidden agenda that will be assigned to them that will change from game to game, so even if you know the opposing leader's core personality, you have to discover additional, dynamic traits if you want your political agendas to progress smoothly.
This sounds awesome. 
Title: Re: Civilization VI
Post by: Brehvolution on May 11, 2016, 12:50:40 PM
(http://i.imgur.com/UvYwy4J.gif)
Title: Re: Civilization VI
Post by: Madrun Badrun on May 11, 2016, 01:02:30 PM
OMG OMG OMG hyped
Title: Re: Civilization VI
Post by: Madrun Badrun on May 11, 2016, 01:20:14 PM
The most exciting thing to me is that this will most likely be built for good multi-core support.
Title: Re: Civilization VI
Post by: TVC15 on May 11, 2016, 01:52:07 PM
Visual style is kinda off-putting. It looks like Civ Revolution.
Title: Re: Civilization VI
Post by: Madrun Badrun on May 11, 2016, 01:53:06 PM
Meh, I care about civ graphics for all of 2 seconds
Title: Re: Civilization VI
Post by: TVC15 on May 11, 2016, 01:57:48 PM
They need to invest in the Aesthetics technology. There's no excuse for having bad art.
Title: Re: Civilization VI
Post by: Madrun Badrun on May 11, 2016, 02:16:38 PM
They need to invest in the Aesthetics technology. There's no excuse for having bad art.

Aesthetics is a policy 
Title: Re: Civilization VI
Post by: TVC15 on May 11, 2016, 02:20:27 PM
Clearly not in this version. It looks terrible. It looks like a Tiny Toons episode with sub-Asian animation.
Title: Re: Civilization VI
Post by: TVC15 on May 11, 2016, 02:21:08 PM
I'd rather watch Patch Adams than look at this game.
Title: Re: Civilization VI
Post by: Rahxephon91 on May 11, 2016, 03:11:24 PM
I just hope it runs on my crappy computer. Super excited about the diplomacy stuff.
Title: Re: Civilization VI
Post by: Tasty on May 11, 2016, 03:51:10 PM
Second BE expansion when...? :'( (https://i.imgur.com/MKy6wMD.png)
Title: Re: Civilization VI
Post by: TVC15 on May 11, 2016, 03:55:43 PM
Second BE expansion when...? :'( (https://i.imgur.com/MKy6wMD.png)

waste of resources and everyone's time

It never shaped up?
Title: Re: Civilization VI
Post by: pilonv1 on May 11, 2016, 05:45:51 PM
This is the best sort of surprise
Title: Re: Civilization VI
Post by: CajoleJuice on May 11, 2016, 08:10:21 PM
have to say my initial reaction to the screenshots mirrored tvc's

who cares about aesthetics when the sex feels this good tho
Title: Re: Civilization VI
Post by: TVC15 on May 12, 2016, 12:25:29 AM
who cares about aesthetics when the sex feels this good tho

Have fun fucking Edith Massey's video game equivalent.
Title: Re: Civilization VI
Post by: thisismyusername on May 12, 2016, 01:25:10 AM
Visual style is kinda off-putting. It looks like Civ Revolution.

...This is a bad thing? Civ Rev 1 was great. Sure, it wasn't as deep as the PC Civilizations but as far as what they were going for it worked amazingly. You're not coming to Civ for melt-your-PC graphics, anyway.
Title: Re: Civilization VI
Post by: TVC15 on May 12, 2016, 10:47:11 AM
Visual style is kinda off-putting. It looks like Civ Revolution.

...This is a bad thing? Civ Rev 1 was great. Sure, it wasn't as deep as the PC Civilizations but as far as what they were going for it worked amazingly. You're not coming to Civ for melt-your-PC graphics, anyway.

I liked Civ Rev, but it had an awful art style, like this. I'm not expecting melt-your-PC graphics. I'm expecting an appealing art style. This looks vaguely like something they've tried in the past, and I didn't particularly like it then, although I understood that they needed something with more "personality" than usual because they were targeting console mouth-breathers.
Title: Re: Civilization VI
Post by: Fifstar on May 12, 2016, 10:50:09 AM
Looks like a cross between Warcraft 3 (Barf) and Age of Empires.
Title: Re: Civilization VI
Post by: TVC15 on May 12, 2016, 10:53:21 AM
Looks like a cross between Warcraft 3 (Barf) and Age of Empires.

Yeah, I thought of that f2p (right) AoE game.
Title: Re: Civilization VI
Post by: TVC15 on May 12, 2016, 01:42:41 PM
Based on my recent readings of various anti-civilization writers, I think someone should make a game called Anti-Civilization.

It's loosely based on a premise I read in an old issue of Fifth Estate. Basically, some anarcho-primitivist writer said that for whatever variety of hunter-gather society he advocated for, the US (or maybe the North American continent) continent could only support a population of ~1/3rd of what it was currently at.

So, my premise for Anti-Civilization is that it is the modern day, with the political climate being roughly what it is today. You have just been elected president. How do you use your 8 years in office to reduce the US population by roughly 200 million? Of course, your anti-civilization agenda needs to be kept as secret as possible. Because this needs to be a strategy game on par with Civilization, you have to take into account things like body disposal and the ecological viability of your depopulation strategies (for example, you can only dump so many dead bodies into the ocean before you affect the ecosystem in negative ways, and using poison gas to kill hundreds of millions isn't going to score you points for mother Earth).

I think there's also the possibility to introduce an international element, but I'd have to rethink parts of the basic premise. I like the idea of the US and China teaming up to kill off large portions of their own populations under the guise of a false war, but that would end up involving far more conspirators, and I'd have to conceive of ways to incorporate national and international obfuscation into the game.

You could invest in various population control technologies, like converting cattle slaughterhouses to handle humans. ~30 million cattle a year are killed in the US for food. How many of those cattle killing resources can you use while still keeping the rate of cow slaughter high enough to feed the docile, clueless, surviving populace? You can invest in advanced nuclear weapons technologies (like that 100 megaton bomb the Soviets never built) to level cities in false flag operations designed to convince the public into acceptance of martial law, thus allowing you access to more overt actions that would normally appear suspicious.
Title: Re: Civilization VI
Post by: Samson Manhug on May 25, 2016, 01:59:05 PM
Oh god no.
This must be what recovering meth addicts feel like when their dealer comes back to town.

I told my wife I was done :'(
Title: Re: Civilization VI
Post by: archie4208 on May 25, 2016, 05:15:43 PM
:bow Builders and traders :bow2

:piss workers :piss2
Title: Re: Civilization VI
Post by: Mupepe on May 26, 2016, 08:06:27 AM
http://www.pcgamer.com/new-looks-and-classic-gameplay-60-turns-of-civilization-6/

i found this interesting

Quote
"One thing I think is the best for people who love to min-max, is as a culture player you no longer have to worry about that small [city]. With local happiness you can go as wide as you want. You can build that crappy little city up in the tundra just to get that iron, and they're going to be kind of unhappy, they're going to be displeased, but you can do that because it's not going to affect your entire empire, it's just going to be that city that's unhappy."

:ohhh
Finally!  I'll have my own fucking Alaska!
Title: Re: Civilization VI
Post by: Madrun Badrun on May 26, 2016, 08:20:07 AM
Ummm I think you mean I can own fucking Alaska and you can have death.  The world will be mine come the fall.   
Title: Re: Civilization VI
Post by: Mupepe on May 27, 2016, 07:58:59 AM
YOU AND NAMI ARE GOING DOWN
Title: Re: Civilization VI
Post by: TVC15 on May 29, 2016, 08:39:03 PM
I really liked my idea for an anti-civilization/depopulation game :( I'm bummed no one else did. I've been thinking about it a lot, and have come up with more potential mechanics ideas. I think it could actually be a neat game, and it would be pretty original, too.
Title: Re: Civilization VI
Post by: jakefromstatefarm on June 15, 2016, 01:30:56 AM
https://www.youtube.com/watch?v=J88bmqKrbu0

idk how i feel about what we've seen visually
Title: Re: Civilization VI
Post by: Madrun Badrun on June 15, 2016, 11:40:32 AM
Looks great gameplay wise.  Don't care about graphics stuff though that fog of war is hot hot hot. 
Title: Re: Civilization VI
Post by: archnemesis on June 15, 2016, 01:33:39 PM
I really like the new art style. It's really clean and everything is easy to identify.
Title: Re: Civilization VI
Post by: Tasty on June 23, 2016, 02:55:53 PM
So we can kill the narrator?
Title: Re: Civilization VI
Post by: jakefromstatefarm on June 23, 2016, 03:46:51 PM
alright I'm back in
Title: Re: Civilization VI
Post by: Samson Manhug on June 28, 2016, 12:59:20 AM
Amazing 10/10
Title: Re: Civilization VI
Post by: jakefromstatefarm on June 30, 2016, 06:36:17 PM
https://www.youtube.com/watch?v=FkIT6iMeYjE
https://www.youtube.com/watch?time_continue=111&v=9vVGQThK01M

interesting religious makeup of Washington (http://i.imgur.com/rskAIWp.png)
Title: Re: Civilization VI
Post by: Brehvolution on July 14, 2016, 08:17:14 PM
http://www.pcworld.com/article/3095264/software-games/amd-and-firaxis-join-forces-to-turn-civilization-vi-into-a-directx-12-showcase.html

:phil
Title: Re: Civilization VI
Post by: Madrun Badrun on July 25, 2016, 11:52:47 PM
kinda disappointed we haven't seen any new civs yet. 
Title: Re: Civilization VI
Post by: pilonv1 on August 11, 2016, 05:59:30 AM
New Civ!

http://www.youtube.com/watch?v=3PfDkGcSNE0

Also Quill plays 100 turns

http://www.youtube.com/watch?v=k_2uYOguayE
Title: Re: Civilization VI
Post by: Madrun Badrun on August 11, 2016, 05:36:00 PM
damn she sounds OP.  Nerf plz.   
Title: Re: Civilization VI
Post by: Madrun Badrun on August 11, 2016, 06:02:51 PM
OMG those river deltas, so sexy
Title: Re: Civilization VI
Post by: archie4208 on August 21, 2016, 06:04:00 PM
(http://i.imgur.com/qYVCfAn.jpg)

Can't wait for that Abraham Lincoln DLC.  :lawd
Title: Re: Civilization VI
Post by: pilonv1 on August 22, 2016, 03:51:38 AM
Abe v Teddy nuke fight to the death in Civ 6 :heart

Would be great if they re-released old leaders and Civs as DLC.
Title: Re: Civilization VI
Post by: I'm a Puppy! on August 22, 2016, 09:59:35 AM
Every time I see an update to this thread it's like I hear an omininous boom and voice saying "Remember, very shortly 6 weeks of your life are going to disappear"
Title: Re: Civilization VI
Post by: archie4208 on August 22, 2016, 10:55:14 AM
>Start playing at 9 PM
>Look at clock
>3 AM

Happened to me in Civ 5 more times than I care to admit. 
Title: Re: Civilization VI
Post by: pilonv1 on August 23, 2016, 05:08:08 AM
>Start playing at 9 PM
>Look at clock
>3 AM

Happened to me in Civ 5 more times than I care to admit. 

>Work at 8:30am :fbm
Title: Re: Civilization VI
Post by: pilonv1 on September 08, 2016, 09:04:53 AM
http://www.youtube.com/watch?v=onb-hdjuNbU

http://www.youtube.com/watch?v=hvtvjo3fPsQ

Norway sounds super OP
Title: Re: Civilization VI
Post by: I'm a Puppy! on September 08, 2016, 09:22:57 AM
Boom. Six weeks gonna be gone.
Title: Re: Civilization VI
Post by: Tasty on September 09, 2016, 01:42:20 PM
(http://i.imgur.com/zNz2iqLl.jpg)
Title: Re: Civilization VI
Post by: Madrun Badrun on September 10, 2016, 04:45:59 PM
When I saw Norway that was the first thing I thought.  Then again with my Norwegian heritage and given how much the danes sucked in 5 I'm OK with this.
Title: Re: Civilization VI
Post by: Samson Manhug on September 12, 2016, 02:05:46 PM
Norway looks fun af. I love naval Civ.
Title: Re: Civilization VI
Post by: archie4208 on September 14, 2016, 01:55:48 PM
https://www.youtube.com/watch?v=VSCTlpEM9Vw
Title: Re: Civilization VI
Post by: Madrun Badrun on September 21, 2016, 12:38:38 PM
https://www.youtube.com/watch?v=8Deqrw_Is3Y

rome sounds really fun
Title: Re: Civilization VI
Post by: benjipwns on October 01, 2016, 10:26:59 PM
$48 pre-order, lowest price it has been

https://www.bundlestars.com/en/game/sid-meiers-civilization-vi

you get the key right away
Title: Re: Civilization VI
Post by: benjipwns on October 01, 2016, 10:30:21 PM
I've playing some unmodded Civ V (BNW) as a kinda last hurrah/ready to compare/excuses and for some reason it's still amusing to me when the religions are distributed all counterfactually: "Jerusalem wants Buddhism!"
Title: Re: Civilization VI
Post by: zomgee on October 02, 2016, 12:49:31 AM
Can't believe we're getting a new Civilization this month. It's the stuff I wait for.
Title: Re: Civilization VI
Post by: Madrun Badrun on October 02, 2016, 11:34:07 AM
God I'm so busy.  I can't actually buy this can I.   Angels weep for me.
Title: Re: Civilization VI
Post by: Samson Manhug on October 06, 2016, 12:07:35 AM
Make the $48 price come back
Title: Re: Civilization VI
Post by: pilonv1 on October 06, 2016, 04:31:39 AM
Make the $48 price come back

p. sure greenmangaming has it 22% off for members unless it has expired
Title: Re: Civilization VI
Post by: zomgee on October 11, 2016, 03:14:58 PM
Is the de-luxe edition just extra money for a few maps, not full expansions?
Title: Re: Civilization VI
Post by: Madrun Badrun on October 12, 2016, 09:51:59 PM
https://www.youtube.com/watch?v=syS-SFtr-44
Title: Re: Civilization VI
Post by: pilonv1 on October 14, 2016, 07:39:11 AM
Multiple leaders :rejoice
Title: Re: Civilization VI
Post by: archie4208 on October 15, 2016, 09:51:42 AM
Multiple leaders :rejoice

I can't wait for the Trump DLC.  :doge
Title: Re: Civilization VI - Districts and Dictators
Post by: archie4208 on October 17, 2016, 02:41:18 PM
PRELOAD IS UP BOIS
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 17, 2016, 03:28:34 PM
https://www.youtube.com/watch?v=5KdE0p2joJw
Title: Re: Civilization VI - Districts and Dictators
Post by: Tasty on October 17, 2016, 03:44:30 PM
Firaxis has a real boner for Indians.
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 17, 2016, 06:35:39 PM
'Pre-load complete; unreleased'

I caved
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on October 18, 2016, 02:58:04 AM
PRELOAD IS UP BOIS

(https://pbs.twimg.com/media/CvCAf8CUEAEaubW.jpg)

:lawd

Imagine getting these sorts of speeds on PSN :teehee
Title: Re: Civilization VI - Districts and Dictators
Post by: headwalk on October 18, 2016, 03:37:56 AM
3.9gb

no wonder it looks like app store trash.
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on October 18, 2016, 07:31:00 AM
3.9gb

no wonder it looks like app store trash.

ltf
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 18, 2016, 09:25:08 AM
Mine only took 5 mins. 
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on October 18, 2016, 04:24:17 PM
(http://i.imgur.com/NFMGsCV.jpg)
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 18, 2016, 11:28:10 PM
gonna run it on my gtx480.  its gonna work.
Title: Re: Civilization VI - Districts and Dictators
Post by: Dennis on October 18, 2016, 11:40:19 PM
Why no Mac version?
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 18, 2016, 11:43:51 PM
Because Civ is a game for real gamers. 
Title: Re: Civilization VI - Districts and Dictators
Post by: Samson Manhug on October 19, 2016, 12:00:54 AM
I played Civ 5 on a Mac that didn't meet the minimum requirements at high settings so surely I can do the same with 6.
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on October 20, 2016, 09:03:14 AM
Pre-loaded :phil
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 20, 2016, 02:26:02 PM
Can't decide if I should stay up late or get up at 5AM tomorrow.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 20, 2016, 03:24:00 PM
 :omg :hyper :omg
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 20, 2016, 07:48:12 PM
OMG let me play already.

Just sitting in a dark room watching a clock right now. 
Title: Re: Civilization VI - Districts and Dictators
Post by: Dennis on October 20, 2016, 08:16:44 PM
http://www.pcgamer.com/civilization-6-review/

Sounds good. Agree on the cartoony graphics though. I preferred the more realistic graphics in Civ V.

This looks like a f2p browser game  :doge
Title: Re: Civilization VI - Districts and Dictators
Post by: archie4208 on October 20, 2016, 09:17:35 PM
OMG let me play already.

Just sitting in a dark room watching a clock right now.

You can use a VPN if you're absolutely itching to play.
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 20, 2016, 09:45:25 PM
im not doing that.  I would rather just complain.


LET MY PEOPLE PLAY!
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 20, 2016, 10:26:59 PM
I'm playing as sparta first.  Everyone else? 
Title: Re: Civilization VI - Districts and Dictators
Post by: Dennis on October 20, 2016, 11:35:14 PM
I usually go with Rome first but Sparta is tempting.

Mah hoplites vs mah legions.
Title: Re: Civilization VI - Districts and Dictators
Post by: archie4208 on October 20, 2016, 11:41:08 PM
Murrica.  :american
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 20, 2016, 11:54:56 PM
6 minutes to go before I can make the world burn. 
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 20, 2016, 11:59:32 PM
7 mins of updates what is this shit
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 12:59:50 AM
a benchmark? in my civ?
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 01:09:32 AM
it's good to see the tradition of "New to [This Civ Game]" advisor level telling you what scouts and workers and settlers and so on do has continued :lol
Title: Re: Civilization VI - Districts and Dictators
Post by: archnemesis on October 21, 2016, 01:09:50 AM
I'm going with Rome or Greece.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 01:18:47 AM
mapping effect is cool, dere be dragons, some of the rest of new graphics are kinda confusing more than anything but iirc Civ V felt the same way initially

i picked random civ cuz i was just going to do a quick game on settler to see what's new, got Rome

animated time of day means it'll change from your initial setting k

always gotta flip the freakin map and unit/city commands side every other game don't you sid

building tile improvements instantly is kinda weirding me out

gonna need a mod to not go to the leader screens constantly, got too used to that just being a pop-up
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 01:30:06 AM
just go around the tribal village u stupid scout :maf
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 01:59:40 AM
my trader, guido has discovered that china is trading with me :omg
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 02:35:44 AM
wtf china taking rome wtf this is settler bro why they have ten thousand units declare war on me i don't even :maf :maf :maf :maf

trump was right
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 21, 2016, 04:07:00 AM
just took Aleppo!  knocking arabia out.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 06:09:10 AM
game runs well

even near the end game here the turns don't take any longer than Civ V, i recall that being an issue with Civ V at launch/early vs. IV, turns just seemed to take forever in comparison on the same hardware and still do sorta

this might even be a little speedier and certainly feels more polished in a lot ways than IV and V ever got to even after expansions

spies are still weird, they're never going to figure them out i don't think...i do like sending captured ones back for stuff though

there's a lot here to dig into which should be fun, i'm mostly just going through the motions to lose this game after china wrecked my shit and derailed everything, Kongo tried to do the same thing but i became a hermit kingdom so they wrecked like half their military trying to get into my borders before i got bored of it and asked for peace (it seems that if they refuse peace when they should be accepting it you can make a crazy offer like demanding all their cities, then remove that and they agree to peace, i remember this being a bug in Civs past) diplomacy as a whole seems a little odd to manage to start

like the districts it's got a lot of new components i think you'll just have to kinda tinker with with each game rather than on the fly

i kinda like the cute art in the strategic view, civ v's was so garbage lol, i'm still not exactly sure what makes it strategic

does seem to be some UI stuff that it seems like there's placeholders that'll be patched to fill it in down the road

also what's with not letting me sort my available trade routes, that's worse than what china did to me

other than that so far i give it a score of i like even numbered civ games
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 06:15:53 AM
huge map seems a bit small

apparently the manual has info like this, i forgot they still made them lol:
spoiler (click to show/hide)
(http://i.imgur.com/roUW0RN.png)
[close]
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on October 21, 2016, 11:39:06 AM
(http://i.imgur.com/dlmoNhK.jpg)
Title: Re: Civilization VI - Districts and Dictators
Post by: Dennis on October 21, 2016, 11:45:17 AM
President Trump DLC when?
Title: Re: Civilization VI - Districts and Dictators
Post by: eleuin on October 21, 2016, 11:56:24 AM
I'm playing as self control because I can't afford to flunk this semester 
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 09:10:59 PM
"eleuin has lost his capital to an unmet player"
Title: Re: Civilization VI - Districts and Dictators
Post by: TakingBackSunday on October 21, 2016, 09:13:13 PM
what's a good civ game to pick up and play as a newbie to the series?
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 09:30:53 PM
all of them are fine except maybe III because of its citizen management needs

I'd probably just say to get Civ V Complete, it gets down to like $12.50 during sales. But either IV or V are great.

Civ IV Complete is $5 a lot, including right now: https://isthereanydeal.gamesrepublic.com/game/strategy,sid-meiers-civilization-iv-the-complete-editi,11039.html

Right now also you can get III, IV and V Complete plus some other stuff for $23: https://www.bundlestars.com/en/bundle/sid-meiers-bundle-platinum

EDIT: oh, here's V: Complete for $12.50: http://www.dlgamer.us/download-civilization_5_the_complete-pc_games-p-22569.html

EDIT2: there's also Civ Revolution on consoles

and FreeCiv
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2016, 09:34:43 PM
oh! i have keys for two copies of Civ III Complete and one for Civ IV Complete if you want that

and if anyone wants one of the Civ III copies
Title: Re: Civilization VI - Districts and Dictators
Post by: TakingBackSunday on October 21, 2016, 10:11:25 PM
YES PLS
Title: Re: Civilization VI - Districts and Dictators
Post by: jakefromstatefarm on October 22, 2016, 01:56:59 AM
just went through one playthrough on Chieftain. It's BNW but with a smarter civics system and more sensitivity to terrain. It's good.
Title: Re: Civilization VI - Districts and Dictators
Post by: archie4208 on October 22, 2016, 07:11:33 AM
The AI is pretty fucking dumb (at least on Warlord).  Victoria had over a dozen units stations at my borders that were from the ancient and classical era while I'm in the modern era (and she's in the industrial era ???)

what's a good civ game to pick up and play as a newbie to the series?

Honestly the Civ Revolution games are probably the best for someone brand new to the series.  They have the same framework as the main games, but streamline a lot of mechanics so you don't get overwhelmed.  The original is on PS3 and 360 and there is a sequel on mobile, but I have no clue how good it is.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 22, 2016, 08:17:55 AM
after watching the nearby AI more closely after that China debacle, I don't think they get rid of or upgrade units so much as they just produce new ones, that's why they have what seems like waves of them always, especially if you look at a trader when he goes through their territory they'll be everywhere but only really a handful of modern troops

i watched fucking Saladin during the Renaissance Era send about 15 fucking warriors and five chariots to grab some city state and just smash it to hell by putting it under siege and just mass kamikazing the admittingly weak defenses

when i turtled and held against both China and Kongo trying to eliminate my last city it was with three crossbowman and a musketeer because the strongest thing ever sent was a handful of knights by Kongo and i just had to make them come along the coast so i could barrage until whatever it was retreated or died

the musketeer wound up like level 5 or something because he was just fortified healing unless i used him to finish off the nearby enemy

Civ V actually somewhat had this AI "tactic" too, if you were far enough ahead tech-wise you could quickly buy a more powerful military according to the game with far fewer units and instantly scare off the AI even if their relentlessly shuffling lower class waves would actually give you a rough time

i'm not sure where this game outlines your relative military strength without having it up to look at, V had the "number of troops" metric which was really just some power rating because like 5 infantry = 500 archers
Title: Re: Civilization VI - Districts and Dictators
Post by: jakefromstatefarm on October 22, 2016, 11:46:49 AM
huge map seems a bit small
huge hasn't really felt huge since beyond the sword
Title: Re: Civilization VI - Districts and Dictators
Post by: TakingBackSunday on October 22, 2016, 05:01:31 PM
thanks for the key benji!
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 22, 2016, 08:19:51 PM
Finished my first game.  Culture vic with sparta.  There is a lot to like here.  Mechanically all the new features are stellar.  The starting game is a lot harder, which I like. 

Some issues.  Production is really low.  All though the middle, industrial ages I basically couldn't build anything at my current science level just because by the time I had built something I was like 4 techs ahead of it.  Other major issue is UI is janky as fuck.  I'm hoping for a patch soon and I found out you can turn of auto focus in the config.txt, which might help.
Title: Re: Civilization VI - Districts and Dictators
Post by: TakingBackSunday on October 22, 2016, 09:24:42 PM
uh, I booted up IV and I'm confused as fuck
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 22, 2016, 09:28:30 PM
Don't worry.  Just play for 30 hours then ask some questions. 
Title: Re: Civilization VI - Districts and Dictators
Post by: zomgee on October 23, 2016, 03:37:32 AM
I have to get out of my IV:BTS mentality too. I didn't play enough V, and I played too much IV.
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 23, 2016, 11:00:54 AM
went up to emperor and getting my ass kicked. I think I need more cities and not to worry about what the city will grow to but more worry about what the first 8 tiles will look like otherwise they become stagnant with either production or food and don't grow out to what they would be in civ v. 
Title: Re: Civilization VI - Districts and Dictators
Post by: Samson Manhug on October 23, 2016, 11:22:47 AM
uh, I booted up IV and I'm confused as fuck

The learning curve is steep, but follow the in game guide and have fun exploring and fighting. Eventually, like a week or two from now, the game will start to make sense.
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 23, 2016, 03:21:47 PM
O I just figured out religious combat - that is so damn cool
Title: Re: Civilization VI - Districts and Dictators
Post by: archie4208 on October 23, 2016, 04:24:18 PM
I was trying to spread the good word of Jesus to the unrefined savages when Gandhi has a dozen apostates standing outside a city I was trying to convert.  :maf
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 23, 2016, 10:43:57 PM
That's when you got to make your religious cold war hot. 
Title: Re: Civilization VI - Districts and Dictators
Post by: zomgee on October 24, 2016, 12:53:22 AM
I was trying to spread the good word of Jesus to the unrefined savages when Gandhi has a dozen apostates standing outside a city I was trying to convert.  :maf

What a weird set of orders that would be.

Hey, preachers - stand in line, right there.
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on October 24, 2016, 02:58:17 AM
UI needs work, some important bits of info are hidden or too hard to find. Music is great though
Title: Re: Civilization VI - Districts and Dictators
Post by: archie4208 on October 24, 2016, 08:33:23 AM
Fuck yer religion Gandhi. (http://images.akamai.steamusercontent.com/ugc/242458830527990189/89CADDAE75BEFA3754A93F73509F0AFC69B6B2FC/)  I don't need your fairy tales anyway.  *tips fedora*
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on October 24, 2016, 11:31:34 AM
Having a decent military early looks like a must. Barbs and people will fuck with you. My northern neighbor declared war for no reason and then 15 turns later my southern neighbor declared war. He brought 6 heavy chariots to my capital, but never attacked the city or any of my units. I just pounded them to death or they flee'd back to his city. He eventually wanted peace. The northern lady hasn't sent any units at me for 20 turns yet doesn't want peace. :shrug
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 24, 2016, 04:12:12 PM
Wrecked Japan so hard India declared war on them.  No its a race to the capital. 
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 24, 2016, 04:16:00 PM
I should mention that this war was caused by Japan having a roving gang of apostles in the hills between our lands and they kept on fucking with my missionaries I was sending to India.   
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 24, 2016, 04:23:50 PM
Also i didn't fully explore like 4 tiles off of my capital until 200 turns in.  Turns out the Galapagos are there :dead

I could have been rolling in science with my second city :(
Title: Re: Civilization VI - Districts and Dictators
Post by: Cerveza mas fina on October 25, 2016, 08:13:00 AM
The AI is pretty fucking dumb (at least on Warlord).  Victoria had over a dozen units stations at my borders that were from the ancient and classical era while I'm in the modern era (and she's in the industrial era ???)

what's a good civ game to pick up and play as a newbie to the series?

Honestly the Civ Revolution games are probably the best for someone brand new to the series.  They have the same framework as the main games, but streamline a lot of mechanics so you don't get overwhelmed.  The original is on PS3 and 360 and there is a sequel on mobile, but I have no clue how good it is.

Serquel is trash  :-X

Original Revolution is very nice though.

Edit: I see BrandNew jumped in with Civ4  :o
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 25, 2016, 08:33:09 AM
Got the religious victory. which was easy because the AI didn't even try to stop my swarm of 30 apostles and missionaries converting the last continent.  Getting the initial continent all on my religion was actually kind of hard and very fun though. 
Title: Re: Civilization VI - Districts and Dictators
Post by: Cerveza mas fina on October 25, 2016, 08:53:21 AM
You should be ashamed of your actions

Religious victory  :-X :-X :-X :-X
Title: Re: Civilization VI - Districts and Dictators
Post by: archie4208 on October 25, 2016, 06:28:09 PM
https://www.youtube.com/watch?v=Mril4MKO04U

Brazil themes stay winning.  :lawd
Title: Re: Civilization VI - Districts and Dictators
Post by: zomgee on October 25, 2016, 11:35:28 PM
Victoria is very mean.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 27, 2016, 06:55:28 PM
i love the wonder building montage, it splits ties on what to build next

especially if you have time of day turned on and it cycles through again after with the shadows

 :uguu
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 27, 2016, 06:57:08 PM
has anybody found an option or command for scouts and stuff to automatically enter the tribal villages?
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 27, 2016, 07:01:21 PM
surprise wars when someone has used open borders to put a bunch of units in your territory is more realistic and fun than kicking them all out like in V, but i still feel like there should be some kind of penalty, like reduced defense or healing for three turns or something to represent that they wouldn't have supply lines and such in place, nor any kind of long term defenses

i take so much pity on the other civs after they pull it and i obliterate 80% of their military when i probably could just smash right through the stragglers and take their cities :lol
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on October 29, 2016, 01:00:07 PM
Was doing awesome with 5 cities at turn 60, then 2 fucking AIs declare surprise wars on me even though I have a bigger army than either of them :(

Pretty sure this game is lost
Title: Re: Civilization VI - Districts and Dictators
Post by: archie4208 on October 29, 2016, 02:57:17 PM
I just set off my first nuke.  It was awesome.

Was doing awesome with 5 cities at turn 60, then 2 fucking AIs declare surprise wars on me even though I have a bigger army than either of them :(

Pretty sure this game is lost

Just build some walls around the outer cities.  The AI is dumb as bricks when declaring war and you can fend them off with 3-4 units and walls.
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on October 31, 2016, 10:10:00 AM
Fucking Ghandi declares friendship and 10 turns later declares war.  :lol

But i'm an island nation and repels the attack. Did you know that a land unit can attack an embarked land unit next to your coast?  :o  Very helpful.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 31, 2016, 03:49:46 PM
mod to sort trade routes, see potential ones, etc.: http://forums.civfanatics.com/resources/better-trade-screen.25406/
just drop in the mods folder in my documents/my games/sid meier's civilization vi

a modder said that there's a lot of literal "todo" placeholder hooks in the code, to me there are plenty of spots that looked like this was the case, like there were places for where the UI functionality would go but they papered over it to hit release

you also don't need to go into a separate split-off mode for every mod this time, this one activates in the regular game mode and just shows pre-existing data, hopefully this is the case for mods that don't mess with the game functionality, hated with V having to go into the mod mode just for InfoAddict and Diplomacy UI changes
Title: Re: Civilization VI - Districts and Dictators
Post by: Your Stalker on November 01, 2016, 01:28:19 AM
America declared war on me.  He was still in the rennaisance era while I had machine guns and tanks.  8)
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on November 01, 2016, 10:09:39 AM
It's pretty safe to say that every civ will declare war on you at some point in your game. Even a couple at the same time. Get those ancient walls up.

Last night, England declared war on me 3 times only to be pounded back and begging for peace. 10-20 turns later they were declaring war again.
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on November 01, 2016, 11:51:06 AM
I honestly don't know how to make the AIs happy other than the ones that like to be cuckled. 
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on November 01, 2016, 01:59:59 PM
Here is a good place for guides:

http://www.idigitaltimes.com/civ-6-amenities-guide-what-are-amenities-how-get-amenities-and-raise-your-citys-564803
Title: Re: Civilization VI - Districts and Dictators
Post by: Your Stalker on November 02, 2016, 12:20:48 AM
Is there a way to get rid of the warmonger penalty or does it go away on its own if ever?
Title: Re: Civilization VI - Districts and Dictators
Post by: Rufus on November 02, 2016, 07:22:35 AM
I honestly don't know how to make the AIs happy other than the ones that like to be cuckled.
:leon
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on November 02, 2016, 03:30:56 PM
Some of the Ais like it when you put them in their place; like Peter the Great who is great only in cucking. 
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on November 05, 2016, 10:01:10 AM
was up till 4am :(
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on November 17, 2016, 10:02:35 PM
http://steamcommunity.com/games/289070/announcements/detail/646658987742411203
Quote
A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

This update adds DirectX 12[en.wikipedia.org] support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards; please make sure your drivers are up-to-date. Support has also been added for Logitech ARX[gaming.logitech.com]. For more information on each of these, please click their respective link.

Today you’re also able to play a whole new scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed Snowflake.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below.

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums[forums.2k.com] or here on Steam. Stay civilized!

[NEW]
•   Maps
- Added a balanced six player map.
- Added a balanced four player map.
•   ‘Cavalry and Cannonades’ Scenario Added
- Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
- Larger starting army and additional starting techs.
- Time limit: 50 turns.
- Goal: Possess the largest territory.
•   DX12 Support
•   Complete Logitech ARX Support

[GAMEPLAY UPDATES]
•   Added additional notifications.
•   Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
•   Added additional Hotkey support (next unit, next city).
•   Added the ability to rename cities.
•   Added UI to show the next tile a city will grow to.
•   Added a visual cue for Barbarian Scouts that are alerted to your city.
•   Changed Dan Quayle rankings.

[BALANCE CHANGES]
•   Added prerequisite project (Manhattan Project) for Operation Ivy.
•   Added Metal Casting as a prerequisite for Economics tech.
•   Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
•   Adjusted relationship decay rates.
•   Reduced the effectiveness of cavalry production policies.
•   Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
•   Reduced border incursion warnings if the troops are within their own borders.
•   Increased the number of Great Works of Writing slots in the Amphitheater to 2.
•   Increased Counterspy operation time.
•   Increased the cost of Religious units and applied additional charges.
•   Units may no longer be deleted when they are damaged.
•   Deleting a unit no longer provides gold.
•   Updated Island Plates map to have more hills and mountains.
•   Units may no longer remove features from tiles that are not owned by that player.
•   Fallout now prevents resource harvesting.
•   Barbarian camps must spawn further away from low-difficulty players’ cities.

[AI TUNING]
•   Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
•   Adjusted AI understanding of declared friendship.
•   Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
•   Increased AI competitiveness in building a more advanced military.
•   Increased AI usage of Inquisitors. Especially Phillip.
•   Increased AI value of upgrading units.
•   Increased AI use of Settler escorts.
•   Tuned AI usage of units that cannot move and shoot, like Catapults.
•   Tuned AI city and unit build planning.
•   Improved the ability of city-states to maintain a strong military.

[BUG FIXES]
•   Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
•   Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
•   Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
•   Fixed a unit cycling error with formations.
•   Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
•   Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
•   Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
•   Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
•   Fixed an issue where the Settler lens would not always show the right information to the player.
•   Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
•   Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
•   Fixed some crashes with units.
•   Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
•   Fixed an issue where Trade Route yields were doubling in some instances.
•   Units in formations now break formation before teleporting between cities.
•   The achievement ‘For Queen and Country’ was unlocking too frequently.
•   AI with neutral relationships should accept delegations barring exceptional circumstances.
•   Can no longer declare a Joint War if it is invalid for either party.
•   Save game files should no longer be case sensitive.
•   Certain wonders were sending extra notifications.
•   Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
•   Liberating a civilization back to life will now bring them back into the game properly.
•   Observation Balloon range bonus was being incorrectly applied when stacked.
•   Text and grammar fixes.

[VISUALS]
•   Buildings on snow will now have snow on them.
•   Added an Industrial Barbarian Encampment.
•   Added a ranger tower to National Parks.
•   Fixed some issues with buildings not culling around other world items properly.
•   Fixed an issue with some Districts not showing properly.
•   Miscellaneous polish applied to multiple improvements, districts, and buildings.

[MULTIPLAYER]
•   Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
•   Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
•   Cap the max players to 12.
•   Added LAN player name option to options screen.

[UI]
•   Added the number of specialists working a tile.
•   Added some additional icons for espionage, promotions, etc.
•   Added additional Civilopedia shortcuts, including right clicking a unit portrait.
•   Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
•   Added Trade Route yields to the Reports screen.
•   Added City Center to the City Breakdown panel.
•   Added rewards and consequences to mission completed popups.
•   Updated the leader-chooser when beginning a new game.
•   Updated the end game Victory screen.
•   Updated the multiplayer staging room.
•   Updated city banners.
•   Updated Espionage mission chooser flow.
•   Updated to display what cities are getting amenities from each resource.
•   Changed resource icon backings to reflect the type of resource it is.
•   Auto-scroll to the first Great Person that can be claimed.
•   Improved search functionality in the Civilopedia.
•   Removed Barbarian data from player replay graphs.
•   ESC now closes the Tech, Civic, and Eureka popups.
•   When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.

[AUDIO]
•   Added some missing mouseover sounds.
•   Fixed the Oracle quote.
•   Fixed an issue where the Advisor voice was not playing in some languages.
•   Fixed compatibility issues with some sound cards, especially those set to high playback rates.

[MISC]
•   Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
•   Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
•   Plot Tooltip Delay is now available in the Options menu.
•   Auto Cycle Units is now available in the Options menu.
•   Benchmark updates.
•   Credits updated.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on November 17, 2016, 10:02:58 PM
Quote
Kamala 3 minutes ago
"Adjusted AI understanding of declared friendship." Such a sad out of context statement
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on November 18, 2016, 03:07:53 PM
:rejoice
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on November 18, 2016, 09:43:02 PM
Quote
  Increased AI usage of Inquisitors. Especially Phillip.

 :itagaki

Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on November 19, 2016, 11:25:59 AM
YESSS
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on November 21, 2016, 04:37:27 PM
One thing I'm noticing is how many more cities the other civs throw out. By time I get to my 3rd, others will have 5 or more plus a bigger army.

Does it make sense to get 2 more cities out early to get extra unit producers? What are your strategies in this new Civ?
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on November 22, 2016, 04:42:01 PM
Strategy is more cities soon and bigger army soon.  I plan it so that each city will make one district and if its gets more than one that's a bonus. 
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on November 23, 2016, 06:55:25 AM
Production is everything as well. No longer is science the key
Title: Re: Civilization VI - Districts and Dictators
Post by: a slime appears on November 23, 2016, 07:56:45 AM
Civ VI on sale for $44:

http://www.siliconera.com/2016/11/22/civilization-vi-black-friday-deal-goes-live-43/
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on November 28, 2016, 11:21:14 AM
 Finally figured out how to make a missionary. :duh
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on November 28, 2016, 01:23:32 PM
lol
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on November 28, 2016, 03:56:12 PM
Why did they take it out of the religion panel though?
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on December 13, 2016, 10:10:34 PM
i can't seem to figure out my old tactic back to the original game of when i have a bunch of gold and someone declares war on me paying off the neighbors to declare war on them

only thing seems to be joint wars, against civs that i'm not at war with
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on December 16, 2016, 11:40:50 AM
Some resources are weird. Even when I check 'Abundant' I rarely see 2 iron and if I do, I won't have any horses. Or if I have horses I won't get any iron.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on December 16, 2016, 04:58:47 PM
I think there must be some kind of bug in how it distributes the resources that pop up later. It never seems like enough so everyone is running around with old units until they get over the hump to not needing Niter and shit.

But man if you like rice...
Title: Re: Civilization VI - Districts and Dictators
Post by: Optimus on December 16, 2016, 06:19:48 PM
I don't care that diplomacy wasn't that good in the previous one, no diplomacy makes late game gameplay far less interesting. Also you heal Apostles by sleeping on a Holy Site. Why doesn't the game make this clear with a heal button? Such a strange design choice, I keep forgetting sleeping Apostles on Holy Sites.
Title: Re: Civilization VI - Districts and Dictators
Post by: a slime appears on December 19, 2016, 07:27:12 PM
Is this a better game than 5?
Title: Re: Civilization VI - Districts and Dictators
Post by: archie4208 on December 19, 2016, 08:53:00 PM
Not right now.  It has the potential to be the best game and is in a better state than vanilla 5.
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on December 20, 2016, 07:02:30 AM
I've stopped playing because I need some mods to fix things. The mechanics are there, they just either don't work or are poorly documented.
Title: Re: Civilization VI - Districts and Dictators
Post by: jakefromstatefarm on December 20, 2016, 06:15:46 PM
It feels like building tall isn't encouraged in this game and I miss it :(((
on the other hand, building wide is back in a big way and it feels great
Title: Re: Civilization VI - Districts and Dictators
Post by: zomgee on December 20, 2016, 07:41:21 PM
We’ve released a new update to Sid Meier’s Civilization VI today. The “Winter 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

Here are the full list of changes in this new update:

[NEW]

Added Earth map (Standard size)
Added “Alert” action for units
Put a unit to sleep until they spot an enemy unit
Scenario setup menu
Jump into Scenarios more easily within the Single Player menu. This only shows up when a single player scenario is available and enabled (as can be found in both of the new DLCs!)
Added new replay option to Wonder completion movies

[GAMEPLAY UPDATES]

Religious units may now Fortify Until Healed
Coastal Raids can now pillage districts in addition to the buildings within
Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes

[BALANCE CHANGES]

Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)
Decreased production costs of Wonders progressively
From the Industrial era (about -10%) to the Atomic era (about -40%).
Decreased production costs of all Space Race Projects by 40%.
Increased research costs of Technologies and Civics progressively
From the Industrial era (about +5%) to the Information era (about +20%).
Increased Faith from Mission
Increased Culture from Chateau
Lowered the minimum unit upgrade cost
Improved clarity on Warmongering penalties associated with taking a civ’s final city
Most Civilization unique districts now require population to construct (like normal districts)
Spaceport district no longer requires population to construct

[AI TUNING]

Improved AI Deal negotiations and analysis
Improved AI handling of Promises; including that they are more likely to agree if they like you, and also will consider how trustworthy a civ is by whether they’ve kept previous promises
Improved tactical handling of Great Admirals and Great Generals
Improved AI interest in Terracotta Army
Improved handling of leaf techs
Improved building of Forts
Improved resource grabbing in late game
Improved Last Viking King agenda’s analysis for who is in bottom percentage of navies
Improved handling of several complaint or kudo messages from AI
Rebalanced Catherine’s evaluation of the ‘no spying’ Promise
AI will not try to convert unconvertible cities

[BUG FIXES]

Fixed several unique buildings that weren’t getting their yields increased by various game effects (ex. Policies)
Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack
Fixed it so loading screens now show the correct text and play matching VO
Fixed an issue that blocked certain relationship-based diplomatic actions
Fixed an issue where incomplete Encampment districts were able to attack
Fixed an issue where you could declare war on friends or allies by moving units
Fixed an issue where AI could declare war on a civ with whom they were already at war
Fixed an issue that caused a Multiplayer lobby to require joining players to have Additional Content that wasn’t actually needed
Fixed a bug that caused Apostles to run out of promotions
Fixed a bug where gaining policy slots mid-turn could block progression
Fixed issues caused by trading lots of Great Works at the same time
Fixed an issue where turn timers weren’t loading correctly from a save
Fixed an issue where Rome’s roads would connect to too many adjacent roads
Fixed issue where civs could get another civ’s exclusive agenda
Fixed multiple links to the Civilopedia
Fixed issue that could cause menu music to play twice and overlap itself
Fixed an issue that could cause private MP games to become public
Fixed multiple text & grammatical issues
Fixed multiple crashes

[VISUALS]

Added new art for National Parks
Updated Mines for several eras
Updated Swordsman
Improved city fading during combat

[MULTIPLAYER]

Hallowed Ground scenario is no playable on huge maps
VO now plays correctly when loading a save

[UI]

Resource Report now correctly shows resources from several sources:
Great People abilities
Diplomatic Deals
Checkboxes for toggle yields and grid now stay in sync with hotkeys
Improved differentiation in Government Lens hex colors
Added Defeat icon to the End Game Results screen

[AUDIO]

Added sound effect for Quick Save hotkey
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on December 21, 2016, 02:58:45 AM
Quote
Put a unit to sleep until they spot an enemy unit

:rejoice
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on December 21, 2016, 11:21:19 PM
Sounds like they have addressed the production being outpaced by science issue,  Nice. 
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on December 21, 2016, 11:37:14 PM
I've sold about $3 worth of cards from that 30 game $1 bundle the other week so I can almost afford Poland too
Title: Re: Civilization VI - Districts and Dictators
Post by: a slime appears on December 26, 2016, 02:47:09 PM
IT'S SO GOOD.

Glad I got the Digital Deluxe as part of GMG winter sale.
Title: Re: Civilization VI - Districts and Dictators
Post by: a slime appears on December 28, 2016, 10:59:33 AM
IT'S SO GOOD.

Glad I got the Digital Deluxe as part of GMG winter sale.

I played 10 hours straight yesterday! :lol :'(

Someone has to eradicate the Norwegians.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on January 03, 2017, 09:48:22 AM
man, there is such a fine line between having enough cities/districts and no chance at any victory you can see what feels like a hundred turns in advance compared to earlier civ games

especially if you get landblocked early on

wouldn't mind a little tweaking with the wonders/districts and where you could place them being slightly more flexible, don't really need more neighborhoods but ruhr valley would fit real nicely there
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on January 03, 2017, 09:53:09 AM
also, i'm pretty sure there's only one correct path of governments just like in civ ii and civ iv unless you're really doing something specific

pls don't fix, it'd be even numbered civ tradition!

spoiler (click to show/hide)
odd numbered civ tradition is that you always go for communism cuz it op :usacry
[close]
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on January 03, 2017, 08:31:40 PM
man, there is such a fine line between having enough cities/districts and no chance at any victory you can see what feels like a hundred turns in advance compared to earlier civ games

especially if you get landblocked early on

I've found in each of my games I've been missing at least one key resource if not two in my immediate surroundings. Once they start forward settling on you it's very difficult to not piss everyone off.

Quote
also, i'm pretty sure there's only one correct path of governments just like in civ ii and civ iv unless you're really doing something specific

Do you mean Merchant Republic? I've never changed out of it once I unlock it yet.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on January 03, 2017, 10:35:43 PM
Merchant Republic :rejoice

Though I often do move on to Democracy for the extra slots. Classical Republic -> Merchant Republic -> Democracy.
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on January 05, 2017, 07:11:12 AM
I don't find the extra slots makes up for the +2 traders. Just seems sub-optimal since most of the cards by that point are situational
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on January 18, 2017, 08:36:34 AM
"Are you such a coward, to avoid bloodshed? To yield so easily? Where is your honor?"

Lady, like five turns ago you asked me for a peace treaty (regarding a surprise war you started) because I chewed up half your territory, probably all of your army and had ships bombarding your last two cities. Then every fucker in the world denounced me for being a warmonger!!!!
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on January 21, 2017, 12:28:46 AM
Aztecs now available to everyone, they were a temporary preorder exclusive IIRC.
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on January 23, 2017, 01:55:17 PM
Religion as a weapon.  :ohhh

I'm doing more spiritual warfare than actual warfare.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on January 23, 2017, 10:28:33 PM
There needs to be a real overhaul of those leader trait-goals and how they change their opinion of you. One dude gets mad I don't have enough wonders, while two others get mad that I'm building wonders. Then somebody praises me for having lots of gold, and another admonishes me for having any gold at all. Almost all of it is either getting mad or happy over you doing things essential to playing the game. And it seems like it's constantly swinging to the extremes instead of subtly decaying/improving your relations. (Maybe I should install the mod that shows the number values to see. I remember V had some really weird ones that seemed to be just to stop you from charming everyone easily.)

The only one that somewhat makes sense are the religious ones.

Or at least put some kind of cap or slow what leads to them denouncing me. I swear you can't get through the late game without at least half of them denouncing you. DENOUNCES YOU FOR HAVING MORE CULTURE! Like, sorry, that's on you buddy. How about being in awe instead?
Title: Re: Civilization VI - Districts and Dictators
Post by: Mupepe on February 03, 2017, 10:24:01 PM
Sooooo I'm in the mood for a Civ game and I'm trying to decide between V complete and VI.  Which should I get for the best experience and most balanced gampelay right now?
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 04, 2017, 02:02:37 AM
V Complete, if only because you can get it for like $12 pretty often: http://www.dlgamer.us/download-civilization_5_the_complete-pc_games-p-22569.html

Plus V has Workshop support for the mods.
Title: Re: Civilization VI - Districts and Dictators
Post by: Mupepe on February 04, 2017, 09:27:37 AM
Holy shit. Bought. I'd seen past deals on slick deals for $12.50 but they were dead and CAG showed the lowest price as $40.

Thanks! Flights are going to be so much better now
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 23, 2017, 09:40:54 PM
Update! WORKSHOP!

Quote
Multiplayer teams and mod tools have been two of the community’s most-requested features, and we’re happy to bring them to Civilization VI. Steam Workshop will allow you to browse, add, and subscribe to mods more easily, and the other tools will make it easier for artists and modders to change the game. And in multiplayer you can team up with your friends to conquer the world together against AI or human opponents.

There are also balance changes and bug fixes in this update, ranging from trade routes to ice caps, obsolete units to AI upgrades. Please check out the complete list of changes below:

[NEW]
TEAMS:
Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement. Players on teams gain additional benefits (beyond those of an alliance), as follows:
When one teammate finishes research on a tech or civic, their teammate(s) receive a boost for that tech or civic.
Teammates share war status against opponents not on their team.
Teammates share allied status with opponents not on their team.
Teammates work together to win or lose the game as a single entity.  The Religion and Culture Victories have been reworked so they are more cooperative.
The Religion Victory requires you to convert all civs to ONE of the religions started by your team.
The Culture Victory requires ONE member of your team to be culturally dominant over all players NOT on your team.
MODDING TOOLS
Updated lobby and in-game UI to better show Additional Content details.
Added Sid Meier’s Civilization VI Development Tools, which includes ModBuddy, Tools, FireTuner, and the Steam Workshop Uploader.
ModBuddy: A packaging and development tool.
Art/Asset Tools: Import FBX files into a format usable by the game, as well as customize existing art.
FireTuner: In-game debugging and editing tool.
Added Sid Meier’s Civiliation VI Development Assets, which includes the game art assets. This is a large download (approximately 7GB compressed download and 27GB on disk) which contains game assets, including models, textures, and interface elements.
STEAM WORKSHOP
Access mods created by the Steam community via Steam Workshop
Share your mods with the Steam community with the Steam Workshop uploader.

ModBuddy will also receive additional updates in the future, as part of a modding SDK update later. These tools do not include DLL source for Civilization VI at this time.

[MISC]
Added True Start Location feature, where civs start on the world map at their geographic origin.
Added a City-State slider to game setup.

[BALANCE CHANGES]
Start position and map generation has been tuned.
Updated ice generation to allow more for circumnavigation.
Commercial Hub and Harbor both provide +1 Trade Route capacity, but only the first one applies (used to stack for +2 capacity total).
Units that are embarked now use an era-based strength value instead of their base combat value.
Many of the techs that reveal strategic resources have been changed to reveal the resource before it is needed to build a resource-dependent unit.
Players can now build obsoleted units if they do not have access to the strategic resource required by the upgrade unit.
Tech Tree balance. Adding several prerequisites to address paths through the tree that were too quick and led to era transitions too early.
Horseback Riding now requires Archery. Archery is no longer a leaf tech.
Stirrups is now in the late Medieval era and costs 390 (was early Medieval and cost 300).
Industrialization now requires Square Rigging.
Scientific Theory now requires Banking.
Steel now requires Rifling.
Computers now requires Radio.
Updated the cost and strength of some Air units.
Change movement rules after disembarkation.  Cannot land on shore with more movement than your Land Movement allowance.
Updated Vikings Scenario to 60 turns.

[AI TUNING]
Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements.
Increased desire to declare friendship.
Reduced frequency of “your troops are on my border“ warning.
Updated settlement preferences.
Barbarians now rampage when their camp is destroyed.
Will now liberate minor civs and cities of current allies.
Tuned strategic and luxury resource trading.
Will now be more aware of gold income, and work to bring in more.
Support units will recognize that they are not under threat if they share a hex with a friendly unit.
Added a grace period of 2 turns after the end of open borders before the AI starts complaining you're too close to their territory.
Barbarians may now pillage tiles to heal.
AI will now continue to research repeatable techs and civics.
 

[BUG FIXES]
Kongo relics no longer get multiplied Faith yields if more than one is in the same building
Fixed some bugs with Great People not interacting correctly with Vikings natural wonders.
Sumeria will no longer share joint war experience with a player when killing barbarians.
Corrected tourism calculation from National Parks to ensure correct awarding.
Fixed an issue where you could sometimes not offer Joint War.
Spies will not have the Steal Tech mission available when you have already completed all techs.
City States gain territory for influence even if they get the influence before founding their city.
When a player is destroyed, his captured spies die with him.
All of your active spy missions stop in a city that you or an ally has just captured.
Fixed problem in tactical combat that was preventing units from capturing builders
You are no longer allowed to declare war on declared friends (or in an enforced peace period) from the "troops near me" warning.
Increased Jet Fighter and Jet Bomber sight range (up from 2 to 5).
Additional bug fixes.

[VISUALS]
Added snow environmental VFX.
Added sand environmental VFX.

[MULTIPLAYER]
Added “Turn Unready” button.

[UI]
Added more bindable keys (Toggle Resource Icons, Toggle Tourism Lens, Alert action).
Added a notification for when a player loses territory to a culture bomb.

[AUDIO]
Adding some missing UI sounds.
VIKINGS DLC:
Added VO, and updated quotes, for three Natural Wonders.
Added VO to Natural Wonders while in the scenario.

[MISC]
Credits updated.
Fixed some missing ARX images.
Updating game concepts for City-States, Trade Routes, and Great People. Explained some things that were not there before (ex. Patronage, gold income for foreign routes passing through city), as well as some clarifications.
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on February 24, 2017, 01:56:30 AM
Australia Civ is live

Eat it Canada :cancry
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on February 24, 2017, 09:23:55 AM
:hyper
Title: Re: Civilization VI - Districts and Dictators
Post by: Madrun Badrun on February 24, 2017, 10:05:01 PM
WTF Australia before Canada?  Fuck this game * uninstall   
Title: Re: Civilization VI - Districts and Dictators
Post by: zomgee on February 24, 2017, 10:45:34 PM
Quote
[AI TUNING]
Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements.

shit

Quote
Reduced frequency of “your troops are on my border“ warning.

shit

Quote
Increased desire to declare friendship.

...shit

Game's super good.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on March 28, 2017, 12:09:14 PM
patchy patch patch to go with persia/macedon dlc:
Quote
This update for Civilization VI, available now for PC players and coming soon for Mac and Linux, includes a number of balance changes, AI adjustments, multiplayer changes, and bug fixes.

The Harbor balance change, included in this patch, will bring the strength of the various districts in line with each other. In addition, there are now added nuances to the warmonger penalties so they only hit with their full strength if you are truly wresting valuable cities from your opponents.
A complete list of changes in the Spring 2017 Update is below:

[BALANCE CHANGES]

•   Harbors now give a major adjacency bonus with the City Center, +1 Food to all Coast tiles when the Lighthouse is built, and +2 Gold to all Coast tiles when the Seaport is built.
•   Australia now gets +1 for Charming/+3 for Breathtaking on the four affected districts (had been +2/+4) to compensate for the Harbor boost above
•   Royal Navy Dockyard now always provides +1 Trade Route capacity, even if the city already has a Commercial Hub. This makes it more useful, even when England builds it on its home continent.
•   Added “Future Civic” to the end of the Civics Tree, a repeatable Civic to research and add to the player score.
•   Bomber units are now more effective against cities.
•   Swordsman are now reduced to 36 combat strength.
•   Damages now remain on City and Encampments when a city is traded.
•   Siege units with bonus movement (e.g. from Great Generals or Persian surprise war) can still shoot after moving as long as they still have 2 MP.
•   Adjusted Warmonger penalties for Diplomatic status:
o   When applying a warmonger diplomatic penalty for EITHER declaring war or capturing a city, reduce that penalty if you are enemies with the target of that warmongering as follows:
-20% warmongering if this is against a player you have denounced
-40% warmongering if this is against a player you are at war with
o   NOTE: This is not used in situations where you are fighting a Joint War against the target power or when Sumeria joins as ally in war (in both those cases the penalty is still zero).
o   EXAMPLE: Macedon is at war with Persia. If India goes to war with Persia sometime in the middle of this Macedonian/Persian War and captures a Persian city, Macedon will reduce its warmonger penalty against India by 40%.
•   Adjusted Warmonger penalties for City Population:
o   When applying a warmonger diplomatic penalty for capturing a city, reduce that penalty if the city is smaller than the average city in the game as follows:
If the city’s population after conquest is below the average population of all the cities in the game, reduce the warmonger penalty by the percentage that city’s population is below the average.
o   EXAMPLE: Persepolis is conquered and its population after conquest is 6. But the average size of a city in the game is 8. So this city is 2 / 8 = 25% below the size of the average city in the game. Therefore the warmonger penalty is reduced by 25%.


[AI TUNING]

•   Improved coordination for multiple attacking units.
•   Ranged units better understand how to capture civilian units.
•   AI should now generally accept embassies when neutral, and reject when unfriendly.
•   When asking an AI to equalize a deal that has elements on both sides of the deal, it will consider a gold-only change before looking at other possibilities.
•   Increased AI’s desire to repair pillaged Districts and Buildings.
•   Minor civs will no longer go after policies that give them extra influence they can never use.
•   Made it easier to meet the positive side of the environmentalist agenda
•   AI will now build multiple Neighborhoods.

[BUG FIXES]

•   The Great Works tooltip in the deal now shows extended information.
•   Melee units can no longer attack embarked units.
•   Pillaged improvements no longer provide Pantheon bonuses.
•   Fixed double-counting of Appeal from Improvements.
•   Fixed broken gossip message about Seaside Resorts that made them always mention a "lost city".
•   John Curtin is now referred to as “Prime Minister” and not “President” in the Outback Tycoon scenario.
•   Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.
•   The World Tracker now keeps its open/closed state between turns.
•   Additional bug fixes.

[MULTIPLAYER]

•   Updating Global Thermonuclear War scenario's Proxy War victory condition to support team play.
•   Expanded internet games list to show results from additional regions
•   Games list was frequently not showing all available games due to UI bug.

[MISC]

•   Added more civs to the True Start Location Earth map.
•   Separated war/peace notifications into major civs vs. city-state.
•   Added additional information to Defeat/Victory screens, so players will be clearer on why they have lost the game.
•   Added "special ability" stars to techs and civics that unlock new functionality.
•   Added invasion warnings to Poland scenario
•   Added new Capabilities data base table to disable select game systems for scenarios and mods.
•   ARX functionality updates for scenarios.
•   Added text labels differentiating Official and Community content in the Lobby screen.

[ADDITONAL CONTENT]

•   In Game
o   Fixed issues in the Additional Content menu with mods that contained very long strings.
o   The "ImportFiles" modding action now works as a Frontend action.
o   The "UpdateIcons" action now supports SQL files in addition to XML files.
o   Multiple files can now be specified in the "AddGameplayScripts" Ingame action.
o   Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.
o   The localization database is now written out to the cache folder.
•   Development Tools
o   The SDK launcher will now close after the user has clicked on an application to launch.
o   ModBuddy will no longer display a 'Parameter "escapedValue" cannot be null.' error when the Development Assets are not installed.
o   Added SQL syntax coloring to ModBuddy.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on March 28, 2017, 12:12:18 PM
Quote
Increased AI’s desire to repair pillaged Districts and Buildings.
i noticed this a couple weeks ago, one civ had like all their districts around their two largest cities pillaged after some war it had and it stayed that way until the game was over :lol
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on March 28, 2017, 02:11:24 PM
:bow
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on April 20, 2017, 02:22:46 AM
So that tweak to make the AI's stop being total assholes 100% of the time has improved things, but it's almost too far in the other direction, everyone wants to be your friend immediately and I've gotten more alliance offers in two games than I ever received in all of Civ V.

But it's hasn't stopped the weird surprise and disastrous wars early on for the AI if you fall back and turtle with city defenses plus archers or whatever because they only have like six units in total. Even if they've just declared your friendship.

Greece did this, I wiped out like practically all their military before they set foot inside my borders as they just smashed into a wall of crossbowman plus the nearest city. Then they asked for peace. Then their neighbors the Romans declared war and conquered like half of Greece with a handful of horsemen because they were in shambles. :lol
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on April 20, 2017, 02:24:01 AM
Also the bug where the notification for someone else building Alhambra and only building Alhambra never goes away is still there, what a weird bug.
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on April 21, 2017, 01:20:07 AM
So that tweak to make the AI's stop being total assholes 100% of the time has improved things, but it's almost too far in the other direction, everyone wants to be your friend immediately and I've gotten more alliance offers in two games than I ever received in all of Civ V.

This sounds good.

Quote
But it's hasn't stopped the weird surprise and disastrous wars early on for the AI if you fall back and turtle with city defenses plus archers or whatever because they only have like six units in total. Even if they've just declared your friendship.

This does not.

After learning how to play EU4 at a reasonable level I haven't been able to go back to Civ 6 :(
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on April 22, 2017, 02:55:33 AM
Was playing a game on the true start Earth map for kicks after reading a world war one book.

Rome is the most indefensible city in world history. The Italian peninsula is basically one tile wide (because we aren't allowed to have actual "huge maps" anymore without mods) and so you can surround the city on the sea for an easy landing of troops and if you control either route around the alps it's even more of a slaughter.

I have a city on the northern (Germany irl) side of the Alps so I've watched it changed hands about four times. The AI clearly knows how to attack it because they actually are doing this I assume related to how they smartly siege cities, but they clearly aren't putting any thought into defending it by say, just sitting some ships outside it to pick off embarked units. So the next power just comes along and takes it fifty turns later. I can't imagine what an easy slaughter that would be if embarked units still had their full power before the patch a while back.

Meanwhile the actual Roman Empire is hanging out down in South Africa now.

Also France collapsed immediately because I put Germany, Spain and England in the game. Whoops. :lol
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on April 22, 2017, 03:38:23 AM
somebody made a mod for the mod screen so you can just checkbox things instead of having to click on each one and click enable  :lol

http://steamcommunity.com/sharedfiles/filedetails/?id=905702111
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 19, 2017, 03:03:59 PM
Quote
The Fall 2017 update for Civilization VI is available now for PC players and coming soon for Mac and Linux. Just one of the big changes here: Religion has been overhauled. Religion gets fleshed out with new beliefs, new religious units, two new Pantheons, along with new Founder, Follower, Enhancer, and Worship Beliefs. These beliefs unlock the ability to build two new buildings as well as a new combat unit, the Warrior Monk. Finally, the Religion Lens has been overhauled to improve overall usability and readability. Beyond religion, there’s a number of other changes in store. For more details, see the complete list below:


[RELIGION UPDATE]
Overhauled “Religion Lens”
All religious units move on their own layer (similar to Trade Units and Spies)
Switched to unique unit flag backing for religious units
Display religion (if applicable) for a unit to be purchased with Faith
Added the ‘Condemn Heretic’ unit action to allow military units to eliminate religious units in their tile, similar to pillaging a trade route
Added Religion indicators to unit flags
Religious units now exert Zone of Control and receive Flank and Support bonuses in religious combat
Added two new Pantheons, two new Founder Beliefs, two new Follower Beliefs, two new Enhancer Beliefs, and two new Worship Beliefs (with new buildings)
Follower Belief “Warrior Monks” unlocks the new Warrior Monk unit, a medieval land combat unit with its own promotion tree that is purchased with Faith
Added the Guru religious support unit, which can heal nearby religious units
Improved long-term usefulness of Missionaries by giving their spread religion ability 10% eviction of all other religions
Gave nine existing leaders the LOW_RELIGIOUS_PREFERENCE trait so they are unlikely to push hard for a religion, making it easier for players to get one on high difficulties
Added Unit Action tooltip to show you how many followers you’ll have in a city after you spread religion there
Adding religious pressure to both ends of a trade route:
      Destination city gets 1 pressure per turn of the origin city's majority religion (if it has one). This is the same amount as if that city was close by.
      Origin city gets 0.5 pressure per turn of the destination city's majority religion (if it has one)
Added 8 new Relics
 

[UI ENHANCEMENTS]
Updated Diplomacy screens to improve readability and usability
Trade Overview: Available Routes tab will now show all possible routes between two cities regardless if the origin city has a trader located at it
New medallion style art for Great People
Capital icons now appear on city banners in espionage chooser menu
Rest & Repair actions inform you if you can’t heal due to a missing Strategic Resource
Changed sort order for gossip so most recent messages are shown first
Ensure plot tooltips show up after mousing over 2D icons in same plot
Trade route chooser now sorts routes when filtered by a yield
Lots of changes to make assorted UI screens more moddable/extensible
 

[AI TUNING]
Improved AI’s naval gameplay, including protection and healing of naval units, building a proper navy, and assaulting coastal cities
AI will attempt to re-convert its holy cities
AI will no longer commit to battles they cannot win
Improve AI city and district placement
Improved AI’s valuation of great works
Improved Scout’s drive to explore Tribal Villages
Improved siege attacks
Adjusted religious strategies, preventing large hordes of units going to the same, distant city
New AI support for Religious Heal and Condemn Heretic actions
Improve AI use of Inquisitors
Money Grubber agenda is no longer as sensitive to fluctuations in income
 

[MULTIPLAYER]
Ongoing stability improvements
 

[BALANCE CHANGES]
Removed some of the least useful Gossip messages to improve signal to noise:
      Buildings constructed if from 2 eras earlier than the constructing player's current era
      Civic cultivated if from 1 era earlier than developing player's current era
      Influenced city-state if not tied or higher than all other players
      Land unit promoted if only to Level 2
      Naval unit promoted if only to Level 2
      Policy slotted if unlocked from a Civic that is 2 eras earlier than slotting player's current era
      Tech researched if from 1 era earlier than researching player's current era
Move +1 embark speed from Cartography to Square Rigging
Allow friendly or allied spies to escape just before a nuke is detonated on a city they are in. All other spies are still killed.
Add Guilds as a prereq for Humanism so you have Theater Square before Museums
Change the Civic prereqs between Industrial and Modern so Zoo is required before Stadiums
Religious Idols Pantheon belief is now +2 Faith per mine instead of +1
Persian Immortal unit now behaves primarily as a melee unit with a ranged attack ability
 

[BUG FIXES]
AI will now recruit Great People when they take control of a human's game in MP
Fixed an issue where AI would trade invalid items
Fixed issues where AI appears to refuse their own deal proposals
Corrected an error that made the AI very unlikely to agree to alliances
Added missing description text for Broadway (+20% Culture for the city)
Fixed Colonial Taxes to be the listed 25% boost
Fix player being able to make peace with city states while at war with the suzerain
Pillaged districts no longer provide adjacency yields and they drop adjacent Appeal
Fixed the Hanging Gardens not granting Appeal
Archery tech boost earned by a Slinger on defense
Unique districts don’t count twice for Mathematics tech boost
Fix Housing from Monarchy to properly be +1 for each level of Wall
Culture Bombs can no longer steal National Park tiles
Conquering a city with a spaceport under sabotage no longer redirects that mission at yourself
Captured spies are immediately returned when a player is defeated
Gold costs of delegations is correct at all game speeds
Properly compute foreign followers of a religion for beliefs that use this stat. Followers from cities that didn’t have this religion as a majority were not counted previously
Embarked combat units can no longer capture enemy embarked civilians
Additional bug fixes
 

[MISC]
Changed Jakarta City-State to Bandar Brunei
Added Motion Blur to leaders
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on October 20, 2017, 03:39:54 PM
I still play this game for at least an hour every day.

When I start a new game, I've been setting it up like this:

Difficulty: Mostly Immortal or Deity for teh lulz
Speed: Online
World: Huge
Resources: Abundant
City States: I set it to what I'm feeling.... sometimes all or none and everything in between
AI Players: All or sometimes just 3
Landscapes I usually just shuffle, but I'm liking Islands recently
No Barbarians because fuck barbarians on high difficulty
Everything else on default

Be ready to battle because everyone you meet will be coming.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 20, 2017, 11:32:03 PM
i actually haven't played this in a while, games were getting too similar

and that race to found cities early on because otherwise the AI will eat up the entire map before you even want to send some ships out was getting annoying, especially the way they'd just walk over city states

don't know if i'm glad or not to see this in the patch notes:
Quote
AI will no longer commit to battles they cannot win
because setting up a hermit defense gauntlet that they would just endlessly smash into one or two units at a time like idiots until they ran out of units and then buying myself an actual army to sweep through half their territory until they'd give me all their great works in exchange for peace was my go-to war strategy :lol
Title: Re: Civilization VI - Districts and Dictators
Post by: Jenkem on October 21, 2017, 12:13:26 AM
I haven't played this since the Australia update and I haven't done any of the DLC scenarios or used any of the DLC leaders...

I own the Digital Deluxe edition

 :doge
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on October 21, 2017, 12:33:01 AM
that made me look, at this point in the three past games we already had an expansion released

i wonder if they're just going to go the dlc route for civs plus these seasonal updates for longer before bundling them up, Civ V sorta seemed like they were going to do that but I think they started to want more people to upgrade to the latest expansion to where they kinda hid Gods and Kings after BNW came out...i noticed X-COM II also has way more relevant DLC than X-COM which had some weapons and stuff around release and then did a big expansion...so might be the 2K Model

they sent out a digital deluxe coupon for us regular folk, but there's no upgrade option for $15-20 or whatever like every other game that's not Call of Duty does, it's just 50% off the $80 package, which would still be more expensive than buying all the DLC at full price :lol
Title: Re: Civilization VI - Districts and Dictators
Post by: zomgee on November 30, 2017, 07:26:21 AM
Well then:

https://m.youtube.com/watch?v=IOT9T15mkX0


https://civilization.com/news/entries/announcing-civilization-vi-rise-and-fall

I guess it was right on time. :)
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on November 30, 2017, 09:33:25 AM
More Civ! :rejoice

:hyper
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on December 08, 2017, 03:54:11 AM
It better come with all the DLC. :bolo

He says trying to create reasons to hold off until a sale at least.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on December 08, 2017, 04:17:39 AM
crap it's 15% off (~$25) on hate site gamersgate: https://www.gamersgate.com/DLC-CIV-VI-RISE-AND-FALL/sid-meier-s-civilization-vi-rise-and-fal
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 17, 2018, 07:42:45 PM
totally haven't won a game in the expansion so far, even on settler :lol
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on February 21, 2018, 09:53:53 AM
The bug I have now is that every time I leave it on random leader, I always end up as Germany.  :doge

I am loving the governors. It's a nice addition to the early game.
Title: Re: Civilization VI - Districts and Dictators
Post by: shosta on May 01, 2018, 11:48:23 PM
I have a pirated version so maybe this was fixed in the patch but every time I try to capture a city it crashes. Was going for a domination victory for fascist Rome >:( totally unplayable!
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on May 01, 2018, 11:50:11 PM
maybe it's an anti-pirate "bug" like how Batman couldn't climb anything in the Arkham games
Title: Re: Civilization VI - Districts and Dictators
Post by: shosta on May 01, 2018, 11:53:48 PM
A lot of people had this bug actually, seems like it has something to do with spies in transition between cities causing a taken city to totally crash everything. I tried deleting all my spies ( I even traded for captured Rosenbergs :doge ) but other civs probably have spies in transit, too. Or it could be a different bug entirely, god knows I had so may random crashes in civ 5.

Btw benji I agree with your old old post in this thread about how good strategic view looks, I'm using that exclusively now.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on November 20, 2018, 05:59:40 PM
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25030453/2e736f99bd62977a56f3677bfc4b92f8daabf1d6.png)

Quote
In Gathering Storm, the second expansion to Civilization VI, the world around you is more alive than ever before.

Chart a path to victory for your people by developing new advanced technologies and engineering projects and negotiating with the global community in the World Congress on critical issues.

The choices you make in the game will influence the world ecosystem and could impact the future of the entire planet. Natural disasters like floods, storms, and volcanoes can pillage or destroy your Improvements and Districts – but they may also refresh and enrich the lands after they pass.

In addition to these new systems, Civilization VI: Gathering Storm introduces eight new civilizations and nine new leaders. Seven new world wonders can be constructed, as well as a variety of new units, districts, buildings, and improvements.

ENVIRONMENTAL EFFECTS
Volcanoes, storms (blizzards, sand storms, tornados, hurricanes), climate change, floods, and droughts.

POWER AND CONSUMABLE RESOURCES
Strategic resources play an additional role in Gathering Storm. These resources are now consumed in power plants to generate electricity for your cities. Initially you’ll be powering your most advanced buildings by burning carbon-based resources like Coal and Oil, but renewable energy sources also unlock as you progress to current-day technologies. Your choices about resource usage will directly affect the world’s temperature and can cause melting ice caps and rising sea levels.

ENGINEERING PROJECTS
Shape the world around your empire to overcome unfavorable land conditions by making improvements like canals, dams, tunnels and railroads. When settling cities, consider the flood risk to coastal lowland areas, but keep in mind that in the late-game, new technologies like Flood Barriers can be used to protect these tiles.

WORLD CONGRESS
Make your voice heard among the other leaders of the world. Earn Diplomatic Favor through Alliances, influencing city-states, competing in World Games, and more. Use Diplomatic Favor to extract promises from other leaders, vote on Resolutions, call a Special Session to address an emergency, and increase the weight of your votes in your quest to achieve the new Diplomatic Victory.

21st CENTURY TECHNOLOGIES & CIVICS
A new era has been added to the Technology and Civics trees. Combat new environmental effects with speculative ideas such as relocating your population out to seasteads and developing technologies to recapture carbon emissions.

NEW LEADERS AND CIVS
Nine new leaders from eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of nine unique units, four unique buildings, three unique improvements, two unique districts and one unique governor.

NEW SCENARIOS
The Black Death: The Black Death ravaged Europe and western Asia in the mid-14th century, killing a greater share of the population than any other event in world history. The pandemic killed millions, ruined economies, upended political dynasties and transformed the face of the Western world. Your task is to lead your nation through the calamity: keep your population alive, your economy strong, and your faith unshaken amidst a world of terror and desperation.

War Machine: At the outset of WWI, the German Imperial Army had a daring plan: invade neutral Belgium and then rush the French heartland before they could mobilize to resist. If successful, the German forces would capture Paris within a month and end their resistance forever. In counter, the French command prepared Plan 17, an all-out onslaught designed to meet and stop a German offensive. When war was declared, both armies swung into motion and set up one of the most incredible and shocking military campaigns in world history. In this multiplayer scenario, players take the side of one of these two great powers at this same precipice. As Germany, your task is to capture Paris. As France, your task is to prevent its capture. The clock is ticking, and the enemy is moving. Advance!

MORE NEW CONTENT
Seven new world wonders, seven natural wonders, 18 new units, 15 new improvements, 9 new buildings, 5 new districts, 2 new city sets, 9 new techs and 10 new civics have been added.

IMPROVED GAMEPLAY SYSTEMS
The Espionage system has been enhanced with new options, the Culture and Science Victories have been updated, new Historic Moments have been added, and additional improvements have been made to other existing systems.

https://www.youtube.com/watch?v=trNUE32O-do
Title: Re: Civilization VI - Districts and Dictators
Post by: Himu on November 20, 2018, 06:09:09 PM
Is Civ VI good yet?
Title: Re: Civilization VI - Districts and Dictators
Post by: Tasty on November 20, 2018, 06:16:21 PM
Is Civ VI good yet?

It's on Switch now so yes
Title: Re: Civilization VI - Districts and Dictators
Post by: Borealis on November 20, 2018, 06:19:57 PM
Quote
On the other side, we’ve replaced the Warmonger score with Grievances. This acts as a tug-of-war between a pair of players – if you’ve ever been at the receiving end of a surprise attack and retaliated by taking a few cities, I think you’ll appreciate how this system has been updated. The other leaders are now likely to feel that such a countermove was entirely appropriate.

Most important change, thank fuck.
Title: Re: Civilization VI - Districts and Dictators
Post by: Freyj on November 20, 2018, 06:23:27 PM
So do I wait to buy VI, Rise and Fall and this until it’s out or buy VI and Rise and Fall for $35 on the Humble Store before their Fall Sale ends?
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on November 20, 2018, 07:07:33 PM
Is Civ VI good yet?
It's been good since release and only gotten better? :huh

So do I wait to buy VI, Rise and Fall and this until it’s out or buy VI and Rise and Fall for $35 on the Humble Store before their Fall Sale ends?
Even if you didn't want to play it until Gathering Storm, it'd still be cheaper to buy VI+RAF at their cheapest, then GS at full price when it comes out than pay full price for everything later.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on November 20, 2018, 07:12:17 PM
https://civilization.com/news/entries/civilization-vi-gathering-storm-new-expansion-release-date-pc-february-14-2019/

pretty pictars and more description like Borealis quoted

Quote
Which brings us to something we know many fans are excited about - the addition of the Canal district. This is something we’ve seen asked for again and again, and we are excited to bring it to fruition in this expansion. There are actually three parts to this. First, we have taken our player’s existing use of cities on one-tile wide isthmuses (what our fans call “canal cities”) and officially recognized these features with the art on the map (which shows a navigable channel through these cities). The second part is the introduction of the Canal district. It’s another tile that provides navigation and since it can connect into cities you can actually use two of them around a city center to create a 3-tile wide path between bodies of water. But why stop there? Here on the Civilization VI team we have heard about “a man, a plan, a canal, Panama” so we felt it was pretty imperative to have a Panama Canal wonder. There’s an achievement in Gathering Storm for creating a full 7-tile navigable path using Canal districts, cities, and this wonder together.
Quote
The design team was able to do something a little bit different in Gathering Storm, and added a new era of techs and civics including some speculative technologies. As we cannot predict the future, we decided that there would be no single path through this era, but instead these new branches of the trees would have a bit of randomization to them. I’m not ready to provide specifics just yet, but I can confirm that yes, we do have some new items unlocking in these late eras that spice up the present Science, Culture, and Domination Victories in fun new directions.
Quote
We’ve always had Floodplains in the game, but I always found it disappointing that they were completely static. No longer! We’ve enlarged the floodable areas to include flat Grasslands and Plains tiles next to Rivers so these valleys can offer the potential of incredibly high yields. So you’ll still want to settle there -- but now doing so comes with real risk. Periodically each of these rivers will flood, damaging structures throughout the floodable tiles. But don’t worry, there’s an upside!  First, you can mitigate the effects with our new Dam district. And once you’ve rebuilt, the flood will have enhanced a number of those tiles with rich, fertile soil. I love the way this works out: throughout history civilizations have risen and flourished in dangerous places, like near volcanoes and in river valleys.
Title: Re: Civilization VI - Districts and Dictators
Post by: Himu on November 20, 2018, 07:34:55 PM
Is Civ VI good yet?
It's been good since release and only gotten better? :huh

So do I wait to buy VI, Rise and Fall and this until it’s out or buy VI and Rise and Fall for $35 on the Humble Store before their Fall Sale ends?
Even if you didn't want to play it until Gathering Storm, it'd still be cheaper to buy VI+RAF at their cheapest, then GS at full price when it comes out than pay full price for everything later.

People complained at release saying it was missing features or am I thinking of V
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on November 20, 2018, 07:55:19 PM
People always complain about Civ regressing from the fully expanded version of the prior game or performance issues or whatever. But the series has always been good if not excellent.

Series should be thought of as different focuses or approaches to the same concept, a new "spin" each time, rather than an unbroken line of development marching towards an eventual singular perfection.

There's no reason not to go back to BNW or BTS or II when that's the version you're feeling you want, rather than thinking them outmoded because there's a NEW one.
Title: Re: Civilization VI - Districts and Dictators
Post by: Himu on November 20, 2018, 10:07:50 PM
Ahhh

Thanks!
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on November 20, 2018, 11:47:46 PM
My biggest complaint with the game, and I still had this about V actually, is that they've never touched up the UI enough. Just steal some of the stuff in the Workshop already!
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on November 21, 2018, 04:03:38 AM
Hows the AI now? That was always the downfall for me.
Title: Re: Civilization VI - Districts and Dictators
Post by: Cerveza mas fina on November 21, 2018, 05:49:15 AM
Turn 300 on Switch

America is wholly islamic

Goddamit how do I turn agnostic
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on November 21, 2018, 08:45:45 AM
:lawd Take my money!
Title: Re: Civilization VI - Districts and Dictators
Post by: shosta on November 27, 2018, 11:21:51 PM
I've only ever played five and six so my perspective here is limited and I don't know if it was any different in previous games. But while I enjoy the games I've played, I've started wishing for some things:
- causa belli for a simple frontier war. Or trading boundary tiles in general. Sometimes my opponents beat me at getting a resource and I want a way to get it without having to take over their city and raze it to the ground (although that's always fun). Peace agreements should let you nudge the line, or even force your opponent to make huge territorial concessions without necessarily ceding whole cities. I know this is supposed to be done with cities but taking on the tile granularity might be met with less warmonger penalty etc.
- Allow wars for influence on a city state. Sometimes I go to war with a civ and don't want to take them off the map but just get their capital, peel off their encroaching cities, etc. That ends up fine but at the end, they still have all their envoys to city states that I've been wasting all my envoys on! And that gets extremely annoying. So this is a two parter. The first is that you should be able to trade influence on the deal screen. This actually incentivizes you to gain influence in city states whose focus you're not interested (faith, culture?) because that becomes a commodity you can trade to people who might actually want that influence. the second is straight up that I want to go to war with city states and upon defeat, remove all other foreign envoys. That kind of sphere of influence stuff is definitely the predominant kind of military action anyway once you get past the Renaissance era in history.
- speaking of influence, rethink economics in general. food, productivity, and currency aren't totally independent things. Food is exportable! Trade routes to other civilizations should also bring with them food surpluses. Trade routes within a civilization should produce just as much wealth as trade routes outside of them. The principle benefit of trading between civs should be in increasing friendliness, religious pressure, and mutual science and culture boosts, but the material advantages should be the same. As it stands, while I *can* make cities in, say, agriculturally desolated but minerally rich areas (Arctic continents and islands come to mind specially), and just send trade routes with food, in practice I always use my trade route capacity for coinage. If this trade-off was intentional it wasn't thought out. Making food exportable would also create really interesting situations like on civ being dependent on another breadbasket civ, being able to starve civs as a war strategy (blockades, so on... although I remember that civ 5 had blockades as a ramification of its capital city connection mechanic...
- pls bring back Venice  :doge

still love the game though  :-*
Title: Re: Civilization VI - Districts and Dictators
Post by: shosta on November 28, 2018, 02:56:38 PM
i just did 18 hours straight. uninstalled.
Title: Re: Civilization VI - Districts and Dictators
Post by: Dickie Dee on December 11, 2018, 11:09:07 AM
https://www.youtube.com/watch?v=eg0PYsWK1dc
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on December 11, 2018, 11:16:39 AM
Canada? Preorder cancelled.
Title: Re: Civilization VI - Districts and Dictators
Post by: zomgee on January 07, 2019, 10:37:01 AM
Civ VI on Switch is such a good fit. No expansions... yet. But they may be released.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 14, 2019, 01:22:50 AM
bad reviews from some Gamer outlets, don't care, lets do this :punch
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on February 14, 2019, 04:50:45 AM
I've read one review from someone I know who loves Civ. I still can't see enough to drag me back from the randomness of EU4
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 18, 2019, 08:44:28 PM
they still haven't fixed how it's borderline impossible to win games if you don't build enough cities early enough in the game, and how you can see the loss pretty much locked in before the mid point in the game unless you drastically overhaul everything

something like the Venice civ from V would be literally impossible to do in this game I think
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 18, 2019, 11:38:14 PM
lmao the stupid aztecs got ass blasted by a volcano and hurricane back to back, the latter started a bunch of flooding along their rivers

that's what you get for not letting me establish an embassy to send my e-mails to
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 20, 2019, 11:00:28 PM
after playing about four complete games (i quit two a hundred turns from the endgame realizing they weren't possible to win at the difficulty) along with a few quick speed test games on settler (i usually do this with new games/expansions/mods/etc. just to learn the new mechanics)

my conclusion is this, i hope there is one more expansion and they don't stop at three because this game continues to be underserved in so many ways

there are so many mechanics where their "fix" is to just make them accumulating values and display them, like the diplomatic points now, I have zero clue how these actually are supposed to work, but the AI really wants them and I have no other use for them except to give them away to the AI

it's like religion points if you aren't a religion founder, you're totally out of that subgame and those are just free points to spend on crap... if you don't give a shit about the World Council's garbage like going after certain religions or civs or banning trading gems to city states, you just accumulate these endlessly and the AI civs all want them, at some pretty high prices too, you can get strategic resources (that you extra need now) like iron, oil, etc. for them straight up in trades, the AI sometimes will even send you gobs of gold per turn for these

the governors continue to be useless for anything except boosting cities

the best thing about this is the highly expanded endgame now, no longer are you researching SOCIAL MEDIA forever for the last hundred turns or whatever, there's new stuff, new hypothetical governments, etc. science doesn't stop at launching crap into space, etc. it's arguably the farthest they've ever taken this in any of the games

the climate change thing is totally busted, there's literally no way to halt it or reverse it or anything by yourself... which, this is accurate enough, BUT, none of the AI even cares about this and they're all the CO2 producers because I PLANNED AHEAD and they don't

the fucking Dutch in my last game went from a world power to totally underwater because the climate change couldn't be halted, and I was the only Civ to even think about building the WALLS on the coast that prevent your lands from submerging if they fall below the sealevel...and I only had one city and some good resources in this position, the fucking Dutch had THEIR WHOLE CIVILIZATION in this position and DID NOTHING...they were also the fucking second highest CO2 producing Civ :lol

it also seems like the tweaked AI no longer cares about certain world wonders as they're always there, to the endgame, never built...and many of these are ones like an extra policy, extra great people, etc. so you can really fucking boost your civ into the stratosphere

which brings me back around to the deterministic part of Civ VI, that pilon accurately noted...I mostly hate it when I realize I can't win the game, but I'm also realizing that there are many games where my win is all but locked in, it's just a matter of the turns going by so I accrue enough tourism or unlock the space race stuff

the U.S. in my last game launched a war at me, I think to try and stop me since they were the second place team in both science and culture, which is great, much better than the random wars from base game... but they they didn't have the units, literally to pull off even pillaging my closet city, i used my huge warchest of garbage to buy a bunch of units to stash on the border and blast away everything they sent for a few turns

then when they stopped coming, i sent them into U.S. territory to try and force a peace treaty...it wasn't until I had captured New Orleans and had like three other cities ready to capture from being bombarded for turns that I could finally force a peace treaty out of Teddy, in which he gave me New Orleans, like a hundred gold a turn, all sorts of resources, a bunch of art, etc. this was what HE offered when I said "what will you give me for peace" for the twentieth time

so he launched a non-sneak attack against a powerful civ in hopes of derailing my victory train, then got his teeth kicked in and only when I was about to take half his civilization away did he finally give in and write himself out of the running for winning the game

who's fucking running the AI, the Kaigun from the 1940's?

but it's still Civ so... time to start putting the mods back on :american
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 20, 2019, 11:06:05 PM
actually thinking about that, the new diplomatic system has totally broken how the AI's think about each other

they don't

all the wars are started over city states now because the AI's realize that the diplomatic points are more valuable than the costs of going to war with someone, EXCEPT they over value city states, so those are worth going to war over

once the city state situation is "corrected" they will immediately make peace, nobody is taking out other civs anymore, not even dudes like Genghis Khan where it's supposed to be part of their agenda
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on February 21, 2019, 04:17:39 AM
My favourite part about Climate Change in this is that I've read is that eventually it just stops? Like OH NO THE SEA LEVELS ARE RISING and then they just stop rising and climate change is over?

which brings me back around to the deterministic part of Civ VI, that pilon accurately noted...I mostly hate it when I realize I can't win the game, but I'm also realizing that there are many games where my win is all but locked in, it's just a matter of the turns going by so I accrue enough tourism or unlock the space race stuff

To be fair, a lot of strategy games are like this. In EU4 you reach a point where you can blob everywhere over the map without any issue, the only thing holding you back is having to micromanage all of your troops.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 21, 2019, 04:45:19 AM
Yeah, there's only five levels of climate change. Which I think ruins three levels of coastal land. Then beyond that it just ever so slightly increases the amount of certain weather events permanently once it started.

Also, funnier is that the polar ice on the map doesn't actually melt even as the game reports how much it's melting. It's still there impassable as always. :lol
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 21, 2019, 04:51:26 AM
Actually, that reminds me that one of the drivers is deforestation. But like, you literally can't play the game without it, since you can't put down districts or wonders and stuff that every other game mechanic is dependent on without doing some major deforestation in the process.
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on February 21, 2019, 04:52:09 AM
Also, funnier is that the polar ice on the map doesn't actually melt even as the game reports how much it's melting. It's still there impassable as always. :lol

just like real life then
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on February 21, 2019, 04:56:51 AM
 :ohyou
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on February 21, 2019, 01:34:40 PM
Can you turn off religion yet? I like to imagine.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on March 06, 2019, 06:59:30 AM
so i was wrong, the polar ice does melt, but it's not tied to the water levels rising which alerts you when it happens

i finally noticed this because i started the game near the top of the map and suddenly found my travel times cut in half when a one tile piece of ice disappeared :lol

on another note i don't think Civ VI has ever truly figured out the game length alterations, i remember Civ V having this problem but they figured it out eventually, i think part of it has to do with the way units operate on a one turn basis no matter what the build times in your cities look like, the AI doesn't seem to understand this, which throws its reading of your military strength way out of wack... it seems the longer games actually work better especially with the additional stuff they've added now

also they don't indicate that the non-military alliances mean you will declare war automatically on anyone your "ally" or one of their fucking city states decides to fuck around with... which, sure go ahead and punish me for saying "yeah, nope, you're on your own" not randomly force me into a war with someone i had good relations and trade with and i can't even reach without negotiating a bunch of open borders to get to them and they refuse to make peace with me because i haven't done anything to them in the war so they think they're in the position to demand all my gold for thirty turns rather than just agree to status quo peace
Title: Re: Civilization VI - Districts and Dictators
Post by: Mandark on October 02, 2019, 01:56:39 AM
I have played this game and I don't enjoy it. Makes me sad.
Title: Re: Civilization VI - Districts and Dictators
Post by: pilonv1 on October 02, 2019, 05:34:06 AM
They added all of this stuff to do but none of it is interesting. The expansion pack where they added names for rivers and mountains is the most excited I've been to play this again. Much rather play another game of EUIV
Title: Re: Civilization VI - Districts and Dictators
Post by: Brehvolution on October 02, 2019, 09:54:12 AM
Still play this all the time but I'm pretty picky when I start a game. I'll start over if I don't find horses close by in the first few turns.
Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on January 21, 2020, 12:16:29 AM
I've been playing some of this for the first time since well, probably March there, there was a big Fall update, they redid a bunch of the mechanics of the climate stuff, the expanded endgame is actually pretty fun and cool and the game doesn't just hit a point where you're burning turns to a definite loss or whatever. I was able to nearly pull off a late game science victory switch run but needed two more turns to avoid defeat. Couldn't have done that since Civ VI released.

The climate stuff is not ratcheted endless in one direction no matter what, you can slow it down, and the AI now actually realizes this. Related to that there's also now a disaster slider basically, so you can turn them down to only really get the bad shit like volcanoes or hurricanes and less annoying floods that do nothing but make you repair your tiles for a couple turns. That doesn't turn off say the climate change floods but just the semi-random ones that would wreck a tile or two. They still happen, especially in areas marked "FLOOD PRONE" but not all over the place for no reason anymore if you turn it down.

There's now workable governments (and even better, policies!) past Democracy/etc. and they slightly dragged out the military tech tree so you don't smash into the end of units in the 1880s as much anymore.

The diplomacy is still nonsense, the war has never been figured out for the AI on these single units on a tile so the same strategy since the start of Civ V is still the one you want to use. They went too far in turning down the irrationality of the AI so they had to go back in the other direction and make it so certain trade offers you make are now marked as "demands" to the AI so they get upset again. In launch Gathering Storm, and really a bit after Rise and Fall, you really could just gift the AI random useless shit and make them be friends again no matter what lol

A lot of the confusion from stuff is just gone now, it's clear what stuff will or will not do, they added more pop-up tips from your adviser to make clear what in the hell these sets of icons are supposed to mean, etc. (The new city suggestion icons now you can mouse over and it'll show you why it's recommending that location but also what the location is now lacking for a perfect city like you can plant at the start of a game so you can judge whether you don't care that it has no special resources you just need another population center or if you need a coastal outlet or whatever) That said, some of the refined screens are even more confusing even if there's more information. The trade route screen is still hilariously awful and worse, DOES NOT SHOW ACCURATE INFORMATION NOR EVERY POSSIBLE ROUTE, so it's pretty much still essential to install the mod for this or else when you build a trader you want to send him around to each city to see the actual possible routes and their values. I don't mean like it's off by a couple gold, I mean it can be literally wrong and there's not actually a route to that city or even that civilization. :lol

I was losing it trying to setup trade routes to the proper civs in order to get the tourism boost for a cultural victory this weekend. Just gave up and sent them to the best cities in the end. Which reminds me how the bug that's been in the game from the start about cultural victories is still there. It STILL notifies you that you are "ONE CIVILIZATION AWAY" every time you "lap" a civ you've already conquered, so the thing is utterly useless at figuring out how long you have to win. You really can't play for a cultural victory alone as you need a score and/or science and/or diplomatic backup probably just incase that thing that says "9 turns" actually means 35 turns or whatever. I don't mind when you can tell one of the turn counters is off by one because of rounding so it takes an extra turn, but it shouldn't really change every turn like it's using RNG for half of the value. (Even if it is! Tell me then!)

I hope they do a 2020 patch that's comparable to what they did for this last one. Then they can fully move on to 7. I would say another expansion isn't needed, save those ideas for 7, but another broad patch looking at everything could be good for when I come back again while waiting for 7 to release. The reason I picked this up again may in part be because I'm getting unnecessarily and overly hyped for Humankind...
Title: Re: Civilization VI - Districts and Dictators
Post by: ToxicAdam on January 21, 2020, 09:28:25 AM
I put in about 40 hours into this game on mobile. I repeatedly found myself wishing it were more like Civ Rev in many aspects of the game.


I'm sure I could tweak the settings enough to where I'd get there, but it seems like too much trial and error and possibly no pay off.

 

Title: Re: Civilization VI - Districts and Dictators
Post by: benjipwns on May 21, 2020, 12:32:27 AM
So the first part of this came out:
Quote
Continue your quest to build your greatest empire with the Civilization VI - New Frontier Pass, featuring eight new civilizations and nine new leaders, and a variety of new gameplay content, including six new game modes. Delivering six DLC packs on a bimonthly basis from May 2020 to March 2021, the New Frontier Pass includes:

Pack #1: Maya & Gran Colombia Pack
Adds two new civilizations and leaders, one new game mode*, new City States, Resources, and Natural Wonders. Available May 2020.

Pack #2: Ethiopia Pack
Adds one new civilization and leader, one new game mode**, one new District and two new Buildings. Available July 2020.

Pack #3:
Adds two new civilizations and leaders, one new game mode**, new World Wonders, and one new map. Available September 2020.

Pack #4:
Adds one new civilization and leader, one new game mode, new City States, and numerous new Great People. Available November 2020.

Pack #5:
Adds one new civilization and two new leaders***, one new game mode, a new District, and two new Buildings. Available January 2021.

Pack #6:
Adds one new civilization and leader, one new game mode, new World Wonders, and one new map. Available March 2021.

*New game mode requires the Gathering Storm expansion to play.
**New game mode requires either the Rise and Fall or Gathering Storm expansions to play.
***New leader requires Rise and Fall expansion to play.

Game modes can include additional content such as new units, buildings, or improvements and can be turned on or off during game setup to apply significant and dramatic changes to the rules of the game.

Exclusive bonus: Teddy Roosevelt and Catherine De Medici Persona Packs. Each Persona Pack contains a brand-new take on a favorite leader, with a new leader model and background, new gameplay bonuses, and an updated agenda that reflect the changes to the leader’s personality. The Persona Packs are available exclusively to owners of the New Frontier Pass and will be delivered with the second add-on pack.
Quote
The Maya & Gran Colombia Pack introduces Lady Six Sky as the leader of the Maya and Simón Bolívar as the leader of Gran Colombia. The Maya can build prosperous city centers early in the game, supported by surrounding Farms and Plantations and protected by their unique Hul’che. Gran Colombia focuses on fast armies boosted by Simón Bolívar’s powerful Comandante Generals.

FEATURES

Includes the Maya civilization with Lady Six Sky, the Hul’che unique unit, and the Observatory unique district.

Civ Unique Ability: The “Mayab” ability gives Maya housing and gold bonuses from Farms, and Amenity bonus for Luxury resources adjacent to the City Center. Settling adjacent to Coasts or Fresh Water does not provide housing bonuses.
Leader Unique Ability: Lady Six Sky’s “Ix Mutal Ajaw” ability lets the Maya gain yield bonuses to non-capital cities, and a combat bonus to units, within six tiles of the capital.
Unique Unit: The Hul’che, a stronger replacement for the Archer and receives bonus combat strength when attacking wounded units.
Unique District: The Observatory replaces the Campus and adds a minor adjacency bonus with Farms and a major adjacency bonus with Plantations.

Also includes the Gran Colombia civilization with Simón Bolívar, the Llanero and Comandante General unique units, and the Hacienda unique improvement.

Civ Unique Ability: With the “Ejercito Patriota” ability, Gran Colombia receives a movement bonus to all units, and promoting a unit does not end the unit’s turn.
Leader Unique Ability: Simón Bolívar has the “Campana Admirable” ability, granting a Comandante General when entering a new Era.

Unique Units: Gran Colombia features two unique units:
- The Comandante General is a Great General with unique abilities, including Passive and Retire effects.
- The Llanero replaces the Cavalry. It requires less maintenance, receives a combat bonus for every adjacent Llanero and fully heals when in range of a Comandante General that activates.

Unique Improvement: The Hacienda provides Production, Gold and Housing bonuses, and a Food bonus for each adjacent Plantation. Plantations and Haciendas receive Production bonuses for adjacent Haciendas.

New “Apocalypse” Game Mode (Requires the Gathering Storm expansion to play)

Adds Forest Fires and Meteor Showers as disaster types to all games.
An optional, specialized game mode with exclusive rule changes:

New disasters: Comet Impact and Solar Flares.
Larger versions of existing disasters.
New military unit: Soothsayer, a Support unit that can trigger natural disasters at the player’s command.
New scored competition: Sacrifice units to volcanoes. Requires Soothsayers to use their unique action on friendly units near a volcano.
The world enters an apocalyptic state when climate change reaches its maximum level.


New Resources:

Honey. Luxury.
Maize. Bonus.

New Natural Wonders:

Bermuda Triangle. Naval units that pass through it receive a movement bonus and get teleported to another ocean tile.
Paititi. Gold bonus on trade routes for the city that controls it, major adjacency bonus for Commercial Hubs and Theater Squares.
Fountain of Youth. Grants units that pass it a healing buff.

New City-States:


Caguana. Cultural. Suzerain bonus: access to Batey improvement, which grants Culture based on its placement.
Singapore. Industrial. Suzerain bonus: Production bonus for each foreign trade route.
Lahore. Militaristic. Suzerain bonus: Access to a Faith-purchased combat unit – Nihang – with a unique promotion tree.
Vatican City. Religious. Suzerain bonus: Religious pressure spread when activating Great People.
Taruga. Scientific. Suzerain bonus: Science bonus per strategic resource in cities.
Hunza. Trade. Suzerain bonus: Gold bonus for trade route distance.
$40, will wait for a sale obv

They also included some stuff for everyone in the patch including changing how the diplomatic victory works:
patch notes
Quote
Here are the full notes on today's update:

Maya & Gran Colombia Pack

[NEW FEATURES]

Maya Civilization
Unique Ability – Mayab
Farms provide +1 Housing and +1 Gold.
+1 Amenity for every Luxury Resource adjacent to the City Center.
Settling adjacent to Fresh Water and Coast does not provide extra housing.
Unique Unit – Hul’che: replaces the Archer. Stronger than the Archer and receives +5 Combat Strength when attacking wounded units.
Unique Infrastructure – Observatory District: Replaces the Campus Science District. Adds a minor adjacency bonus with Farms and a major adjacency bonus with Plantations.

Leader - Lady Six Sky
Unique Ability – Ix Mutal Ajaw
Non-capital cities within 6 tiles of the Capital gain +10% to all yields.
+5 Combat Strength to units within 6 tiles of the Capital.
Non-capital cities outside of the 6 tile range receive -15% to all yields.
Agenda - Solitary
Builds cities close to the Capital.
Likes: civilizations that settle far away.
Dislikes: nearby armies and settlements

 

Gran Colombia Civilization
Unique Ability – Unique Ability – Ejército Patriota
+1 Movement to all units.
Promoting a unit does not end that unit’s turn.
Simón Bolívar Unique Ability - Campaña Admirable
[Base Game] Earn a Comandante General when entering a new era.
[Rise and Fall/Gathering Storm] Earn a Comandante General when the game enters a new era.
Comandante Generals are a new type of Great General unique to Gran Colombia.
Unique Unit – Llanero: Replaces the Cavalry. Less Maintenance and +4 Combat Strength for every adjacent Llanero. Fully heals when in range of a Comandante General that activates.
Unique Infrastructure – Hacienda Improvement: +1 Production, +2 Gold, and +1 Housing. +1 Food for every 2 adjacent Plantations (increased to every Plantation with the Replaceable Parts technology). Plantations and Haciendas receive +1 Production for every two adjacent Haciendas (increased to every Hacienda when you discover the Rapid Deployment Civic). Can be built on Plains, Plains Hills, Grassland, and Grassland Hills.

Leader – Simón Bolívar
Unique Ability - Campaña Admirable
[Base Game] Earn a Comandante General when entering a new era.
[Rise and Fall/Gathering Storm] Earn a Comandante General when the game enters a new era.
Comandante Generals are a new type of Great General unique to Gran Colombia.
Comandante General
Antonio Jose de Sucre
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: [Base Game/Rise and Fall] Instantly creates the strongest unit you can build. This unit receives a free promotion.

     [Gathering Storm] Instantly creates the strongest unit you can build. This unit receives a free promotion. This unit requires no resource maintenance.
Francisco de Paula Santander
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: [Base Game] Gives a Random Civic.

     [Rise and Fall/Gathering Storm] Gives a Governor Title.
José Antonio Páez
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: +4 Combat Strength to all Heavy and Light Cavalry units within 2 tiles.
Rafael Urdaneta
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: All your units within 2 tiles regain all their Movement and can attack as if they had not made attacks this turn.
Santiago Mariño
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: +4 Combat Strength to all Melee and Anti-Cavalry units within two tiles.
Gregor MacGregor
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Grants 1 promotion level to a military land unit and Gold equal to the 50% of the purchase cost of the unit.
Manuel Piar
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: +7 Combat Strength to a unit.
Antonio Nariño
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Increase Trade Route capacity by 1. Receive a Trader in the nearest friendly city.
Mariano Montilla
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Units within 2 tiles gain +4 Combat Strength vs. District Defenses.
José Félix Ribas
Passive Effect: +5 Combat to units within 2 tiles.
Retirement Effect: Opposing units within 2 tiles lose 30 HP.
Agenda – Carabobo
Builds Encampment District buildings to earn more experience with units
Likes: civilizations with promoted units.
Dislikes: civilizations with unpromoted units.

 

Apocalypse Game Mode [Gathering Storm]
New Unit – Soothsayer
Can call upon the God of Destruction to cause a Natural Disaster. Doing this requires a Unit Charge. Once all charges have been used, the unit is removed.
Unit starts with 1 charge, but additional charges can be gained through their promotion tree.
New Scored Competition – “Appease the Gods”
Players can use Soothsayers to sacrifice units to a volcano to gain points.
Soothsayers gain a new action: Appease - Target a friendly unit adjacent to a volcano and sacrifice them to gain score equal to their production cost.
Rewards include a free Soothsayer, Soothsayer promotions, and additional Faith per turn.
New Game Ending Final Climate Stage – The Apocalypse
The world enters the Apocalypse upon hitting the final temperature increase.
Disasters are more powerful, frequent, and capable of destroying entire Civilizations over several turns.
New Disasters
Comet Impact:  Smashes into land tiles destroying improvements, units, districts, or even cities in the impact zone. Impacted tiles are replaced with an impassable Comet Lake.
Solar Flares: Affects the entire map. Pillages power-generating districts/buildings/improvements (except the Dam). Damages advanced units (GDRs especially).

 

Mythological Natural Wonders
Bermuda Triangle
5 Science to adjacent tiles.
Naval units that enter the tile gain a Unit Ability called “Mysterious Currents” that grants +1 Movement and are teleported to another Ocean tile somewhere on the map.
Paititi
3 Gold, 2 Culture to adjacent tiles.
Major adjacency for Commercial Hubs and Theater Squares.
City that has it in its territory receives +4 Gold on its outgoing International Trade Routes.
Fountain of Youth
4 Science, 4 Faith
Units that enter it gain a Unit Ability called “Water of Life” that gives +10 HP when they heal in any territory.
Provides Fresh Water

Resources
Maize: Improved by Farms. Bonus Resource. 2 Gold. Grassland, Plains.
Honey: Improved by Camps. Luxury Resource. 2 Food. Grassland, Plains.

 

Disasters [Requires Gathering Storm]
The following disasters are not tied to the Apocalypse game mode. These disasters can occur during standard games.
Forest Fires: Starts in a random Forest/Rainforest and spreads to adjacent Forest/Rainforest/improved plots every turn. Tiles on fire damage units and pillage improvements. Forest/Rainforests grow back with additional bonus yields.
Meteor Showers: Pummels unowned land tiles pillaging improvements and damaging units. Exploring impact sites grants players a free Heavy Cavalry unit with no resource upkeep.

 

City-States
Caguana
Type: Cultural
The Suzerain’s builder can build the new Batey Improvement.
Bateys provide +1 Culture and additional +1 Culture for every adjacent bonus resource and Entertainment Complex (becomes +2 with Exploration Civic.) +100% Tourism from Culture. Cannot be placed adjacent to another Batey. Placed on any flat terrain without a feature.
Singapore
Type: Industrial
Player’s cities receive +2 Production for each foreign civilization that they have sent a Trade Route.
Lahore
Type: Militaristic
Suzerain's of this City-State can purchase the new unique Nihang unit with Faith.
The Nihang unit has 25 Combat Strength. Has a unique promotion tree. Receives +15 Combat Strength for every Encampment building when trained. No maintenance cost.
Vatican City
Type: Religious
When the player activates a Great Person, they spread 400 Religious pressure of the player’s founded (or majority) religion to cities within 10 tiles.
Taruga
Type: Scientific
+5% Science in all cities for each different Strategic Resource they have.
Hunza
Type: Trade
Receive +1 Gold for every 5 tiles a Trade Route travels.

 

 

Free Game Update

[BALANCE/POLISH]
Updates to Diplomatic Victory
Diplomatic Victory Points Resolution becomes +2/-2 (previously +2/-3)
Victory is now determined upon player turn start, rather than upon receiving points.
Players now lose Favor per turn for each occupied Original Capital.
Aid Request penalty for pollution is doubled.
Increased Favor penalty for pollution to -1 Favor per 3 pollution more than average (Previously per 5 pollution, capped at -20 per turn from -10).
Anti-Air Combat Strength increased to +7 once formed into Corps and Armies (Fleets, Armadas).
Greatly reduced the chance that City-States will spawn adjacent to Natural Wonders or on top of resources.
Fixed an issue that was allowing aircraft based on Carriers as well as embarked units to count toward the Flanking bonus when attacking.
Unmet players now get a visible pie wedge in the CO2 chart.
Tweaked volcano spawn spread. Volcanoes will no longer spawn adjacent to each other. Large portions of the map are no longer skipped over. 1 volcano per continent is guaranteed.
Tweaked mountain spawn locations for more intelligent placement.
Palenque City-State renamed Mitla.

 

[UI]
Players can now manually resize the Offers and Inventory panels during trades.
Players can now select different text sizes for the chat panel.
Added page history trail to Civilopedia for easier navigation.
Fixed an issue that was causing “click” sounds to play whenever a notification was auto-dismissed.
Base unit costs and maintenance are no longer shown in the Production Panel. Production Panel now shows only the cost relevant to the city in which the item is being produced. Base values are shown in the Civilopedia as well as the Tech and Civics screens.
Added a fix to allow Barbarian Sighted and New Camp icons to properly show in notifications.
Fixed an issue where the Tech/Civics Tree scrollbar was being clipped by the background.
Improved Deal and Deal Cities presentation by adding item grouping, sub-categories, and collapsing categories.
Added icon for Reef adjacency bonus
Altered some team colors to be more visible.
Better dynamic sizing of various menus – Save/Load, Hall of Fame, Mods, Setup Menu
Fixed an issue where buttons in multiple World Tracker menus have partial functionality during World Congress sessions.

 

 

[AI]
Improve Religious Belief analysis - Tends to stop Warrior Monks from always being first chosen
Adjust importance of Great Person Points for city projects for AI to make them more competitive with other buildings for AI attention.
Fix an issue where the AI was not always using its land ranged units to attack hostile sea units.
Fix an issue that could cause the AI to identify a target city for a missionary based on gossip without knowing the actual location, causing the missionary to freeze in place.
Improved coastal city ability to recruit naval units for city defense.
Adjusted city priority to target wounded units over siege when under attack.
Improve air attacks in operations
Conditions changed for AI to pursue Culture Victory.

[MP]
Fixed an issue where the Diplomatic Victory displays nothing in the World Rankings when teams are enabled.
Fixed an issue where the Scored Competition prompt would overlap the chat panel when viewing the World Tracker during a Multiplayer game.

 

RED DEATH [PC ONLY]
Fixed an issue causing the Matchmaker to fail when overloaded.
Overall improvements to AI:
AI will more aggressively explore in the early game.
AI will now target enemy units with nukes.
AI will use better protection of Civilians in all phases.
Additional fixes to improve AI play.
Fixed an issue where nukes were applying a maintenance cost to certain units, causing them to be removed from play when the player went bankrupt.
Updated the Diplomacy ribbon to show the eliminated players.
Fixed an issue that could cause the AI to cease attacking enemy units once they are in the final Safe Zone ring.
Fixed an issue that could cause the AI to act too passively with ranged units.
Fixed an issue that was causing the overlay to either not show up or show up inconsistently.

 

[MODDING] [PC ONLY]
WorldBuilder
Advanced Mode: when placing a district, if the placement is going to fail because of a missing tech, civic, or population, auto-fix that so it succeeds.
Placing a feature over an incompatible resource will now delete the resource.
Fixed an issue where using the right mouse button to paint would successfully change all tiles except the tile initially clicked on.
Plot Selector now allows changes in the rotation of an existing feature.
Various additional UI and quality of life improvements.
Fixed various crashes.

 

[BUGS]
Fixed an exploit allowing multiple Pantheon bonuses (e.g., infinite builders/settlers) by hitting ESC immediately after selecting a Pantheon.
Fixed an exploit where unit Movement Speed and Combat Strength could be retained by upgrading near a Great General.
Fixed an exploit where the same District could be built in a city multiple times.
Fixed an exploit where a free Policy change was granted after ending a turn with a completed Civic selected.
Fixed an issue where Great Generals Horatio Nelson and Georgy Zhukov’s Retirement Abilities were incorrectly granting Combat Strength equal to the number of units a player owned.
Fixed an issue where Neighborhoods built by Brazil were failing to gain additional Housing from adjacent Rainforests.
Fixed an issue where the Foreign Culture Victory Imminent notification had no functionality when selected during gameplay.
Fixed an issue where the amount of Science already spent when viewing the Technology Tree during gameplay was not being displayed.
Fixed an issue where Phoenicia was gaining multiple GDRs with Golden Age Dedication, Automaton Warfare.
Fixed an issue where Capture Unit ability was successful even when not attacking.
Fixed an issue where incorrect information was present when viewing the resource tooltip in the CO2 Contribution section of the World Climate menu.
Fixed an issue where the incorrect "Turns Remaining" numerical value was displayed in prompts for completed Emergencies while another Emergency Competition was active.
Fixed an issue where Settler tooltips were not showing up.
Fixed an issue where the Arrow Storm unit promotion was applying while defending.
Fixed various text bugs.
Fixed various audio bugs.
Crash
Fixed an issue causing Mac to crash when trying to run DX12 full-screen
Various additional crash fixes addressed.
Perf
Multiple performance and memory improvements.



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