Author Topic: Civilization VI - Districts and Dictators  (Read 12555 times)

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Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #240 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.
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Shosh

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Re: Civilization VI - Districts and Dictators
« Reply #241 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!

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #242 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

Shosh

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Re: Civilization VI - Districts and Dictators
« Reply #243 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.

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #244 on: November 20, 2018, 05:59:40 PM »


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.


Cindi Mayweather

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Re: Civilization VI - Districts and Dictators
« Reply #245 on: November 20, 2018, 06:09:09 PM »
Is Civ VI good yet?

Tasty Meat

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Re: Civilization VI - Districts and Dictators
« Reply #246 on: November 20, 2018, 06:16:21 PM »
Is Civ VI good yet?

It's on Switch now so yes
🌈

Borealis

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Re: Civilization VI - Districts and Dictators
« Reply #247 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.

Freyj

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Re: Civilization VI - Districts and Dictators
« Reply #248 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?

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #249 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.

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #250 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.

Cindi Mayweather

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Re: Civilization VI - Districts and Dictators
« Reply #251 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

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #252 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.

Cindi Mayweather

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Re: Civilization VI - Districts and Dictators
« Reply #253 on: November 20, 2018, 10:07:50 PM »
Ahhh

Thanks!

213372bu

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Re: Civilization VI - Districts and Dictators
« Reply #254 on: November 20, 2018, 11:36:52 PM »
I didn't like Rise and Fall though, I thought it slightly hurt the game.

I also would have preferred better AI, I thought even some of the predictable single-minded civs in V were at least more competent.

But in general, yeah, benji is right. Too many people want VI to be V, but it's never been about that.

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #255 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!

pilonv1

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Re: Civilization VI - Districts and Dictators
« Reply #256 on: November 21, 2018, 04:03:38 AM »
Hows the AI now? That was always the downfall for me.
itm

Premium Lager

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Re: Civilization VI - Districts and Dictators
« Reply #257 on: November 21, 2018, 05:49:15 AM »
Turn 300 on Switch

America is wholly islamic

Goddamit how do I turn agnostic

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #258 on: November 21, 2018, 08:45:45 AM »
:lawd Take my money!
©ZH

Shosh

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Re: Civilization VI - Districts and Dictators
« Reply #259 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  :-*
« Last Edit: November 27, 2018, 11:26:25 PM by shosta »

Shosh

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Re: Civilization VI - Districts and Dictators
« Reply #260 on: November 28, 2018, 02:56:38 PM »
i just did 18 hours straight. uninstalled.

Dickie Dee

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Re: Civilization VI - Districts and Dictators
« Reply #261 on: December 11, 2018, 11:09:07 AM »
___

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #262 on: December 11, 2018, 11:16:39 AM »
Canada? Preorder cancelled.

zomgee

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Re: Civilization VI - Districts and Dictators
« Reply #263 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.
rub

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #264 on: February 14, 2019, 01:22:50 AM »
bad reviews from some Gamer outlets, don't care, lets do this :punch

pilonv1

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Re: Civilization VI - Districts and Dictators
« Reply #265 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
itm

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #266 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

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #267 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

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #268 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

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #269 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

pilonv1

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Re: Civilization VI - Districts and Dictators
« Reply #270 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.
itm

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #271 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

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #272 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.

pilonv1

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Re: Civilization VI - Districts and Dictators
« Reply #273 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
itm

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #274 on: February 21, 2019, 04:56:51 AM »
 :ohyou

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #275 on: February 21, 2019, 01:34:40 PM »
Can you turn off religion yet? I like to imagine.
©ZH

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #276 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