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Ghost Stromboli
Mar 31, 2011

McSpankWich posted:

So I started playing this, it's pretty fun. In my most recent game I've been completely boxed in by the AI. I have 3 cities decently close to each other, but 4 other countries borders come right up to all of mine and I just can't progress because my population won't grow. I've put something on every single tile within my space. I recently sent a settler, builder, sword people across the ocean and set up a new city on another continent, but it seems like I'm getting none of the benefits of having the other cities close by, which is a bummer. Is there any way to remedy this besides picking a country and trying to murder them all?

Are you playing 6? If so feel free to just keep settling more cities. You just want to stay on top of district construction because as you unlock more districts the cost goes up IIRC. Someone went into detail on district cost mechanics earlier in the thread. Maybe it's been added to the OP?

In Civ 5 I think you still wanna aim for four or five cities. Civ 5 has more focus on Tall vs Wide and it seems like the general consensus has been that Tall (four to five large cities) is usually better than Wide (lots of low or middling population cities). Obviously if you're gonna take over the world you probably lean Wide but you could also be playing Venice and just puppet everything. The problem with directly owning a lot of cities in Civ 5 is that you start incurring penalties toward science, culture, and production IIRC.

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McSpankWich
Aug 31, 2005

Plum Island Animal Disease Research Center. Sounds charming.
Yea I'm playing 6. It seems like it's just hard to balance improvements vs settlers early game, like I'm trying to get down my granaries and stuff but making settlers takes a long time. Plus making armies or whatever. I had an AI randomly declare war on me really early and i just had no way too defend myself and had to quit.

Beelzebufo
Mar 5, 2015

Frog puns are toadally awesome


One thing I realized in civ 6 is smashing civs early on is much easier. If you get them before they build walls you can take em out quickly and clear your neighborhood

The Glumslinger
Sep 24, 2008

Coach Nagy, you want me to throw to WHAT side of the field?


Hair Elf

Sedge and Bee posted:

One thing I realized in civ 6 is smashing civs early on is much easier. If you get them before they build walls you can take em out quickly and clear your neighborhood

Yeah, I really try to take out a neighboring Civ ASAP before they get walls and archers

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer
I always feel like I shouldn't conquer my continent though because if I do then I basically won the game and I'm just clicking next turn until the game ends and that's not so great unless I'm really high and just enjoying the visuals and audio

Like at that point I meet every other civ and I have like 50% more game score than them and I just start over

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

McSpankWich posted:

I just bought this game on sale for $15, did I make a huge mistake? I've never played a civilization before.

i think $15 is actually a fair price point for civ 6. that should be the full price though.

Beelzebufo
Mar 5, 2015

Frog puns are toadally awesome


Stefan Prodan posted:

I always feel like I shouldn't conquer my continent though because if I do then I basically won the game and I'm just clicking next turn until the game ends and that's not so great unless I'm really high and just enjoying the visuals and audio

Like at that point I meet every other civ and I have like 50% more game score than them and I just start over

You don't need to conquer them all, but civ 6 seems a lot more prone to drop you in close proximity to other civs, even on huge empty maps, so clearing your immediate rivals isn't a bad plan.

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer

Sedge and Bee posted:

You don't need to conquer them all, but civ 6 seems a lot more prone to drop you in close proximity to other civs, even on huge empty maps, so clearing your immediate rivals isn't a bad plan.

Yeah it's not I mean that it's actually so good that I feel like if I do it it kinda decides the game so early that I don't bother continuing so I tend to just handicap myself by trying to not do that

Maybe I should just play on a higher difficulty, I dunno. I only have it on King.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Stefan Prodan posted:

Yeah it's not I mean that it's actually so good that I feel like if I do it it kinda decides the game so early that I don't bother continuing so I tend to just handicap myself by trying to not do that

Maybe I should just play on a higher difficulty, I dunno. I only have it on King.

As much as I adore Civ VI's mechanics, the sad truth is that the AI just really can't hack it. At higher levels the AI will occasionally decide to throw all its weight into overwhelming military force but even at Deity you can usually roll a neighbor, you just sometimes randomly lose to an absurdly huge rush.

Madmarker
Jan 7, 2007

Straight White Shark posted:

As much as I adore Civ VI's mechanics, the sad truth is that the AI just really can't hack it. At higher levels the AI will occasionally decide to throw all its weight into overwhelming military force but even at Deity you can usually roll a neighbor, you just sometimes randomly lose to an absurdly huge rush.

Yeah...............once you have a few reps in, the only time you'll really lose, even on deity, is if the AI spawns right next to you AND decides to rush you down with their eight warriors and you die before you can build your first unit.

McSpankWich
Aug 31, 2005

Plum Island Animal Disease Research Center. Sounds charming.
I don't really understand how to go to war in this game, it seems difficult to generate enough troops to assault anyone worthwhile without severely handicapping your production. Is the strategy really just spam as many settlers as humanly possible early game? I was trying that last night but the barbarians are coming at me hard this time. There seem to be like 5 encampments is really close proximity to my territory this time around.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

McSpankWich posted:

I don't really understand how to go to war in this game, it seems difficult to generate enough troops to assault anyone worthwhile without severely handicapping your production. Is the strategy really just spam as many settlers as humanly possible early game? I was trying that last night but the barbarians are coming at me hard this time. There seem to be like 5 encampments is really close proximity to my territory this time around.

Archers are really, really strong and you can get them cheap by building slingers and then paying to upgrade them. Warriors/spearmen are usually not worth focusing on early on.

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer
One thing that I've found is a good rule of thumb, I dunno if better players can correct me, is that like production is the most important thing you can build and industrial zone is the most important district

Anyway it sounds like you are talking about early game, I think the thing I learned is like you want your first two units to be a builder and slinger, the order depending on how many barbarians are near you and stuff. Maybe even two slingers. If you can get away with a builder first unit that's really good I think. If you have unimproved tiles I think a builder is basically always going to be the most efficient thing you can possibly build, maybe a trader if you have an open trade slot.

I think maybe the barbarians also have to like "report back" to their camp before they come attack you? I'm not sure about this, but I think I saw someone imply if you kill the barbarian scout before it gets home they don't get to come kill you

Madmarker
Jan 7, 2007

McSpankWich posted:

I don't really understand how to go to war in this game, it seems difficult to generate enough troops to assault anyone worthwhile without severely handicapping your production. Is the strategy really just spam as many settlers as humanly possible early game? I was trying that last night but the barbarians are coming at me hard this time. There seem to be like 5 encampments is really close proximity to my territory this time around.

Well thats an easy fix, just play gilgamesh.


Here's your build order: War Cart, War Cart, War Cart, War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart,War Cart, War Cart, War Cart.

You should probably throw a settler or 2 in there at some point. Anyway just keep making war carts, 3 of them should be able to easily take your first couple cities (remember to clear out nearby units first), Just keep spamming war carts and taking cities with war carts until swordsman show up, then get peace, improve an iron and build some commerce hubs. Learn the stirrups tech (and if your lucky the mercenaries civic for professional army) and upgrade all your warcarts to knights. now you have an army of like 30 knights and you will easily obliterate most of the world. My first full game of civ was online speed/Gilgamesh/Emperor difficulty/standard size map. I won the game on turn 89 and never even got to tank tech.

Madmarker fucked around with this message at 19:10 on Oct 3, 2018

H.P. Hovercraft
Jan 12, 2004
Probation
Can't post for 4 hours!
Slippery Tilde

Stefan Prodan posted:

One thing that I've found is a good rule of thumb, I dunno if better players can correct me, is that like production is the most important thing you can build and industrial zone is the most important district

every single victory condition requires production which makes it the most important resource yeah

Leinadi
Sep 14, 2009
You need to make decisions early on where you want to focus your production efforts, if you know early on that the terrain will be difficult to settle because you have several civs nearby then it's just time to switch your production to units. If you can't expand peacefully, you'll need to do it by force. The early game is probably the "trickiest" or most difficult part so it may take a while before you get a hang of it.

My *typical* build order tends to be scout-slinger-slinger and then when that's done, I'll make a decision on what is needed. I might be able to gold purchase a builder at that time, if there's noone around I might get a settler, if I really want a religion I might get the Holy Site (especially if I got the eureka boost for it).

If there are many Civs around, or if I get unlucky with Barbarian spawns then it might be time to just continue to push out units.

If you're playing someone like Gilgamesh or Montezuma then I will usually push out a lot of their unique units straight away because you can usually run someone over right from the start.

Ghost Stromboli
Mar 31, 2011

Stefan Prodan posted:

I always feel like I shouldn't conquer my continent though because if I do then I basically won the game and I'm just clicking next turn until the game ends and that's not so great unless I'm really high and just enjoying the visuals and audio

Like at that point I meet every other civ and I have like 50% more game score than them and I just start over

When R&F came out I wanted to try Korea and I actually ended up on a continent with two city-states and no one else. I started colonizing another continent and the highest-tech civs there were still an era behind me, but it was still pretty fun to build up my colonies while my home continent was just filling up with wonders on the side. You could also just pick favorites or certain targets if you're playing against AI and just get invested in helping/hurting them.


I wanted to throw my two cents in on building units and stuff but I'm also playing with the Historic speed mod on. Standard speed in 6 kinda throws me off with how often unit upgrades come up but with Historic I can plan ahead for when I'll need to upgrade all my archers.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
To add to the above stuff re: Early game strategy, expand early and often. There's no cost to having more cities except spreading out amenities (which, for luxuries at least, won't even matter until you have more than four and is still easily manageable past that), new settlers always cost 1 pop (without Magnus, at least) and thus grow back faster the lower the city's population when lost, your housing will heavily limit your population per city anyway for a long time, and the sooner you have a new city up the sooner it'll be actually productive and producing more everything for you, which lets you grow and do more things even faster, etc. It's admittedly a bit different in SP on harder difficulties due to mega-barbs, but in some MP games I've made a settler as my second unit produced when I could get away with it. Getting more cities up early helps you snowball a lot, even if people eventually match or surpass the number of cities you have.

Samovar
Jun 4, 2011

I'm 😤 not a 🦸🏻‍♂️hero...🧜🏻



Has anyone tried the mods steel and thunder? The ones that add more units. They any good?

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan

Samovar posted:

Has anyone tried the mods steel and thunder? The ones that add more units. They any good?

it's fine, although balance is skewed because so many more variables

it's no super hero civs

highmodulus
Feb 16, 2011

Let's go crazy Broadway style!
FYI- anyone who bought Civ 6 for your iPad you can now re-download it for your iPhone too. Ran it on my iPhone 8 without issue.

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


I miss the option to have the setup randomly choose which map is used.

Niwrad
Jul 1, 2008

Is the iOS version much different from the PC version? Was trying to get my brother into the game but he's not big on playing on a PC/laptop.

ClassH
Mar 18, 2008

Niwrad posted:

Is the iOS version much different from the PC version? Was trying to get my brother into the game but he's not big on playing on a PC/laptop.

So far seems the same except without the expansion.

ibntumart
Mar 18, 2007

Good, bad. I'm the one with the power of Shu, Heru, Amon, Zehuti, Aton, and Mehen.
College Slice

highmodulus posted:

FYI- anyone who bought Civ 6 for your iPad you can now re-download it for your iPhone too.

For those who haven’t, Aspyr (which my phone autocorrected to Assyrians) is selling it for 60% off until the 16th.

onesixtwo
Apr 27, 2014

Don't you realize that being nice just makes you get hurt?

Niwrad posted:

Is the iOS version much different from the PC version? Was trying to get my brother into the game but he's not big on playing on a PC/laptop.

In addition to just being vanilla with some civ packs, only local MP is the other big difference.

Cartoon
Jun 20, 2008

poop

Arsenic Lupin posted:

I miss the option to have the setup randomly choose which map is used.
Choose the map "shuffle".

Samovar
Jun 4, 2011

I'm 😤 not a 🦸🏻‍♂️hero...🧜🏻



Has anyone's copy of Civ 6 been stuttering recently?

Gort
Aug 18, 2003

Good day what ho cup of tea
I got Rise and Fall for my birthday so I figured I'd repeat my test to see if the AI could take cities with walls yet. I used the following setup:

* Domination victory only
* Duel size map
* Pangaea
* Information era start
* Deity difficulty
* Online speed
* Aztec opponent
* Delete all starting units except for rangers and one settler, found only one city
* Declare war immediately upon meeting the opponent
* Do not build a military or fire with city attacks

Turn 208: Start
Turn 215: Meet Aztecs, declare war
Turn 231: Aztec infantry corps appears on my capital's borders
Turn 232: Aztec infantry attack a barbarian spec ops on my border, which puts them in city attack range
Turn 233: Aztecs finish off the barbarians, still in city attack range
Turn 234: Aztecs move out of city attack range then back in again
Turn 235: Aztecs move away
Turn 240: Aztecs move a spec ops into city attack range
Turn 241: Aztec spec ops plink the city for 9 damage
Turn 242: Aztecs spec ops plink the city for 9 damage
Turn 243: Aztecs spec ops plink the city for 9 damage
Turn 244: Spec ops get distracted and shoot a barbarian infantryman
Turn 245: Spec ops get distracted and shoot a barbarian infantryman
Turn 246: Spec ops get distracted and shoot a barbarian infantryman. Unescorted Aztec supply convoy shows up on the border
Turn 248: Aztec infantry corps and an infantry army show up. The corps wanders around the city within city attack range, the army sits in a nearby lake, immobile, stacked with the supply convoy.
Turn 253: Aztec spy dies trying to kill my governor
Turn 254: Aztecs switch from democracy to fascism
Turn 255: Aztec infantry corps shows up again. It orbits the city within attack range for the third time.
Turn 258: Aztecs build a city on my borders
Turn 260: Aztec rocket artillery army appears on my borders. A spy kills my governor.
Turn 261: Aztec rocket artillery army sits still and does not attack, despite being in range with an unobstructed line of fire. It remains like this for the rest of the game, doing nothing, in range of my city.
Turn 277: Eight jet bombers bomb my city flat.
Turn 278: Seven jet bombers bomb my city flat. This happens every turn for the rest of the game.
Turn 283: The Aztecs complete the Moon Landing, and their Tourism now dominates mine.
Turn 291: The Aztecs complete the Mars Reactor.
Turn 292: The Aztecs complete Mars Habitation.
Turn 294: The Aztecs build another city bordering mine, putting their still-immobile rocket artillery within their territory.
Turn 299: The Aztecs complete Mars Hydroponics.
Turn 315: A second Aztec rocket artillery army joins the first one in immobility. I give up.

So, I didn't get the impression they've made any changes to the AI beyond the bare bones allowing it to play the expansion. It still makes the same mistakes it did back in 2016 - ignoring city attack range, building science victory stuff when science victory's been disabled, not taking ranged attacks when there's no good reason not to, bombing things that can't take any more damage from bombing, and getting into weird frozen states where its units don't move when moving would 100% win them the entire game (EG: sitting outside a city that's been bombed 8 times a turn for the last 38 turns).

Some of this stuff could be fixed without touching the AI at all - just make some hard rules like "Science victory stuff cannot be built if the science victory is disabled" and "You can't bomb something that has already been bombed to no health". Some of this stuff definitely requires AI work. However, at this late point in the game's life, I doubt we'll see it fixed.

Gort fucked around with this message at 18:03 on Oct 15, 2018

Koryk
Jun 5, 2007
Has anyone seen a mod that groups AI civ selection by era/region/etc?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Thanks for those tests Gort. It's really damning and kinda disillusioning, and I wish it got more traction just how pointless the AI implementation is.

Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


Serephina posted:

Thanks for those tests Gort. It's really damning and kinda disillusioning, and I wish it got more traction just how pointless the AI implementation is.

Hard to be pointless without any effort to begin with.

Niwrad
Jul 1, 2008

I'm sad they won't fix the AI but reading through Civ forums and the subreddit, it doesn't seem like many fans of the game care. They're far more concerned with getting new civs or just showing off their progress.

LLSix
Jan 20, 2010

The real power behind countless overlords

The problem is the AI can't handle walls right? I've lost plenty of cities to the AI early game.

Saladin Rising
Nov 12, 2016

When there is no real hope we must
mint our own. If the coin be
counterfeit it may still be passed.

Serephina posted:

Thanks for those tests Gort. It's really damning and kinda disillusioning, and I wish it got more traction just how pointless the AI implementation is.
It saddens me the the battle AI in Civ 6 is not only terrible, it seems like it's somehow worse than the battle AI from Civ 5. Seriously, 100 turns of Gort sitting there like a sitting duck (heh) and the AI can't do a single goddamn thing.

The Civ 5 AI may not be any great shakes, but if you declare war on a Deity-level AI in that game (especially Shaka, Montezuma, or anyone who just got their Unique Unit) they will happily steamroll you with a rather large carpet of units:


(Images pulled from reddit, these aren't my games.)

It may take them quite a bit longer than a human would take, and they'll happily do boneheaded poo poo like embarking ranged units next to your city, but at least the Civ 5 AI can take cities via "throw a giant carpet of 20+ units at it and eventually win via sheer attrition".

Saladin Rising fucked around with this message at 03:54 on Oct 16, 2018

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

LLSix posted:

The problem is the AI can't handle walls right? I've lost plenty of cities to the AI early game.

The AI needs a substantial advantage to take a city and an even larger advantage to take a walled city, and the AI's advantage is largest in the early game.

The AI does like to rush for naval techs, so on higher levels coastal cities are vulnerable to caravel rushes even with walls. But there aren't really any other units with such raw power relative to their position on the tech tree.

Pewdiepie
Oct 31, 2010

Straight White Shark posted:

The AI needs a substantial advantage to take a city and an even larger advantage to take a walled city, and the AI's advantage is largest in the early game.

The AI does like to rush for naval techs, so on higher levels coastal cities are vulnerable to caravel rushes even with walls. But there aren't really any other units with such raw power relative to their position on the tech tree.

Frigates (and all Frigate variants) Legions Conquistadors Longboats Impi Hussars WarCarts and Pitati Archers are all extremely strong relative to their position.

turboraton
Aug 28, 2011
I captured a submarine with a Sea Dog on a multiplayer game. Stop playing with dumb AI and go against real humans!

onesixtwo
Apr 27, 2014

Don't you realize that being nice just makes you get hurt?

turboraton posted:

Stop playing with dumb AI and go against real humans!

:emptyquote:

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Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


Fanatical is having a sale on a lot of the Civ VI packs, as well as Civ VI for $15.00.

Are there any y'all particularly recommend?

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