CIVILIZATION VI - £12.49 on steam

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Kezzer
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PostRe: CIVILIZATION VI
by Kezzer » Mon Nov 14, 2016 12:03 am

I feel it might be better than standard civ V (pre dlc and expansions) but yeah I don't feel the grab that I did with V... I think it is because its so similar and perhaps a bit too easy? I mean the cicvics tree doesn't really add that much depth, for me it is more of a nusnace and something you have to do rather than picking a 'policy' that best suits or that actually helps.

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Tomous wrote:Tell him to take his fake reality out of your virtual reality and strawberry float off


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That
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PostRe: CIVILIZATION VI
by That » Mon Nov 14, 2016 12:24 am

For me, Civilization goes in cycles. Has there ever been a new vanilla Civ that's been better than the previous one with all its expansions? I never played a lot of Civ III, but my understanding is that Civ IV was arguably a regression in many ways from Civ III: Conquests. I do know that, while I did enjoy it, I found Civ V a little underwhelming compared to Civ IV: Beyond the Sword. And Civ VI certainly isn't as polished as Civ V: Brave New World.

But all of those games laid solid foundations that set them up to be better games than their predecessors once the expansions rolled in. Brave New World is probably better than Beyond the Sword which in turn is certainly better than Conquests.

In the mean time, I kept Brave New World installed alongside Civ VI for a while because I didn't know which I'd prefer, but I decided to uninstall it in favour of keeping its sequel. While Brave New World probably is the better of the two as a complete game in an objective sense, I think Civ VI has the advantage of being new & having some exciting new mechanics that I find interesting, so I'm happy to stick with it. I look forward to the expansion adding the depth and polish it needs to be in some sense 'truly better' than its predecessor, though.

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PostRe: CIVILIZATION VI
by HSH28 » Tue Nov 15, 2016 7:54 am

II was definitely better than the original and IV was better than III (but then III was the worst Civ to date).

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Super Dragon 64
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PostRe: CIVILIZATION VI
by Super Dragon 64 » Tue Nov 15, 2016 8:39 am

I played II when I was very young which meant that I didn't really get into it, though I still enjoyed it. V was the next version that I played so the steps back from IV weren't at all apparent to me. The two big expansions made the game even better and VI feels like a good step forward from that.

The only thing that seems to be missing in VI from V is the World Congress but I didn't pay it much heed so I'm not really disappointed. I'm looking forward to seeing how the game grows over the next few years :toot:

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PostRe: CIVILIZATION VI
by Knoyleo » Fri Nov 18, 2016 10:25 pm

Patch Notes:

[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.

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Cuttooth
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PostRe: CIVILIZATION VI
by Cuttooth » Fri Nov 18, 2016 10:32 pm

Might dive back into this then. The Warmonger and general diplomacy stuff made most of the games I'd been playing just so depressing. The world was always hating itself and I'd seen maybe a single alliance between AI civilisations. It makes the final third a mostly uninteresting slog to the end.

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Kezzer
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PostRe: CIVILIZATION VI
by Kezzer » Fri Nov 18, 2016 11:14 pm

There are some great fixes and tweaks in that list.

Excited 'toot' :toot:

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Tomous wrote:Tell him to take his fake reality out of your virtual reality and strawberry float off


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Oblomov Boblomov
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PostRe: CIVILIZATION VI
by Oblomov Boblomov » Sat Nov 19, 2016 7:53 am

Yep, pretty please with those. I'll download at some point today and probably start a new game.

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Pancake
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PostRe: CIVILIZATION VI
by Pancake » Tue Nov 22, 2016 1:12 pm

Good first patch!

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That's not a growth
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PostRe: CIVILIZATION VI
by That's not a growth » Mon Nov 28, 2016 7:53 am

I got this at the weekend and it seems pretty good, but I've been playing it on a TV which isn't so good.

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Kezzer
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PostRe: CIVILIZATION VI
by Kezzer » Mon Nov 28, 2016 8:07 am

:toot:

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Tomous wrote:Tell him to take his fake reality out of your virtual reality and strawberry float off


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Oblomov Boblomov
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PostRe: CIVILIZATION VI
by Oblomov Boblomov » Sun Dec 04, 2016 12:53 pm

Overall playability has certainly improved following the patch and, more importantly, the elusive (and obviously subjective) 'charm' factor has somehow been boosted.

Relationships with other AI Civs still needs tweaking, but it is a lot better now.

I would also appreciate victory progress warnings. That feeling when out of nowhere you get the loss screen because someone far away has achieved a culture victory...

On that subject - how utterly awful is it when a game ends :lol: even if I win, the overwhelming feeling is dissatisfaction. I want a several minutes long victory video that changes depending on the type of victory, including game highlights and each of the other leaders individually bowing down and congratulating me on my victory!

Oh and also please bring back the World Congress asap.

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Cuttooth
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PostRe: CIVILIZATION VI
by Cuttooth » Sun Dec 04, 2016 1:52 pm

Yeah, being told your civilisation has turned to dust and will become a footnote in history when I was seven turns from establishing a strawberry floating colony on Mars causes a bit of a disconnect. :lol:

I also think the World Congress needs to return. Even if I don't tend to both with other civs on the other side of the world much, the WC in Civ V at least established a true international connection.

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Oblomov Boblomov
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PostRe: CIVILIZATION VI
by Oblomov Boblomov » Thu Dec 08, 2016 9:32 pm

Getting some infuriating crashing issues. Have tried loading up from earlier auto saves and having others load the game but still it crashes. Not the best way to end several hours of gameplay!

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Oblomov Boblomov
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PostRe: CIVILIZATION VI
by Oblomov Boblomov » Thu Dec 22, 2016 10:07 pm

Winter update is now live. Full patch notes:

[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 now 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


Also, two 'premium' DLC packs have been released.

The 'Poland Civilization & Scenario Pack' and the 'Vikings Scenario Pack'. Each costs £3.99.

My thoughts:

Earth map :datass:
Space Race projects production cost reduced by 40% :shock:
AI improvements :datass: keep 'em coming, boys
Fixed grammatical errors :datass: ( :shifty: )
Fixed multiple crashes :datass: :datass:
Updated visuals :datass: again, keep 'em coming
Defeat icon :simper: now I'll finally know why I have lost :oops:

Premium DLC... meh

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Alvin Flummux
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PostRe: CIVILIZATION VI
by Alvin Flummux » Fri Dec 23, 2016 1:21 am

Is there a huge Earth map yet?

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Oblomov Boblomov
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PostRe: CIVILIZATION VI
by Oblomov Boblomov » Fri Dec 23, 2016 7:54 am

Well it says "Earth map (standard size)". I haven't tested it out myself yet.

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Lagamorph
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PostRe: CIVILIZATION VI
by Lagamorph » Sun Jan 01, 2017 12:26 am

Hmmm....Amazon are selling the Digital Deluxe version for £49.99, and I have £6 of Amazon credit so it'd be £44......do I bite....

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Alvin Flummux
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PostRe: CIVILIZATION VI
by Alvin Flummux » Sun Jan 01, 2017 2:39 am

Oblomov Boblomov wrote:Well it says "Earth map (standard size)". I haven't tested it out myself yet.


Played it some today. Why won't (or can't) they make real world civ locations an option? Why must the modding community take care of that? Silly buggers.

Hope they're working on a Huge map, because this standard one looks bizarre in places.

Also the main menu theme for this game is amazing. Amazing.

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PostRe: CIVILIZATION VI
by Qikz » Sat Jan 07, 2017 11:19 pm

Just won a religious victory in a game with 2 of my friends. Feels good man. I was making near 300 faith a turn, 400 gold per turn and could buy whatever units I wanted, or build them in just one turn on all my cities due to my production.

Japan and Electronics Factories ftw (random civ)

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