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Re: CIVILIZATION VI

Posted: Thu Jan 25, 2018 1:09 pm
by Knoyleo
HSH28 wrote:
Knoyleo wrote:INT: FIRAXIS STUDIOS

DEVELOPER 1: Scotland, the home of Robert Burns, Braveheart, whisky, and bagpipes, but none of those are buildings. What kind of unique structures could a nation like that have?

DEVELOPER 2: Doesn't President Trump own a golf course over there?

DEVELOPER 1: Yeah, that'll have to do, I'm late for lunch as it is.


Obviously kind of funny...but you do realise Scotland is literally the home of golf right? Home to the oldest Golf course in the world? The country widely accepted as being the origin of the modern game?

EDIT - Also apparently more golf courses per head of population than any other country in the world.

Pretty sure Trump has nothing to do with it being in Civ.

I did not know that. Golf bores me rigid, though. I think my opinion of Scotland has gone down for knowing that.

Re: CIVILIZATION VI

Posted: Thu Jan 25, 2018 2:30 pm
by That
I kind of like golf. :(

Re: CIVILIZATION VI

Posted: Thu Jan 25, 2018 2:57 pm
by OrangeRKN
Golf is like paving - both are so boring that they have to get marketed as "crazy" to get people interested.

Re: CIVILIZATION VI

Posted: Wed Jan 31, 2018 2:37 am
by Alvin Flummux

Re: CIVILIZATION VI

Posted: Tue Feb 06, 2018 9:26 pm
by Knoyleo
Shaka Zulu is strawberry floating ripped.




Re: CIVILIZATION VI

Posted: Tue Feb 06, 2018 10:34 pm
by Ironhide
Knoyleo wrote:Shaka Zulu is strawberry floating ripped.




Isibongo, isibongo, they drink it in the Congo...

Re: CIVILIZATION VI

Posted: Thu Feb 08, 2018 3:08 pm
by Ironhide
Forgot the expansion was out today, installing it now.

Re: CIVILIZATION VI

Posted: Thu Feb 08, 2018 3:16 pm
by Knoyleo
Got my code this morning, really looking forward to trying it out, and the Polygon review has filled me with confidence.

https://www.polygon.com/platform/amp/20 ... ssion=true

There's also been a significant patch coinciding with this, and the notes make for pleasant reading:

http://steamcommunity.com/games/289070/ ... 5494326654

Re: CIVILIZATION VI

Posted: Thu Feb 08, 2018 4:57 pm
by Ironhide
Playing as Scotland as its apparently Scotch Whisky day today.

Dem bagpipes :datass:

Re: CIVILIZATION VI

Posted: Thu Feb 08, 2018 7:44 pm
by Alvin Flummux
Wait, it's out now? :o How is it? Is it up to the standards set by V's expansions?

Re: CIVILIZATION VI

Posted: Thu Feb 08, 2018 8:11 pm
by Knoyleo
Not spent much time with it yet, but it's not fixed the most frustrating element of the early game for me, the strawberry floating barbarians.

Latest patch notes say:
Barbarian difficulty has been updated to scale with each difficulty level. (Warlord, Prince, King etc...)


But even loading up a game on Chieftain just now, they're as numerous as ever, and felt like a total slog after a couple of dozen turns. I'm just going to have to turn them off, because without a way to lower their spawn rate, they make the game so frustrating I just want to give up.

Aside from that, I'm really looking forward to getting into the mid and late game and culture flipping the strawberry float out of my neighbours (if I can).

Re: CIVILIZATION VI

Posted: Thu Feb 08, 2018 10:39 pm
by Alvin Flummux
Can't you set the turn when they start spawning? I thought that was one of the settings.

Re: CIVILIZATION VI

Posted: Fri Feb 09, 2018 1:17 am
by That
Barbarians were a totally crap mechanic in previous iterations of the game as well. They crank up the punishment on nonmilitaristic playstyles, but there's already a huge disincentive to playing that way (your cities can get smashed and invaded by other civs!). Because of this, interactions with barbarians never feel good, whether you win or lose, and never have -- unless you're playing militaristically, in which case you can outright ignore the mechanic (you'll walk over them). I genuinely think that design decision is a rare lump of shite in the sea of gold that is Civ's game design.

Re: CIVILIZATION VI

Posted: Fri Feb 09, 2018 2:06 am
by Alvin Flummux
Clearly Barbarians are there to represent smaller tribal cultures that didn't develop into fully fledged civilizations. There must be a better way to do them, though.

Maybe they could use that new loyalty system, or indeed coin and food, to allow players to influence Barbarian Encampments? Ally with them, make them fight each other or other players, even bring them into the fold as a new city or military district for your civ? That way, less militaristic players could harness them, using them to harass other players militarily without going to war directly. Sort of a proxy war scenario, I suppose.

Re: CIVILIZATION VI

Posted: Fri Feb 09, 2018 7:37 pm
by HSH28
Always play on King difficulty and I've never had any problems with Barbarians in 6.

All you have to do is take out their camps when you find them and stop any units that find your cities from reporting back. A couple of early military units is normally enough.

Re: CIVILIZATION VI

Posted: Sun Feb 11, 2018 5:29 pm
by Knoyleo
The rewards for an emergency are so out of whack with the risks. I had a scenario where I had to team up with Cleopatra to take back her former capital from Seondeok. The city had only just been taken, and Korea had left one swordsman unit in there. Took in in a few turns, and got 2,250 gold, and a load of military bonuses against Korea as a bonus.

Re: CIVILIZATION VI

Posted: Sun Feb 11, 2018 11:09 pm
by FudgeDiver
god damn Shaka is such a pussy this game

Didn't declare war on me once and lets Alexander walk all over him

I almost miss the game-long wars of Civ5

Re: CIVILIZATION VI

Posted: Mon Feb 19, 2018 8:16 pm
by Oblomov Boblomov
The new intro video is pretty gooseberry fool, isn't it. First impressions of this are not great.

Re: CIVILIZATION VI

Posted: Tue Feb 20, 2018 12:14 am
by FudgeDiver
After having cleared a game, it's definitely an improvement, albeit one probably not worth £25.

-Dark/Golden Ages give you a reason to keep pushing forwards, even rewarding going to war often, with some of the best Era Score rewards being for taking capitals and wiping civs out. Dark Policies are balanced well too, you could easily strategise a fall into a Dark Age to get some military boosts.
-Loyalty is good, only saw a few city secede, amusingly, Brazils capital was one of them, which considering Alexander had already taken Sao Paulo, left Pedro with only Hong Kong as his capital.
-Governors feel kind of weak, my main use for them was to settle down new cities, especially those on foreign soil.
-No real changes it feels to the tech tree, Pike and Shot is a nice bridge between 'pikeman' and 'bazooka'
-Emergencies are fun, either too easy or not feasible and the AI never seems to want to cooperate, unfortunately

Re: CIVILIZATION VI

Posted: Sat Mar 03, 2018 12:51 pm
by Oblomov Boblomov
So... this whole loyalty thing, how about it?

Already sick to death of rebellions. You've got no chance of retaining cities even slightly outside your main city's vicinity if you're not in a golden age. God help you if you enter a dark age.