Civilization VI

How are people starting campaigns?

I'm finding it much slower going than in others to get my cuties up to speed (especially production wise) and with the ridiculously aggressive barbarian AI and civ AI if I'm not spending everything on troops I'm going backward.

But frustrating :p

Yeah you need production immediately or the city is just going to be doomed. The difference between having only a couple of production vs. starting next to two forests and something like diamonds (+3 hammers) is staggering. Like Warriors in 2-3 turns rather than 8-10.
 
You had it easy.
On my games a host of 10 barbarian melee cav and missile cav charges by turn 10-15. And when I manage to push them back, there is a single village that spawns them. Btw had a game, where by the time hit 500BC only 2 civd has survived. The rest were wiped out by barbarians.

Also somehow all my games, it puts me near the polar cap, while indeed the maps do feel small.

As it currently is for Barbarians I'd say it's good enough for a "Raging Barbarian" setting (as if it were enabled right now) then just tone it down for regular Barbarians as they are a bit ridiculous at default settings :p

In general though, loving the game so far. Having to throw all my Civ 5 knowledge out the window as I keep staying in the mindset that I need Pottery and Writing straight away for a Library, etc.
 
Here's one thing I didn't know: If a Barbarian scout finds one of your cities it'll head back to a nearby Barbarian camp. If it reaches it, the Barbarian camp will immediately spawn some cavalry units (Horsemen/Horse Archers early game). This explains a lot :p
 
I think they really need to adjust production:science ratio. Either Science goes to quick or production is too slow to keep up. I'm thinking the latter, as some mid-late game wonders are 30+ turns even in a good production city. Build two like that and it's a 1/4 of your game just spent building 2 wonders.
 
There's a tier list starting on civfanatics if anyones interested in seeing it. Not surprised that people rate Germany as top as the Hansa and Free Imperial Cities are insane, although a few other placements surprised me such as Brazil as if you can't get a good rainforest start you gain so little from their special ability.

In case you can't get on the site from work or something:

TL;DR:

Tier 1 – God tier
• Germany as Frederick Barbarossa

Tier 2 – Great tier
• Greece as Pericles
• Greece as Gorgo
• Rome as Trajan
• Brazil as Pedro II
• Japan as Hojo Tokimune

Tier 3 – Good tier
• Kongo as Mvemba a Nzinga
• Russia as Peter
• Arabia as Saladin
• China as Qin Shi Huang
• Scythia as Tomyris

Tier 4 – Okay tier
• Egypt as Cleopatra
• Aztec as Montezuma
• England as Victoria
• Spain as Philip II
• Norway as Harald Hardrada
• India as Gandhi

Tier 5 – **** tier
• America as Teddy Roosevelt
• Sumeria as Gilgamesh
• France as Catherine de' Medici


Long Version


Tier 1 – God tier
• Germany as Frederick Barbarossa
1. Free Imperial Cities (10/10)
2. Holy Roman Emperor (7/10)
3. U-Boat (4/10)
4. Hansa (10/10)​

Tier 2 – Great tier
• Greece as Pericles
1. Plato’s Republic (9/10)
2. Surrounded by Glory (8/10)
3. Hoplite (7/10)
4. Acropolis (7/10)​
• Greece as Gorgo
1. Plato’s Republic (9/10)
2. Thermopylae (7/10)
3. Hoplite (7/10)
4. Acropolis (7/10)​
• Rome as Trajan
1. All roads Lead to Rome (9/10)
2. Trajan’s Column (10/10)
3. Legion (6/10)
4. Bath (6/10)​
• Brazil as Pedro II
1. Amazon (9/10)
2. Magnanimous (6/10)
3. Minas Geraes (4/10)
4. Street Carnival (6/10)​
• Japan as Hojo Tokimune
1. Meiji Restoration (7/10)
2. Divine Wind (6/10)
3. Samurai (6/10)
4. Electronics Factory (7/10)​

Tier 3 – Good tier
• Kongo as Mvemba a Nzinga
1. Nkisi (5/10)
2. Religious Convert (2/10)
3. Ngao Mbeba (9/10)
4. Mbanza (9/10)​
• Russia as Peter
1. Mother Russia (8/10)
2. The Grand Embasy (1/10)
3. Cossack (2/10)
4. Lavra (7/10)​
• Arabia as Saladin
1. The Last Prophet (6/10)
2. Righteousness of the Faith (7/10)
3. Mamluk (8/10)
4. Madrasa (4/10)​
• China as Qin Shi Huang
1. Dynastic Cycle (7/10)
2. The First Emperor (10/10)
3. Crouching Tiger (6/10)
4. Great Wall (4/10)​
• Scythia as Tomyris
1. People of the Steppe (9/10)
2. Killer of Cyrus (9/10)
3. Saka Horse Archer (6/10)
4. Kurgan (4/10)​


Tier 4 – Okay tier
• Egypt as Cleopatra
1. Iteru (7/10)
2. Mediterraneon’s Bride (5/10)
3. Maryannu Chariot Archer (10/10)
4. Sphinx (5/10)​
• Aztec as Montezuma
1. Legend of the Five Suns (4/10)
2. Gifts for the Tlatoani (8/10)
3. Eagle Warrior (9/10)
4. Tlachtli (4/10)​
• England as Victoria
1. British Museum (3/10)
2. Pax Britannica (2/10)
3. Redcoat (4/10)
4. See Dog (6/10)
5. Royal Navy Dockyard (5/10)​
• Spain as Philip II
1. Treasure Fleet (5/10)
2. El Escorial (6/10)
3. Conquistador (6/10)
4. Mission (4/10)​
• Norway as Harald Hardrada
1. Knarr (4/10)
2. Thunderbolt of the North (4/10)
3. Beserker (5/10)
4. Viking Longship (6/10)
5. Stave Church (4/10)​
• India as Gandhi
1. Dharma (3/10)
2. Satyagraha (4/10)
3. Varu (8/10)
4. Stepwell (7/10)​


Tier 5 – **** tier
• America as Teddy Roosevelt
1. Founding Fathers (4/10)
2. Roosevelt Corollary (3/10)
3. P-51 Mustang (3/10)
4. Rough Rider (3/10)
5. Film Studio (4/10)​
• Sumeria as Gilgamesh
1. Epic Quests (4/10)
2. Adventures of Enkidu (1/10)
3. War-Cart (7/10)
4. Ziggurat (5/10)​
• France as Catherine de' Medici
1. Grand tour (4/10)
2. Catherine’s Flying Squadron (3/10)
3. Garde Impenale (5/10)
4. Chateau (2/10)​
 
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It does load slower yeah, at least for me. Late game isn't as noticeable I find, but early game is much slower.
 
Wouldn't really matter if you got the Warmonger penalties or not I've found as by mid-game most of the Civ's will hate you as you would have clashed at some point with their agenda's.


For anyone interested in a UI mod there's a good one called CQUI which is available here. It installs into the DLC folder so you don't have to overwrite base game files and you can enable/disable it from the in-game menus.
 
They really need to remove the free envoy to the first Civ that finds a City-State as it's way too powerful in the early game. For instance in a new game I just started I found 3 science states, 1 culture and 1 faith by turn 14. That's like having 3 campus', a monument and a shrine. But then you have the other games where you find none and you're at such a disadvantage right away purely because you got unlucky with your starting spot.

There's more luck involved where you can just snowball also if you get the easy quests especially if more than one of them has the same quest. In the game I started one had clear a Barbarian camp which is incredibly easy and two others wanted me to build an Encampment.

qYxv30C.jpg
 
Smokey Deza said:
Lol.

So I was right in my suspicions? I'm happy to tell you that I said way back before this was released that I just don't see huge maps and with 100s of units battling it out on screen because it's a bloody tablet game.

I know how much you wanted it to be, but no, not really. It's a very good game and a worthy addition to the series. It does have some flaws in terms of bugs and exploits, the AI needs work, and it has some really questionable game design decisions such as the the free envoy I posted about above, but I will fully expecting both at launch. As long as it wasn't as bad as Civ 5 was at launch, or how bad Civ BE currently is then I'd be happy and that is the case. Got around 60 hours in the game so far; in comparison to Civ BE where I've never made it over 45 since it came out.

In the end there are only a couple of things about the game I don't like and I can't see them changing as they are core game mechanics so I'll either learn to live with those or wait for mods; the rest are quite obviously bugs or just things they can have ironed out before the first expansion comes out.
 
Few mods for people to have a look at that aren't overhauls/major changes to gameplay:

CQUI: A modified user interface, has extra information and simplifies other parts.
YnAMP: A map pack. Be careful setting the map size too high though as it can murder the turn times.
Restart Button: Adds a "Restart Game" option to the top of the escape menu.
 
What annoys me is how it insists on jumping away so you can't see the after effects of certain actions, In particular when I nuked a city, I'd like to watch the fireworks not get catapulted to the other side of the map :(

That's unit auto-cycling most likely causing that; you can turn it off although unfortunately they never added the option to the in-game menus. To change it go to: "C:\Users\You\Documents\My Games\Sid Meier's Civilization VI" and find the "UserOptions.txt" file. Open it and find "AutoUnitCycle" and change it from 1 to 0. Save, close, and launch the game. It'll stop the game automatically selecting the next unit in need of actions as soon as you perform one or start the turn.
 
Been playing a game with "Quick Movement" enabled and man, it really makes a difference on turn times, especially turn 200+. The UI always move nearly every unit they have every turn and having them move nearly instantly really speeds up turns. Would really advise having it on.
 
That mod sounds awesome for Quick Combat/Movement; would love to see that as I like the animations but it takes forever mid-late game to get through them all with the AI. Agree on Horses > Ranged > Melee also; I've been deleting my warrior after I'm settled in for the gold as are just very poor. Civ 5 had this issue also but it never felt as bad, but still ended up favouring Spears->Pikes->Cavalry route if I needed/wanted melee units.

Lost to a random religious victory last night. Didn't even see it coming, just all of a sudden lost the game as I was building the last Space Race unit. I think they need to re-add the "<civilization> is close to a <victory type> victory!" notification in like they had in Civ 5 (or if they do already I'm not seeing it) and put on the defeat screen why you lost as it doesn't say.

How are peoples general build orders looking? I've been toying with Slingers and Scouts right off the bat and I'm just not sold on Scouts at all. Above King difficulty (and maybe even King) you really need that extra military strength Over rough terrain they move the same speed, only cost normally 1 more turn to produce at the start and are much tougher. Majority of games for me it looks like: Slinger, Builder, Slinger, then a Slinger or Settler (depending on how fast I need an expansion), and then the other. With the 3 Slingers it's great for getting boosts on Archery and Machinery. For new expansion cities I tend to start with a Monument immediately as border expansion is just so slow.
 
First patch! Some nice things \o/

Nutshell overview
  • DirectX 12 Support introduced
  • Two new maps (4 and 6 player respectively)
  • Can rename cities now
  • UI shows culture growth tile that it's expanding too
  • Warmonger penalties reduced
  • Science bee-line is less easy
  • Horses nerfed via civic card reductions
  • AI won't tell you to move troops from their border if you are in your border
  • Ampitheatre has two slots for Great Writing now
  • Deleting a unit no longer gives gold and can't delete a damaged unit
  • Can't chop forest for hammers outside of borders
  • Lots of AI improvments towards better playstyles and diplomacy
  • You don't get denouced by an AI when you join them in a joint war
  • Buildings in tundra/snow will have snow on them!
  • Lots of new improvement for micro/macro management
  • Escape key closes tech/civic pop-ups
  • Leader selection screen is much easier to use
  • Barb scouts show a visual "!" when they find you before they run back to a camp and spawn units

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 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.

Today you’re also able to play a whole new multiplayer scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed *********.” 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. Stay civilized!

[NEW]
Added a balanced six player map.
Added a balanced four player map.
Cavalry and Cannonades’Scenario Added
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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Poland seems crazy strong, but I was never a fan of the "push" units as I always found that, in Civ 5 at least, it kept messing up tactics for unit movement. Extremely disappointed with the Vikings pack though; it adds next to nothing and is part of the deluxe DLC.

Some nice changes in the patch though. Glad to see wonder production costs are lowered, especially for later eras as the costs were insane. AI changes are always nice but there doesn't seem anything substantial. Will have to see how the new changes play out.
 
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