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The First Civ6 Lurker Thread

My honest guess is that Fixaris decided that there was no way the AI was ever going to be able compete with people swapping 50 trade routes to a single city to rush out 4-turn spaceship parts, so they just chopped the number of routes you can amass.
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I think they should have coupled it with a buff to either the Harbour District itself or one of the buildings in it to make water tiles more viable.
Why not let the Lilghthouse add +1 Hammer to all Sea Resources for example.
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I have just checked out patch notes to see it myself.

Now, its clear that settling on coast has low priority due to bad water tiles & no trade route benefit from harbor.
Harbor district usefulness dropped radically, so it will be easier to decide which district to build after commercial/industrial. I actually liked it as it was before, because it gave reason to build harbor even if map was pangaea and only little. Furthemore, settling off the coast by 2 tiles prevents coastal raids, bombardment from see (until mighty battleships) and pillaging improved sea resources.

I will also mention briefly nerf for getting Horsemen & Industrialization and some modest AI tuning. Wont go to much detail as this thread is not about patch.
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Yeah, it seems kinda random. I think what they should really consider is buffing all the water resources so they are much more powerful than their land counter parts. At least then there's reasons to settle close to it.
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So, what do you guys reckon now? Is Sullla going to steamroll the rest?

Unfortunately, only teh provides some proper screenshots of his actions (besides Sullla's, who seems to dedicate an enormous amount of time to this game and his reports). I am always rooting for underdogs and in this case, I hope teh can provide some challenge. His opening moves do open up some possibilities there.

Btw, what they might not be aware of, the Roman legion has been nerfed a little as all swordsmen now have the same strength with the latest patch.
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Due to their history and not moving off the cost I think Yuri and Archduke are totally ****ed.

Don't know anything about how good teh is expect he seems reasonably solid. The game might come down to who could kill Archduke or Yuri faster.
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The only way for Sulla to lose is to become a victim of his own success and get dogpiled -- 1UPT can make this either very difficult or very hard depending on the lay of the land and seas. Probably very easy because of embarking. We'll see whether iron for iron deals are a thing in Civ6 meta (would have to find a suitable replacement for iron though, far too scarce and random)
DL: PB12 | Playing: PB13
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(March 1st, 2017, 06:02)Bacchus Wrote: The only way for Sulla to lose is to become a victim of his own success and get dogpiled -- 1UPT can make this either very difficult or very hard depending on the lay of the land and seas. Probably very easy because of embarking. We'll see whether iron for iron deals are a thing in Civ6 meta (would have to find a suitable replacement for iron though, far too scarce and random)

What makes you think that teh doesn't have what it takes?
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Yuris makes an interesting point about the effect of limited-use Builders on tech path, but I'm not buying his conclusion. To the extent the importance/interest of the decision has been taken away, it's due to boost timing constraining when you can efficiently finish techs, or failure to plan far enough ahead: If you don't care what techs you'll get in the next 10 turns, which ones will you want to have all of in the next 20 or 30 or 50, and what's the most efficient way to get them all? (This is a question Yuris doesn't appear to be trying to answer, which is why I'm posting this here instead of his thread. And if boosts and perhaps a bland tech tree mean the answer is the same every time with unimportant variations, the problem still isn't with the builders.)

One version of his argument that I can see though: A builder is fairly costly (and the cost keeps increasing) but worth the cost to get three good tile improvements. If you're limited by housing/amenities and/or land quality (e.g. all non-resource flatland) so you'll only want one more tile improvement for a long time, the payback horizon for a 3-charge builder may be too distant to bother with one until you're nearly ready for more tile improvements. Even so, there must be some long-term plan you'd want to execute; e.g. in the case of resourceless flatland, maybe work toward Bronze Working to see if there's an Iron resource to make things more interesting?
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I think the game would be a lot more exciting for lurkers if barbarians were not disabled. They are a pest now post patch and they would spice up things. Currently the game is ruled by bean counting (which Sullla is pretty good at).
I'd like to see some rocks thrown in.
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