Which is weird since the bonus that makes hoplites so good should stay with an upgraded unit, shouldn’t it?
I haven’t played civ since 3 but it seems like ya need to wait until you get "civ x complete 2 years after release "
But its always been a hallmark that it needs 3 or 4 upgrades for it to work as intended even civ 2 needed 3 releases to get fixed (civ2 civ multiplayer , and multiplayer gold)but this release seems to sound like its civ 2 first ed …
Civ 2 first ed was still a huge improvement over its predecessor.
My daughter got to play “Baba Yetu” in her high school concert band a couple of years ago.
I’m having a lot of trouble figuring out how to optimize district purchases. My last game was going great - I kicked the crap out of Germany in a defensive war and felt like King Awesome. But then all of a sudden my pikemen are waving Greek cargo trucks into my cities and Russia is giving me crap for not being in the modern era. I realized it’s because I hadn’t built enough campuses, and my research output had fallen too far behind.
Yeah, I’ve just been dropping them where ever I see the highest + number, but I’m not sure that’s the right way to go!
Campuses are best placed next to mountains - they get one extra science per bordering mountain. I had a nice U-shaped mountain range once that really drove my research up. They get another one for every 2 rainforest tiles, and also for every 2 bordering districts (but no mix and match) - city centre counts. Holy sites get charged by mountains and forest (and other districts), theater squares by wonders and districts, industrial zones by mines and districts, and commercial zones by rivers and districts.
So, then is my “just drop it where the pluses are highest” strategy make sense?
I found this guide, which either helps or makes things way more complicated.
There’s a bit of future planning involved: for instance, if you’ve got a bunch of hills/resource tiles in a concentration, you won’t see the bonus for an industrial zone right away, but it’s something you’ll want to develop with a builder. And then you’ll want to concentrate districts if you can - put that entertainment district bordering the theater square and the commercial zone so even though the ent district doesn’t get any bonus, it juices the other two.
Most districts also get +1 for every 2 districts next to them, so you can make a little triangle and get a bonus that way. I think this counts even for non-yield districts like the encampment. It might be worth taking the long view and doing that in desert tiles rather than placing your campus or whatever in a tile that give +1 right now.
Another balance issue that I’ve seen emerge is spies. If I plant three spies in the richest empire and set them to steal money for each mission, then I essentially get unlimited money with no real consequences.
Part of the reason for this is that counter-spy missions are district-specific. So if you have a decent-sized empire, you have probably two dozen plausible counter-spy mission locations, making them pretty meaningless.
True, there’s civics and spy promotions that can shift things a bit, but the arms race isn’t balanced at all, since by the time you can clamp down with civics and well-trained counter-spies, the original spies have three or four levels of promotions.
I also don’t understand how after decades of Civ games the AI explore option isn’t just optimized. There just aren’t that many parameters for optimal exploration. How is it not a solved puzzle?
But this patch of arctic is sooooo interesting!
Speaking of exploration, are there fewer “goody huts” in Civ 6 than previous versions or is it just me?
I’m not even saying the AI should decide what’s interesting. I’d be happy if it were literally just route optimized to explore the unexplored regions in as few moves as possible. I swear a roomba is more efficient and it just bounces off shit when it can’t go further.
Maybe slightly fewer but I’ve generally had no trouble grabbing 3 or 4 each game.
Wow, Terracotta Army is a tad overpowered I think. It allows you a free exp level boost to all your units. I now have a kingdom full of level 3/4 armies :D. I wonder if you do a Suzerain takeover of city-state units, and then pop the wonder, if it will also boost all of the city-state units as well?
I’ve definitely won a couple defensive wars with a timely Terracotta Army. The promotions are great but, in the middle of a war, all the free heals are even better.
Is it possible it’s designed to not be optimal? You have the choice of micromanaging units for an optimal outcome, or fire and forget for a “good enough” one?
God damned Germans are complaining about my troops on their borders. None of my units are within 2 hexes of their lands so I don’t know who they are bitching about. In the mean time they have a huge force right on the border and there is no way for me to ask them to move… I would like to see some tweaks to the diplomacy AI.
That sure seems like the best explanation, since I cannot imagine that it’s a huge programming challenge.