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CIVILIZATION VI |OT| He's Got the Whole World in His Hands

wideface

Member
Okay, this might be a stupid question, but I'm at a loss here.
Can anyone tell me why it won't let me build a Holy Site here...
DXB6At2.jpg

...but lets me build it in any of these other tiles?
 

MGrant

Member
Won my first game on Prince difficulty, Quick Speed, Qin Shi Huang. Got a culture victory somewhat by accident, as I had switched gears to try and win by science but I guess my late game exploration boosted my tourism numbers a lot. Philip declared war and tried to fight my mechanized infantry with his conquistadors, which went about as well for him as you'd expect.

The combination of high money + networked industrial zones between 4 cities (factories and power plants share their production bonuses to ANY city within 6 squares) means you can pump out great people every 3-4 turns in late game. I should have gone more science and maybe used 5 or 6 cities, but I really didn't face any difficulty after the early game war mongering had subsided.
 

Ferrio

Banned
My current religion playthrough is rough, people keep on picking on me. Had a war with the aztecs I defended against, made peace while exorting them of everything they had. I disband a good portion of my army, next turn England declares surprise war on me. I'm going to stick with it though since I founded the perfect religious city. Placed it right next to Mt Everest, and plopped down a holy site between 3 mountains including Everest, the district bonuses are insane.
 

Borgnine

MBA in pussy licensing and rights management
Quick questions:

Is there a way to tab from one city to another? I remember doing this in 5, I could quickly tab through all my cities status screens to see how they're doing.

For domination victory do I need only capture the original capital? Or capture it again when it moves?

Can I delete my own cities?
 

vixlar

Member
Quick questions:

Is there a way to tab from one city to another? I remember doing this in 5, I could quickly tab through all my cities status screens to see how they're doing.

For domination victory do I need only capture the original capital? Or capture it again when it moves?

Can I delete my own cities?

I don't have an image here, but in the city name there are some arrows... but those arrows are really far from the name.
 

Sendou

Member
Is it just me or does the AI aggressiveness get bumped up quite a bit going from King to Emperor? Went from having no wars on King to being declared war by 3 different civilizations and Barbarian horsemen on the gates on Emperior in the first 30 turns lol.
 

Najaf

Member
Wow. Blew 1600 faith (or whatever it costs) to get a naturalist only to learn you need a diamond shape 4 tile cluster of unimproved land inside your borders.

I like the district system but even with a great location, I was only able to get my population to 23 by the time I won (1920s), and that was using every tile, with around 10 tiles dedicated to food. Also makes almost all of the wonders not worth building with the exception of sea based wonders. I really like making use of sea tiles with no resources on them.
 

Najaf

Member
Okay, this might be a stupid question, but I'm at a loss here.
Can anyone tell me why it won't let me build a Holy Site here...


...but lets me build it in any of these other tiles?

That is weird. Are you in a trade agreement giving away that resource?
 
I think I've built six wonders across three games. They're more situational than ever, tile-usage opportunity cost can be high, and it's hard to plan ahead for later wonders that require a specific adjacency. Plus production factors get tricky in the late-game.

On the bright side, you can get some good deals on ancient/classical wonders when the AIs don't have the tiles or the time. In my most recent game, I snapped up the Pyramids in the medieval era (took just 6 turns to build). Still totally worth it.
 

Brashnir

Member
Okay, this might be a stupid question, but I'm at a loss here.
Can anyone tell me why it won't let me build a Holy Site here...


...but lets me build it in any of these other tiles?

I may be misunderstanding, since I have barely scratched religion thus far, but wouldn't it make more sense to build it in the lower-left tile with 3 adjacent mountain tiles?
 

RoyalFool

Banned
Played a few games now.

Come to the sad conclusion the AI is still a complete joke. Such a shame - played super passive, rarely expanding and with no army. On a random turn everybody accuses me of warmongering and declare war.
 
Guys, I am going insane. Is there a way to turn off the forced "auto next unit"? It fucks up my movements with my armies so often because it switches to another unit while I already drag the movement for the one I have chosen manually. I know, I could be more patient, but I am not!
 

Totakeke

Member
Wow. Blew 1600 faith (or whatever it costs) to get a naturalist only to learn you need a diamond shape 4 tile cluster of unimproved land inside your borders.

I like the district system but even with a great location, I was only able to get my population to 23 by the time I won (1920s), and that was using every tile, with around 10 tiles dedicated to food. Also makes almost all of the wonders not worth building with the exception of sea based wonders. I really like making use of sea tiles with no resources on them.

I think I've built six wonders across three games. They're more situational than ever, tile-usage opportunity cost can be high, and it's hard to plan ahead for later wonders that require a specific adjacency. Plus production factors get tricky in the late-game.

On the bright side, you can get some good deals on ancient/classical wonders when the AIs don't have the tiles or the time. In my most recent game, I snapped up the Pyramids in the medieval era (took just 6 turns to build). Still totally worth it.

I disagree. Wonders do take a long time to build but most of them are worth it and more. Here's some examples.

Great Zimbabwe: +2 gold for every bonus resource within the city territory. It's not difficult to get 4 bonus resources within a city borders. That's +8 gold per trade route and with merchant republic it's relatively easy to get 10 trade routes so that's potentially 80 gold per turn extra.

Forbidden City/Alhambra/Potala Palace/Big Ben: It depends on your government but the right civic card has huge effects on your empire. - unit maintanence, increased production to military units, increased envoy points, decreased spy levels and increased spy productions, trade route civic cards, district building civic cards, etc. They could easily swing your resource output by 10-20%. I always wish I had more civic card space and it's as good as you know which civic cards actually maximize the gain in your empires.

Ruhr Valley/Petra: Must get for science victory or military heavy empires

Eiffel Tower: Helps tremendously in culture victory, lets you make resorts on almost all coastal tiles and national parks everywhere you have space.

Cristo Redentor: Also massively helps culture victory
 

Randdalf

Member
Yah, this seems similar to my experience.

At a certain level I almost feel cheated, like, "I didn't need your help to win, game!"

Wonder if it's part of the overall AI settings or just part of the difficulty. What difficulty were you on?

Prince, so I've upgraded to King for the next game, although I'm playing Sumeria so naturally going for a Domination victory given their unique attributes. I'm hoping they get more proactive about stopping me.
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Guys, I am going insane. Is there a way to turn off the forced "auto next unit"? It fucks up my movements with my armies so often because it switches to another unit while I already drag the movement for the one I have chosen manually. I know, I could be more patient, but I am not!

Go to Documents/My Games/Sid Meier’s Civilization VI/User, open Options.txt and search for “AutoUnitCycle” and set to 0 to disable, 1 for enabled. Then save and close the file.
 
Guys, I am going insane. Is there a way to turn off the forced "auto next unit"? It fucks up my movements with my armies so often because it switches to another unit while I already drag the movement for the one I have chosen manually. I know, I could be more patient, but I am not!
You are in luck! A lot of us also got tired of the auto cycle, and while unfortunately there's no direct way to address that in the UI or setup options, you can change a text file to turn auto cycle off:

Haven't actually looked at trees, but the rest, like stones, definitely do scale in some fashion. In the new Beyond the Monument episode they also talk about it. Would be strange if the forests wouldn't scale.

Also, I haven't seen someone mention it, but you can disable the damn unit auto cycle in one of the ini files.

Go to \User\[your login name]\my games\Sid Meier's Ciivilization VI and open UserOptions.txt

Set AutoUnitCycle 0 (from 1) and save. Saw this in a FilthyRobot stream and thought some of you might be interested.

Edit: not enough production for post building :(
 
Sounds about what I figured.

Did you test it at all in strategic view? I really wanted to give the game a whirl and was considering just using small maps and strategic view until I can get a new laptop.

I'm playing on a mid 2011 iMac with a 6770. I haven't tried strategic view, but if you don't mind a spotty frame rate its definitely playable if you turn down the settings.

My first game so far is on a small map with six civilizations. It plays smooth for the most part except when you have a lot of on screen action during the turns. I've played five hours so far and would say, while it could be better, I'm getting my Civ fix well enough that it's tolerable. I guess mileage will vary depending on your tolerance for that.
 

Hazzuh

Member
Had a weird glitch in my most recent game. I was playing as Brazil and I was at war with Greece as they were finally conquered by Russia. Much later in the game I liberated one of Greece's cities but I was still at war with them. I kept agreeing to peace agreements with them but I continued to be at war with them no matter what.
 

wideface

Member
I may be misunderstanding, since I have barely scratched religion thus far, but wouldn't it make more sense to build it in the lower-left tile with 3 adjacent mountain tiles?

First time trying religion too, so I might be wrong, but I wanted that tile in particular because of the bonus +1 Faith from each rainforest tile, plus one mountain tile. This is my pantheon:
 

Totakeke

Member
I saw a thread on civfanatics where there's a likely theory that the diplomatic relationship modifiers are not a static amount but rather a per-turn change. That means to be friendly to another AI civ you have to be a lot active in managing your relationship instead of waiting for them to denounce you.

Right now the ways to improve the modifiers I think include, fitting their primary and secondary agendas, sending delegation, establishing embassies, open borders, sharing governments, sharing religion, keeping promises, active trade(?), and liberating their cities.

Also does anyone know the difference between just ignoring requests and declining them? Ignoring seems just to avoid the penalty altogether? Ignoring seems to be the right choice especially for requests to move your military from their borders since the triggers are broken right now.
 

Kikirin

Member
Also does anyone know the difference between just ignoring requests and declining them? Ignoring seems just to avoid the penalty altogether? Ignoring seems to be the right choice especially for requests to move your military from their borders since the triggers are broken right now.

I think it gives you a small-ish modifier (-3 for me on a recent game) instead of the huge one you'd get for making and breaking a promise. Granted, I don't recall if this was for military specifically or if it was for another request.
 
Go to Documents/My Games/Sid Meier’s Civilization VI/User, open Options.txt and search for “AutoUnitCycle” and set to 0 to disable, 1 for enabled. Then save and close the file.

You are in luck! A lot of us also got tired of the auto cycle, and while unfortunately there's no direct way to address that in the UI or setup options, you can change a text file to turn auto cycle off:



Edit: not enough production for post building :(

Thank you! Should really be an option in the menus.
 

Totakeke

Member
I think it gives you a small-ish modifier (-3 for me on a recent game) instead of the huge one you'd get for making and breaking a promise. Granted, I don't recall if this was for military specifically or if it was for another request.

Yeah making and breaking a promise is worse, but how about declining vs. ignoring? Why would I ever decline outright if ignoring does the same thing but with smaller penalties?

... well actually you might want to outright decline to get them to hate you and declare war on you. Though I still wonder if that's the only difference.
 

Pagusas

Elden Member
If I'm heavily dominating a game in Science/military, but another faction is getting close to a religious victory, would sending a fleet to burn down their capital help or would that not affect their religious output? I completely ignored religion in this game, as honestly I dont enjoy it.
 

Totakeke

Member
If I'm heavily dominating a game in Science/military, but another faction is getting close to a religious victory, would sending a fleet to burn down their capital help or would that not affect their religous output?

I don't think losing a capital disqualifies a civ from winning a religious victory, but I could be wrong. There's no holy city concept in Civ6. If you don't have decent faith output to counter their religion spread, you can declare war and set up military to take out their religious units to prevent them from converting you to their religion. As long one civ isn't converted they can't win the game.
 
If I'm heavily dominating a game in Science/military, but another faction is getting close to a religious victory, would sending a fleet to burn down their capital help or would that not affect their religious output? I completely ignored religion in this game, as honestly I dont enjoy it.

I think, but I am not entirely sure, that you can attack their religious units once you're at war with them. Going to war and then wiping out their apostles/missionaries is an option.
 
How's the steam controller support for this game? I'm probably going to pick it up really soon and I want to know if it'll be good to play on the TV instead of my laptop screen
 
If I'm heavily dominating a game in Science/military, but another faction is getting close to a religious victory, would sending a fleet to burn down their capital help or would that not affect their religous output?
At that point I would commit genocide just to be sure :( You hold what may be their holy city, but I would think the religion still belongs to the religious leader, and the religious leader can still deploy Missionaries and Apostles from other Holy Sites in their empire.
 
If I'm heavily dominating a game in Science/military, but another faction is getting close to a religious victory, would sending a fleet to burn down their capital help or would that not affect their religious output? I completely ignored religion in this game, as honestly I dont enjoy it.

One thing to note is that religious victory is based on majority per civ, which then in turn boils down to population. I accidentally triggered a religious victory for a rival the other day by nuking their closest religious rival, thus dropping their population, making their majority religion flip... declaring them the winner.
 

Totakeke

Member
One thing to note is that religious victory is based on majority per civ, which then in turn boils down to population. I accidentally triggered a religious victory for a rival the other day by nuking their closest religious rival, thus dropping their population, making their majority religion flip... declaring them the winner.

Isn't it based the number of cities that are of a religion rather than the population itself?
 

mixmixmixmix

Neo Member
One thing to note is that religious victory is based on majority per civ, which then in turn boils down to population. I accidentally triggered a religious victory for a rival the other day by nuking their closest religious rival, thus dropping their population, making their majority religion flip... declaring them the winner.

I love this image - their preachers travelling the nuclear wasteland denouncing the evil nation that led them to where they are now.
 
I disagree. Wonders do take a long time to build but most of them are worth it and more. Here's some examples.

Great Zimbabwe: +2 gold for every bonus resource within the city territory. It's not difficult to get 4 bonus resources within a city borders. That's +8 gold per trade route and with merchant republic it's relatively easy to get 10 trade routes so that's potentially 80 gold per turn extra.

Forbidden City/Alhambra/Potala Palace/Big Ben: It depends on your government but the right civic card has huge effects on your empire. - unit maintanence, increased production to military units, increased envoy points, decreased spy levels and increased spy productions, trade route civic cards, district building civic cards, etc. They could easily swing your resource output by 10-20%. I always wish I had more civic card space and it's as good as you know which civic cards actually maximize the gain in your empires.

Ruhr Valley/Petra: Must get for science victory or military heavy empires

Eiffel Tower: Helps tremendously in culture victory, lets you make resorts on almost all coastal tiles and national parks everywhere you have space.

Cristo Redentor: Also massively helps culture victory

Oh, I don't disagree that there are some great wonders. I was just pointing out some factors that have led to me building fewer of them (so far) than I did in a typical game of earlier Civs. It could be that when I get a better handle on production (or strategy in general), I will be building a lot more of them.
 

Totakeke

Member
Oh, I don't disagree that there are some great wonders. I was just pointing out some factors that have led to me building fewer of them (so far) than I did in a typical game of earlier Civs. It could be that when I get a better handle on production (or strategy in general), I will be building a lot more of them.

I'd say most wonders are great and are worth the consideration. The ones I'm most iffy about are one-city modifiers like Oxford University as specialists are much weaker (unless you have a science producing natural wonder.. or maybe science trade routes), and the great work slot wonders as I haven't been producing enough great people for those to be really important. It's harder for me to name a bad wonder than a good one.
 

Pagusas

Elden Member
At that point I would commit genocide just to be sure :( You hold what may be their holy city, but I would think the religion still belongs to the religious leader, and the religious leader can still deploy Missionaries and Apostles from other Holy Sites in their empire.

Sounds like a plan, I'll just wipe the earth with them, cant win the game if you've been eliminated from it!
 

bathsalts

Member
I like the district system but even with a great location, I was only able to get my population to 23 by the time I won (1920s), and that was using every tile, with around 10 tiles dedicated to food.

I've had luck using traders to bring in food, I think theres a few cards that boost it, use faith or gold to spam great merchants and engineers that can provide free housing/amenities too. I've squeezed quite few wonders in a size 30+ city, there seems to be lots of other means to shore up a cities limitations.
 
I'd say most wonders are great and are worth the consideration. The ones I'm most iffy about are one-city modifiers like Oxford University as specialists are much weaker (unless you have a science producing natural wonder.. or maybe science trade routes), and the great work slot wonders as I haven't been producing enough great people for those to be really important. It's harder for me to name a bad wonder than a good one.
I actually think Great Library is not so great this time around. It comes from the civics tree I think, which is generally slower/more costly than the tech tree, and the boost is for ancient and classical techs, which you've probably already researched or got eurekas for. In particular the inspiration requirement for Recorded History is to build 2 Campus districts; so you're probably going really fast on science anyway??
 
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