Civilization VI

I vaguely remember that if you lose due to losing all your cities it has a video of a ruined city. What was your religion/culture like? If you eliminated a civ, maybe that meant that all the remaining civs were the same religion or something like that?

I got the same ruined city graphic when my friend won a Religious victory. I think it’s just the Defeat screen.

Yeah, that’s why I concede the possibility the game was right after all and it was just a coincidence that I killed that city and somehow won a religious victory for someone else by doing so. I wasn’t paying careful attention to religion because it was just the mid-game, and I only had a pantheon myself so I wasn’t competing for it. But there certainly were missionaries flowing around as usual. Possibly one of the remaining AIs sneaked a dominating majority. It’s just that there were other bugs having to do with identifying the wrong civilization in diplomacy, and it looked like that was cropping up again in the victory condition code.

He stated clearly that it was a MILITARY LOSS.

The moment we remove our bias, we will start to process information correctly. Even if it means that our favourite game series is indeed buggy.

Oh, it’s buggy - nobody seems to be denying that. However, one of the issues with Civ VI is the lack of information on losing screens.

For instance, one of the victory conditions is for a religious victory. To win this, more than half of each civ needs to have adopted your faith. By finishing off a civ which might have been the last holdout, that could have caused the victory condition to be “true” for an AI.

I thought it was a military loss that was described.

Indeed, that’s what I assumed from the ruins in the graphics. But I’m told in the comments above that the same loss screen is used for all AI victories.

Let’s give the game the benefit of doubt that it was correct but you were never offered the reason of to who, nor why. That’s still ridiculous though.

Yeah, either way you slice it, it is ridiculously unsatisfying. I mean in my game, if my friend hadn’t messaged me saying “I won!” I would have had no idea what happened. For a game where a campaign lasts hours and hours, they could have bothered to tell you what happened at the end of it. :)

Between things like that and the pants-on-head diplo AI, this game seems seriously undercooked and rushed out the door to get those sweet holiday sales. There’s a ton of easy, low-hanging fruit to fix that would make a substantial improvement. I’m sure they’re aware of these things, so I can only assume they just weren’t given the time and had to focus on show-stopping issues like hard crashes, save game corruptions, etc.

Agreed. I’m now willing to say it was an AI religious victory that the game utterly failed to communicate in the ending screen. Very weak.

The defeat screen does seem to be the same for all defeats.

How lazy is that? It lends a lot of credence that this was rushed or otherwise managed badly. Might as well go full Eye of Beholder.

Heh, I don’t think at this point anyone is disagreeing that it was a goat rope.

I really like the game mechanics in civ 6 but the AI issues really need sorting out. The AI is totally inept at wars, especially on archipelago maps. I hate the warmonger penalty system. I was in an early game war that lasted forever and ended up with -60 warmonger points with everyone, which still hadn’t completely decayed by the end of the game. I think I’ll try a mod to set the decay setting so that it reduces back to zero at a much greater rate. Then of course there is this:

I don’t mind the religious system in the game, but the AI needs to actually USE its units instead of swarming your entire seas/continents with religious units spam!

It’s wonderful to receive a declaration of war, and then see this wave of apostles coming towards you. AI guys, AI guys, you do understand they have no combat strength, right? At least you understand that during wartime sending religious units abroad actually harms your religion because when they die they explode with negative conversion energy? No? You don’t get that? Too bad :)

Well at least they don’t cost the AI anything to produce in terms of gold or turns, but when they show an effective religious point cost of 10,000 or so in the middle-game you know something funky is going on…

A bit more weirdness that needs ironing out:

  1. Spies captured in an AI turn are immediately sought in a deal to get them back, at the exact moment the notification appears that an enemy spy was captured. There really should be a delay between capture and allowing the AI to request a deal for them to be returned, by at least a turn if not more.
  2. From time-to-time, a General won’t move with his escort, staying put in the tile it was on, particularly when the escort is about to attack. However, if you click the General, it highlights the tile of the escort, not the one the General is on. Makes it look like the General is left exposed when really is still protected by the escort.

New patch live. In addition to the Poland civilization & Viking scenario DLC packs.

[NEW]

Added Earth map (Standard size)
Added “Alert” action for units
Put a unit to sleep until they spot an enemy unit
Scenario setup menu
Jump into Scenarios more easily within the Single Player menu. This only shows up when a single player scenario is available and enabled (as can be found in both of the new DLCs!)
Added new replay option to Wonder completion movies

[GAMEPLAY UPDATES]

Religious units may now Fortify Until Healed
Coastal Raids can now pillage districts in addition to the buildings within
Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes

[BALANCE CHANGES]

Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)
Decreased production costs of Wonders progressively
From the Industrial era (about -10%) to the Atomic era (about -40%).
Decreased production costs of all Space Race Projects by 40%.
Increased research costs of Technologies and Civics progressively
From the Industrial era (about +5%) to the Information era (about +20%).
Increased Faith from Mission
Increased Culture from Chateau
Lowered the minimum unit upgrade cost
Improved clarity on Warmongering penalties associated with taking a civ’s final city
Most Civilization unique districts now require population to construct (like normal districts)
Spaceport district no longer requires population to construct

[AI TUNING]

Improved AI Deal negotiations and analysis
Improved AI handling of Promises; including that they are more likely to agree if they like you, and also will consider how trustworthy a civ is by whether they’ve kept previous promises
Improved tactical handling of Great Admirals and Great Generals
Improved AI interest in Terracotta Army
Improved handling of leaf techs
Improved building of Forts
Improved resource grabbing in late game
Improved Last Viking King agenda’s analysis for who is in bottom percentage of navies
Improved handling of several complaint or kudo messages from AI
Rebalanced Catherine’s evaluation of the ‘no spying’ Promise
AI will not try to convert unconvertible cities

[BUG FIXES]

Fixed several unique buildings that weren’t getting their yields increased by various game effects (ex. Policies)
Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack
Fixed it so loading screens now show the correct text and play matching VO
Fixed an issue that blocked certain relationship-based diplomatic actions
Fixed an issue where incomplete Encampment districts were able to attack
Fixed an issue where you could declare war on friends or allies by moving units
Fixed an issue where AI could declare war on a civ with whom they were already at war
Fixed an issue that caused a Multiplayer lobby to require joining players to have Additional Content that wasn’t actually needed
Fixed a bug that caused Apostles to run out of promotions
Fixed a bug where gaining policy slots mid-turn could block progression
Fixed issues caused by trading lots of Great Works at the same time
Fixed an issue where turn timers weren’t loading correctly from a save
Fixed an issue where Rome’s roads would connect to too many adjacent roads
Fixed issue where civs could get another civ’s exclusive agenda
Fixed multiple links to the Civilopedia
Fixed issue that could cause menu music to play twice and overlap itself
Fixed an issue that could cause private MP games to become public
Fixed multiple text & grammatical issues
Fixed multiple crashes

[VISUALS]

Added new art for National Parks
Updated Mines for several eras
Updated Swordsman
Improved city fading during combat

[MULTIPLAYER]

Hallowed Ground scenario is no playable on huge maps
VO now plays correctly when loading a save

[UI]

Resource Report now correctly shows resources from several sources:
Great People abilities
Diplomatic Deals
Checkboxes for toggle yields and grid now stay in sync with hotkeys
Improved differentiation in Government Lens hex colors
Added Defeat icon to the End Game Results screen

[AUDIO]

Added sound effect for Quick Save hotkey

Still not much about diplomacy. But in the mean time, have you guys seen this?

I hate the fact that they’re selling DLC when some of the fundamental problems with the game haven’t even been addressed. I also hate that they’re charging 5 Quatloos for a single faction and a scenario nobody will ever play.

OTOH, whenever I have the opportunity, whether a Paradox game or a Slitherine game, to play Poland, that’s always my first choice because mishbrucheh! So this is mighty tempting.

I don’t really believe one (updating the core game) has anything to do with the other (developing DLC). Partly because a lot of that stuff is all art and animation, but especially since it’s the DLC sales that support the core game.

Also of note, the Viking scenario pack also includes six new City States and 3 new Natural Wonders. So that alone (to me) is worth $5. Also, I paid $5 per Civ for V so it’s not like they are suddenly asking for a lot.

EDIT - Regarding your “not much about diplomacy” I’m a little out of the loop, the first two AI items deal directly with changes to diplomacy - what were the other bullet items people generally wanted? I know I for one would like less aggressive “hey, get your units away from me” and “Hey you are a war monger” when you haven’t started any wars, but I think some of that was reduced in the previous patch - or not really?

I would be utterly shocked if the people responsible for the bulk of making the DLC have anything at all to do with core game fixes (diplomacy, AI, etc).