What’s changed about them?
I’m in late game as Dido, large map, epic speed, shuffle map type and king difficulty.
Early game was, as usual, fun. On oddity is that I never had any barbarians to contend with. They are on the map, just no spawning in my general area. It turns out I was on either small continents or a large island with two other nations. Playing as Phoenicia, I could expand rapidly and without a care when it comes to loyalty. I did verbally tell the computer not to settle where my own settler was moving to, but alas, I was one turn too late. That lead to a brief war where the AI once again disappointed. It never builds enough units.
Midgame, I decided to conquer the rest of the island for myself. I started with muskets and cannons, finished with infantry and artillery. My science progress was eclipsing the other two nations (Kongo and Inca) to the point where conquering cities was a breeze. Add in a few battleships bombarding and I had no problems.
One thing to be careful of with Dido is CO2 emmissions. For a start, I’m the leader when it comes to environmental impact, and all those cities I place on the coast are losing coastal tiles. I’ve also decided I’ve won the game, but keep persisting just to see what else there is to learn before bumping up a difficulty. Right now, it is a race between diplomacy (boring), culture (boring) space (boring) and conquest (boring). Yep, every condition is boring because no one can contest me effectively. The joys of being on a conquering binge. Either space or conquest will bring about victory the fastest, so I’m hoping for one or both.
Maybe it is the effect of playing as Phoenicia, but gold is much easier to come by. In the classical era, I was making about 300 gold per turn. I think because I’m encouraged to build cothons, that is the contributing factor with all of those sweet, sweet trade routes of course. Needless to say, no gold problems at all this game. Rush buying builders is a nice thing to do.
One annoyance with the game is the road and railway system. They just make the map look ugly. I can have districts in some areas, wonders in others, then random spots which have a bit of road or railway showing, and it stands out with how ugly it looks. And of course, there’s no way to know if a tile that has a wonder or district has a road or railway on occasion, that needs a mouseover to check.
Also not sure why in the leader selection screen Firaxis went from alphabetical sorting, as was the case in the base game and R&F, to this new alphabetic sort by DLC. So new leaders always at the top, and base game leaders all the way down the bottom.
Ah, sorry - just an overall complaint; burning the bonus ability just seems rather uninspiring. They’re the same since Rise and Fall, however.
I hope, if this is the final exp, they’ll finally fully open up to modders. There have been multiple AI modders lamenting that, without access to the “black box”, all they could do to influence the AI is fiddle with the weighting of aspects covered in the ini files.
If they follow their course since Civ5, they’ll release it is this is their last expansion or DLC, which is a damn shame. Someone needs to smack whichever 2K or Firaxis exec thinks mods cannibalize expansion sales. The modding community should be seen as partners, not competitors.
Doesn’t XCOM 2 have a thriving mod scene even right from the jump?
Does anyone know where active promises can be viewed? I can’t find 'em.
Amen to that.
I’ve been poking around at mods, and a bunch are already updated for GS. I haven’t tried any yet, but I thought I’d link some mods that might be of interest to people here. You might consider making some of these “favorites” rather than “subscribing” if you don’t want to install yet; at least, that’s what I’ve been doing. (Also: can anyone point me to a mod or graphical cheat-sheet, updated for GS, that indicates Wonder/District eligibility and adjacency bonuses?) Anyway, here’s a list for starters:
1. Pidi’s Religious Border Control.
“It’s quite a simple mod. No religious unit from another Civ can pass your borders without the deal “Open Borders”.”
2. Historic Speed (Extended Eras). “Historic game speed has Standard-speed production times and longer-than-Marathon research times.” Adjusts calendar, tweaks upkeep and other stuff.
- Sukritact’s Simple UI Adjustments. CQUI will take a while to update, but in the meantime there’s this.
4. Extended Diplomacy Ribbon. This is the mod that I’m likely to install first. Super-informative tooltips on what’s going on with each leader diplomatically. https://steamcommunity.com/sharedfiles/filedetails/?id=1360462633
5. Jam’s Difficulty Mod. On higher difficulties, no AI starting bonuses, extra units, or combat bonuses. Instead, AI gets production/food/gold/other bonuses that grow over time.
I haven’t tried Jam’s, and the author says it needs more testing. It sounds like an updated version of the old Smoother Difficulty mod, which hasn’t been updated for GS yet. AI+ hasn’t been updated either.
6. Dynamic Diplomacy (Friendship Bonuses Version) - I’m not sure this is necessary given the improvements to diplomacy in GS, but the author is updating it for GS. “Friendship bonuses” mean you get a bonus for being friends with a particular leader – like more food for harbors if you’re friends with Kupe (Maori). Other interesting changes, but I’m gonna play vanilla a while before trying this. Not sure how it interacts with the Extended Ribbon mod.
7. Immersive Dialog. Adds leader-specific variation to dialog. Instead of “How Dare you,” Teddy now says “I think you’ll find that the United States is not to be trifled with,” or some such. It’s been updated for GS but I’m not sure the author has actually added new flavor text for the new GS civs, so I’m not gonna install until I know that.
I bought Civ 6 and the last expansion. I really want to like what’s going on but this series hasn’t clicked for me the way Civ 4 did. Is this expansion worth it? I’m sorry, I realize the that’s probably a loaded question. I guess does this expansion make Civ 6 the best it can be?
Hmm, if you don’t care for Civ 6, I’m not sure this expansion will change your mind. It improves a lot of things but it doesn’t radically overhaul anything. Don’t get me wrong – I love it myself, and I think it’s a better expansion than R&F. But I’m not sure it will wow you if you already didn’t like Civ 6.
Improvements include environmental catastrophes, global warming, better diplomacy (with a diplomatic currency and a Diplomatic Victory), some cool new civs (Maori start at sea, Incas thrive in mountains, Swedes do the Novel Prize, etc etc), very cool naming of map features, more interesting geology, prettier maps, some UI upgrades. But it’s still Civ 6 at its core. For me, that’s a plus; for you, maybe not.
Hope that helps a bit!
Thanks for the write up, that is very useful. I find the workshop difficult to navigate sometimes.
No. These are incremental additions and improvements. I feel like $40 is pretty pricey for what’s in here as well.
It’s not bad at all, the weather and climate stuff is pretty cool, but there’s nothing here that will make a game that didn’t grab you before grab you now.
I’ll chime in agreement with both Spock and KevinC; it’s now a more enjoyable Civ 6 game for me, but it’s still a Civ 6 game. I personally think it’s maybe 1 good patch away from being a regular in my rotation.
I’m getting a consistent crash at turn 155 in my Turkey game. Even reloading from previous autosaves and manual saves makes the game crash at 155. Frustrating as two hours of play are now down the tubes.
Yeesh. Any mods or just vanilla?
Any way to find out where coal, oil, uranium is in the game? I think i saw the report but it didn’t show any coal on my continent. I guess all the coal somehow spawned on another continent?
Even so, that report doesn’t show WHERE on the map the resources are.
If there’s coal in area you control, you can click through the alert icons when you discover it. Otherwise, I’m not sure if there’s a way to find the other deposits.