So, you chop all your bonus resources? Dang, that will be a big departure for me
[quote=“Mr_PeaCH, post:3696, topic:78555”]
Jam’s Mod didn’t do it for me. Felt like it had the effect of pacifying all the other civs; even the hawkish ones. Nobody ever declared war on me it seemed like.
[/quote] Same experience here.
I think that the lack of extra units discourages the AI from attacking. But whatever the reason, I don’t think a single civ has declared war on me while using the mod.
No, like high-yield squares. I just don’t like breaking them up to put a stupid district down, which is only going to be useful after I invest another 20 turns of production anyway.
If you want a shits and giggles game btw, try Eleanor of France in true start earth. Eat all the euros and watch them revolt!
Strictly speaking not all but certainly most. And while I appreciate the +50% that Governor Magnus brings to the table I don’t wait for him.
For me it’s the best way to get level with the AI as quickly as possible, population and production-wise. I spawn a scout or two to explore, a few units to keep close for protection from Barbarians and AI alike. But beyond that it’s just builders, settlers (try to time first with arrival of policy card for +50% production of settlers; maybe one before, then two after.) the monument and the granary. And more builders. Chop chop.
Assuming there are any religions left to be created by then…I dunno what your experience is, but if I don’t build holy sites and create a religion ASAP, I’m not getting one, period.
Fenris - too true. That’s why I never play without the mod I mentioned which raises the limit of religions which can be founded; now everyone can have one. IF I had to play without it then I’d have a plan B backup for if/when I don’t get one of the Prophets that would just use the Faith accrued to buy GP or units, etc. But now that I can get a Prophet of my own (with the use of the mod) it’s really opened up my eyes on how to play with it and I enjoy it a lot more. Love having Inquisitors and a Guru especially and just prey on the AI’s units when they come around.
So what is your typical build order?
Scout -> Builder -> Settler -> Monument -> Settler -> Warrior-> Warrior?
Something like that?
OK, time to come clean. I regularly play with a couple other mods, one that grants a starting scout and one a starting builder. It’s a good hedge against the AI at higher difficulty when they start with extra units inc. extra settler.
But if I didn’t it would probably go something like this:
Slinger > Scout > Builder > Monument > Slinger > Warrior > Builder or Settler (soon the Granary if I’m able to chop some food and grow quickly)
Ahhh - you scoundrel!
I did the same thing in Civ5, where the AI would start with I think 2 warriors and a scout
KevinC
3706
Does that Jams difficulty mod take away all those free units? I need a high difficulty level to keep things interesting, but it’s incredibly annoying for the AI to start with a stack of units and crapping out cities before you even have a monument built. Especially when you’re wedged between a bunch of civs.
Spock
3707
Yes, Jam’s mod removes the bonus settlers and warriors. It’s designed for higher difficulties only.
AI players no longer get free units, settlers, builders, techs, or civics at the start of the game based on difficulty. AI combat buffs and barbarian camp gold scaling have also been removed. Instead, AI players get a boost to food, production, and gold that scales with difficulty level. As each AI player progresses through the eras, their boosts grow, allowing them to keep up a little better throughout the game.
https://steamcommunity.com/sharedfiles/filedetails/?id=1656782378&searchtext=
KevinC
3708
Is there a map script out there that mimics the Terra map from Civ4? That was my favorite map type in the game, because if I got heavily boxed in or was losing badly, the era of exploration and colonization presented a second chance to try to get ahead.
The Earth map type doesn’t fit the bill in Civ6, because the idea is to have civs start in the “Old World” with a “New World” open for colonization.
Strato
3709
I’ve yet to find one. Like you, I miss that map script immensely especially in the world of Civ VI where within the first 15 turns I can stumble across 3 AI opponents and witness myself being squeezed in by those same AI nations within the following 20 turns thanks to their starting bonus. Mid game exploration and colonisation is pointless. Terra maps always filled me with excitement when I could send my caravels either East or West to discover the new world, and the bountiful resources and space they offer.
I like the idea of Jam’s mod, I haven’t gone down that path yet only because I like the idea of that come from behind and claw my way up the charts. However, I really should try it largely to spice up the end game and make space victory have some tension about it.
As I’m playing the game, the gripes I have towards it keep on piling up, yet I keep coming back for more. It’s much the same feeling I had towards Stardock’s Gal Civ 2 (I’ve yet to play 3). The tech tree for Civ VI is terrible after the medieval era in my opinion. Unit progression is off in a way that I have no idea how to describe. I suppose one example would be the position of Computers where it should be a prerequisite for many of the information era techs, yet it only leads to Robotics and Telecommunications, neither of which contribute much with tech discovery. In fact, I’ll go so far as to say that the later eras don’t really give much in the way of toys to play with.
Another gripe is the global warming mechanics. CO2 accumulates too quickly. There is a mod that slows it down, and seemingly increases the disaster intensity when CO2 levels rise. I don’t know if the amount of CO2 required to cause increasing sea levels is based on map size, though I sure hope it is.
I’m struggling a bit with the chop strategy, after a few games. I feel like I end up with barrenl, low production cities.
What rules do you typically follow (or do you know of a guide) for city development? Chop all forests and jungles, and bonus resources? Are there exceptions to that rule? Farms on every plains tile and mines on every hill?
I know that top players rave about chopping, but in my experience moderation is the key. How useful is that resource or woods going to be down the road? (Which varies depending on the civ you are playing). And how valuable is the shorter production time right now?
In general, I am quicker to chop for additional population (marshes and jungle) than for production, unless there is something very specific to rush.
A really high priority, though, is to notice ahead where stuff is going to have to be removed anyway – for a district, or for mines to set up a powerful Industrial zone – and get the benefit of those at an opportune time. But I’m not going to be clearing out things like woods by rivers.
On a totally different note, I am finding the Gathering Storm has made some notable changes. One is that maps routinely clump up the city states, which has a weird effect on games. Not sure if this is good or bad, but I tend to either find lots of city states in the opening turns, or practically none until much later.
And I have found that neighboring civs start further off, and I have more room to breath, yet maps are generally designed to hem you in in other ways. Often by means of mountain ridges.
And, although I did not hear this stated in public, the Cree have been significantly nerfed. They cannot build their mekewaps on flood plains or flood grasslands, and that is a significant percentage of the ideal spots for mekewaps. You can still spam enough mekewaps to take care of housing, but you cannot count on pretty much every city having extra excellent tiles to work.
Spock
3712
@Strato @KevinC Indeed there is; it’s part of the larger “YnAMP” (Yet (not) Another Map Pack) mod. The author of the mod has made a dozen updates for GS already, but I’m not sure if the Terra Map is included in the updates. I might take one for the team and try it, as this mod sounds great! If you try it, use the Steam version:
https://steamcommunity.com/sharedfiles/filedetails/?id=871861883
You can look at the Terra Map thread on civfanatics here, but again, Steam (or Github) is the place to go for the latest version of the mod:
Spock
3713
I never chop! Or almost never. I like looking at the pretty trees. :) It’s also just habit from the earlier Civ that penalized one for pollution and deforestation. (Maybe not such a bad habit in GS, especially with Civs like the Maori, who like their forests.)
Does anyone know whether there is a way to reveal the entire map right at the start?
I ask because this Terran map sounds interesting, but before I commit to a giant game with it, I would want to test out the settings and see what kind of maps I get using the various settings. Particularly how many civs to start with in the old world.
Something like this? There’s a debug command.
I have used this before and I can say what they don’t warn you about when you do this. It’s going to ‘reveal’ all of the natural wonders and do that big animation for each one. Good or bad depending on if you want to be spoiled for them; you can kind of ‘avert your gaze’ while you toggle through. Plus if you’re determined you can see all the AI Civs and the CSes in addition obviously to all of the geography.
What I’m saying is it’s hard to do this and only focus on the “new world” or something and not see all this other stuff. Also I’m not positive but I think being in “debug” mode also cancels any achievements you might earn during play while it’s on.
DeepT
3716
Actually this mode, with a revealed map might be interesting to see how the AI actually plays in the early game.