Nice, I’m looking forward to the Pirates scenario. I’ve been enjoying a lot of the recent scenarios and alternative game modes Firaxis has been adding like the quasi battle Royale mode.

Next dlc adds Babylon and hero units.

So if the Frontier Pass worth the price of admission? I’d mostly be interested in it for the new Civs and wonders, not sure if I’d care for the new game modes at all. It’s down to $27 with the Humble discount. I haven’t played VI in a while but have been thinking of playing again. I know the AI blows and I just need to accept the game for what it is, and with that in mind I can enjoy playing it on its own terms for as while.

I’ve enjoyed it. Don’t knock the new game modes, especially the new secret societies. I find it adds something interesting to game play…though you will get governors and their promotions alot quicker in that mode.

Haven’t tried the latest new civ or game mode, but looking forward to it.

Since the Planetfall AI is kicking my ass, an easy AI doesn’t sound so bad right now.:)

I’ve found that secret societies and heroes really changes that game. That may or may not be a good idea depending on how played out you are.

So do AI recruit heroes as well in Legends mode, or is it only the player doing so?

I’ve seen the computer players recruit heroes.

Oh, cool!

Yes, the AI definitely does recruit heroes.

I have been playing around with Babylon, and it changes gameplay. Eurekas give you the tech outright, but regular acquisition of techs using beakers takes twice as long. This has a lot of effects on strategy, but one big thing is that you really do not want to waste time researching something you can get the eureka for.

I picked up a copy of the Switch version as it was only $9 on Amazon, and it’s off to a smashing start–three crashes now by turn 31.

Looks nice and controls well enough, so there’s that.

Any tips from experts here on capturing cities?

After ~100 hours in the game it seems to me you need 12+ cities to be competitive with the AI throughout the game (though I suppose the number may depend on the map size). That means you have to capture enemy cities.

But capturing enemy cities is a pain in the ass. Walls above Ancient are overpowered – or at least, over annoying. I was fighting Korea sometime around the Renaissance Era and her walls were one-shotting my crossbowmen. Maneuvering catapults and artillery in range is also a pain in the ass.

As a result I usually just wait until the Atomic Era and attack with planes to soften up the city before hitting it with a tank… or better yet a GDR. Planes are sooo much easier to manage than artillery.

Am I missing anything? I read pillaging improvements near the city is supposed to help weaken the city, but I’m not really seeing that.

It’s been a while since I played, but I recall ranged units having a huge penalty against walls. A few melee units with a battering ram (or upgrade from there) is usually the way to go against cities, if you can’t arrange for a bombardment from the sea. Catapults and the like are extremely difficult to use effectively.

That’s quite late in the game. For earlier conquest, use bombard units. They will take down medieval and renaissance walls. Positioning them to fire on the city is a pain as they usually cannot move and fire in the same turn. Try to get the Expert Crew promotion which allows for this ability. Use a Great General to give your bombards one extra movement point. They can fire in the same turn if they have 2 movement points left.

Later on, once balloons become available, build them right away. It extends the range of siege units by one which allows you to take out cities without exposing the siege unit to defensive fire from the city.

Going from out of range to into range with as many units as possible is necessary as well. Ideally, you need to get in there with melee units to soak damage, and then get 2-3 siege units into position as quickly as possible to get thee walls down. Hitting a sitting right after it gets a flood is nice, too.

Once you get the balloons, you can safely bombard from 3 tiles away and out of range of city attacks.

Another key is to siege the city by having unit zone of control entirely around the city. Melee units will cover the tiles next to them so two can siege a city, unless there’s a river blocking the zone. If it’s a coastal city, you’ll need a boat to cover the adjacent sea hexes. This will block the natural healing of a city, and it’ll greatly speed things up if you’re trying to take an early city with archers and warriors.

Early game you can try lots of melee units. Surrounding with 3 prevents city from healing. Then you can bombard a bit, take the city down with 3 melee hits.

It’s notl like the old game (?) when you could just shoot everyone with arrows/crossbows and march a single warrior in to take it.

But I found there is a window of opportunity to do this, the easiest way is to do it from the start of the game and take down an enemy capital. Afterwards conquest slows down and if you take too many ai down there’s nothing to slow barbarians down anyway.

This is not my experience. It seems to me that a handful of cities usually carries a civ. Extras maybe for specific purposes, like access to resources or loyalty support for key cities. If I get to 12, it is usually because I needed to grab oil, uranium, aluminum, etc. later on.

This for sure.

I’ve dumped a fair few more hours into my Switch copy, and picked up both of the expansions. Beyond those first three crashes, it’s been smooth sailing in terms of performance.

I think playing this game on PC would put me in a very different mindset and be terribly disappointing, but it works fantastically as a handheld game.

I see the physical version is constantly on sale for about $19 CDN which is quite good. Unfortunately the cost of the DLC keeps me from picking it up.i think it went on sale a couple of weeks ago but it was still far more than the cost of the original game.

Tom, Tom, Tom. Civ 4 forever.