Hmm. What’s this new limitation; when I set a unit to auto-explore it stops working due to being “Too close to a tribal village”? I need to manually guide the unit away from it and set auto-explore again. Very annoying.

He out-douchebagged most everyone else for the honors.

Altiest member of the alt-right. I think he must have gone crazy sometime in the last 10 years or so. Makes Dave Sim look like a piker in comparison.

Okay, back on topic!

I haven’t taken the plunge yet, but I’ve watched Sulla’s stream and read a fair amount on the Realm’s Beyond forum. I’m hearing good things about a lot of general design choices, particularly solving a number of Civ V issues (e.g. expansion no longer so heavily penalised so that cities more than about 5 is a penalty, district system is engaging, dynamic civics system is way better than static social policies).

But I am also hearing of numerous UI, AI, and general bugs. And a lot of talk of how this will be a good ‘foundation’ for a good game - the usual sign to worry!

So far, I’m unsold on Civ VI.

Considering Firaxis’ track record, this has got to be one of their better launches, even if far from perfect.

Agreed, mostly. I didn’t pick up Beyond Earth, for instance - and I have no regrets. But XCom was excellent on release. Their release quality seems a little variable of late. Still, Civ VI might be something I get eventually.

Hmm. Ok, here’s a puzzle: Base Cost vs. Cost

I’m 100 turns in and the costs for a given district are 3x what base is. I’m just now noticing this on my 2nd real attempt and first game at King (instead of Prince). Cannot find this definitively answered anywhere but… how is cost figured as the game progresses and how much worse than 300% does it get?

I don’t get this - what is it about the map you can’t tell the differnce between? If you can make out features, it’s just areas you’ve explored but don’t have a line of sight to - if it’s just a flat parchment color, none of your units have seen under it yet.

Increasing number of cities seems to affect this.

Anecdotal, but it seemed like districts get more expensive as you build them? So industrial zone #5 costs more than industrial zone #4. Or it might be overall numbers or number of cities or something. I definitely had different districts costing different amounts in the same city though.

I guess it doesn’t read well at a glance, as the colour and contrast are so similar between unexplored and FoW.

Sure. The great thing about the weaker elements you’ve listed is that they are all patch-able.

As long as the fundamentals are solid (which they seem to be) then this is a good release in my book.

Btw Scott, loved your First Impressions videos on YouTube.

Any plans to make more with strategy tips etc? Obviously there are 100s of Let’s Plays out there already, but I found yours well paced and clear.

I’m about 330 turns into my first game on Prince and the loading times are ridiculous. The game also doesn’t shut down properly, it seems really buggy.

Absolutely. There’s room to hope this will be a much superior game to Civ V. But releasing it in this unfinished state seems very questionable to me.

(For instance - city growth/build timers on the map do not update when citizens are moved around. How did that possibly get through QA?)

It seems the software side of the game development really has let down the design side - or at least, it seems that way so far. (Maybe there is some critical flaw being missed. The tech/civics trees look quite sparse, for instance.)

So I tried Emperor since I won King so easily.

Yeah. No. Everyone has like 6 cities before you can make 3. Their armies are 3-4 times yours and you can’t kill them ever. Their cities and encampments seem to 2 shot everything. My crossbows shooting horsemen take 3-4 shots to kill, their crossbows shooting my crossbows in a forest basically one shot me (or close enough, something else runs in for the killing hit).

So you end up hiding behind an encampment and alpha striking anything that gets too close. You can’t really push out or you’ll get vaporized by cats. A catapult in a city or encampment is effectively like fighting the USS Iowa with a slingshot. You can’t get in range to shoot it and it kills one unit per turn. Catapults can’t set up and nothing dents the city.

Why is there always this issue in these games:
This difficulty is too easy.
This next difficulty cheats so much that it isn’t remotely fun to even play.

I’ll try King again, maybe I got lucky, but I’m betting it’s going to be the usual pattern of cakewalk or cheats-so-much-it-isn’t-fun.

Okay, so Civ VI doesn’t work at all with the Steam Link. That’s awfully disappointing.

Really?

I was about to order the Steam Link and get familiar with the Steam Controller…

That’s disappointing.

Yep, totally fails to load. Had to exit Steam and restart it (after trying the Steam Link) to get a game to load at all.

Anyone failing to get a game to load at all? It worked fine last night (Australian time) but this morning it just sits at the loading please wait screen forever, while the music and mouse still works fine.