vyshka
1707
It looks like it comes broken. :p
Piemax2
1708
Trade route questions:
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When selecting a route it has an entry to display the benefits for the receiving city as well as for the originating one, but whether I send it to my own city, a city state, or an AI, this entry is always blank- how and when do these get triggered?
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On internal trade routes, it says x food, y production etc “for districts” but which districts give what yields?
Unrelated question: I haven’t had trouble launching the game, but it freezes solid when I try to exit, requiring me to restart Win10. Any ideas what’s up with that and how I might fix it?
Random things I wish I’d realized earlier
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On the “Score” tab if you select “details” you see scores in each category and can get a sense what the relative tech levels are.
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On the diplomacy screen if you click “relationship” you see a list of all the factors that are influencing it.
Enidigm
1709
I noticed the Alienware Alpha was also changing colors! I’m not sure how it knew to do this honestly, the game is so new.
geewhiz
1710
I noticed that my Logitech G13 was displaying a color on the mini screen. Thought I had accidentally hit a button that caused it. I will have to see now if that was only in Civ6.
Spock
1711
@Piemax2, I have the same questions about the trade route UI. Actually I have a more newbish question: the benefits in question are per turn, right? And they accrue only to the sending city?
I haven’t had trouble exiting to desktop, but I have had two system lockups in 25 hours of play. One was while trying to load a different game from within a game. (Maybe safer to exit to main menu first?) The other was just a crash of some sort while I was playing. I had to reboot my system, and I heard my GPU fan working hard. I wonder if my card overheated during gameplay. GTX980.
abrandt
1712
While we are on the subject of trade route UI. When a trade route completes, is there any way to see what route that was? I think you get a notification if it built a trading post in a city, so that indirectly tells you, but that doesn’t help me much of the time.
MikeJ
1713
I agree that this is a constant problem across the genre, and your proposal sounds like a good solution. What I most want with increased difficulty is to make the late game interesting, so the AI’s don’t fall over like a house of cards. But you increase the difficulty, you tend to have a big wall to get over at the start, then once you pass the threshold, it’s back to smacking them around with little risk.
ShivaX
1714
I think it is at the top of the trade route select popup.
Streaming a bit from home. Last 100 or so turns of my latest game as France - https://www.twitch.tv/jvmcmaster
robc04
1716
They are listed in the Civopedia under the entry for each district.
robc04
1717
Question on spreading religion…
When a missionary is selected, cities get highlighted in their religions color. Some just have a black border around them and repeated spreading of my religion to them doesn’t seem to have any effect. Any idea what’s going on?
Woah, I did not know this. That’s good to know.
On a luxury related note, is there any way to see what luxuries you’re using? In the prerelease build given to streamers, the luxuries used to be displayed along the top of the screen but Firaxis obviously removed that since that doesn’t happen any more. Is there a summary somewhere that shows how many luxuries I’ve improved?
How does the UI display this information? It sounds difficult to show.
MikeJ
1720
It seems like it would be better for each source of a resource to give you 4 instances of the resource. Then you could have a simple one-resource-per-city rule.
Piemax2
1721
Thanks![quote=“Charlatan, post:1718, topic:78555”]
Is there a summary somewhere that shows how many luxuries I’ve improved?
[/quote]
Yes, its on the bottom of one of the “reports” screens- I think the one for yields.[quote=“Spock, post:1711, topic:78555”]
the benefits in question are per turn, right? And they accrue only to the sending city?
[/quote]
Yes I think so[quote=“MikeJ, post:1713, topic:78555”]
What I really want to see in these games, and this one in particular, is an escalating difficulty curve. By that, I mean instead of dumping all these free units and huge bonuses to the AI right out the gates, instead give them modest bonuses to begin with. At certain turn or age thresholds, increase the bonuses that the AI receives. That way it helps combat the typical snowballing effect as well.
I agree that this is a constant problem across the genre, and your proposal sounds like a good solution. What I most want with increased difficulty is to make the late game interesting, so the AI’s don’t fall over like a house of cards. But you increase the difficulty, you tend to have a big wall to get over at the start, then once you pass the threshold, it’s back to smacking them around with little risk.
[/quote]
Vox Populi (Civ 5 mod) does this and some version of it seems worth pursuing. But a problem is that it increases the chances that some AI on another continent can ran away from you as it can take a while to build up to an overseas invasion.
Piemax2
1722
! I’ve used one ballon to good effect, I wouldn’t have thought to try stacking them.
Piemax2
1723
What compensation if any do you get when you are beaten to a wonder?
Just finished a game on Prince difficulty with a culture victory as France. Pretty cool!
KevinC
1725
Gold, if I’m not mistaken.
If that’s true, it’s not very damned much. I secretly suspect…