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[Official] Civilization VI Information & Discussion Thread

2K views 23 replies 14 participants last post by  charlesquik 
#1 ·


Official Websites, Trailers, and Gameplay Videos:

Official Website https://www.civilization.com/

Official Announcement Trailer https://www.youtube.com/watch?v=qvBf6WBatk0

Official Launch Trailer https://www.youtube.com/watch?v=5KdE0p2joJw

Official game soundtrack https://www.youtube.com/watch?v=O0wxyMkZxx8

Official theme live https://www.youtube.com/watch?v=2RBRdazOBeA

Devs play

CIVILIZATION VI - Devs Play as Gorgo
CIVILIZATION VI - Devs Play as Brazil

System Requirements:



General information:

Devs Show

CIVILIZATION VI - Devs Show Off Combat and City Growth
CIVILIZATION VI - Devs Show Off Religion

How To

CIVILIZATION VI - How To Deal With Barbarians
CIVILIZATION VI - How To Explore
CIVILIZATION VI - How To Take Your First Turns
CIVILIZATION VI - How To Make Diplomacy Work
CIVILIZATION VI - How To Choose a Civilization
CIVILIZATION VI - How To Get Help

First look:

New features

CIVILIZATION VI - First Look: Builders
CIVILIZATION VI - First Look: Unstacking Cities

Civilization

CIVILIZATION VI - First Look: America
CIVILIZATION VI - First Look: Arabia
CIVILIZATION VI - First Look: Aztec
CIVILIZATION VI - First Look: Brazil
CIVILIZATION VI - First Look: China
CIVILIZATION VI - First Look: Egypt
CIVILIZATION VI - First Look: England
CIVILIZATION VI - First Look: France
CIVILIZATION VI - First Look: Germany
CIVILIZATION VI - First Look: Greece
CIVILIZATION VI - First Look: Gorgo
CIVILIZATION VI - First Look: India
CIVILIZATION VI - First Look: Japan
CIVILIZATION VI - First Look: Kongo
CIVILIZATION VI - First Look: Norway
CIVILIZATION VI - First Look: Rome
CIVILIZATION VI - First Look: Russia
CIVILIZATION VI - First Look: Scythia
CIVILIZATION VI - First Look: Spain
CIVILIZATION VI - First Look: Sumeria

Unofficial:

"The AI still cheats at higher difficulty but is way more understandable than in Civilization V"
The AI & Difficulty! - Explanation

"Explanation of every civilizations and general overview"
ALL 19 Civilizations - Overview & Strategies in Civ 6

"Explaining all types of victory conditions"
The 5 Victory Conditions in Civ 6

Review:

METACRITIC
http://www.metacritic.com/game/pc/sid-meiers-civilization-vi

TELEGRAPH
http://www.telegraph.co.uk/gaming/what-to-play/civilization-6-review---a-high-point-for-the-iconic-strategy-ser/
Verdict : 100

PC GAMER
http://www.pcgamer.com/civilization-6-review
Verdict : 93

PCGAMES N
http://www.pcgamesn.com/civilization-vi/civilization-6-review
Verdict : 90

GAMECRATE
http://www.gamecrate.com/reviews/review-civilization-vi-adds-key-new-elements-winning-formula/14791
Verdict : 90

Patch:

https://civilization.com/news/entries/civilization-vi-fall-2016-update-now-live
[NEW]
  • Maps
    • Added a balanced six player map.
    • Added a balanced four player map.
  • 'Cavalry and Cannonades' Scenario Added
    • Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
    • Larger starting army and additional starting techs.
    • Time limit: 50 turns.
    • Goal: Possess the largest territory.
  • DX12 Support
  • Complete Logitech ARX Support
[GAMEPLAY UPDATES]
  • Added additional notifications.
  • Added a "time defeat" for running out of time. This is always disabled if a Score Victory is available.
  • Added additional Hotkey support (next unit, next city).
  • Added the ability to rename cities.
  • Added UI to show the next tile a city will grow to.
  • Added a visual cue for Barbarian Scouts that are alerted to your city.
  • Changed Dan Quayle rankings.
[BALANCE CHANGES]
  • Added prerequisite project (Manhattan Project) for Operation Ivy.
  • Added Metal Casting as a prerequisite for Economics tech.
  • Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
  • Adjusted relationship decay rates.
  • Reduced the effectiveness of cavalry production policies.
  • Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
  • Reduced border incursion warnings if the troops are within their own borders.
  • Increased the number of Great Works of Writing slots in the Amphitheater to 2.
  • Increased Counterspy operation time.
  • Increased the cost of Religious units and applied additional charges.
  • Units may no longer be deleted when they are damaged.
  • Deleting a unit no longer provides gold.
  • Updated Island Plates map to have more hills and mountains.
  • Units may no longer remove features from tiles that are not owned by that player.
  • Fallout now prevents resource harvesting.
  • Barbarian camps must spawn further away from low-difficulty players' cities.
[AI TUNING]
  • Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
  • Adjusted AI understanding of declared friendship.
  • Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
  • Increased AI competitiveness in building a more advanced military.
  • Increased AI usage of Inquisitors. Especially Phillip.
  • Increased AI value of upgrading units.
  • Increased AI use of Settler escorts.
  • Tuned AI usage of units that cannot move and shoot, like Catapults.
  • Tuned AI city and unit build planning.
  • Improved the ability of city-states to maintain a strong military.
[BUG FIXES]
  • Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
  • Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
  • Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players' Great Walls as potential connection points.
  • Fixed a unit cycling error with formations.
  • Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
  • Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
  • Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
  • Fixed an issue where the Settler lens would not always show the right information to the player.
  • Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
  • Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
  • Fixed some crashes with units.
  • Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
  • Fixed an issue where Trade Route yields were doubling in some instances.
  • Units in formations now break formation before teleporting between cities.
  • The achievement 'For Queen and Country' was unlocking too frequently.
  • AI with neutral relationships should accept delegations barring exceptional circumstances.
  • Can no longer declare a Joint War if it is invalid for either party.
  • Save game files should no longer be case sensitive.
  • Certain wonders were sending extra notifications.
  • Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
  • Liberating a civilization back to life will now bring them back into the game properly.
  • Observation Balloon range bonus was being incorrectly applied when stacked.
  • Text and grammar fixes.
[VISUALS]
  • Buildings on snow will now have snow on them.
  • Added an Industrial Barbarian Encampment.
  • Added a ranger tower to National Parks.
  • Fixed some issues with buildings not culling around other world items properly.
  • Fixed an issue with some Districts not showing properly.
  • Miscellaneous polish applied to multiple improvements, districts, and buildings.
[MULTIPLAYER]
  • Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
  • Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
  • Cap the max players to 12.
  • Added LAN player name option to options screen.
[UI]
  • Added the number of specialists working a tile.
  • Added some additional icons for espionage, promotions, etc.
  • Added additional Civilopedia shortcuts, including right clicking a unit portrait.
  • Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
  • Added Trade Route yields to the Reports screen.
  • Added City Center to the City Breakdown panel.
  • Added rewards and consequences to mission completed popups.
  • Updated the leader-chooser when beginning a new game.
  • Updated the end game Victory screen.
  • Updated the multiplayer staging room.
  • Updated city banners.
  • Updated Espionage mission chooser flow.
  • Updated to display what cities are getting amenities from each resource.
  • Changed resource icon backings to reflect the type of resource it is.
  • Auto-scroll to the first Great Person that can be claimed.
  • Improved search functionality in the Civilopedia.
  • Removed Barbarian data from player replay graphs.
  • ESC now closes the Tech, Civic, and Eureka popups.
  • When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.
[AUDIO]
  • Added some missing mouseover sounds.
  • Fixed the Oracle quote.
  • Fixed an issue where the Advisor voice was not playing in some languages.
  • Fixed compatibility issues with some sound cards, especially those set to high playback rates.
[MISC]
  • Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
  • Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
  • Plot Tooltip Delay is now available in the Options menu.
  • Auto Cycle Units is now available in the Options menu.
  • Benchmark updates.
  • Credits updated.
 
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2
#3 ·
I'm excited we have a thread on this finally! I've been looking for one and just thought my searching skills failed me. I can never be sure about these things.

I've watched some fun play-through videos of the pre-release version of the game. I like what I see, overall. Some things that will need adjusting to - but that's the fun part of this new game!

https://www.youtube.com/watch?v=PiT1Jjii-qM

There is a link that I've been watching. Good stuff! Much excite.
 
#7 ·
Quote:
Originally Posted by caliking420 View Post

Any word on if a VPN will work?
I do not believe it will unless you are in somewhere else than North America perhaps. I think the game releases here first.
 
#9 ·
Quote:
Originally Posted by charlesquik View Post

Wow compared to BF1 there is no love for this game even if it release tomorrow.
cant blame kids for overthinking anything which is the crowd BF1 attends to mindless drones as kids.
biggrin.gif

civ 6 requires some thinking.
thumb.gif
 
#12 ·
Pre-ordered yesterday. My wallet is getting really light this month
mad.gif


My guildies and I have always had a blast with 5, so this seemed like an obvious pick up. Going to be tough to split time between this and BF1...

And now Titanfall 2 is on the back-burner for the foreseeable future. No time for that.
 
#14 ·
So I guess it released a little early? I thought it was tomorrow night, but mine is already unlocked. That's Sean Bean doing the narration, right?
 
#15 ·
Just finished a game as Russia, culture victory. God damn, their faith bonus is insane. I almost won a Religous Victory.

The AI...I could not keep them happy, they were always pissed at me for some reason or another. America conquered a city state (Bush is that you?), I declared war to liberate the city state...Did that...may have also taken Washington as well :bleh:

City development sure is interesting. It forces you towards mid-late game to really decide what each city is going to be focused on. Loving the new natural wonders - ran into Yosemite and Galapago's Islands.

The music is fantastic
drool.gif


I am going to miss playing as Spain and finding that natural wonder near my cap in Civ 5 though.

Not having to build roads anymore is amazing, they are built automatically by the trade-caravans. no longer need roads connecting your cities.

I really like the new design for workers/builders. They have "charges" now. Each charge will build one improvement. Improvements only take 1 turn to build.


Not having to be on the coast to build a navy is AMAZING!


Lastly: I approve of Sean Bean voice acting. Not quite Leonard Nemoy level, but I approve.

FSqG67H.jpg
 
#16 ·
So what's the deal with fortified units not waking up when enemies are nearby? Is that a bug or a "feature"? I just had about 6 tiles pillaged while the field cannon in my town sat there twiddling their thumbs.
 
#17 ·

Just finished my first game as Japan going for a domination victory. I ended up winning with science so I blew up Delhi, Chicago, New York, Stockholm, and a few other cities with thermonuclear missiles whilst awaiting my three modules to be produced.
The UI and gameplay feels so much more 'fluid' compared to the previous civilisation games.
 
#18 ·
Quote:
Originally Posted by Forceman View Post

So what's the deal with fortified units not waking up when enemies are nearby? Is that a bug or a "feature"? I just had about 6 tiles pillaged while the field cannon in my town sat there twiddling their thumbs.
wrom what i can see, fortified units aint "staying on alert", they are fortified until enemy unit attacks them. I had the same thing with barbarians at the early stage.
 
#19 ·
If anyone is having a problem with long load times or Crashing while loading to a game.



  • In windows defender, there is a button with a gear icon in the top-right for 'Settings'. Click that. In the settings panel, scroll down a little and you will find a section labeled 'Exclusions' with a button labeled 'Add an exclusion'. After you click that, then click on '+ Excluse a folder'. Select the steam folder and you're all set.(This fix is for windows 10 info)


  • OR you can turn off Windows Defender
 
#21 ·
As much as I like the game I think the AI is still really dumb. Instead of giving malus to us and bonus to AI, they should focus on writing a better AI. Something like the new AI in age of empire II HD.

The most blatant fail of the AI for me was a civ on a small island producing 6 scouts or
civ with huge armies attacking me one unit at a time while I attack their city while the other are idling in the back ...

They should make a new AI DLC
smile.gif
 
#23 ·
Huge patch was just released, 2.1GB update. Massive AI improvements and DirectX-12 Support
drool.gif
Can't wait to test this out, hoping the AI is a lot better now, it was terrible on release.

NEW
• Maps
- Added a balanced six player map.
- Added a balanced four player map.
• 'Cavalry and Cannonades' Scenario Added
- Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
- Larger starting army and additional starting techs.
- Time limit: 50 turns.
- Goal: Possess the largest territory.
• DX12 Support
• Complete Logitech ARX Support

GAMEPLAY UPDATES
• Added additional notifications.
• Added a "time defeat" for running out of time. This is always disabled if a Score Victory is available.
• Added additional Hotkey support (next unit, next city).
• Added the ability to rename cities.
• Added UI to show the next tile a city will grow to.
• Added a visual cue for Barbarian Scouts that are alerted to your city.
• Changed Dan Quayle rankings.

BALANCE CHANGES
• Added prerequisite project (Manhattan Project) for Operation Ivy.
• Added Metal Casting as a prerequisite for Economics tech.
• Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
• Adjusted relationship decay rates.
• Reduced the effectiveness of cavalry production policies.
• Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
• Reduced border incursion warnings if the troops are within their own borders.
• Increased the number of Great Works of Writing slots in the Amphitheater to 2.
• Increased Counterspy operation time.
• Increased the cost of Religious units and applied additional charges.
• Units may no longer be deleted when they are damaged.
• Deleting a unit no longer provides gold.
• Updated Island Plates map to have more hills and mountains.
• Units may no longer remove features from tiles that are not owned by that player.
• Fallout now prevents resource harvesting.
• Barbarian camps must spawn further away from low-difficulty players' cities.

AI TUNING
• Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
• Adjusted AI understanding of declared friendship.
• Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
• Increased AI competitiveness in building a more advanced military.
• Increased AI usage of Inquisitors. Especially Phillip.
• Increased AI value of upgrading units.
• Increased AI use of Settler escorts.
• Tuned AI usage of units that cannot move and shoot, like Catapults.
• Tuned AI city and unit build planning.
• Improved the ability of city-states to maintain a strong military.

BUG FIXES
• Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
• Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
• Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players' Great Walls as potential connection points.
• Fixed a unit cycling error with formations.
• Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
• Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
• Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
• Fixed an issue with wonders when transferring city ownership - conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
• Fixed an issue where the Settler lens would not always show the right information to the player.
• Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
• Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
• Fixed some crashes with units.
• Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
• Fixed an issue where Trade Route yields were doubling in some instances.
• Units in formations now break formation before teleporting between cities.
• The achievement 'For Queen and Country' was unlocking too frequently.
• AI with neutral relationships should accept delegations barring exceptional circumstances.
• Can no longer declare a Joint War if it is invalid for either party.
• Save game files should no longer be case sensitive.
• Certain wonders were sending extra notifications.
• Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
• Liberating a civilization back to life will now bring them back into the game properly.
• Observation Balloon range bonus was being incorrectly applied when stacked.
• Text and grammar fixes.

VISUALS
• Buildings on snow will now have snow on them.
• Added an Industrial Barbarian Encampment.
• Added a ranger tower to National Parks.
• Fixed some issues with buildings not culling around other world items properly.
• Fixed an issue with some Districts not showing properly.
• Miscellaneous polish applied to multiple improvements, districts, and buildings.

MULTIPLAYER
• Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
• Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
• Cap the max players to 12.
• Added LAN player name option to options screen.

UI
• Added the number of specialists working a tile.
• Added some additional icons for espionage, promotions, etc.
• Added additional Civilopedia shortcuts, including right clicking a unit portrait.
• Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
• Added Trade Route yields to the Reports screen.
• Added City Center to the City Breakdown panel.
• Added rewards and consequences to mission completed popups.
• Updated the leader-chooser when beginning a new game.
• Updated the end game Victory screen.
• Updated the multiplayer staging room.
• Updated city banners.
• Updated Espionage mission chooser flow.
• Updated to display what cities are getting amenities from each resource.
• Changed resource icon backings to reflect the type of resource it is.
• Auto-scroll to the first Great Person that can be claimed.
• Improved search functionality in the Civilopedia.
• Removed Barbarian data from player replay graphs.
• ESC now closes the Tech, Civic, and Eureka popups.
• When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.

[AUDIO]
• Added some missing mouseover sounds.
• Fixed the Oracle quote.
• Fixed an issue where the Advisor voice was not playing in some languages.
• Fixed compatibility issues with some sound cards, especially those set to high playback rates.

MISC
• Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
• Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
• Plot Tooltip Delay is now available in the Options menu.
• Auto Cycle Units is now available in the Options menu.
• Benchmark updates.
• Credits updated.
 
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