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Lastly, I dunno what kind of navies you think you need, but I've found on most maps 6-12 ships is more than enough, even in an archipelago designed for naval combat. If you're running around with a ton of single ships instead of upgrading to fleets and armadas as soon as they're available, you kind of deserve what you get imho.
Really, you start noticing a few rare exceptions among end game units that inexplicably doesn't use resources per turn.
1 per turn per Unit is way too much Strategic Resources.
You can barely support any late game Army to take cities, if you even try your costs can easily become 20-30 per turn.
There is also no way to reduce this amount and this amount is already absolutely absurd.
An Uranium and Oil resource only generates 3 per turn and Aluminum is only 2 per turn.
Can we see it reduced to maybe 0.5 per unit?
Then introduce another discount like Seaports provide Ships created in this City another 20% discount per turn discount. Airports do the same for Airplanes, and Military Academy for Units
Maybe even introduce a Policy card for another 20% for each unit type.
Obviously make this flat additions and don't add an excess amount of modifiers that would make it reach 0%
It honestly feels like late game Wars were not properly tested. Late game cities can easily reach over 120 Defenses, and they can easily be surrounded by Encampments. You NEED a large force to combat these defenses + the enemy forces, except the game makes it nearly impossible.
There is a grand total of 1 end game unit that doesn't require resources per turn...
Also, I'm going to be honest...
Giant Death Robot is funny and awesome the first time you play with him, but really boring every subsequent times.
You go from having a diverse cast of characters and optimizing your tactics for each one to "gee whiz I hope I can afford the 3 Uranium per turn and I hope that 1 GDR is enough"
As I said, it is a manageable problem. Even when troops are upgraded to full Armies/Armadas, they still only cost 1 unit/turn.
I've played Civ VI with and without the accumulating resource system, and the accumulating system is honestly better. The strategy and planning is more interesting, If you don't discover resources inside your borders, you have to go get them, either by exploration or war. This is how the real world works as well.
From your duplicate thread-
This is all patently untrue. 2 Rocket Launcher Armies (the modern siege unit) can take down a city in a few turns. A couple Bombers or Jet Bombers are strong too (and those require Aluminum not Oil)
So a couple units that do siege damage and then 1 unit to swoop in and take the city. If you really feel the need to besiege a city first, that's still only a couple more units. Depending on how many cities you want to attack at the same time, it's almost always less than 10 resource/turn to maintain, and that's not difficult to achieve.
Rocket Artillery doesn't have special rules against Cities, it follows the standard game rules for combat in that the offensive value is compared to the defensive values. Which means what you're saying is only relevant if you have a tech lead against enemies.
If you're on par with your enemy, then City stats are equal to the units you're using. Meaning that Rocket Artillery only does 'okay' damage against Cities. Not to mention the need to line them up properly without having your opponents equivalent army actively attacking you back.
Also, I'm not going to respond on this thread anymore, but only on https://steamcommunity.com/app/289070/discussions/0/2787118187312907949/
You'll be back. Don't be surprised if the mods lock/merge it with this one.
Same goes for naval units. 2 cruisers, 1-2 destroyers and 1-2 submarines are normally more than enough to keep AI navies busy.
And i feel late game quite balanced. The units you're getting there are quite overpowered in terms of damage and abilities, so making them a littlebit special by limiting the amount of them per game is definitely better than allowing to mass produce it without even thinking about ressource management.
And don't forget the streets and railroads everywhere. Because of these you've propably taken over half a civ before they're even able to fully mobilize their full military against you.
And war doesn't get more fun, just because you throw twice as many units at the enemy, as they then just defends themselves with twice as much units as well. The only thing that happens here is to slow down war and making a domination victory way more tedious.
And if you're fighting against humans, then try to guess which problem they're facing at the time, you struggle to get your military into the modern ages.
The per turn restriction is pretty surprising tho, since before the late game you can field a ton of units, but in the late game you're limited to just a few when your empire is massive.
So think big!
Late game when you have 40 cities, make sure you only use like 5 units to defend them all
We should make a mod that makes every strategic unit require per turn. Then gain Xbows don't require strategics, so I doubt the early game would change much...
We could make an argument that Xbows should require a strategic, but that's a topic for a different thread.
Yes you can easily take cities with 2 artillery corps with drones but a whole empire should be able to field more than that. Many games (unless you have basically already won) it can be difficult to get half decent amounts of oil or aluminium, it just feels to limiting in a bad way.
I don't need people to explain how to get them, I know how by other means via trade or CS.