Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As a consequence of the above, the Dark Signal project from the Campus and Turn Undead project from the Holy Site are dangerous to use. The reality is they are coded very poorly. They work not by changing control from the Barb AI (yes, Zombies and Barbs are controlled by the same 'player') to the Civ, but by killing the Barb Zombies and creating new Zombies for the player. Since all those Zombies died, new ones will spawn as a result. The same occurs when the time runs out on the Civ control of the Zombies -- they do not change ownership, they are killed and new ones are spawned for the Barbs. This means that using either project will probably just triple the number of Zombies involved.
3) When a zombie respawns it doesn't always do it in the same place. This leads to them randomly appearing somewhere else.
6) I have to wonder if the Heathen Conversion ability also spawns extra Zombies the way the Dark Signal and Turn Undead projects do... If it does not, then there really is no excuse for the absolute craziness the projects cause.
So game is very long because you are at war (with zombies) every turn
And IA can't prevent Zombie hordes, so IA is stuck with only there frist city, so game isn't fair to play.
Again a new mode whith good idea, but not test befor delivery, i had a bad feeling for a civ 7 ...
In my current game I set Domination as the only win condition and I am finding it impossible to get there. I was able to take out 2 of the 10 AI civs (enormous Pangaea map) but I am stalled now because the Zombies are just too much. Again, I have one city where every time a Zombie dies, either by me killing one or Zombie suicide where it slams in the city walls until dead, it is replaced next turn by another. I have assembled a good defensive force made up of Bombers, Zombie Armies (created using Apostles with the capture barb promotion), Modern Armor, Vampires and an assortment of Range/Seige units.
I am in a loop though now where I cannot do anything but keep repeating the same kill zombie-zombie replaced-kill zombie cycle each turn. I am unable to muster another invasion force to take down an AI Civ. The maintenance required to defend against Zombies and the Zombies that appear near the AI Civ and attack me have me stuck in this limbo.
Again, if anyone has been able to win a Domination Victory using Zombie mode, please let me know your strategy.
The start of the game was by far the most difficult. WIthin the first couple turns I had barbs and zombies assaulting my capital. Because I'm a conquest player, I purely focused on military and try to get archers as quickly as possible, as they are always the key to winning early wars
The way zombies and usually barbs work is they will always attack. You should never attack them in turn. Just put your units in defense. This gives your own units a buffer. By not attacking, your unit will recover health on the next turn while in defense mode, but because the zombie/barb is actively attacking, they will not recover. You will effectively out last them in this way. Better to do this inside your borders, because you recover more health. Barbs will sometimes run away which can be killed off later, but zombies wont
I typically have a ranged unit sitting behind my melee unit with another on standby incase their health gets too low. I switch them out and have them recover behind the lines. Your city can also be used to take advantage of this. A unit in the city will still recover, while the city it self takes damage. This gives a unit low on health time to heal while your city takes the blunt of it
This is pretty much how I had to deal with zombies at the start. I was also lucky enough a city state spawned somewhere around 10-15 tiles away who ended up helping a bit. As for the rest of the game, if you want to be focused on conquest, you need a strong economy. By the end of the game I had a military strength of 3000 and was making 800 gold per turn. I had over a dozen cities, with all my land protected as well as an invasion force. Zombies and barbs were nothing more than flies to be swatted, and the AI was so dumb most of their military was non-existent and their lands filled with barricades instead of improvements
AI just could not handle zombies which made taking them out all the more easier. Although the start of the game was the hardest I ever played, it also ended up being the easiest domination I had ever played
The barricades did slow my progression, however I discovered that vampires recover to full health when they pillaged them. So I simply marched them in, ate the damage, and full healed the next turn
1. I have to hand it to you on your settings as it is close to what I play: Enormus (land map), Epic, King or Prince. I also select secret societies and monopolies, but also Barb Clans.
2. I like your strategy on defense and it works for me up to a point. Here is the problem I run into - Zombies spawning the very next turn in the same spot they died. So, what happens unless my unit is very powerful, the Zombie brings down my units defense points while dying and suddenly another full health Zombie is in front of it again the next turn. If you have a support unit as you mentioned it might work, but I find after 2-3 hits my unit is down to minimal health and I have to move away or hopefully find another unit with full health to replace it. That's why I try to bottleneck the Zombies in choke points if possible so I CAN have a range support unit and/or replacement unit standing by.
3. You sound like you did some great planning assembling your invasion force while still minding the homeland against the Zombies. The problem I have is those Zombies seem to pop up anywhere on the map (not just in fog of war) and they are hard to defend. I found especially annoying that they pop up on Trade routes and unable to control the caravans they are often pillaged. I try to get the card that protects trade routes from pillaging if I can.
4, You are right about how the AI handles Zombies. In my current game I am finding most City States are wiped out and AI civs are down to their Capitals (this is enormous map now). So you would think the Domination victory would be rather easy. However, I have about 25 cities and getting my invasion force anywhere while leaving some territory undefended is difficult.
5. Thank you for the info on barricades, traps, etc. Do you find the AI building these while pretty much ignoring tile improvements and military units? I am seeing this in all my games. And it is annoying to get units (Vamps would be good, but I actually had my first Vamp DIE and not resurrect because I left it adjacent to a barricade too many turns). Once I get bombers though (admittedly very late) I am ready to roll by bombing those barricades.
Thanks again for your reply and especially your strategy!
I haven't actually tried the barb clans mode yet, mainly cause it didn't interest me. I don't like the idea of one suddenly becoming a city state, or making some sort of deal with them either. Or have someone else take advantage of them for that matter
I did have on occasion zombies spawning in spots I really did not like. In those areas, I made sure to increase any defense effort. I had one situation where I took a Civ capital that had anywhere between 2-4 zombies spawn EVERY TURN. It was madness. However it was a coastal city, so I re-directed more of my navy to defend the town from the shores. I took note of where exactly the zombies were spawning and built military compounds to help defend in spots where ranged units might have difficulty. Once built, I parked another range unit on the compound. So with just 2 ranged units, you get 4 ranged attacks (one from the city, and one from the compound)
They did eventually stop spawning so much there, but only after quite a while. Also note, zombies don't go in the water (unless you control them I guess). So you can have your units use that to run away if need be
I take great care in making sure units don't die. I really hate losing any unit really, because I like to conquest. And part of that is making sure units are getting promoted. Zombies just made a better situation for my units to gain xp, as I typically like to farm barbs. Saving promotions for a cheeky heal is also good. That being said, I did lose more units in this game mode than any other
As for the city state I mentioned that spawned not too far from me. I had a trade route going to it, which did get pillaged a couple times by random zombies coming from the north of my area (a snow area I didn't care about). I noticed they liked to spawn up there and sneak down to kill my trader now and then. After I got wise to this, I stationed a couple units to help protect the trade route. This is when I noticed that zombies seemed to also have an aggro radius. They do just sit there doing nothing until something enters their vision. This becomes more apparent once you unlock observation balloons
As for planning my invasions, an invasion force didn't really need to be that large. Most of my military was being used to defend my land. But because the AI had such little (or no) military, it didn't need to be very large. I'm a patient person. I just hit one city at a time. Typically I'll always raze a city if it's too far from my main land. I'll keep it if it's pretty well built, or if there are nearby resources I really want. I'm almost always pumping out units though. A single turn for me takes several minutes due to my massive army. I will always have 1-2 cities just focus on building units
The AI was just really bad at keeping up a military. Too little focus on improvements, they seem to have an issue with luxuries with monopolies enabled (so I read). I did read about vampires dying to barricades, so I made sure that didn't happen. Though I do see a lot of times they lack in military even in normal game modes. That might be partly because I overkill on military. I will always strive to have a higher military strength than any other empire, and I have no issue with marching everything onto someone to destroy their production. I also find the AI to be very predictable
If they DO have a military, they will almost always send it after you in a war. Which means all I have to do is just wait and weed them out when they approach. A player however can account for long build times on Marathon and makes sure they have backup units being built. An AI wont. Once their main force is dead, they will never be able to reinforce in time
Once you and the AI expand enough and push out barb spawns then zombies mostly disappear from the world. You get a few spawning during wars, often staggered and not much of a threat.
And just because you get rid of barb camps, doesn't mean you get rid of the zombies too. Yes, they spawned with zombies, but zombies would still spawn on their own without barb camps. Hell I've had them spawn right inside my borders in plain sight, again, where nothing ever died. But that same zombie would spawn again some turns later
Another thing I forget to mention in any of my posts, is recovering an artifact will also spawn a zombie the very moment you collect it. Surprised me the first time and thought it maybe a coincidence, but after recovering several more, it happened every single time
Several people have already confirmed that using the dark arts to control zombies, counts as killing said zombies, causing them to spawn again later. I've seen this happen to great effect in one of the Yogscast Civ 6 multiplayer streams. It's even more apparent on faster game speeds, less so on slower game speeds
yeah.. Deity with Tomyris and vampires.. pretty easy, as all domination victories as soon as you start to snowball
edit: and I play standard speed on a small map. otherwise the games last way too long and I have a lot of cities to manage in the end
It really does, for all intents and purposes. Because zombies don't respawn and don't magically spawn out of thin air, it mostly comes down to only wars generating new zombies in any quantity and again those spawns are usually staggered and die pretty fast. By mid game zombies mostly disappear from the world much like barbs, which is pretty unfortunate as they are a fun mechanic to deal with early game.
I'm just going to repeat again -- your experience appears to be 100% polar opposite of what I have personally witnessed, and what I have observed watching streamers play the game. In situations where the only thing that has died is a zombie, a new zombie spawns on the exact tile as little as 2 turns later.
I think if you add the Barb Camp mode to your game with Zombie Mode it would be more difficult. For one thing, each Barb camp is spawning a Zombie with the obligatory Scout and other Barb unit. If you take out the Barb Camp that will be three Barb units to deal with and will cause more Zombies.
I know the majority of Civ players stay away from Zombie mode, especially the purists who feel Civ is no place for Zombies, Vampires, Heroes, etc. I enjoy using the mode though because it really creates a game within the main game. Again, some prefer no wars or battles in Civ, but for me, I want them as much if not more than the other Civ features - religious, social, science, econ, etc. In a way it is almost like playing chess with the Zombies except in chess pieces you take off the board don't re-appear back on the board the next turn.
As I said, the only thing I might change is to have Zombies appear only when a unit other than a Zombie is killed. When you kill a Zombie it is dead and does not re-spawn in the same place or elsewhere on the map.
In my current game I had a pack of 8 Zombies attack my Capital. I had only an archer in the city and had to just wait it out. Fortunately, they could not destroy my Capital or pillage. After about 50 turns they finally stopped re-spawning and after the last few suicided on my city walls they went after a nearby city-state that didn't last long.