Feb 20, 2015 - He found that with a feature called FireTuner he could playtest the AI. In both Civ IV and Civ V the AI has more than its fair share of quirks. May 10, 2017 - Victoria submitted a new resource: Simple Fire Tuner for units & upgrades - Fire Tuner for adding stuff in game Just for hacking in units.
Twitter Facebook Reddit Email Google+ The Civilization VI update outlined earlier in the week has been released today, bringing various modding tools and Steam Workshop support to the game. In addition, the, and costs $5.00 USD. Firaxis’ original update has been amended to include full patch notes. The Civilization VI development tools bundle includes “ModBuddy, Tools, FireTuner, and the Steam Workshop Uploader”. It’s noted that ‘ModBuddy’ will receive further support as part of a future modding SDK update. The patch notes for the game itself include multiple balance changes, and what appears to be pretty major fixes to the AI. You can see all of that, plus the list of bug fixes, in the patch notes below.
Some of the bullet-pointing is a bit eccentric, but for once that’s not my fault. NEW. TEAMS:. Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement.
Players on teams gain additional benefits (beyond those of an alliance), as follows:. When one teammate finishes research on a tech or civic, their teammate(s) receive a boost for that tech or civic. Teammates share war status against opponents not on their team. Teammates share allied status with opponents not on their team.
Teammates work together to win or lose the game as a single entity. The Religion and Culture Victories have been reworked so they are more cooperative. The Religion Victory requires you to convert all civs to ONE of the religions started by your team. The Culture Victory requires ONE member of your team to be culturally dominant over all players NOT on your team. MODDING TOOLS. Updated lobby and in-game UI to better show Additional Content details.
Added Sid Meier’s Civilization VI Development Tools, which includes ModBuddy, Tools, FireTuner, and the Steam Workshop Uploader. ModBuddy: A packaging and development tool.
Art/Asset Tools: Import FBX files into a format usable by the game, as well as customize existing art. FireTuner: In-game debugging and editing tool. Added Sid Meier’s Civiliation VI Development Assets, which includes the game art assets.
This is a large download (approximately 7GB compressed download and 27GB on disk) which contains game assets, including models, textures, and interface elements. STEAM WORKSHOP. Access mods created by the Steam community via Steam Workshop. Share your mods with the Steam community with the Steam Workshop uploader. ModBuddy will also receive additional updates in the future, as part of a modding SDK update later.
These tools do not include DLL source for Civilization VI at this time. MISC.
Added True Start Location feature, where civs start on the world map at their geographic origin. Added a City-State slider to game setup. BALANCE CHANGES. Start position and map generation has been tuned. Updated ice generation to allow more for circumnavigation.
Commercial Hub and Harbor both provide +1 Trade Route capacity, but only the first one applies (used to stack for +2 capacity total). Units that are embarked now use an era-based strength value instead of their base combat value. Many of the techs that reveal strategic resources have been changed to reveal the resource before it is needed to build a resource-dependent unit. Players can now build obsoleted units if they do not have access to the strategic resource required by the upgrade unit.
Tech Tree balance. Adding several prerequisites to address paths through the tree that were too quick and led to era transitions too early. Horseback Riding now requires Archery. Archery is no longer a leaf tech. Stirrups is now in the late Medieval era and costs 390 (was early Medieval and cost 300).
Industrialization now requires Square Rigging. Scientific Theory now requires Banking. Steel now requires Rifling. Computers now requires Radio.
Updated the cost and strength of some Air units. Change movement rules after disembarkation. Cannot land on shore with more movement than your Land Movement allowance.
Updated Vikings Scenario to 60 turns. AI TUNING. Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements. Increased desire to declare friendship. Reduced frequency of “your troops are on my border“ warning.
Updated settlement preferences. Barbarians now rampage when their camp is destroyed. Will now liberate minor civs and cities of current allies. Tuned strategic and luxury resource trading. Will now be more aware of gold income, and work to bring in more. Support units will recognize that they are not under threat if they share a hex with a friendly unit. Added a grace period of 2 turns after the end of open borders before the AI starts complaining you’re too close to their territory.
Barbarians may now pillage tiles to heal. AI will now continue to research repeatable techs and civics. BUG FIXES. Kongo relics no longer get multiplied Faith yields if more than one is in the same building.
Fixed some bugs with Great People not interacting correctly with Vikings natural wonders. Sumeria will no longer share joint war experience with a player when killing barbarians. Corrected tourism calculation from National Parks to ensure correct awarding. Fixed an issue where you could sometimes not offer Joint War.
Spies will not have the Steal Tech mission available when you have already completed all techs. City States gain territory for influence even if they get the influence before founding their city. When a player is destroyed, his captured spies die with him. All of your active spy missions stop in a city that you or an ally has just captured. Fixed problem in tactical combat that was preventing units from capturing builders. You are no longer allowed to declare war on declared friends (or in an enforced peace period) from the “troops near me” warning. Increased Jet Fighter and Jet Bomber sight range (up from 2 to 5).
Added “Turn Unready” button. UI. Added more bindable keys (Toggle Resource Icons, Toggle Tourism Lens, Alert action). Added a notification for when a player loses territory to a culture bomb. AUDIO.
Adding some missing UI sounds. VIKINGS DLC:. Added VO, and updated quotes, for three Natural Wonders. Added VO to Natural Wonders while in the scenario. MISC. Credits updated. Fixed some missing ARX images.
Updating game concepts for City-States, Trade Routes, and Great People. Explained some things that were not there before (ex. Patronage, gold income for foreign routes passing through city), as well as some clarifications.
I don't really understand anything yet, but it seems like.there's not time to build an army unless you decide you're going to run an army game.there's not time to do religion unless you decide you're going to run a religion game.it's impossible to pre-plan district + wonder shit until you're an expert at Civ 6 because you can't anticipate shit you don't know Forget about the wonders at first. The early ones aren't all that influential, and can be ticked off later on. The ones from the renaissance on are powerful, but they also tend to have slightly weird build requirements. Don't sweat it. Venetian Arsenal is on the coast next to an industrial zone, Potala is hill next to mountain, several good ones are flat land next to city center or next to the most logical district (e.g. Entertainment complex for Colosseum) - those are the ones I keep in mind for planning my cities.
Most of the others are just 'on the coast' or 'near a river', and nobody sane can keep track of what you need to build the finicky ones like Great Zimbabwe. I would suggest that you make trade routes an early priority and either run them internally for the bonus production, or use the gold from them to buy production. In particular, buy builders to upgrade your terrain. If you look in on the AI in the early industrial era, they have improved every single square, like you could do in older Civs. I never did that at first.
You also get bonuses for clearing terrain with builders. Religion is an extra, and its effects are limited. You can turn off that victory condition in the game setup, if you like. If you do decide to go for religion, then yes you need to do it first thing - pick the civic that gets you bonus faith for the pantheon, explore to get a natural wonder and that inspiration you need to move forward the religion tech tree, then build the holy site as soon as you can and be ready to buy the shrine for that last boost to get your prophet. As for the army.
Avoid losing units at all costs. Retreat and heal them so they can be upgraded later. Archers are great, because you can stay back and fire, and upgraded they become very useful for taking cities in the midgame. Starting to get the cash flow situation under control, no longer hemorrhaging gold. Developed an amenities problem, even with nearly all the global luxuries there's just not enough to keep all these newly conquered cities happy, now I need an entertainment district campaign. I am about to 'conquer' France never having been at war, down to Paris surrounded by at least 2 layers of my own cities hammering them with loyalty pressure.
My overseas city is holding its own with the nearby Mongols having just declared war - captured an edge city without any loyalty problems - sort of wondering where all their units are??? Edit: Forgot to mention builders are now $1100 gold each - makes for very painful improvment progress. For workers and settlers there are also some parameters in Units.xml: Settler: Cost='80' CostProgressionModel='COSTPROGRESSIONPREVIOUSCOPIES' CostProgressionParam1='20' Worker: Cost='50' CostProgressionModel='COSTPROGRESSIONPREVIOUSCOPIES' CostProgressionParam1='4' On standard speed cost of settler goes like: 80, 100, 120. It looks like cost formula of these units, is connected only to the number of specific units already produced: Cost + CostProgressionParam1. number of unit already produced. For workers and settlers there are also some parameters in Units.xml: Settler: Cost='80' CostProgressionModel='COSTPROGRESSIONPREVIOUSCOPIES' CostProgressionParam1='20' Worker: Cost='50' CostProgressionModel='COSTPROGRESSIONPREVIOUSCOPIES' CostProgressionParam1='4' On standard speed cost of settler goes like: 80, 100, 120.
It looks like cost formula of these units, is connected only to the number of specific units already produced: Cost + CostProgressionParam1. number of unit already produced. And I forget; does that increase in cost affect both the production and gold cost? They 'take longer to build' as well as 'cost more to rush?' On higher difficulties, it is nearly impossible to get Stonehenge. The AI starts with multiple settlers vs.
Your one, and some AI always beelines Stonehenge (except Congo). Stone is common, so chances are much higher for the AI that they will a) start near stone and b) be able to produce Stonehenge before you. Pyramids is kind of 50/50. Generally, only the wonder-spamming AI Civs (like China) go for it, and it must be built on desert. It's a risk going for it early game, as desert cities are shit for production. If you have a city with good production with one tile of desert/flood plains, then go for it.
Otherwise, wait until later in the game, see that nobody has built it yet and no wonder-spammers are near copious amounts of desert, and then trader-bomb the city and produce it ASAP. If someone else has already built Petra, then don't bother trying Pyramids. At least with Rise and Fall, you get production back if someone snipes a wonder out from under you. I don't really understand anything yet, but it seems like.there's not time to build an army unless you decide you're going to run an army game.there's not time to do religion unless you decide you're going to run a religion game.it's impossible to pre-plan district + wonder shit until you're an expert at Civ 6 because you can't anticipate shit you don't know Yah, these are all what's great about this game, including the need to learn and improve as you go! I think you are getting caught up in the min/max issues of district placement and leveraging wonders before you've first learned to walk. There's also a difference between being competent at something like culture, and aiming to win by using culture. You don't have to be the best at everything when simply being good enough will keep pace with your AI opponents.
Honestly if you are a newb I wouldn't worry about that stuff. Pick two or three systems you like and spend a couple of games learning the basics of how they work, finding the rhythm for good basic development, and coming to understand what it takes to hit the victory conditions.
The game is balanced to allow you to pursue any two major strategies at once, plus having a very competent third on the side (so pick any 2 + 1: military, religion, culture, science, trade, to a lesser extent industry and amusements) The game also plays out in phases. So in the ancient era, you will amost certainly face a barbarian rush. This doesn't mean you maintain a large standing defensive army forever, but during that age, yah, you should get a scout or two going then have a warrior and 2 or 3 archers around. Later on the wonders and such aren't that hard to understand.
Start in a desert? Pyramids / Petra! Start in a rainforest? Heyo Chichen Itza. Leading with Germany or Japan?
Exploit the shit out of industry districts and Ruhr Valley. Even being the sole source of loyalty pressure, when Paris flipped it was solidly loyal to the free cities faction - so I had to conquer it. The Mongol Hordes did arrive, but they would have been far more effective if they had swarmed in when they declared war - not after I had several turns to set up defenses. Noted that when you liberate a city it's immune to loyalty pressure from you. Permanently, or only for a time?
It did not indicate any time limit, I would take that as a permanent state unless/until it changes hands again. Well, that city that I liberated a while back eventually flipped to me - so either there is a timer or perhaps a third party flipped it to free cities then it was free to join with me. Ended up with a science victory, all the mechanics associated with a conquest victory slowed things to a crawl once I had about half the planet (huge map). As Macedon I was potentially picking up a eureka and inspiration for each city that fell before my valiant warriors, sliced through the tech and civics trees at an ever accelerating pace. But the Civ 5 Firetuner only lets you add certain things, it seems - I can add gold, faith, culture, I can add or complete techs.
But I can't do any kind of map or unit editing - the only tab of Firetuner that seems to work is the 'Player' tab. Map Editing: Changes are only visible in Stategic View.
Save game and reload it to see changes in the regular view too. Some tile conversions are a bit hit'n'miss, especially trying to convert a water hex to land. I've ended up with grassland-looking lakes. Unit Editing: Like a number of other tabs/input boxes, sometimes FireTuner just seems give up, like it's losing its connection to the running game.
Often a checkbox will turn red, or the player gold mistakenly shows zero. Only work around I know of is to shut down FireTuner and restart it. I glance at the player gold box to quickly check if it's hooked up properly. If so, adding or removing units seems to work OK for me. All the mechanics associated with a conquest victory slowed things to a crawl once I had about half the planet (huge map).
Well, I've found that we're back to Settlers being relevant. I've currently got a combination of Golden Age dedication and Governor promotions that let me 1) create settlers with no population loss, 2) settle new cities that instantly start with 4 population and a builder that has 5 charges (6 if someone hadn't sniped Pyramids from me).
So if you've gone full warmonger, just raze the fucking cities as you go rather than worrying about loyalty. Come in behind your troops with some pre-built Settlers.
Plop down your own, fresh, loyal cities around the 1 or 2 cities you want to keep (because they have Wonders or something). Ending up with a Golden Age in the Information Age is very important, as it will never end. Also, as someone on reddit pointed out, Statue of Liberty is a liability. If an AI builds it, conquer that city. It and all nearby cities you conquer will then remain 100% loyal thanks to Statue of Liberty. But the Civ 5 Firetuner only lets you add certain things, it seems - I can add gold, faith, culture, I can add or complete techs.
But I can't do any kind of map or unit editing - the only tab of Firetuner that seems to work is the 'Player' tab. Map Editing: Changes are only visible in Stategic View. Save game and reload it to see changes in the regular view too. Some tile conversions are a bit hit'n'miss, especially trying to convert a water hex to land.
I've ended up with grassland-looking lakes. Unit Editing: Like a number of other tabs/input boxes, sometimes FireTuner just seems give up, like it's losing its connection to the running game. Often a checkbox will turn red, or the player gold mistakenly shows zero. Only work around I know of is to shut down FireTuner and restart it.
I glance at the player gold box to quickly check if it's hooked up properly. If so, adding or removing units seems to work OK for me. No, NOTHING happens from any other tab than player. I don't even get a list of units or resources to add or anything.
All of the little drop-boxes on those tabs are empty. Player tab always works (so long as I run civ first and open firetuner after, natch.) I'll try to post a screenshot when I have time. No, NOTHING happens from any other tab than player.
I don't even get a list of units or resources to add or anything. TBH, it was many months ago when I set up FireTuner so I don't recall exactly what I did. I just remember it took more fussing around than I thought it should.
A few tips that might help: 1. Make sure you're using the Civ6 version of FireTuner as installed through Civ6's dev tools in your Steam library. Seems pretty much the same, but some have posted success after switching from Civ5 FireTuner to Civ6's version. I also added the art assets but don't know if that's really necessary. Did you add the additional panels with File/Open and navigating to Civ6's Debug folder? Some people have copied those to the FireTuner folder, or even made a bundle of their own versions, but IIRC that is not really needed.
A couple of threads that may provide further assistance: Hope this helps! No, NOTHING happens from any other tab than player. I don't even get a list of units or resources to add or anything.
TBH, it was many months ago when I set up FireTuner so I don't recall exactly what I did. I just remember it took more fussing around than I thought it should. A few tips that might help: 1. Make sure you're using the Civ6 version of FireTuner as installed through Civ6's dev tools in your Steam library. Seems pretty much the same, but some have posted success after switching from Civ5 FireTuner to Civ6's version. I also added the art assets but don't know if that's really necessary.
Did you add the additional panels with File/Open and navigating to Civ6's Debug folder? Some people have copied those to the FireTuner folder, or even made a bundle of their own versions, but IIRC that is not really needed. A couple of threads that may provide further assistance: Hope this helps! I do not see a Civ6 Firetuner. There is the Civ5 SDK and that is it. I'll post more useful info tonight from home.
I do not see a Civ6 Firetuner. There is the Civ5 SDK and that is it. I'll post more useful info tonight from home. You don't see a Sid Meier's Civilization VI Development Tools option listed (alongside Development Assets) in the tools list? It's there for me. Tools contains the tuner. I see it now.
When I had last looked into this, all the advice was that you just installed the Civ V SDK. Yeah, people were achieving some things with the pre-VI Tuner before the devkit for VI itself was released, so some of the thread comments reflect that. Noted that when you liberate a city it's immune to loyalty pressure from you. No it's not, but the loyalty calculations are a complex thing.
It is very possible that the city had higher loyalty per turn after flipping than it had before - notably, it could easily have had access to more amenities after (e.g it had luxuries within its radius that France had traded away, France had government cards that reduced the amenities that were not active to the Free City state, etc). If you're exploiting the loyalty system for fun and profit: Build an entertainment district and do the Bread and Circuses city project in a nearby city. Is it only me, or are several of the new factions overpowered?
Cree and Korea in particular. I've had a very weird game. I've been playing as Scotland on King level, and I have managed to ally with all five opposing nations since the time I researched alliances. I'm approaching the Information Age, to give perspective on how long this has been going on. I've never been in a war, and interestingly, due to my web of alliances, most of the other civs don't war on each other, either. Because of this, I have teched and advanced harder than I ever have in King. Sure, I'm approaching the Information Age, but it's not even 1800 yet.
Kinda funny making the entire game essentially a big-ol love-fest. Since we're all approaching victory conditions at light speed, I wonder how long it will last. Will they agree to be my allies again?
Will war break out among the other nations, even if they're still allied with me? But after this and my last diplomatic game, I'm definitely trying one more militant new civs and making a go of a domination run. Is it only me, or are several of the new factions overpowered? Cree and Korea in particular. I'm not sure- those were the first two civs I tried, but I haven't gone back to one of the old ones to see how hamstrung they feel by some of the nerfs in the new game like the new Eureka metric. I blew through the tech tree so fast as Seondeok that I didn't have anywhere near enough production capacity built to quickly finish the game once the science-victory techs were done.
It was a curb-stomp from a science standpoint- everyone kept trying to invade and I kept being either a) having Hwacha, which were quite effective, or b) being two military tech eras ahead of them. The Cree can build so freakin' tall with mekewap housing (and production, too!) plus extra gold from those and their trade.The only hiccup I had with the Cree was that Okihtcitaw is not analogous to a Civ V Shoshone Pathfinder, even if it is a stronger recon unit than stock. It doesn't appear to get the bonus versus anti-cavalry units since it's Recon, not Melee (so taking down fortified barbarian spearmen at their camp sites isn't going to go well for you) and that promotion only helps its movement, not its combat strength, so we shouldn't think of it as 'a fast almost-warrior'. But with a trader almost right out of the gate and the first-finder bonus on so many city-states because your Okihtcitaw are faster than the other folks' scouts, plus mekewap production, you can build a huge cash and production lead in the ancient and classical eras. And you'll probably be on a golden age the rest of the game to help keep that lead. I haven't yet played the Zulu, but they look like they're gonna be stout for domination, possibly just as OP as Korea and the Cree. Impi are cheap and beefy, and they turn into corps and armies a) early, and b) simply by conquering a city, instead of having to merge two of them.
Oh, and they promote quickly, which makes them -even stronger. And with the Conscription policy card, the Impi cost no maintenance. The only drawback to the Impi is it's got a penalty against melee. Or, well, it did, until you count its flanking bonus and the fact that they're cheap enough that you had plenty to flank with. The only hiccup I had with the Cree was that Okihtcitaw is not analogous to a Civ V Shoshone Pathfinder, even if it is a stronger recon unit than stock.
Yeah, it's a bit of a double-edged sword. They're.very. useful early on, but you can't over-build them because they become nearly useless in combat until Rangers. I'd say build about 3 of them, grab all the goodie huts on the entire planet. If you can get them up to level 3, they get the '+20 in all combat situations' promotion, which makes them useful again.
Starting with +1 promotion really helps.then you build/buy a few extra, leave them to garrison your cities for amenities, and then combine them into Spec Ops armies in the late game. Spec Ops army with +20 is quite good. Parachute in, snipe the AA unit / medic, and then retreat through woods/hills before they can counter-attack. I've almost finished my first post-expansion game as Emperor Korea, and it's been weird. I played Continents as usual, but somehow ended up on a large isolated island with no competitors; and thus my game has been entirely peaceful (well, except for barbarians), most of the world is allied with me, and loyalty hasn't come into the picture at all. It's actually worked pretty well since I really wanted to focus on city-district micro, and oh boy the Korean science districts are broken.
The +4 bonus counts as adjacency, is multiplied by the relevant policy, and also counts toward the various adjacency bonuses / requirements. Basically, every one of my cities gets +8 science, +8 production and all science buildings are giving +100% science. A science victory will be trivial; with more external pressure, it might feel more balanced.