Civilization - 1002.4mb Patch is up! Start denouncing Alexander!


1002.4mb Patch is up! Start denouncing Alexander!

Posted: 28 Mar 2017 08:21 AM PDT

Firaxis, Please add the Civilopedia back to the main menu screen like Civ 4 had. I want to be able to access it before I start a new game.

Posted: 28 Mar 2017 11:23 AM PDT

Civilization VI ‘Spring 2017 Update’ Now Live

Posted: 28 Mar 2017 08:33 AM PDT

After razing Bordeaux, of course my caravel would be placed there...

Posted: 28 Mar 2017 06:52 AM PDT

Uhh... this is a little awkward...

Posted: 28 Mar 2017 01:25 PM PDT

When the Ai doesn't forward settle at all but you are Venice so all you can do is sit there and watch

Posted: 28 Mar 2017 08:35 AM PDT

All DLC is cheaper than deluxe edition in Brazil and barely cheaper in most areas.

Posted: 28 Mar 2017 12:25 PM PDT

Protectorate war should be available sooner

Posted: 28 Mar 2017 05:14 AM PDT

Since the warmongering system is being improved, I suggest that protectorate war be available sooner, preferably at early to mid Medieval Era. I really hate it when I send 4 of my envoys to Valletta, and then some red-haired dickhead decides to destroy that city-state.

On top of that, I think Civs should be able to declare protectorate war even after the city-state is conquered. There could be a limit to this, for instance, 40 turns after the city-state is taken and you have to be the suzerain.

What do you guys think?

submitted by /u/phambach
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2 New wonders which came with the new update. (Maosoleum at Halicarnassus & Apadana)

Posted: 28 Mar 2017 09:26 AM PDT

I assume this was Firaxis' subtle reaction.

Posted: 28 Mar 2017 03:22 PM PDT

Civilization VI - Persia and Macedon Civilization & Scenario Pack on Steam

Posted: 28 Mar 2017 08:46 AM PDT

Alexander wants to show off his conquest of Norway

Posted: 28 Mar 2017 12:57 PM PDT

Firaxis TSL map is incredibly tight with the new update.

Posted: 28 Mar 2017 09:52 AM PDT

It does what now?

Posted: 28 Mar 2017 03:05 PM PDT

Digital Deluxe Edition

Posted: 28 Mar 2017 11:25 AM PDT

So how do those of you who ordered the deluxe version feel after the release of all the content?

I avoided it as I wasn't too taken with Firaxis/2K's approach to the Season Pass with XCOM 2.

To summarise:

£20/€20/$30 for:

4 civs: Persia, Macedon, Australia and Poland 4 scenarios: Vikings, Jadwiga's Legacy, Outback Tycoon, Conquests of Alexander A range of wonders, and other minor content.

Compared to the likes of "Gods & Kings" or "Brave New World" which were the same price and each contained:

NINE Civilizations TWO EXTENSIVE new game mechanics THREE new scenarios

Seems pretty poor value to me.

submitted by /u/jonathanrmcleod
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I'm getting moist just thinking about the campuses I'll have here...

Posted: 28 Mar 2017 02:49 PM PDT

Real question here - how many Alexandrias are on list of Macedon city names?

Posted: 28 Mar 2017 10:29 AM PDT

When the stars align.

Posted: 28 Mar 2017 02:15 PM PDT

Well this is awkward...

Posted: 28 Mar 2017 12:48 PM PDT

New DLC

Posted: 28 Mar 2017 02:14 PM PDT

After downloading the new DLC, all other DLCs except for the Australia one no longer show up in the Additional Content, and neither does the New DLC, except for the scenario which I can't turn on. Help.

submitted by /u/Ehusch
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Proposed game mechanic: "Claimed Land"

Posted: 28 Mar 2017 04:16 PM PDT

The new patch will definitely help with taking out aggressive AI forward settlers, however I'd like to see the idea taken further with the concept of claimed land.

One of my favorite parts of the early game is the exploration piece and a big part of historical exploration was discovering new land to claim as your own. I would love to see a new lens and game mechanic where the first civilization to walk across any tile "claims" that tile. Each civilization would have their actual concrete borders, but they would also have an abstract plot of "claimed land." Because each Civ is exploring at the same time, the claimed land would fill up quickly and it would be a nice race at the beginning of the game to actually get out some scouts and explore some land.

With this new mechanic, you could appropriately monitor and punish other civilizations who settle on the land that you have claimed to be yours from first discovery. You also rightly take over Civilizations who settle on land that you have officially established was yours first. You would also be penalized for doing the same to an opposing civilization.

submitted by /u/Shall-Not-Pass
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What happen to my Alex, why his subtitle be like that??

Posted: 28 Mar 2017 09:15 AM PDT

"I never expected the cheetah to eat MY face!" - Person who voted for the "Cheetah that eats people's face party"

Posted: 28 Mar 2017 03:36 PM PDT

New civ idea: The Visigoths

Posted: 28 Mar 2017 10:26 AM PDT

Leader: Alaric I

Leader Ability: The Sack of Rome - Gain large amounts of science, gold, and culture after razing a city. Gadrauhts equal to half the population of the city are gained after razing, as well.

UU: Gadrauhts - Replaces the Warrior and Swordsman. Are buffed on researching Iron Working. Gaudrauts can convert into temporary settlements, called "Baúrgs". These temporary settlements can't produce buildings, and simply grows. Other Gadrauhts can join into this settlement, growing it. Upon dismantling, each population point is converted into a Gadrauht. Each Baúrg has ancient walls, but can't bombard. Anyways, back to the Gadrauhts. They get at bonus to siege when adjacent to other Gadrauhts, making it able to recreate his siege of Rome, where he surrounded it with 401 of his soldiers.

UA: Völkerwanderung - The Visigoths start off with 2 Gadrauhts, and no settlers. Bonus to food yield from unimproved tiles. Baúrgs grant land around the city when created, just like regular cities. In the Medieval Era, you can settle, and all Baúrgs are converted into cities with identical pop.

Commentary: The Visigoths are meant to be a strong civ in the ancient and classic era, and quickly gain gold and science as they take out enemy cities.

submitted by /u/Mr_Endoskely
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How do you guys use workers in Civ VI?

Posted: 28 Mar 2017 06:35 PM PDT

So, I admit it, in all the previous Civs I more or less set my workers on automate and forgot about them. Because of this, I'm kinda at a lost as to how to utilize them. Should I build up a strong infratstructure amd build up everything, or should I really just focus on building up on luxury and bonus resources? What are your thoughts on the subject?

submitted by /u/Gojira085
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