Civilization - I didn't know Firaxis loved us :D


I didn't know Firaxis loved us :D

Posted: 24 Apr 2017 02:00 PM PDT

So I removed all victory conditions except score, and it seems the AI is significantly less aggressive.

Posted: 24 Apr 2017 09:02 AM PDT

No one has declared war on me or attacked me at all. Some Civs are displeased with me for various reasons but generally this is the friendliest game I've ever played. Japan has been my BFF since day 1. I'm playing America if that makes a difference.

Does changing victory conditions change the decisions the AI makes, or am I experiencing a super friendly game for some other reason?

submitted by /u/postjack
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[Screenshot] This galley is basically my future.

Posted: 24 Apr 2017 08:07 AM PDT

Them Jungle Yields Though

Posted: 24 Apr 2017 03:09 PM PDT

What's worse than getting wonder sniped by the AI?

Posted: 24 Apr 2017 05:06 PM PDT

All districts should have buildings

Posted: 24 Apr 2017 12:22 AM PDT

Currently, three districts (Aqueduct, Neighbourhood, Spaceport) have no buildings associated with them. Aside from being a bit boring, I think there's some missed potential there that could give us some new gameplay options, especially if they get adjacency bonuses.

Aqueduct

We have districts that provide just about all the resources in the game; science, culture, amenities, production, faith...except food. The theme of the Aqueduct district is Growth, since it provides additional housing capacity, and you need two things to grow in Civ VI; housing and food. It makes a good deal of sense for the Aqueduct to provide food on top of its housing bonus. At the same time, given that Aqueducts do not count towards district limits, buildings should not be too powerful. Given that food bonuses are only half of the growth equation, the other being housing, and housing is strictly limited for everyone except Kongo before the Modern Era, focusing on food shouldn't be overpowered for Aqueducts.

Base yield and Adjacency bonus

Gains +1 food for each adjacent Farm. Farms adjacent to an Aqueduct receive +1 food.

This makes strategic Aqueducts potentially quite potent, giving you a mini-mechanized farming effect in the early game. Plus, by giving it an adjacency bonus in the first place, it gets a small buff from nearby districts, giving you a little extra incentive to settle in food-poor regions that have access to fresh water.

Buildings

Mill: +3 Food, +1 Housing. Builders trained in this city gain +1 charge. Unlocks with Aqueduct.

In all societies where cereal crops constitute the major part of the diet, there are designated operations to turn cereal crops into food. Thus, a mill is a rather obvious choice to add to a district focused on growth. The additional builder charge may be a little strong, but reflects that access to a secure food supply tends to improve productivity, and it's only for that city, not empire-wide like policies and the Pyramids.

Hospital +5 Food, +1 Housing. Medic units are trained 50% faster. Unlocks at Sanitation.

Present in Civ V as a later game food building, the Hospital can be carried over fairly easily to Civ VI. The Medic production boost is a minor thing, but thematic. A bonus to unit healing in the district wouldn't be out of place either.

Supermarket +10 Food. Adjacent Neighborhood districts receive +2 Housing. Unlocks at Capitalism.

The modern supermarket revolutionized food distribution, yet it's always been somewhat overlooked in the Civ series. It's hefty food boost and bonus to nearby Neighborhoods reflects the late-game focus on replacing farmland with Neighborhoods. Which leads rather neatly to the next district.

Neighborhoods

Neighborhoods gaining buildings has one important problem: you can build more than one of them. There's plenty of buildings that fit wonderfully into a Neighborhood district; schools, parks and public transport networks would be my choosing. But how this could be incorporated into the UI, I simply don't know. Possibly building a school would put it into all neighborhoods, existing and future, for example.

Adjacency bonuses

With that in mind, let's look at Neighborhood adjacency bonuses, which currently don't exist. Neighborhoods should be providing hefty bonuses to nearby districts; after all, it's where the workers live.

Adjacent districts receive +2 to their yields.

This incentivizes building neighborhoods not just where the appeal is highest. That will still enter into your decision process, but there's now an additional level of planning and decision making to be made.

Spaceport

The Spaceport is a very odd district indeed. It has no purpose outside of a specific victory condition, it has no buildings, and it can't do anything except make stuff for that one victory condition. To top it off, it has a massive production cost, meaning that the Science Victory it's meant to be for is really a Production Victory.

This is quite strange given that the modern spaceport is as much a commercial enterprise as it is purely a governmental one. Scientific, military and economic interests all vie for precious rockets; communication satellites revolutionized global media networks, surveillance satellites confer massive military and espionage bonuses, along with the scientific flights to parts of the solar system.

The Spaceport should therefore be more than just a Science Victory wonder, which is all it currently is. It should be a late-game powerhouse district, conferring major yields as well as enabling you to get off the planet and win the game.

Base yield and adjacency bonus

+10 Science, +10 Gold for each adjacent Commercial, Industrial and Encampment district.

Now those are some pretty big yields, but bear in mind that Spaceports only show up in the very late game, where yields are quite high anyway. To justify construction of a district this late, you need a major incentive.

Buildings

Observatory +25% science for the city this building is constructed in. Allows construction of the Earth Satellite project. Unlocks at Rocketry.

A major science boost that goes well with the adjacency bonuses to the Spaceport itself. Plus isn't it a bit weird that a district for the Science Victory doesn't actually give science?

Ground Station Broadcast Centres each increase your Culture and Tourism output by 10% and gain +12 Gold. Unlocks at Telecommunications.

This gives the Spaceport a reason to exist if you're not going for a Science Victory. The Culture and Tourism boost from your top-tier Cultural District building will help you on your way to winning a Cultural Victory, and it synergizes well with the Culture boost you get from the Moon Landing project. If you're only going for a Science victory, the Culture boost is still beneficial as it allows you to catch up a bit in Culture, unlocking new Civics and blunting Tourism growth from your enemies. And a bit of extra gold never hurt anyone.

Space Elevator +30% production for Space Race projects built in this city. Unlocks at Composites.

Long considered the "Holy Grail" of Space exploration, a Space Elevator gives a city a major boost to production for Space Race projects. This gives the player an interesting choice; start building the Space Race components as soon as you can, or invest in a Space Elevator to get them up faster?

submitted by /u/GalenDash
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My appeal to the warmonger's humanity: Doctors As Borders

Posted: 24 Apr 2017 06:11 PM PDT

Why I like Civ VI: Barbarians.

Posted: 24 Apr 2017 11:16 AM PDT

I think Barbarians add a lot to this game. I think the biggest benefit Barbarians offer is an incentive to interact militarily with the AI. Whether you want to pursue a hardcore conquest strategy, or just have a standing army to keep the AI off your back, Barbarians force the issue - you cannot play without a military.

What's more, Barbarians create an opportunity for advancement. Clearing Barbarian camps nets you gold, not just as a consolation prize. Your troops will gain experience, better preparing them for the real deal.

Barbarians aren't a hassle unless you make them one. They offer a guilt free way to do some fighting - play the hero, and make your empire a peaceful and secure one.

submitted by /u/DragonHeretic
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Civ VI tips and tricks

Posted: 24 Apr 2017 07:22 AM PDT

Even though i preordered civ vi (i played it for some time now with few pauses inbetween) i consider myself a big noob. in civ v i could win vs diety sometimes if my start is good but in VI i'm struggling even on king. i wanted to read, share and learn other people's opinions, tips and tricks.

for example, what unique improvements do you love and which ones do you consider bad? i, for one, don't build unique improvements at all (maybe if i'm india and i need housing), i don't know why, they don't seem that good at all but i must be missing something.

what's your usual district priorities in cities if you're not going for full on domination? usually, in the end game i notice i have only one theatre square, i try to get campuses everywhere and then the mixture of industrial zones, commercial hubs, harbors and entertainment complexes if i need amenities (usually in that priority order).

are people still stealing builders from city states and other civs? it seems kinda pointless to go to war for 3 builds, right?

what policies do you love and use the most? what governments? i almost always go for classical republic-merchant republic-democracy or communism, especially in medieval era. i've taken oligarchy before too, if i planned to go to wars but other 3 (autocracy, theocracy and monarchy) sound really useless.

what is the best defense against nukes? if i remember correctly, a fighter couldn't intercept a bomber with a nuke in civ v. what about nukes from the missile sites and submarines? we had bomb shelters before, what do we have now?

what do you guys think? i'd really like to improve my game a bit without needing to watch tens of hours of pros playing it.

submitted by /u/pulezan
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You've Probably have seen this but this is my first time nuking the world to hell.

Posted: 24 Apr 2017 05:44 PM PDT

Are religions worth it? (Civ VI)

Posted: 24 Apr 2017 04:01 PM PDT

I feel like the AI is really competitive about religion. I mean, I leave them for a few turns and then a million missionaries just marches up to my capital! Is racing for religion even worth it in Civ VI?

submitted by /u/NowIAmThing
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Founding early game cities (Civ V)

Posted: 24 Apr 2017 06:11 AM PDT

I often hear people recommend I settle about 4 cities by turn 75, but especially on higher difficulties I have trouble finding the time for that. I'm always focusing on rushing early game wonders or buildings I need, and I don't want to put in any social policies into getting the liberty settler, what should I do?

submitted by /u/ChessedGamon
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Early settler stealing with Persia is amazing

Posted: 24 Apr 2017 06:45 PM PDT

If you manage to do so, you capture 4 movement settlers!

submitted by /u/bhavv
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Is this a bad strategy for Civ 6

Posted: 24 Apr 2017 06:20 PM PDT

Instead of producing a few of jack-of-all trades cities, I instead focus on a large amount of specialized cities. At times, I'll produce 2 military units, produce a settler, and start settling lands around luxury or strategic resources. Because of this districts mechanic, along with the lack of big empire penalties, I found cities en mass.

Sometimes, well into the late-game, I found cities on other continents. By the end, I sometimes have 15-20 cities. Most of these cities being founded by me.

Is this a common strategy?

submitted by /u/Halofan5695
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Civ 6 Mod: Real Marathon v 0.3 -- Historical Speed

Posted: 24 Apr 2017 01:16 PM PDT

Hi everyone, I just updated this mod to a newer version after a really busy month at work :p I finally got some time to work on bugs and new DLC supports. Please try it out! Here is the Steam Workshop link, and CivFanatics link.

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=879491349

CivFanatics: https://forums.civfanatics.com/resources/real-marathon-mod.26005/

Play Marathon game in Historical Speed. More wars, more discovery, less building/city spam in early era.

I test-played many times. You can play many nice big scaled wars, and city development feels real since I kept buildings and wonders cost.

Marathon speed with more wars! Reduced base cost for melee and ranged land units. Reduced a little for mounted (including tanks). And normal cost for naval and air units. Also, higher upkeep for units (but not recons), so you need a strong economy and industry to support a stronger army. Otherwise you are like North Korea where there are only cheap units. Also buildings, settelers, and wonders cost as same as it should be (original speed). So yeah it feels real!

Please try it out.

---Instruction---

  1. Subscribe.

  2. When start a new game, use "advanced setup", then choose the ruleset "Real Marathon".

  3. Have fun!

4 (optional). Let me know your thought about this mod, and either leave a comment or email to musixhine@gmail.com.

5 (required). Let more people know :)

---v 0.3 features---

  1. Reduced districts cost.

  2. Added support for all new DLCs!

  3. Fixed ruleset bug.

  4. Blance tuning.

---v 0.2 features---

  1. Add "ruleset". Now need to go to "advanced setup" and choose the ruleset "Real Marathon"

  2. Stretched the game pace. Techs/Civis take longer time to finish, and will take even longer as the era progresses.

  3. Great People are harder to get.

  4. Now major civs start with "Scout(s)" instead of "Worrier(s)"

Please let me know your thoughts about the mod, and I will try my best to make it real!

My email: musixhine@gmail.com

submitted by /u/musixhine
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when you have no war weariness to worry about

Posted: 24 Apr 2017 02:41 PM PDT

[Other] This bug is driving me insane. Whenever I move a mouse over an area where a unit can't go, the game freezes

Posted: 24 Apr 2017 03:10 PM PDT

The woman from the Civ6 intro is the adviser?

Posted: 24 Apr 2017 04:17 PM PDT

Basically what it says up there. I never noticed until now, but as I was watching it for the umpteenth time, I really saw how similar their faces were. Am I just seeing stuff that's not there, or are they really the same person?

submitted by /u/CousinMrrgeBestMrrge
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city state settler?

Posted: 24 Apr 2017 02:50 PM PDT

When you ignore religion completely but god really wanna see your wars

Posted: 23 Apr 2017 09:38 PM PDT

Pax Brittanica

Posted: 24 Apr 2017 05:13 PM PDT

Those of you living in or traveling to NYC should definitely check out the "Age of Empires" exhibition in the metropolitan museum

Posted: 24 Apr 2017 10:56 AM PDT

The "Age of Empires" exhibition is currently on show in the metropolitan museum. Among tons of interesting artifacts are several warrior statues from the Terra Cotta Army. I have just been there and it is definitely worth visiting! Details can be found here: http://www.metmuseum.org/metmedia/video/collections/asian/age-of-empires-promo

submitted by /u/nitedemon_pyrofiend
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Civilization V Multiplayer Campaign Dilemma

Posted: 24 Apr 2017 11:40 AM PDT

I have my fair share of experience with Civ V, but when it comes to the more finer details of Ai mechanics I have to admit I'm a little bit lost.

The other day I was playing a campaign with two of my friends online. It started out pretty civil until the drunkiest (who also happens to be the best skilled) one of our group started making aggressive plays. He was trying to set up a strong Venetian naval foothold on my continent. Since I was in control of The Huns, I had no choice but to try and shut it down.

It was a really long battle, and none of us made any headway. His defenses were impregnable using the terrain and Ai Civ borders as a natural funnel into a choke point.

Our scores and military might were well above any other Ai players in the game. So I was pretty confident that they wouldn't dare to attack me while I was preoccupying myself and my resources with my war efforts. But out of nowhere, 3-4 Ai Civs declared War on me within two turns. All 3 human players were in war at this time, and it was a hybrid turn style game.

My question is, would it have been possible for my friend, who was playing Venice and amassed a fortune in culture, to persuade these city-states to engage with me? He swears up and down that he didn't do it and that it's impossible to persuade multiple Ai to Declare War in one turn. I think it had something to do with the Hybrid system.

Sorry for the length, TL::DR - In hybrid style turn play, where 3 humans are at war, is it possible to convince multiple Civs to declare war on a player?

submitted by /u/AdroitDbls
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Tribal villages are getting harder to find

Posted: 24 Apr 2017 12:50 PM PDT

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