Civilization - Civ VI players in a nutshell


Civ VI players in a nutshell

Posted: 06 May 2017 02:58 PM PDT

Shitty LPT: Before you stop playing for the day, declare war on someone so you know where to continue when you load in the next day.

Posted: 06 May 2017 02:29 AM PDT

If they decide to add a "Byzantine civ", I hope it is in the form of a new leader for Rome.

Posted: 06 May 2017 10:05 AM PDT

The Byzantine Empire is one of the biggest anachronisms of western historiography. A fabrication so repeated that it became for some a truth that is hard to let go.

And it's not that hard to understand why. Not only we learn little about the medieval period of the Roman Empire, but when we do we tend to focus on the differences, not truly understand what they mean, or if they are differences at all.

Of course, there was never a state called Byzantine Empire, and if you asked Justinian or Basil II what estated they were head of they both would say "Roman Empire". And that's because they were romans and ruled, well, the roman state.

So what does this have to do with Civ VI? Well, the byzantine civ is a recurrent civ in the series so it's possible we're going to see it in VI too. But it would be cool if Firaxis did something to try to unmake this myth called Byzantine Empire. I believe this actually can make a difference for some people that play this games, that never really bothered to read about this subjected (the vast majority).

In short, it would be pretty cool to see the "byzantine empire" as an alternative(s) leader(s) for Rome, with a unique flavor. It would be a cool and much needed history lesson! I even saw a topic here saying how this could be made.

submitted by /u/SofNascimento
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[Civ 6 PSA] Max Lake size is 9 tiles

Posted: 06 May 2017 06:24 AM PDT

Nothing crucial or game-breaking, but dug it up during my modding adventures.

I was wondering how Civ 6 determines if something is a Coast tile or a Lake tile, since there is no TERRAIN_LAKE and only TERRAIN_COAST type in the database, yet we all know Huey Teocalli is restricted only to lakes and that requirement surprisingly actually works :P

So basically whenever map spawns a body of 9 or less water tiles (dunno if ocean tiles are spawned after lake check or what), it's then converted to lake tiles.

So this means that any water body bigger than 9 tiles WILL be an inland sea.

This data is in \Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data\ GlobalParameters.xml

Maybe this info will be useful to someone planning to settle around incompletely explored inland sea or determining if they want to go for Huey Teocalli. Dunno, I have a hazy idea that there is some benefit to gameplay knowing this and that's why I wanted to share.

On a side note, modding anything related specifically to lakes is a headache because of all those Firaxis' gimmicks and hardcoding... :-/ Especially when you are still a newb.

submitted by /u/Grzemek
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Petra + Ruhr + Uluru = 17 Yield tiles.

Posted: 05 May 2017 11:24 PM PDT

Kongo leading the Arms Race

Posted: 06 May 2017 07:09 AM PDT

Does anyone else really love crowded games?

Posted: 06 May 2017 11:17 AM PDT

I always find myself upping the number of civs to at least two higher than would be normal for a given map size, just to ensure there's plenty of opportunity for early warfare if I want it, and it also seems to help the AI not fall behind later if they have neighbors to beat on early in the game. To me there's nothing worse than a game where you don't meet anyone for the first fifty turns.

Does anyone else do this?

submitted by /u/boreas907
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Yea sure no problem Catherine

Posted: 06 May 2017 06:58 PM PDT

Those are gonna be some big veggies...

Posted: 06 May 2017 04:53 PM PDT

New Civilization Idea (Philippines Rework)

Posted: 06 May 2017 11:52 AM PDT

Civilization: Philippines
Civilization Ability: World Heritage -> +1 Tourism to tiles with Natural wonders occupied by Philippine Territory. Upon unlocking Diplomatic Service, World Wonders receive +1 Tourism and +1 Gold. Founding cities adjacent to natural wonders immediately gives all of the wonder's tiles to the Philippines.
Civilization Pros: The Philippine Civilization is a very cultural (or religious) oriented civ whose unique ability allows them to take hold and utilize natural and world wonders to their fullest potential. As such, being expansive is not really necessary...prefer to build tall, not wide. However, it does mean that they have to discover which lands are suitable to allow them to utilize the full scale of their unique ability.
The two leaders for the Philippine Civ caters to two very different players. Those who prefer religious (diplomatic) victory will find Manuel Quezon to be a more viable choice. Jose Rizal is perfect for those who are trying to gauge a Cultural victory.
................................................................................................................................................................

Leader #1: Manuel Quezon
Leader #1 Bonus: Political Reassembly -> Changing Government Types provide +50% production for 10 turns (standard). Changing Policy Cards costs 50% less. Whenever switching to previous governments, Anarchy! duration is reduced by half.
"I would rather have a country run like hell by Filipinos than a country run like heaven by the Americans, because however a bad Filipino government might be, we can always change it."
Manuel L. Quezon, 2nd President of the Philippines

Leader #1 Agenda: Political Affiliation -> Likes to gain as much envoy as possible. Dislikes civilizations who have more envoys deployed than itself.

................................................................................................................................................................

Leader #2: Jose Rizal
Leader #2 Bonus: Ilustrados -> Earn +1 Great Person Points whenever barbarians or foreigners are within Philippine territories. Expending Great People in cities with Natural Wonders provide +50% Culture and +50% Gold for 3 turns.
"Justice is the foremost virtue of the civilizing races. It subdues the barbarous nations, while injustice arouses the weakest."
Jose Rizal, National Hero of the Philippines

Leader #2 Agenda: Globalist -> Likes civilizations who perform research deals or trade deals. Dislikes civilizations who are isolationists (ie: denying trade deals).
................................................................................................................................................................

Unique Unit: Katipunero ->Replaces Musketmen. Receives no combat penalty on hills, swamps, woods, and jungle tiles inside of Philippine territory.
Unique Structure: Palengke ->Replaces the Market Building. Outgoing trade routes provide +4 Gold to the city with this building. Destination City and Outgoing City receive +2 Food and +1 Amenity.
IF EVER THEY WERE ADDED, SOME LANDMARKS TO ADD, TOO:
Added Landmark: Chocolate Hills ->A Traversable, Diamond Four-Tile Shaped Hill Type Landmark. All tiles occupied by the wonder gain +1 Science and +2 Gold.
Added World Wonder: Banaue Rice Terraces -> All Wheat and Rice resources in your Civilization gains +1 Gold. Adds a Trade Route Slot. Must be built on a Mountain Tile that is adjacent to a Wheat or Rice Tile.

submitted by /u/Kaitousenpai
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The Greek crisis.

Posted: 06 May 2017 09:38 AM PDT

[Civ VI] Egypt Turn 273 Deity Cultural Victory

Posted: 06 May 2017 04:16 PM PDT

Ruhr Valley City

Posted: 06 May 2017 06:20 PM PDT

Things you wish you knew before playing Civ V?

Posted: 06 May 2017 05:58 PM PDT

As a bad player, I have to ask: What are some things you wish you knew before starting to play Civ V? These can be small tips or huge, game-winning ones. :)

submitted by /u/EclipZz187
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How do you build your empire in Civ?

Posted: 06 May 2017 10:19 AM PDT

Hello! This is a bit of a random question for the reddit, but how do you guys like to build your empire in-game? Do you guys prefer to have a small nation that wields tons of influence / a strong military within the world...or a sprawling empire with cities all over the place?

Do you prefer to culturally influence the world or rather patrol your lands with the strongest military?

Thanks!

EDIT: Concerning my own empire, I usually maintain a small set of nations, but I tend to take cities from other nations who get too close to my territory (which always happens). I try to take their capital cities (in my head, they are provincial capitals to my big capital) since they do tend to have the biggest bonuses.

submitted by /u/InnocentTailor
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[Civ5] "Our units are merely passing through the area"

Posted: 05 May 2017 11:12 PM PDT

Civ VI ynAMP missing civilizations

Posted: 06 May 2017 04:15 PM PDT

This mod works fine except when i play 50 civs, but only 29 of them show up on the map?

submitted by /u/Sacredgun
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Resource Icon Glitch

Posted: 06 May 2017 03:54 PM PDT

http://imgur.com/a/SnJCY Was playing Civ 6 with a friend when I noticed a surplus of bananas.

submitted by /u/amusiak
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Well I certainly didn't expect this...

Posted: 06 May 2017 07:32 PM PDT

Democraciv is back baby!

Posted: 05 May 2017 08:40 PM PDT

That's right folks! With a long break after English victory, the Democratically controlled Civilization is back. So we just ratified the new constitution and the hype is real. So r/Democraciv is a a game of civ normally played over the course of six months, with players forming a government. The community is great if a little small, and we offer a whole host of stuff to do. From being President to a legislator, Press to Business Tycoon our aim to keep the ball rolling, with a more US based constitution. Really as a player for what seems like ages this is a great old time. I really recommend you guys hop on over and check us out. Most of the fun happens on the discord, and we are as friendly as they come. hope to see you guys over there.

submitted by /u/ABigGlassHouse
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Anyone have a similar bug problem for CIV 5?

Posted: 06 May 2017 06:52 PM PDT

So I tried playing a civ 5 game and every game I've started has the same problem. I can't select the settler and see the controls to settle. Hitting B settles the city but I can't choose production.

The menu button seems broken as well.

To select what I'm researching I have to choose it from the tech tree.

Any help is greatly appreciated

submitted by /u/bacon-overlord
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Civ V: How do you tell if a mod affects the UI in any way?

Posted: 06 May 2017 05:57 PM PDT

EDIT: I think I actually REMOVED a mod that affected my UI, and I really want it back lol. It showed all civs on the right of the screen, their info etc and your trade disparities and blabla. Anyone know what I'm talking about?

submitted by /u/eatmyplis
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