Civilization - /r/peoplefuckingdying


/r/peoplefuckingdying

Posted: 25 Jun 2017 04:31 AM PDT

In Civ 4, each civ had an impact on the planet's ecosystem. This is what happens a few centuries after the industrial revolution and lots of nuclear wars

Posted: 25 Jun 2017 11:14 AM PDT

two kinds of civs

Posted: 25 Jun 2017 03:00 PM PDT

Hansa porn

Posted: 25 Jun 2017 07:00 AM PDT

Best start I've ever had - More salt and luxes in fog (Civ V)

Posted: 25 Jun 2017 05:24 AM PDT

PSA: Civ VI Demo is on steam for anyone on the fence about buying it.

Posted: 25 Jun 2017 08:49 AM PDT

See title.

submitted by /u/GunslingerNinja
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How do you even fuck up that hard ?

Posted: 25 Jun 2017 05:16 AM PDT

/r/watchpeopledie

Posted: 25 Jun 2017 08:32 AM PDT

ANIMATED MODDED LEADERS ARE COMING!!!

Posted: 24 Jun 2017 11:28 PM PDT

Joint War Should Be Reworked.

Posted: 25 Jun 2017 06:41 PM PDT

For starters I miss being not having to declare war immediately. Waiting 10 turns was great. Allowed me to finish making a few units. Move them into position. And most importantly, ask other Civs to join in. I loved creating a massive coalition to target someone. I'd like it to allow us to set a timer on it instead of a flat ten turns. Like we agree to declare war within 5 turns instead. You get the idea.

submitted by /u/Bit_Strife
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Opportunity Cost in Civ VI: When to Grow Tall or Wide

Posted: 25 Jun 2017 01:49 AM PDT

One of the largest differences in strategy between Civ V and Civ VI is the ability to be effective with just a few cities. In Civ V, a civ could achieve great science by having just two or three cities and build national wonders. Science was largely based on population.

In Civ VI this is not the case. Science overwhelming comes from building science districts and buildings. Science from population helps, but is quite minimal. Due to this the only way to keep up in science is to have many science districts and thus many cities.

Many in this thread have pointed out that there are little disadvantages from building wide. The largest of which is having happiness being based on local amenities rather than a global happiness. However one large mistake many players, including myself, have made is to focus purely on building wide. And I mean wide. Slapping on that +50% settler production, +1 production policy cards, and start building settlers in all current cities until I have 12-20 cities. While with certain civs, like Rome, and at times with certain unbelievably lucky land starts, this can be the most effective strategy, many times it is not.

Just as IRL, a little concept known exist in Civ VI known as opportunity cost. In Civ VI for every settler one makes or purchases via gold the costs increase significantly. I may be wrong with the details and can't find the exact amount online, but if my memory serves me correct the gold cost of buying your 2nd settler increases by 80 gold to 240 from 160 on online speed. It continues to increase by at least another 80 gold for each additional settler, same goes for production. By the time you try to build your tenth settler, it could take one of your best cities 10-15 turns by online speed standards. That's a lot of production and resources that could be spent elsewhere. More specifically districts.

In Civ VI building many districts quickly is the key to get ahead of other players in tech, culture, and gold. The more you have the better off you are, and the earlier you have districts the more ahead you are over other players. While having double or triple the amount of cities as your opponent gives you the potential to have many more districts, realizing that potential often takes many many turns. When a player has 15 cities many, if not most, will be in either fair or below par starts settled simply because they are by a source of fresh water or on the coast. These cities take a long time to build up, especially since the cost of each type of distract scales up with the amount of districts and era. It can get to the point where your 15th city can take up to 20-30 turns on online speed to build a district.

Meanwhile a civ that only has built 5-7 cities can focus production on building districts and quickly. Once the districts are up and proper building built the discrepancy in science per turn compared to a striving 15 city civ can be vast. The 5-7 city civ can also achieve greater military build up to pressure other players and even eliminate them. Certain civs are better at 5-7 cities than others, most notably Germany and Japan.

Germany's Hansa's are perhaps the best district in the game. Clustering cities into groups of 3, or more if there is ample room, allows for a German player to fully take advantage of the Hansa adjacency bonuses from commercial hubs. Place one Hansa next to two commercial hubs and that will give you an extra 5 production, not counting other bonuses from mines and resources. Add in the 100% adjacency bonus policy card and each city could get 10-20 extra production.

Arguably, Japan's best bonus is the +1 adjacency bonus for all districts. Cluster cities and districts by each other and the payoff can be tremendous. Japan's half-cost for Theatre, Holy sites, and Encampments is also a nice touch.

For both Japan and Germany the payoff from quickly getting districts up can be huge. Nine times out of ten building more than 6 settlers at the start is not worth the opportunity costs of not having districts up and running.

Some civs though seem as if they were meant to build wide. IMHO the best wide building civs are Rome and the Aztecs.

If one looks at the rewards of building a settler now over a district, the benefits normally tend to sway toward settler for Rome. For every city Rome settles they automatically receive a free building (monument) and have a road built to their cap automatically. Having he Roman Bathhouse as their special district is also a nice touch that allows them to have more flexibility by not having to settle directly next to fresh water.

While many players think of the Aztecs as a great conquering civ, for the +1 attack bonus for each luxury, they also have the potential to build districts at a faster pace than other civs in 11th, 12th, 13th cities. Their worker bonus of +20% completion bonus of any district can ensure small fair or even shit cities can have any district built within 5 turns. Once a new city is founded it can build a worker and use that worker to build a district. By the time a 10th or 12 city is founded workers are most of the time substantially cheaper than the district.

For other civs whether to grow wide or tall is much more dependent on the circumstances of the start. A general rule would be to analyze the opportunity cost of each strategy based on your circumstance. If for example there are potential campus placements adjacent to 3-5 mountains it may be best to focus on building those campuses before making a 6th or 7th city. City State bonuses can make a huge difference as well. If you are suzerain with two gold CS in he beginning of the game the rewards of building commercial hubs in your first 5-6 cities will most likely outweigh the benefits of building a 7th or 8th city. On the flip side of that argument if there are only poor or fair spots for districts, +1 or +2 adjacency bonuses, and little or no CS bonuses the benefit of building more settlers now rather than later could be huge especially if there are good city spot placements nearby.

submitted by /u/CraftBeerMountaineer
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The 4,470 turn Science victory

Posted: 25 Jun 2017 02:08 AM PDT

Why can the AI steal my technology so efficiently?

Posted: 25 Jun 2017 07:14 PM PDT

I have another CIV that steals tech from my capital nearly every 5 turns. I have a constabulary built and a spy in my capital city (where they're stealing from). What more can I do to prevent this?

submitted by /u/IsaacClarkeSNL
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Civ 5 Multiplayer for New Players?

Posted: 25 Jun 2017 06:33 PM PDT

Bought the game from the steam summer sale with all dlc for 13 bucks. I Played a lot of civ 3 back in the day but this is my first time back since then. Are there any good multiplayer groups or communities that are open for new players?

I let the lobbies i random into know I'm new and i usually get kicked.

submitted by /u/Satyrsun
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Is this the new form of seahenge?

Posted: 25 Jun 2017 07:58 AM PDT

2 turns before winning a Science victory, I nuked Rome for fun. He didn't mind, still kept our friendship. He complimented my culture the next turn.

Posted: 25 Jun 2017 06:30 PM PDT

Extended gameplay - rise and fall of empires

Posted: 25 Jun 2017 06:21 PM PDT

I've played Civ since 1992, although the latest versions I've played are Civ III and CTP. I love the turn-based play, which lets me take my time thinking and to break off, if necessary, to do something else, then just pick up and play on.

I'm not a cut-throat player. I like long games. I'm not there to see how quickly my OCC can reach Alpha Centauri, or to pepper the world with 127 mini-cities for conquest. Been there, done it. No, what fascinates me is the notion of slowly building my little virtual nation into a superpower, against all opposition.

Often I do get a cool nation going, but eventually the tech tree ends, all my cities are maxed, every tile is developed, everyone loves me (Eiffel Tower + UN) and the game gets boring. The only thing left to do is to start over, colonise AC (except I usually play Bloodlust, because otherwise once Apollo gets built it's just a space race), or go out and conquer the world. The end.

The question I'm throwing out is, is there a Civ mod (or is there another game) that offers the same world-building experience, but without the win-the-whole-game end point?

What I'm looking for is a mod (or a game) where the world is too big to conquer because it's a gigantic map and once you reach a certain size or age, game mechanics kick in to limit your growth. I'd like civilisations that have a limited life span and your score is based on how far you rise and how long you last before your inevitable fall - when your birthrate declines, your mines and fields and fisheries go fallow, and barbarians or still-vigorous neighbours overrrun your decaying cities. Then you start over as a new nation in some temporarily neglected corner of the same map (potentially in or near the ruins of some long dead civilisation) and see if you can do better.

Such a map would improve with age. It would gain genuine historical depth. You could even, as a rising young nation, go forth and beat up the civs - by now probably entering their own decline - that killed off your last incarnation.

Is there anything like that out there?

submitted by /u/WinterKnell
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Add More Science for Civ VI?

Posted: 25 Jun 2017 10:31 AM PDT

Hi, I was watching civilization's leaders of Civ 6 and I watched than there's only 2 abilities of Science in the game, Righteousness of the Faith and Ziggurats, and nothing of that is exclusive of science. What do you think guys? Do you want a exclusive science leader or you see these unnecessary?

submitted by /u/PauBoss312
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Crossplay

Posted: 25 Jun 2017 06:01 PM PDT

With Civ VI on sale, has there been any word on when pc will be able to play with mac players?

submitted by /u/PenguinDictator
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Coast Start?!

Posted: 25 Jun 2017 01:50 PM PDT

Is there any way to influence where you start? In Civ V I could reload the map a few times and start on a coast, but Civ VI seems to hate starting on a coast.

submitted by /u/tribalmystic1
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Civilization VI crashing on startup

Posted: 25 Jun 2017 05:31 PM PDT

I just got the game on Steam today but when I try to play it all I get is a black screen for a few secs then FireAxis Crash Reporter pops up along with the typical 'Sid Meier's Civilization VI has stopped working' then everything just closes to desktop. https://i.gyazo.com/50aa7dcb58065ee04fa8a0c311468e0c.png

I have spent hours looking for a solution. I have done the following: Disabled Windows Defender and added exclusions anyway, Restarted PC multiple times I ran the game in compatibility mode and ran as administrator, Verified game cache through steam.

Nothing has worked so far and I am sure my PC is more than capable of playing the game: Specs because I know someone will have asked.

Processor: Intel i7 5820k Motherboard: Asus Sabertooth X99 RAM: 32GB Corsair Dominator Platinum GPU: Zotac GTX 1080Ti Amp! Extreme PSU: EVGA 850W

My PC is also not overheating either. CPU Idle: 26C / 78F GPU Idle: 31C/ 87F

I appreciate all responses, I have wanted this game for a good while now and just my luck that it doesn't work when I finally get it. Thanks in advance.

submitted by /u/xclashgames
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Religion / Religious Victory Advice Needed

Posted: 25 Jun 2017 06:53 AM PDT

My Struggle Choosing A Civ (Comical)

Posted: 25 Jun 2017 05:07 PM PDT

I always have troubling choosing the Civ I want to play in Civ VI because I like France and the whole thing about them but I'm American so I always wanna play America, what do I do?

submitted by /u/GreenVoleur
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