Civilization - Built Chichen Itza, in Chichen Itza, at Chichen Itza. |
- Built Chichen Itza, in Chichen Itza, at Chichen Itza.
- Civilization Security Advisory System
- +1548 Tourism As Kongo in my First Deity Culture Win! (t231 Standard Speed, strategy in comments)
- In the year 740, a bazooka attempted to attack Bogota.
- I made a horrible mistake today
- Is it possible to create a modded unit that can only move in one direction? (North, South, East, West)
- CBs should be more involved
- He pays well, I pay better
- A Civ of Ice and Fire V1.0.1
- Christopher Tin performs Sogno di volare at Llangollen 2017
- Civilization VI in a nutshell
- [Civ6] Detailed Worlds 1.2 Mod
- Hansa and Ruhr Valley porn.
- Idea for modders: ability to sell individual tiles (only if the tile is touching another civ)
- Any Active Civ V Groups Left?
- Civ 5 vox populi events system in multiplayer
- Finally, i defeated the Inca's, only a few turns after the limit.
- What are some good Civ V mods that expand beyond the future era?
- How to use custom factions in Alien Crossfire?
- Lag Issues
- Has the Civ VI AI gotten better?
- we did it again bois
| Built Chichen Itza, in Chichen Itza, at Chichen Itza. Posted: 12 Jul 2017 05:55 AM PDT
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| Civilization Security Advisory System Posted: 12 Jul 2017 11:21 AM PDT
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| +1548 Tourism As Kongo in my First Deity Culture Win! (t231 Standard Speed, strategy in comments) Posted: 12 Jul 2017 11:38 AM PDT
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| In the year 740, a bazooka attempted to attack Bogota. Posted: 12 Jul 2017 05:22 PM PDT
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| I made a horrible mistake today Posted: 12 Jul 2017 05:52 PM PDT I was playing some Civ 6 as Trajan and was expecting to fight the first civ I came across. I started on a continent with 3 city states and no one else. Eventually someone lands a city on my continent and I amass an army of legions and catapults to take it over. I denounced Scythia, and then waited a couple of turns before declaring war... But it wasn't Scythia's city, it was Kongo's. I denounced and declared war on the wrong civilization. TL;DR I denounced and declared war on the wrong civilization. [link] [comments] | ||
| Posted: 12 Jul 2017 12:23 PM PDT I'm creating a mod for the Chickasaw civilization, and I need a special kind of Settler that can only move in a random chosen cardinal direction as decided by the Kohta Falaya (sacred pole). So far example if you got north on your settler you could move North, North-east, and North-west, but no where else. This special settler would spawn when you founded a pantheon as well as every time you generated a great prophet. Does anyone know if this is possible? And if it is, how? [link] [comments] | ||
| Posted: 12 Jul 2017 06:31 PM PDT I think, in most cases, the CB should eliminate the warmonger penalty altogether for declaring war, with the exception of "Formal War" so as to keep surprise wars viable for Persia. Holy War: no WM penalty with leaders that have the same majority religion in their civilization. Same as it is now with everyone else. Colonial War: I would keep this as it is, but I would eliminate the penalty altogether if the target of the war is 4 tech eras behind. Territorial expansion: I would reduce the penalty based on how far the other Civs are from the declarer. No reduction for other Civs bordering the declarer. 25% reduction for Civs >10 tiles away and so on. The big problems with CBs are that there aren't enough of them, and the penalty reductions aren't good enough. When you take into account that the point of declaring a war is to take cities, and that you get WM penalties for declaring the war in the first place, then you get more for taking cities, it isn't worth doing in later eras, even with appropriate CBs. [link] [comments] | ||
| Posted: 12 Jul 2017 06:59 PM PDT
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| Posted: 12 Jul 2017 08:10 PM PDT Hello everyone! Thank you all for your support so far, this is the first patch for the mod, it cleans some things up on the backend and sees the retirement of the Maps mod. Having two separate mods for the "main mod" was confusing and I'm happy to see things consolidated. Please unsubscribe from the Maps mod and make sure that you ensure it was removed from your Workshop folder if you run into issues after your main mod updates. The Westeros - Scenario map has also been removed, however great progress has been made on the War of the Five Kings Scenario. If you're interested in playing it early check out my Patreon, a donation of just $1 a month gives you instant access to the beta version of the scenario, which is at the point where it is playable (but not balanced) and has a lot of the changes you've all been requesting, including a limited tech and civics tree, prestablished religions, no settlers, and many other changes. It is not polished or working perfectly, but I know many of you are clamoring to get your hands on a real GoT "scenario" instead of just new civs in the civ 6 world so I wanted to give anyone who wants to support the mod the chance to try it out now! Check it out on the Steam Workshop now and if you like the mod and can afford to throw me a bone, check out my Patreon! V1.0.1 Patch Notes: Changes:
Bugfixes:
What's Coming:
What I'd like to see in the suggestions thread:
[link] [comments] | ||
| Christopher Tin performs Sogno di volare at Llangollen 2017 Posted: 12 Jul 2017 07:27 AM PDT
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| Posted: 12 Jul 2017 12:56 PM PDT
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| [Civ6] Detailed Worlds 1.2 Mod Posted: 12 Jul 2017 05:47 PM PDT Does anyone know if the Detailed Worlds 1.2 mod works with the latest version of Civ6? Is anyone using it and is it working fine for them? https://forums.civfanatics.com/threads/detailed-worlds.605655/ Thanks in advanced. [link] [comments] | ||
| Posted: 12 Jul 2017 09:59 AM PDT Two days ago I started my new playthrough with germany, with the intention of placing commercial and hansa districts as close to each other as possible, this is the result: I have yet to finish the game, and I think I'll opt for a science victory. Early game was a complete disaster: I have been forward settled by Russia and America, and I had to deal with a rampaging Montezuma that happened to have the bulk of his empire on my continent. The last 50/60 turns were focused on conquering some of Monty's cities, since he was close to a cultural victory. Game settings: Continents - starting position: balanced - resources: spare - water: low - difficulty: emperor. Hope you'll enjoy the screens! [link] [comments] | ||
| Idea for modders: ability to sell individual tiles (only if the tile is touching another civ) Posted: 12 Jul 2017 08:06 PM PDT Perhaps it could be implemented in the same menu as buying a tile, highlighted as red with the money recieved being proportional to its value (improvements included). This would be too tedious to implement in the trade menu. Buying a tile from a civilization on your borders should be pricier than the price of vacant tiles (value of improvements being included). Perhaps only being able to do this with allies would help avoid any abuse. The AI won't be able to initiate anything, themselves. Anyways, I'm just brainstorming. Let me know what you think! I've had plenty of situations where this could have been used in times when food is low. [link] [comments] | ||
| Posted: 12 Jul 2017 07:22 PM PDT I bought civ V fairly recently and am looking to get into one or two games with randomsover the next couple weeks. I looked at the NoQuitters group, but it seems rather inactive. Are there any other large communities of civ players looking to start single session games? [link] [comments] | ||
| Civ 5 vox populi events system in multiplayer Posted: 12 Jul 2017 10:29 AM PDT I've installed the modpack version of VP to play multiplayer with some friends. Ive tested the modpack in singleplayer (not using mods setup) and it works flawlessly. We've successfully played the modpack online; it seems nearly everything works except the popup events system despite ticking the option in game setup. Is there any solution to include the events system in multiplayer? Or is it incompatible because mp and sp function differently? Thank you for your time :) [link] [comments] | ||
| Finally, i defeated the Inca's, only a few turns after the limit. Posted: 12 Jul 2017 11:26 AM PDT
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| What are some good Civ V mods that expand beyond the future era? Posted: 12 Jul 2017 06:48 PM PDT Title basically. I used to play the shit out of Call to Power as a kid and I was blown away by the crazy futuristic units, wonders and technology. I wonder if there are any mods that go beyond future tech? [link] [comments] | ||
| How to use custom factions in Alien Crossfire? Posted: 12 Jul 2017 11:47 AM PDT I started playing SMAC again and wanted to add some custom factions that I've seen people have made. I didn't see any advice on how to make them work, could anyone help? [link] [comments] | ||
| Posted: 12 Jul 2017 10:51 AM PDT Alright, I have a pretty powerful computer (Alienware Area 51). And I've been having lag issues with Civ 6. I seem to have constant lag spikes, especially during turns. Any help? [link] [comments] | ||
| Has the Civ VI AI gotten better? Posted: 12 Jul 2017 02:36 PM PDT I'm trying to get back into Civ after not playing it since December (the combined disappointment of Civ VI's AI and B.E turned me off for a solid while). I don't mind playing Civ V but I really want to know if Civ VI is good now or if I should go back to Civ V? [link] [comments] | ||
| Posted: 12 Jul 2017 01:29 PM PDT
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