Civilization - My nukes must like Norway then |
- My nukes must like Norway then
- Please fix this
- Which unique tile improvements are worth it?
- Barbarians Evolved Nightmare mode + Barbarian spawn increase. Turn 17 lol
- Another classic CIV Ai moment.
- whats the worst peice of advice you could give to someone playing their first game of civ 5/civ 6
- Civ 6's Wretched AI: A Hard Look
- Did this game change anyone else's perspective on the "dynamic of power"?
- New district idea: Power Plant
- Help founding religion in Civ 6: Which are founder and which are follower beliefs?
- Games like Civ for a warmonger?
- Give me 1 gold, or give me heck
- Theodora: Drawing
- What is the scale of the civ 6 map
- What is the best defense for a player who just wants a Science/Cultural/Religious game?
- Should I buy Civilization IV?
- Trying to get my girlfriend into Civ V, want recommendations to make her first match as enjoyable as possible.
- Weird graphics glitch, anybody have any idea how to fix it?
- Civ 6 update or expansion pack news?
- [Civ6] Great mod I need to share!
- Getting Started?
- Nukes are an appropriate solution to ideology differences
- Is there a mod that allows you to have various speeds for different aspects of the game?
- Is there any news about next patch?
| My nukes must like Norway then Posted: 03 Jul 2017 07:20 AM PDT
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| Posted: 03 Jul 2017 10:43 AM PDT
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| Which unique tile improvements are worth it? Posted: 03 Jul 2017 09:29 AM PDT
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| Barbarians Evolved Nightmare mode + Barbarian spawn increase. Turn 17 lol Posted: 03 Jul 2017 12:08 PM PDT
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| Another classic CIV Ai moment. Posted: 03 Jul 2017 04:53 AM PDT Brazil just demanded half my cities, all my resources, and all my cash in addition to 600 gpm. They have a military score of 36. I have a military score of 6780. "They may have to resort to other means to ensure their demands are met." Why is their score so low you ask? I just trounced them in a 60 turn war and took all their cities bar one, exiling them to a small island so they can think hard about backstabbing an ally and the consequences it entails when that ally has almost 20 times your military might at the start of the war. Another classic AI moment Firaxis. Brazil decced war on me with America because America asked them to. We had been allies all game and still had an outstandingly positive relationship with only one negative. The alliance ended, and instead of renewing it; they declared war. Why is this kind of betrayal possible? Brazil was beating me in a science race, which I hadn't noticed, and would have won if they hadn't declared war on me. I rolled across them easily thanks to owning 30 battleships and they only having coastal cities. Surely the AI should be able to calculate "Hey, I could win in 70 turns if I DON'T declare war on the dude currently fighting Russia and England." And maybe it should think to itself "Hmm, the only person who could possible steam roll me is the dude I'm allied to... and he can't steam roll me if we're allied". And at the very least they should be able to calculate "Hey, America only has a military score of 1800 and I only have a score of 500... maybe we shouldn't attack the guy with a score almost triple ours combined." [link] [comments] | ||
| whats the worst peice of advice you could give to someone playing their first game of civ 5/civ 6 Posted: 03 Jul 2017 03:15 PM PDT | ||
| Civ 6's Wretched AI: A Hard Look Posted: 03 Jul 2017 04:44 AM PDT
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| Did this game change anyone else's perspective on the "dynamic of power"? Posted: 03 Jul 2017 05:36 PM PDT To put it simply, when you are small and weak, you seek diplomacy and peace. But the more powerful you grow, the less you care about those things. All I need is for someone to forward settle me to justify taking half his cities. It just struck me how most of us never really have "power" irl and why those that do seem like/become assholes. Am I digging too deep into a game or does anyone else share this feeling/connection? [link] [comments] | ||
| New district idea: Power Plant Posted: 03 Jul 2017 12:00 PM PDT In the boredom of an empty office today, a friend and I got to talking to about what we'd like to see in a new Civ6 expansion in terms of specific updates. One big one that I mentioned was more building choices. Currently we have Barracks vs. Stable and Art vs. Archaeology Museum. I love the concept here, and I want more of it. One possible example we thought of would be the power plant - choosing between coal or gas, nuclear of solar, etc. with different production costs, appeal effect, production output, etc. However, as we got to talking, it became more and more clear that you could add an entire late game district - the Power Plant. Unlike the other districts, this wouldn't have point yields. Instead, it would become a resource that is required for buildings, and maybe even units. A spaceport, for example, could have an extremely high power cost. A research lab would have a high power cost. Right away, we've added something that doesn't exist: district interaction. Rather than being entirely self-contained, this creates districts which interact with each other. The way I envision the district is with one building. As you advance in tech you unlock more options. Coal, Natural Gas, Solar, Nuclear, etc. You can change the building at any time, but while you're building the new one, you lose the power output of the old one, shutting down buildings reliant on the power. Each power plant would have a resource cost to build - for example, you use a coal node (no longer counts toward unit building requirements) when you build a coal plant. I'm a little shaky on this part, but rather than a straight number (ie you have 20 power points available. Spaceport requires 5 power points), I see this working similar to Appeal, but in a counterbalance. So, the closer a tile is to a plant, depending on the type, the more power it gets, with a similar range as appeal. So, a spaceport might require a tile with 5 power. Different plants would have different power output (solar gives less power than nuclear) and different appeal effects (coal is a large appeal penalty to nearby tiles, solar is none). Range of power output could be in play as well. The goal here is to create a dynamic new district that interacts with other districts. Coal can be clearly inferior to nuclear or solar, and that's ok. Since it's one per city, you have hard decisions to make about when to build a plant (district cost), what type, and when do you upgrade a plant - what buildings might get shut down while you upgrade? Is it worth upgrading? A compact empire has an advantage in when they can upgrade with overlapping power zones, but they lose the appeal of the tile as a consequence. Anyway, what do you guys think? Would this be a good addition? What are the flaws? Does it open up new possibilities? Edit: I forgot to note - yes, the industrial zone would need a replacement for the power plant. That should be easy enough, though. [link] [comments] | ||
| Help founding religion in Civ 6: Which are founder and which are follower beliefs? Posted: 03 Jul 2017 08:17 PM PDT Yeah there are different icons (a stack of people vs a book or praying hands) but the game somehow forgot to explain the differences in these belief types. And it matters a lot: I'd choose a belief that gains faith per follower if and only if that belief was exclusive to me. So what do the various belief icons represent?? [link] [comments] | ||
| Games like Civ for a warmonger? Posted: 03 Jul 2017 07:59 PM PDT So I love Civ but I am really only keen on Domination victories. I'll often have it as the only win condition. Are there any good games out there you can recommend that are like Civ but more focused on taking over the world? Thinking about it perhaps there is a mod to turn off the warmonger penalties and make civs more aggressive. [link] [comments] | ||
| Give me 1 gold, or give me heck Posted: 02 Jul 2017 08:45 PM PDT
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| Posted: 03 Jul 2017 02:24 AM PDT
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| What is the scale of the civ 6 map Posted: 03 Jul 2017 04:05 PM PDT Such as how many spaces it's the map perimeter (example 40×40) [link] [comments] | ||
| What is the best defense for a player who just wants a Science/Cultural/Religious game? Posted: 03 Jul 2017 04:01 PM PDT New to Civilization (playing Civ VI). I don't like the war aspect of the game. It just pisses me off to lose everything I worked so hard to build. I just want to play the game to build my Civilization and enjoy pursuing the Science, Religious, or Cultural Victory aspect (I always turn off the Domination option, but they still declare war). However, whenever I neglect my military to play the way I want, I get invaded by my neighbors. My question is, what kind of minimum army do I need for defense to deter AI war makers? What unit or group of units would work best for the defense of my cities? Where should I 'station' them? I have built rings of units around my cities but it's just so tedious, time consuming, and expensive. I'm looking for a minimum number of units to have to build & maintain, but that will make the AI think twice. Sorry, I'm a noobie, I looked elsewhere on the forum and didn't see this specifically addressed. [link] [comments] | ||
| Posted: 03 Jul 2017 05:44 PM PDT My first experience with the Civilization series was when I purchased V in the Steam Summer Sale last year. I fell in love, naturally. So, Civilization IV and expansions are on sale right now for $7.49. What kinds of changes were made between IV and V? Would a person who started the series with V enjoy IV as well? I apologize for the trouble, but there's only a couple of days left for the sale. So if I'm going to do this, now would be the time. Thanks in advance. [link] [comments] | ||
| Posted: 03 Jul 2017 11:01 AM PDT I posted this on r/Civ5 before bed, and someone there told me this subreddit is more active and I should try asking you guys instead. The original post goes as follows: I play with my cousin and 2-3 high-school friends. We usually play on a Huge map at king difficulty and legendary start. My girlfriend said long ago that she'd try the game. A friend family-shared the game with her so she can try it. With two days left to the sale, she said she'll try it in the morning. My hope is to get her hooked in time to snag a copy while it's still on sale. She's going to do the tutorial on her own then I will join her in a match against some AI. She's hesitant with the game because there's a whole lot to it and it can take a decent amount of strategy. She's played a bit of teo games in the Advanced Wars series but as far as I know that's all her experience with turn based strategy. How should I set up the match to ease her introduction into the game and get her to want to keep clicking next turn even when it's a few hours past bedtime? I was thinking of having her play babylon for the science lead; but that's my primary civ and I'm worried I'll be micromanaging her to maximize science output which will take away from her experience. What civ(s) would you recommend we play as/against on what map types with what resource setting? I am thinking of making it a Standard map size but removing a civ or two and replacing them with a couple extra city-states (less enemies for her to worry about but still gives us 4-5ai to ally/destroy concurrently). We both have all DLC if that makes any difference in your decisions. Thank you for your time and consideration. [link] [comments] | ||
| Weird graphics glitch, anybody have any idea how to fix it? Posted: 03 Jul 2017 04:39 PM PDT
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| Civ 6 update or expansion pack news? Posted: 03 Jul 2017 07:17 AM PDT | ||
| [Civ6] Great mod I need to share! Posted: 03 Jul 2017 10:18 AM PDT
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| Posted: 03 Jul 2017 02:55 PM PDT I just purchased Civ V with all DLCs in the Steam Sale and I was wondering if you have any tips on how to play the game to maximize my enjoyment? I play to have fun and I don't have much time to play games (not counting the weekend). [link] [comments] | ||
| Nukes are an appropriate solution to ideology differences Posted: 02 Jul 2017 09:51 PM PDT
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| Is there a mod that allows you to have various speeds for different aspects of the game? Posted: 03 Jul 2017 06:18 PM PDT In Civ V, there were a few mods that allowed you to do things like speed up production while slowing down research. This gave eras a much better feel, as you didn't have all of your units go obsolete before you'd even finished building them. In comparison, the standard speeds of V/VI are dissapointing. Anyone know of a mod that changes speeds like this in Civ VI? [link] [comments] | ||
| Is there any news about next patch? Posted: 03 Jul 2017 02:21 PM PDT It's been a while since the latest patch, yet haven't seen some patchnotes on AI adjusting. Tired of waiting [link] [comments] |
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