Civilization - Weekly Questions Thread - November 22, 2017


Weekly Questions Thread - November 22, 2017

Posted: 22 Nov 2017 02:38 AM PST

Greetings r/Civ.

Welcome to the Weekly Questions thread. Got any questions you've been keeping in your chest? Need some advice from more seasoned players? Conversely, do you have in-game knowledge that might help your peers out? Then come and post in this thread. Don't be afraid to ask. Post it here no matter how silly sounding it gets.

To help avoid confusion, please state for which game you are playing.

In addition to the above, we have a few other ground rules to keep in mind when posting in this thread:

  • Be polite as much as possible. Don't be rude or vulgar to anyone.
  • Keep your questions related to the Civilization series.
  • The thread should not be used to organize multiplayer games or groups.

Finally, if you wish to read the previous Weekly Questions threads, you can now view them here.

submitted by /u/Bragior
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My boyfriend has a MAC, I have a PC. Here’s how we solved the cross-platform compatibility issue.

Posted: 22 Nov 2017 06:47 AM PST

The Great Firewall is not a useful wonder IRL. Help keep our culture production positive.

Posted: 22 Nov 2017 10:24 AM PST

Something is coming... (28.11.2017)

Posted: 22 Nov 2017 10:08 AM PST

India is ridiculous

Posted: 22 Nov 2017 03:40 PM PST

Okay so I legit thought Civ 6 got an expansion for a second

Posted: 21 Nov 2017 08:38 PM PST

Possible expansion announcement, or another Revolution game?

Posted: 22 Nov 2017 10:08 AM PST

The time has come to establish a new and great empire in the east.

Posted: 22 Nov 2017 11:18 AM PST

All Canals Lead To Rome

Posted: 21 Nov 2017 11:19 PM PST

Found this cleaning out the storage

Posted: 22 Nov 2017 09:38 AM PST

Suggestion for a new expansion: A "Politics" overhaul, feat. ideologies, new yield type, government/policies reworks, etc.

Posted: 22 Nov 2017 08:16 AM PST

One area of Civ 6 I feel could be built upon heavily is the government/policies bit. It's certainly an improvement from the system in Civ 5 (not counting BNW changes), but it really needs some work IMO. With this in mind, I'd like to suggest the following changes that would be perfect for an expansion.


A "Politics" Yield Type

First and foremost, I feel that "Culture" isn't quite suited for attaining political progress. Sure, it makes sense to have Culture lead to civics and stuff, but I also feel Culture is better suited for developing a personality for your society, not the political framework.

With this in mind, I'd like to suggest adding a seventh core yield type to the game: "Politics"! This yield type would presumably help acquire Civics, replace Culture as the "spending" aspect of government and policies, and provide other features that I'll expand upon later.

You can earn Politics from the following:

  • City-Center buildings, i.e. Monuments and potential new ones (possibly a "city hall" set of buildings?), which grant a basic +[number] per turn.

  • Specific districts, determined by governments/policies/etc. For example, Classical Republic could get +1 Politics from each specialty district, Fascism could get +2 Politics from Encampments and Commercial Hubs, Communism could get +2 Politics from Industrial Zones and Campuses, etc.

  • Completing Projects, Wonders, and Public Works (more on this last one later). You'd get a chunk of Politics for completing Projects, with extra Politics from Projects related to your government (i.e. Communism grants extra Politics from Industrial Zone and Campus projects).

I've even gone ahead and whipped up a sort of "what-if" icon for a Politics yield type, using one of the textures used for some civics. This should give an idea of what you'd be seeing from some buildings and policies.


Ideologies

For Civ 5, the "Brave New World" expansion introduced ideologies to the late game: "Freedom", "Order", and "Autocracy". It certainly helped spurn gameplay in an ideological (duh) direction! I feel like a similar concept should be introduced to Civ 6, but in a larger format.

So here's what I had in mind: six ideologies to be introduced over the course of the game, which form a new system that replaces the simple government one currently in place. The ideologies are as follows

  • Tribalism (default)

  • Monarchism

  • Republicanism

  • Communism

  • Autocracy

  • Theocracy

With these ideologies, you can:

  • Choose from specific sets of governments (more on this later)

  • Declare Ideological Wars, with varying levels of war weariness depending on your Amenity levels (low weariness with high Amenities, high weariness with low Amenities)

  • Pursue a new Ideological Victory (again, more on this later)

  • Access ideology-specific policies; most policies would presumably be generally accessible, but new policies could be created that are specific to certain ideologies


Governments

With the introduction of ideologies, I want to suggest a total overhaul of how governments are selected in the game.

Through the new Ideology system, government types are set to specific ideologies. Each one plays into a "theme" for their ideology.

Tribalism is the earliest-available ideology. Tribal governments provide simple bonuses generally for early development. Those who pursue simplicity and general amicability will find great enjoyment with Tribalism. The governments available here are as follows:

  • Nomadic Tribe, the default government type that all players start with. It provides bonuses towards Movement and Reconnaissance. Requires no civic/technology type.

  • Pastoral Tribe, an early-game government based on improvement bonuses and research. Requires Animal Husbandry.

  • Chiefdom, an early-game government based on small warfare and dominance. Requires Military Tradition.

  • Tribal Confederation, a mid-game government based on city connections and growth. Requires Civil Service.

Monarchism is an ideological option based on classical notions of authority, royal heritage, and divine right. The governments here work best for making the most out of your culture, and developing hardy traits to be passed on through the ages. It contains the following government types:

  • Feudal Monarchy, a mid-game government centered around growth, defense, and wealth. Requires Feudalism (duh).

  • Appointed Monarchy, a mid-game government centered around politics, projects, and culture. Requires Civil Service.

  • Confederated Monarchies, a mid-game government based on politics, diplomacy, and projects. Requires Medieval Faires.

  • Absolute Monarchy, a mid-game government centered around culture, wealth, and expansion. Requires Humanism.

  • Constitutional Monarchy, a late-game government centered around politics, culture, and large empires. Requires Urbanization.

Republicanism is an ideology based on representation. The governments here are somewhat varied, but each focus on particular traits that can be useful for the kind of society you wish to build.

  • Classical Republic, an early-game government focused on amenities and district infrastructure. Requires Political Philosophy.

  • Nobles' Republic, a mid-game government focused on culture and general infrastructure. Requires Medieval Faires.

  • Merchant Republic, a mid-game government centered around wealth and exploration. Requires Exploration.

  • Jacobin Republic, a mid-game government focused on amenities, culture, and military action. Requires The Enlightenment.

  • Liberal Republic, a late-game government focused on appeal, politics, and projects. Requires Urbanization.

Communism is the ideology of revolution and ideals. Those who wish to shape the world of tomorrow will choose this one! Governments are as follows:

  • Peasants' Republic, a mid-game government based on improvements and industry. Requires Guilds.

  • Anarchist Confederation, a late-game government based on defense, politics, and small development. Requires Urbanization.

  • Socialist Republic, a late-game government based on defense, industry, and science. Requires Class Struggle.

  • Mutualist Alliance, a late-game government based on trade, small industry, and diplomacy. Requires Capitalism (civic).

  • Syndicalist Republic, a late-game government based on trade and industry. Requires Suffrage.

Autocracy is the ideology of absolutism, where governments are swift and immediate in action. Domination lurks in the eyes of those who choose this ideology! Your government options are:

  • Classical Autocracy, an early-game government centered on expansion and centralized power. Requires Political Philosophy.

  • Stratocracy, an early-game government centered on defense, experience, and culture. Requires Political Philosophy.

  • Shogunate, a mid-game government based on isolationism, culture, and experience. Requires Mercenaries.

  • Junta, a late-game government centered on defense and military-centered politics. Requires Nationalism.

  • Fascism, a late-game government centered on rapid expansionism, conquest, and reaction. Requires Totalitarianism.

Theocracy is the ideology of those who hold true to the faith. Divinity and grace come with this ideology - but so to come consequences for those who do not believe! Your most holy governments are:

  • Holy Settlements, an early-game government centered on faith, growth, and expansion. Requires Astrology.

  • Holy Kingdom, a mid-game government based around faith, expansion, and conquest. Requires Divine Right.

  • Holy Republic, a late-game government based around faith, diplomacy, and militarism. Requires Nationalism.

All civilizations and city-states, under this system, are able to adopt governments and ideologies. Bonuses apply to everyone involved.


Government Bonuses

I want to split this from the above section because, while each ideology gets different governments, all governments will have the same bonus types (just different effects). Think of the current Legacy system in place now.

In this new system, all governments provide:

  • Unique bonuses, just as they do now. Little else to add here so I'm gonna move on.

  • Flat Modifiers. Speaks for itself; you get +??% of a yield type or bonus from governments. Think of how you get +15% Great Person generation from Classical Republic now or +10% Production from Communism now.

  • Legacy Modifiers. Same as the current system, you get accrued bonus modifiers depending on what government you currently have. Not much else to say here.

  • Politics from specific districts. Mentioned above; all governments will assign specific districts to yield Politics per turn. Socialist Republic, for example, would get Politics from Industrial Zones and Campuses; Classical Autocracy would get them from City Centers and Encampments; Jacobin Republic would get them from City Centers and all specialty districts (at a reduced rate for the latter); and so on.

  • Trade bonuses. Trading with a civilization/city-state of the same ideology grants +1 of a specific yield; this bonus doubles if you also share the same government type.

  • Specific Great Person points per turn. You receive +1 Great Person point per turn based on your current ideology (i.e. Great General from Autocracy, Great Engineer from Communism, etc.) and a further +1 based on your current government type (i.e. Great Merchant from Merchant Republic, Great General from Shogunate, etc.).

  • City-State type bonuses. Since I mentioned city-states can adopt governments/ideologies, I feel it's only fair that, as they can provide certain yields from their city-state type, they should also provide some based on their ideology type. So if you have enough Envoys to an Industrial City-State with the Theocracy ideology, you'd get the regular Production from it being Industrial, and now also Faith from it being under the Theocracy ideology.

  • Unique names for your civilization and leaders. More cosmetic than anything; sets things like "Syndicalist Republic of France" or "Jacobin Republic of China", as well as "Prime Minister Hojo Tokimune" or "Chairman Teddy Roosevelt".

  • Other bonuses, to be expanded upon in a moment...

In this new system, governments wouldn't exactly hold specific numbers of policies, but would instead acquire...


Constitutions!

A new system attached to governments, to (sort of) replace the policy card system. Constitutions would be a sort of evolving model where policies and actions related to your government are set in stone, going from mere tribal laws to mandates to fully-developed constitutions.

Here are the basic functions of constitutions:

  • Allows changing of civilization/leader titles set up by default via government. Cosmetic option and nothing more; if not messed with, the default titles will be applied to your nation.

  • Holds a set amount of general policies. These are the policy cards we're used to at the moment, and would function almost identically. The number of these is determined by your current government type (basically the way it functions in the game).

  • Holds a set amount of ideology-based policies. Similar in function to the above, but is locked to your current ideology.

  • Holds some special slots for amendments. These are special policies that always cost Politics to add/remove, and are only free to add for the first time you adopt that government's constitution.

You receive a new constitution whenever you adopt a new government.


Diplomacy and Influence

I've never been quite happy with the way you accrue Envoys and Influence via government. I mean, it's okay to be getting it from your government, it just isn't cool for those who choose governments of later eras to have more influence than those of older ones. I guess I can understand why in-universe that would be the case (new governments are more relevant than old ones?), but then there's the trope of the ancient mighty empire whose influence is already well established.

...point is, let's change things a bit.

I suggest influence shouldn't come from government "levels", but rather in the following ways:

  • Legacy-style acquisition. The longer you keep your government, the more you can establish yourself and your system and earn Influence that way. Think of how the United States today, one of the oldest existing nation-states that hasn't undergone major systemic upheaval in centuries, can spread its influence across the world.

  • Being a frontrunner for your ideology. Just as the Soviet Union was a leading figure for left-wing nationstates that followed, so too should it be in this game. If you are the first with your ideology, you get extra influence with city-states who are also under your ideology.

  • Forming friendships and alliances. This provides a reward for people who play peacefully and put up with AI bullshit; now, for each alliance or friendship you make, you get extra influence per turn.

This, I think, adds a little more weight and variety to getting city-state influence.


Factions

For those of you who have played Hearts of Iron 4, y'all will probably know what I'm talking about here. Basically, through this, you can found or join an organization of nations. Think of the IRL Third International/Comintern, or the IRL Axis of WWII.

The functions of these would be to provide swift action and organization between different players. Through factions, you'd be able to:

  • Declare war all at once

  • Organize trade routes faster and better

  • Fuck around with other factions in general


Civilization Changes

Of course, if we're reorganizing the way governments work, then we should consider changing certain civilizations, too! I feel like plenty would face consideration for change:

  • Greece could be given the following UA bonus: Receive an additional Wildcard policy slot in any constitution with Political Philosophy. +2 Politics per turn from the first buildings in specialty districts.

  • America could be given the following UA bonus: Government bonuses are 50% stronger. Politics cost of changing amendments is halved.

  • China could be given the following UA bonus: For every 15 turns you maintain your government type, policy bonuses are increased by 1% (max +50%).

  • Germany could be given the following UA bonus: Cities may build one district above the Population limit. Receive government legacies twice as fast.

These are just a couple of possible changes that could be made to specific civilizations. I imagine that a bunch of civs/leaders would be released with the first expansion so there would certainly be options for new civs too!


Ideological Victory

A proposed victory type based on ideologies. Basically an ideological crusade to prove your system to be the best. To win this victory type, you must meet the following conditions:

  • Your ideology must be the only existing one.

  • At least half of all civilizations and city-states must share your government type.

  • You must have a stable, mid-to-high level of Amenities in your empire.

  • You must complete a series of utopian projects (similar to science victory projects).


Modding Options

Of course, I feel that modding capabilities should be made a very high priority for these changes. At present, it is rather difficult to change the government system - some options are even hardcoded into the game (looking at you, legacy bonuses)! Any expansion that adds these changes should at least allow the following options for modding:

  • Custom ideologies, government types, amendments, etc.

  • Allow for interchangeability between government bonuses and legacies


TL;DR

Basically, governments need an overhaul. I feel the establishment of a wide array of ideologies and government types would be beneficial, and offer some decent immersion and variety to gameplay.

submitted by /u/-SpaceCommunist-
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I guess Poland likes rabbits

Posted: 22 Nov 2017 07:36 AM PST

As a new Civ player, is there a reason to go back to games before V? Unique gameplay systems not present in later games?

Posted: 22 Nov 2017 03:04 PM PST

I recently got Civ 5 and I've been enjoying it a lot, but I'm a little weird when it comes to jumping into a series halfway through. I know there are leaders, civilizations, units, and gameplay systems that didn't return for 5. I'd like to experience those too.

I was wondering how far back I need to go. I don't know a whole lot about the Civ series beyond the basics, but I do know that it was Civ 3 that made the different civilizations unique. I also know that Civilization 2 had terraforming which (unless I'm mistaken) is unique to that Civ game. I'm not sure if Civ 1 had any features that didn't make it into later games.

Can anyone elucidate me as to how far back I need to go to get the full Civ experience? I've heard Civ 2 described as basically having everything from Civ 1 and more, but I don't know if that's hyperbole.

submitted by /u/rainghost
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Why did Firaxis throw out amenities from multiple copies of luxuries last minute?

Posted: 22 Nov 2017 04:30 PM PST

If I remember correctly, the civilopedia in CIV6 at release showed that luxuries worked beyond the first copy, i.e. that multiple luxuries of the same kind would result in more amenities.

People have been speculating and claiming that this was a last minute change for Firaxis.

I've been thinking about this, and the more I think about it, the more sense it makes. After all, why do districts and their buildings seem to open for super tall builds with a lot larger population than is seen in the game currently? If one was able to keep more people happy, I think putting people to work in districts would make more sense.

So, the question is simple, really. Why did Firaxis make it harder to keep a larger population happy?

submitted by /u/bananafreesince93
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Is spain situationally the strongest civ in the entire game? (Civ V)

Posted: 22 Nov 2017 12:19 PM PST

Example: If you get lucky and find 2 faith wonders, you can buy 2 settlers and with the "one with nature" pantheon have 30-45 faith per turn and an enhanced religion before turn 50.

Pretty insane if you ask me

submitted by /u/Ynnad00
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Hardly seams fair

Posted: 22 Nov 2017 08:41 AM PST

Civ V taught me how to run a country just like America.

Posted: 22 Nov 2017 08:15 AM PST

Invade all inferior countries because they have oil.

submitted by /u/CrazyCodeC
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When is next expansion realistically coming?

Posted: 22 Nov 2017 01:47 AM PST

And how many patches/DLC will be released before it? We've had 6 patches/DLC in 13 months of civ 6. Will the dlc schedule be similar to civ 5?

submitted by /u/marcopolothefraud
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Looking for some advice on EU4 vs Civ 5.

Posted: 22 Nov 2017 07:48 PM PST

I am into AP World and world history and was wondering which is more historically accurate. Also, which is easier for a new strategy player to get into? Thanks!

submitted by /u/Devi1Hawk
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[Civ6] House Rules For Friendly MP Games?

Posted: 22 Nov 2017 07:28 PM PST

I love playing games with friends. The only problem with competitive RTS games is that people can get knocked out quite quickly and thus feel left out because RTS games can take so long.

Several friends and myself are looking into playing Civ 6 soon and I thought it may spice things up a bit to instead of us vs. the AI, to do a FFA type game. I have a few questions regarding this type of game:

1.) What are the best map settings for this?

2.) What are the best house rules so that someone isn't waiting around for days (because our sessions would rarely take only one day)

That's actually it lol. Just the two. Any tips or suggestions would be great!

submitted by /u/WNxTyr4el
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Can't buy Civ V

Posted: 22 Nov 2017 03:41 PM PST

My roomie is trying to get Civ V Complete, but apparently the page in steam doesn't exist. I don't know if this is a glitch on the steam page. When you click the page via google or in the searchbox, it redirects you towards the steam frontpage.

submitted by /u/Muscaufonis
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What ever you say Gandhi...

Posted: 22 Nov 2017 07:13 PM PST

Long Time Civ5 Issue

Posted: 22 Nov 2017 07:12 PM PST

I've had an issue with my Civ5 for a while now, I used to be really into it when I got it. I racked up something like 300 hours offline and online. But recently I haven't been able to launch it, it gets through the intro video and then crashed. I used the visual studio debugger but I'm not familiar with it and all I've gathered is it breaks at "6F941F87 jmp 6F941FBE ". I've attempted verifying game files, updating drivers, reinstalling the game and then all of Steam. I updated directx, but it is on version 12 and I'm not sure how to have directx 11. I'm not sure what else to try, any help is appreciated.

submitted by /u/TheCaulfield
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Battleship and Minas Geraes in the same game

Posted: 22 Nov 2017 12:12 PM PST

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