Civilization - it be ya own delegates |
- it be ya own delegates
- Civilization VI: Rise and Fall - Taj Mahal (Wonder Movies)
- I maxed out the amount of food that can be farmed from a tile
- Behold the Great Wall Moai
- I found a fix for a major bug, but don't know how to write mods, can someone help ?
- I didn't know city-states could capture other cities
- Papyrus?? New resource in R&F ?
- [Civ6] Would you move the settler? (Seed in comments)
- Aztecs beating Spain at their own game
- Bought Civ 6 when it came out, wasn't able to play much of it on my shitty computer. New computer now, but how in the world do I deal with barbarians?
- I've been looking forward to this moment for a long time...
- Glad to see the AI can keep up with my technological advancements.
- Miss fighting endless wars against the Mongols? Check out my latest release, the 'Western Mongols', AKA the Oirat, stacked with powerful cavalry, yurts and an incredibly expansionist leader to boot!
- I bet he regrets making that canal.
- Real Life CivV Wonder Adventure :)
- New UA for America
- Back by popular demand (one persons mild interest) With some multiplayer civ 5- second time editing a tbs- feedback and criticism is appreciated.
- Need a little help with some culture stuff
- New to Civilizations. Excited to start!
- [Civ VI] A military draft in late game
- Civilization VI: Rise and Fall - Taj Mahal (Wonder Movies)
- CIV 6: Is production faster now?
- It's a bit flat, but did I do good with Petra?
- Updated civs for Rise and Fall
| Posted: 15 Dec 2017 11:13 AM PST
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| Civilization VI: Rise and Fall - Taj Mahal (Wonder Movies) Posted: 15 Dec 2017 08:37 AM PST
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| I maxed out the amount of food that can be farmed from a tile Posted: 15 Dec 2017 04:21 PM PST
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| Posted: 15 Dec 2017 09:48 AM PST
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| I found a fix for a major bug, but don't know how to write mods, can someone help ? Posted: 15 Dec 2017 06:54 AM PST A while ago, I reported on a pretty big flaw in Civ VI - mainly, if you take over a city with a double-output civic enabled, that city not only won't have it apply, but upon removing the civic, it zeroes out the output. And not only for existing districts, if you build a campus down the line, it'll either have base output, or none at all. I wrote about it here However I've found a way to fix it while I was messing about with other stuff (trying to get regional effects to match the output of the building, like when you boost workshops with James Watt for +2 production, it doesn't apply to regional, lemme know if you're interested in that too). The problem is, I edit all my files directly, I don't create separate mod files, as changing the files directly allows changes to be implemented on quick load, something mods don't allow. ANYWAY! It's super easy. policies.xml is the offending file. The civics that need changing are Free Market (gold) Rationalism (science), Grand Opera (culture) and Simultaneum (faith). The section is where modifiers are ID'ed, it's the first section that defines, under obsoletes. Is what is added. I'll just cut & paste what it should look like, and would really appreciate someone telling me how to turn it into a mod ha. I never learned SQL or any of that stuff :/
And that's it! Now, if you have the civic in place when you seize a city, it still won't be applied, however next time you refresh your civics, it will be. You don't need to remove it, then re-add it, simply shuffle the deck. Removing the civic also just gives the standard output! Hope this is useful! I'll cross-post on Civfanatics too. EDIT: Whoopsie, my civfanatics username is my surname. That is just..so stupid. EDIT2: A big thank you to /u/SerratedScholar for reminding me of Free Market, the civic for double commercial zone buildings. I've edited the post and added that too. [link] [comments] | ||
| I didn't know city-states could capture other cities Posted: 15 Dec 2017 01:50 PM PST
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| Papyrus?? New resource in R&F ? Posted: 15 Dec 2017 01:57 AM PST
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| [Civ6] Would you move the settler? (Seed in comments) Posted: 15 Dec 2017 03:53 PM PST
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| Aztecs beating Spain at their own game Posted: 14 Dec 2017 11:50 PM PST
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| Posted: 15 Dec 2017 06:32 AM PST I played a bunch of civ 5 and was pretty able to handle the barbarians (on Prince difficulty, I'm not super good at the game), but in civ 6 I'll send out a scout and run into 3 horseman chilling around a camp with spearman...and that's the end of my level 2 scout I guess. Or if I'm trying to help out a city-state with a quest, the camp just keeps spawning units every other turn. I'm playing on quick speed, don't know if that has anything to do with it, but are there any tips/strategies for dealing with barbarians? Because they feel super oppressive to me so far :c [link] [comments] | ||
| I've been looking forward to this moment for a long time... Posted: 15 Dec 2017 02:59 AM PST
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| Glad to see the AI can keep up with my technological advancements. Posted: 15 Dec 2017 01:16 AM PST
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| Posted: 15 Dec 2017 06:05 PM PST
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| I bet he regrets making that canal. Posted: 14 Dec 2017 09:11 PM PST
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| Real Life CivV Wonder Adventure :) Posted: 15 Dec 2017 05:22 PM PST Greetings Redditors, Have you ever wondered where you should go for your next vacation? Have you ever wondered how civV wonders looked in real life? Your in luck! Because i have compiled a list of all of the civV wonders over a year ago and have actively trying to tick off all the boxes, currently the list looks like this:
Ancient Era
Classical Era
Medieval Era
Renaissance Era
Industrial Era
Modern Era
National Wonders
Natural Wonders
Wonders Per Location
Civ6 additionals
Egypt 2016 March 29 - April 4 (7 days) Flight - £337 Hotel Costs - EGP 1235 Transportation - EGP 885 Refreshments - EGP 375 Entrance Fees - EGP 225 Total ~ HKD 7000 / £600
Japan 2016 June 22 - July 7 (16 days) Flight - HKD 1650 Hotel Costs - JPY 35,500 Food Costs - JPY 37,730 Others - JPY 47,020 Total ~ HKD 11000
Russia 2016 December 17 - December 26 (10 days) Flight - £200 Hotel Costs - Rup 5710 Food Costs - Rup 3920 Others - Rup 5965 Total ~ HKD 4100 / £400
France/Italy 2017 April 12- April 24 (13 days) Flight - £190 Hotel Costs - Eur 376 Food Costs - Eur 93 Others - Eur 248 Total ~ HKD 7600 / £750
Greece/Turkey 2017 December 16- December 28 (13 days) Flight - £225 Long Haul Transport - £250 Hotel Costs - Eur Food Costs - Eur Others - Eur Total ~ HKD TBD
This all started during my easter break one and a half years ago, i was in my room playing civV and some Runescape and i had 2 weeks of my easter holiday left, i tried to find something to do and i came up with this, so i bought a flight ticket 2 hours later and after 2 days i was on my way to egypt and the rest was history. If you have any questions or want any updates feel free to post below, if you are currently thinking on going to the places ive already been to, i can perhaps tell you the difficulties i faced during travels. I would also want tips for places i have yet to go :) Sorry if my post isnt up to scratch, its my first long text post on reddit [link] [comments] | ||
| Posted: 15 Dec 2017 08:27 AM PST I've been checking back in the subreddit and I still haven't seen anyone mention this. The recent Rise & Fall livestream mentioned that they're changing the Founding Fathers UA. Since they're removing the Legacy bonus mechanic, they're making America have a Diplomatic policy slot converted to a Wildcard slot. Just want to know everyone's thoughts about it. I haven't won any game with the American civ yet but I think how he plays builds pretty much on the legacy bonus. EDIT: Link for those who haven't watched it yet https://youtu.be/YzZw50ZsfpM?t=1720 Erratum: I think I shouldn't be calling it "removing the legacy bonus mechanic". Maybe updating it would be a better term. Instead of having an increased number of percentages after a number of turns in a government, your "Legacy bonuses" would be in the form of Wildcard policy cards that you get from building in the Government districts. At least that's what I got from the livestream. [link] [comments] | ||
| Posted: 15 Dec 2017 11:41 AM PST
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| Need a little help with some culture stuff Posted: 15 Dec 2017 05:05 PM PST So a couple friends and I decided to play a deity game as a team against a team of AI (The AI being Egypt, France and Brazil so the ai focused culture) and the game ended on turn 83 with this being the result. Whilst I know that the AI cheat stuff (like 200 culture per turn for Pedro at this point with him being in the atomic ear for civics) we were mainly wondering on how they managed to keep such a low number of required tourists to win, hoping at least one of you guys know? [link] [comments] | ||
| New to Civilizations. Excited to start! Posted: 15 Dec 2017 09:03 AM PST Just picked up CIV 6 on sale for $18. Reminds me of the old Settlers franchise I played as a youngin'. Played an hour or so, then watched the 6 part Beginners series on youtube linked in the side bar. Any tips on managing boosts / civics? EDIT: For those wondering, I got it at stacksocial.com with coupon code: CIVIL40 [link] [comments] | ||
| [Civ VI] A military draft in late game Posted: 15 Dec 2017 05:53 PM PST Military drafts are prevalent in modern day war-related activities. I think that implementing a draft in Civ 6 would bring an interesting mechanic to late game war. Since the draft isn't necessarily popular, it could be only be used in specific cases, like a casus belli but for your own cities. And it would have to be unlocked through the civics tree. I'm imagining it would boost production of modern melee units, aka infantry, by a set amount (like 200%) in all cities. However, each time you initiate a draft, it reduces amenities in all your cities by 1 or 2, unless someone has declared war on you within the past 10 turns. If one of your drafted units dies in the war, the city that the unit came from suffers a -1 amenity as well. [link] [comments] | ||
| Civilization VI: Rise and Fall - Taj Mahal (Wonder Movies) Posted: 15 Dec 2017 08:37 AM PST
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| CIV 6: Is production faster now? Posted: 15 Dec 2017 01:50 PM PST Played the game about 1 year ago and the sluggish production bored me to tears, has there been any changes? [link] [comments] | ||
| It's a bit flat, but did I do good with Petra? Posted: 15 Dec 2017 07:37 PM PST
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| Updated civs for Rise and Fall Posted: 15 Dec 2017 01:32 PM PST As mentioned here America is getting updated. What other civs do guys think will also get updated. I hope Rome gets a new UI that's a forum that helps produce more governors and Persia's UA updated to be something like conquered cities have more loyalty. I don't think England should have their's updated as 3 civs are former colonies, showing that their colonies weren't the most loyal. [link] [comments] |
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