Civilization - Ranger: So how do you know about satellites? Tribe: ¯\_(ツ)_/¯ |
- Ranger: So how do you know about satellites? Tribe: ¯\_(ツ)_/¯
- Civilization VI: Rise and Fall - Kilwa Kisiwani (Wonder Movies)
- Am I the only one that still hates the mini map?
- "Carthago delenda est..."
- I've heard of Long Island but this is ridiculous
- Very thematic start for England, don't you think?
- TIL Geoff Knorr is only 32 years old.
- Something seems a bit... off about this spawn
- Anti-cavalry need a buff VS. cavalry
- The irony is strong in this one...
- Kilwa Kisiwani - New Wonder Movie
- Stopping runaways and maintaining a balance of power in Civ 6 Rise and Fall
- Proposal to make getting eurekas/inspirations less obligatory
- The Inca Dream II: Electric saltaloo
- Forts Good in Civ 6 Multiplayer?
- My Sweden Marathon is halted because the game wants me to choose production for a city I don't have.
- Is it safe to raze cities yet?
- AI Attitude Toward Open Borders
- Districts in Civ 6 are so disappointing to me
- Celebrating Dutch Diversity!
- I calculated the size of a Civ 5 tile
- I'm so angry right now
- 40+ Ecstatic Cities!
- I don't read good and didn't realize the DLC isn't playable until 2018 before purchasing it. Suggestions to bide the time?
Ranger: So how do you know about satellites? Tribe: ¯\_(ツ)_/¯ Posted: 08 Dec 2017 06:31 AM PST
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Civilization VI: Rise and Fall - Kilwa Kisiwani (Wonder Movies) Posted: 08 Dec 2017 09:57 AM PST
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Am I the only one that still hates the mini map? Posted: 08 Dec 2017 11:58 AM PST I hate everything about it. From the ugly square city markers to the borders covering the water titles. Am I the only one? [link] [comments] | ||
Posted: 08 Dec 2017 03:35 PM PST
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I've heard of Long Island but this is ridiculous Posted: 08 Dec 2017 01:25 PM PST
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Very thematic start for England, don't you think? Posted: 08 Dec 2017 12:59 PM PST
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TIL Geoff Knorr is only 32 years old. Posted: 08 Dec 2017 09:35 AM PST https://en.wikipedia.org/wiki/Geoff_Knorr Which means he was, like, 24 when he composed the Civ V soundtrack. What the fuck am I doing with my life? [link] [comments] | ||
Something seems a bit... off about this spawn Posted: 08 Dec 2017 03:48 PM PST
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Anti-cavalry need a buff VS. cavalry Posted: 08 Dec 2017 03:24 PM PST I feel that anti cavalry units are too weak right now. A cavalry unit 1 tier higher can completely ignore an anti cavalry units bonus. I'd like to see the passive bonus against cavalry increased by 5 to help with this issue [link] [comments] | ||
The irony is strong in this one... Posted: 08 Dec 2017 06:10 PM PST
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Kilwa Kisiwani - New Wonder Movie Posted: 08 Dec 2017 09:57 AM PST
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Stopping runaways and maintaining a balance of power in Civ 6 Rise and Fall Posted: 08 Dec 2017 07:55 AM PST One of my favourite features of the upcoming expansion is an emphasis upon cutting back runaway civs. There's three important measures in particular:
Thus far, we know relatively little of how these mechanics work, but it's worth discussing how things might play out, and what we might like to see out of those systems. Dark Ages We know Dark Ages are an optional mechanic, and set back the loyalty rating in your cities along with possibly some other penalties, but grant the possibility of an extra-strong Heroic Age beyond it. Here are what I think are some advantages of this:
And some concerns:
City Flipping City-flipping is back, this time requiring a little bit of warfare against the disloyal city. Edit: That might not be necessary - flipping may be possible via loyalty pressure. Assuming amenities play a part, this could be a way to somewhat weaken the immense power of warmongers. Golden Ages boost loyalty, making it harder for other civs to flip your cities and easier for you to flip theirs, while Dark Ages lower your cities' loyalty. Here are some advantages of this system:
And some concerns:
Emergencies The most important of the three mechanics in my view, though again, we don't know the full details. Essentially, if a civ gets a significant lead, other civs can try and band together against them. Whichever side wins gets some kind of benefit which may be permanent. Here's what I think is good about the system from what we know:
And here are some concerns:
Of course, there's a lot we don't know, and the possible concerns may already be addressed. Still, speculation can lead to good ideas for the future of the game, so I'd like to know what people think about balance-of-power mechanics in Rise and Fall. [link] [comments] | ||
Proposal to make getting eurekas/inspirations less obligatory Posted: 08 Dec 2017 04:15 PM PST To preface, I only have experience with singleplayer in Civ 6. So I'm not sure how this would affect multiplayer If you're like me, 90% of the time you pick which civic or tech to research based on what is boosted and when you plan to boost what. You find yourself thinking, "Building an extra galley isn't something I was planning on doing, but it saves me several hundred science points," or, "I wasn't going to improve that copper yet, but I need the boost so I'll go without the amenity from the marble." Not getting a boost feels like a penalty, rather than getting one being a bonus. Your entire civilisation is dedicated to boosting civics and techs, and every decision you make reflects that. This feels too metagamey but it's so optimal it's hard not to do it. This also tends to lead to one or both trees being completed around turn 250 at standard speed. Some mods lower the boost to 30% or so, which is an improvement, but I think we can do better. I have a simple solution that isn't yet a mod or anything as far as I can google. . Multiple smaller boosts for each tech/civic, that stack So each tech/civic has 3 separate smaller boosts each worth 10 or 20% instead of one monolithic boost worth 50%. China would still get slightly more. These boosts could range from simple ones you're almost certain to get, (looking at you Early Empire) to more obscure or specialised things like building two forts in your territory. They could even have different values for each miniboost. Possibly with more difficult tasks giving larger boosts. This could also mitigate the risk of getting a boost from a goody hut that you would have gotten anyway. The could even provide a generic boost that doesn't overlap any of the existing ones, as long as it was small. . Examples: Irrigation
Early Empire
Horseback Riding
Political Philosophy
. Boosts were a great idea for a mechanic, but in practice they seem too good to pass up most of the time. There are also instances when a vital boost is impossible to attain due to circumstance. I think more varied goals and smaller multiple boosts would prevent the boosts from dictating what to research and where to settle, while still being good enough that they're worth going for if it's a reasonable task, as well as mitigate RNG related problems. I'm sure we've all been frustrated when we just can't seem to find 3 city states, because it leaves you so far behind. The biggest hurdle to actually implementing something like this would be the UI. Coming up with three boosts for each civic/tech would take some work, but it can be done. I'm sure I'm not the first person to have this idea, but I think it's worth sharing in hopes that the right minds get a hold of it. [link] [comments] | ||
The Inca Dream II: Electric saltaloo Posted: 08 Dec 2017 02:48 PM PST
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Forts Good in Civ 6 Multiplayer? Posted: 08 Dec 2017 05:40 PM PST How useful are they? Do they provide a buff to all units? How useful are melee units in them? Does it work for the enemy if they sit in it? Are they worth building if your civ is under siege? Do they get any terrain buffs? What does it mean by +2 turns of fortification? Just hardly see any conversation about them beyond civ 5. [link] [comments] | ||
My Sweden Marathon is halted because the game wants me to choose production for a city I don't have. Posted: 08 Dec 2017 03:24 PM PST
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Is it safe to raze cities yet? Posted: 08 Dec 2017 10:48 AM PST Or will the AI still hate me for all eternity if I raze a city-state in the Classical Era? [link] [comments] | ||
AI Attitude Toward Open Borders Posted: 08 Dec 2017 04:08 PM PST I hope in the future they change it so that the AI doesn't ask you to withdraw troops from their border when you have an open borders agreement. The entire point of the agreement is to move units through another civ's territory. Such messages are often triggered by even just a couple scouts. [link] [comments] | ||
Districts in Civ 6 are so disappointing to me Posted: 08 Dec 2017 04:38 PM PST The whole point of districts is to make city building a more dynamic experience but the way districts are is just so boring. No options for the buildings you build in districts it's the exact same problem that was present in Civ 5. One immediate improvement would be to put wonders in districts. It just makes more sense to me why build your commercial hub next to a river on flat ground so you can build big Ben next to it??? Some could still be their own tiles but others really should not. Another thing that needs to be fixed is housing. There needs to be more variety in creating housing options, basing neighborhood capacity solely by tile appeal is really dumb. The system could be way more in depth with different districts able to build different types of housing (neighbood, apartment complex, high rise) making housing just a more realistic experience. You should also be able to expand your city center. And build things like universities in cities and water Mills and dams in industrial zones. The number of choices you make when choosing building options is limited to barracks vs stables and art museum vs archeological museum. [link] [comments] | ||
Posted: 08 Dec 2017 07:42 AM PST
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I calculated the size of a Civ 5 tile Posted: 07 Dec 2017 08:15 PM PST
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Posted: 08 Dec 2017 04:24 PM PST
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Posted: 08 Dec 2017 06:38 AM PST
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Posted: 08 Dec 2017 07:14 AM PST Usually play single player on tiny maps (sometimes with +/- an AI or City State for a little change) due to a mediocre laptop that gets very unhappy with anything larger by mid-game. Strategic mode always, no animations, basically all graphics kept to a minimum so that turns don't take an hour each. Looking for mods particularly suited to tiny map improvement. Sitting on a stock version of 6 with the deluxe package thing so all additional content, civs, etc. are there. Since my games are usually very small scale there are lots of examples of things that would be great.... if I was playing a larger map. Most aspects are balanced very well but I'm hoping the community has some thoughts to mix things up for ~2 months until the DLC arrives. [link] [comments] |
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