Civilization - [Civ of the Week] Aztec


[Civ of the Week] Aztec

Posted: 22 Jan 2018 05:15 AM PST

Sorry for the late submission. I was busy with chores that I forgot about it.


Aztec

Unique Ability

Legend of the Five Suns

  • Spend a Builder charge to complete 20% Production of the original district cost

Unique Unit

Eagle Warrior

  • Unit type: Melee
  • Requires: None
  • Replaces: Warrior
  • Does not require resources
  • 65 Production cost (Standard Speed)
  • No Gold Maintenance
  • 28 Combat Strength
    • Bonus vs. Anti-cavalry units
  • 2 Movement
  • May capture defeated enemies and turn them into Builders

Unique Infrastructure

Tlachtli

  • Infrastructure type: Building
  • Requires: Games and Recreation civic
  • Replaces: Arena
  • 135 Production cost (Standard Speed)
  • 1 Gold Maintenance
  • +1 Amenity
  • +2 Faith
  • +1 Great General point per turn

Leader: Montezuma

Leader Ability

Gifts for the Tlatoani

  • Luxury resources in his territory provide an Amenity to two extra cities
  • Military units receive +1 Combat Strength for each luxury resource in his territory

Agenda

Tlatoani

  • Likes civilizations who have the same luxury resources as he does.
  • Dislikes civilizations who have different luxury resources than him.

Vote for the next Civ of the Week here


Check the Wiki for the other Civ of the Week Discussion Threads.

  • Previous Civ of the Week: Macedon
submitted by /u/Bragior
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Zulus Confirmed

Posted: 22 Jan 2018 07:57 AM PST

Rise and Fall - Researching ahead of the era comes with penalties

Posted: 22 Jan 2018 01:41 PM PST

This CivFanatics thread discusses a discovery made with all the new videos - researching technologies and civics ahead of the current game's era adds a 20% cost per additional era. It may also make earlier-era technologies and civics cheaper.

Based on what's been observed in previous videos, that does not make eurekas and inspirations produce the equivalent of more science or culture than before, so getting a eureka for an era ahead would only cover 40% of the technology (50% for China).

This is a change I've wanted to see for quite a while. It helps give civs that fall behind a leg up, keeps technological progress more in line with where it should be based on the game's year (which in turn should improve the game's pacing, making most UUs better), but isn't a penalty so severe that it makes beelines pointless.

submitted by /u/Zigzagzigal
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Civilization VI: Rise and Fall! -- Poundmaker of the Cree! -- Part 1 by quill18

Posted: 22 Jan 2018 07:18 AM PST

Pedro II gets the Copacabana

Posted: 22 Jan 2018 08:23 AM PST

Civilization VI: Rise and Fall - Previews Dropping Today!

Posted: 22 Jan 2018 07:46 AM PST

Hi everyone, because previews are dropping today, we're pushing our teasers and reveals forward by a day. So please hang tight until tomorrow when we'll have a sneak peak of the new leader and Wednesday when we'll reveal them. In the meantime, check out the previews!

submitted by /u/schug
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Updates to Vanilla Civs in Rise & Fall

Posted: 22 Jan 2018 12:03 PM PST

Archipalego and Europe maps added!

Posted: 22 Jan 2018 01:48 PM PST

Rise & Fall's Menu Screen

Posted: 22 Jan 2018 07:33 AM PST

The game is afoot

Posted: 22 Jan 2018 05:33 PM PST

Apparently we all decided to play as the Cree first. So here's another Civ 6 Rise & Fall Preview as the Cree!

Posted: 22 Jan 2018 08:27 AM PST

Rise & Fall's Three New Luxuries

Posted: 22 Jan 2018 12:11 PM PST

Braveheart sighted in the new Marbozir's R&F preview?

Posted: 22 Jan 2018 08:12 AM PST

This achievement sound hard to get, but I got it without even trying. Any hard achievement you randomly unlocked while playing?

Posted: 22 Jan 2018 07:52 AM PST

The First Mod I'd Like to See After R&F Release

Posted: 22 Jan 2018 01:24 PM PST

Should there be another "Venice" civ and if so what civ should it be?

Posted: 22 Jan 2018 03:25 PM PST

Those of you who have played BNW know what I'm talking about.

For those who haven't, here's the gist of it:

In Civ 5, one of the most deceptively powerful civs (at least for newer players) is Venice. Their special ability prevents them from making settlers or annexing cities, meaning that your capital is your only "real" city. In exchange, you get double the trade routes available (including ones from wonders) and can purchase in cities that you have puppeted. Your unique units are also strange, with a greatly improved galleass called, well the Great Galleass and a Merchant of Venice who could buy city-states (turning them into your puppets) and were twice as powerful as regular Great Merchants with double the embankment speed.

Many players who are new dismiss Venice as a meme civ because of their strange playstyle that is so vastly different from other conventional civs. Should we have more of this or should civs be made more in line with the way most other civs are?

Tl;dr Venice was a powerful civ that played so wildly different to the point that you weren't playing civ anymore. Should we have more of this in future civs/expansions?

submitted by /u/IHSYIA
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150 turns with Civilization VI: Rise and Fall reveals a complex, broad expansion

Posted: 22 Jan 2018 08:25 AM PST

Won my first Deity Religious Victory... and was given this very underwhelming score

Posted: 22 Jan 2018 05:08 AM PST

And now the rains ...

Posted: 22 Jan 2018 02:37 PM PST

[Civ 4] When you visit the wrong goody hut

Posted: 22 Jan 2018 09:39 AM PST

This is gonna be a tough one to win.

Posted: 22 Jan 2018 01:13 PM PST

Civilization 6 RISE & FALL Preview: POUNDMAKER of the CREE LP by Biffa :-)

Posted: 22 Jan 2018 07:10 AM PST

Survey balance nerfed my Cree hopes

Posted: 22 Jan 2018 09:57 AM PST

Well looks like they balanced the Survey policy to be double experience to recon units for exploration instead of just a flat double experience. Really makes me sad because I was going to rush Okihtcitaw and beeline towards Ambush to make a nice mobile maintenance free military.

submitted by /u/ElChupatigre
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Civ VI and early game wonders

Posted: 22 Jan 2018 06:09 AM PST

Much has been said about Civ VI already, and this is yet another one about a flawed (but still very fun game with great potential) game.

My point now is that Wonders, especially the ones in the early game, rarely feel powerful enough to justify their construction.

For starters, wonders are no longer "plug and play" like in older games; back then, you just had to research the required tech and then build it somewhere (usually your capital, because of the head start in infrastructure it had). Now, wonders not only occupy separate tiles from your city (thus preventing exploiting that tile's resources or making it available for a district), but they often have very specific placement conditions as well.

Now, there ARE wonders which I feel are worth it early game (like Petra), but I'll focus on the ones that could use a bit of a buff.

  • Stonehenge (automatically generates a Great Prophet and can be used to found a religion; must be built next to stone)

Here's the problem with using Stonehenge to found a religion: It doesn't allow you to make Missionaries, meaning you have to rely on Trade Routes and time to eventually convert cities. The change I propose is to let Missionaries be made in a city with Stonehenge, yet still reserve Apostles/Inquisitors/Gurus/Warrior Monks to the Temple. This should allow your religion to get off the ground, but still require a Holy Site to take it to the next level.

  • Hanging Gardens (Raises growth by 15% in all cities and provides +2 Housing to its city; must be built on flat land next to a river)

The condition is less specific, and this is already halfway through a good wonder, but personally I'd add +1 Amenity to all cities. How else can you support a faster growing population if they aren't happy, after all?

  • Great Library (boosts all Ancient and Classical era techs, two slots for Great Works of Writing, +Great Scientist points; must be built next to a Campus with a Library)

This reminds me of the Civ 3 Great Library, a wonder that came near the end of the Ancient era and took long enough to construct that it would be obsolete by the time you finished it. Like in III, the Civ VI Great Library is likely not to provide its main bonus and just acts as a super expensive Amphitheatre with no maintenance but an oddly specific placement. I'd buff the GPP and probably make it easier to acquire Eurekas around.

That said, are there any other wonders that could stand to be improved in this game?

submitted by /u/rattatatouille
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