Civilization - [Civ of the Week] Aztec |
- [Civ of the Week] Aztec
- Zulus Confirmed
- Rise and Fall - Researching ahead of the era comes with penalties
- Civilization VI: Rise and Fall! -- Poundmaker of the Cree! -- Part 1 by quill18
- Pedro II gets the Copacabana
- Civilization VI: Rise and Fall - Previews Dropping Today!
- Updates to Vanilla Civs in Rise & Fall
- Archipalego and Europe maps added!
- Rise & Fall's Menu Screen
- The game is afoot
- Apparently we all decided to play as the Cree first. So here's another Civ 6 Rise & Fall Preview as the Cree!
- Rise & Fall's Three New Luxuries
- Braveheart sighted in the new Marbozir's R&F preview?
- This achievement sound hard to get, but I got it without even trying. Any hard achievement you randomly unlocked while playing?
- The First Mod I'd Like to See After R&F Release
- Should there be another "Venice" civ and if so what civ should it be?
- 150 turns with Civilization VI: Rise and Fall reveals a complex, broad expansion
- Won my first Deity Religious Victory... and was given this very underwhelming score
- And now the rains ...
- [Civ 4] When you visit the wrong goody hut
- This is gonna be a tough one to win.
- Civilization 6 RISE & FALL Preview: POUNDMAKER of the CREE LP by Biffa :-)
- Survey balance nerfed my Cree hopes
- Civ VI and early game wonders
Posted: 22 Jan 2018 05:15 AM PST Sorry for the late submission. I was busy with chores that I forgot about it. AztecUnique AbilityLegend of the Five Suns Unique UnitEagle Warrior
Unique InfrastructureTlachtli
Leader: MontezumaLeader AbilityGifts for the Tlatoani
AgendaTlatoani
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Posted: 22 Jan 2018 07:57 AM PST
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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. [link] [comments] | ||
Civilization VI: Rise and Fall! -- Poundmaker of the Cree! -- Part 1 by quill18 Posted: 22 Jan 2018 07:18 AM PST
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Posted: 22 Jan 2018 08:23 AM PST
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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! [link] [comments] | ||
Updates to Vanilla Civs in Rise & Fall Posted: 22 Jan 2018 12:03 PM PST
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Archipalego and Europe maps added! Posted: 22 Jan 2018 01:48 PM PST
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Posted: 22 Jan 2018 07:33 AM PST
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Posted: 22 Jan 2018 05:33 PM PST
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Posted: 22 Jan 2018 08:27 AM PST
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Rise & Fall's Three New Luxuries Posted: 22 Jan 2018 12:11 PM PST
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Braveheart sighted in the new Marbozir's R&F preview? Posted: 22 Jan 2018 08:12 AM PST
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Posted: 22 Jan 2018 07:52 AM PST
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The First Mod I'd Like to See After R&F Release Posted: 22 Jan 2018 01:24 PM PST
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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? [link] [comments] | ||
150 turns with Civilization VI: Rise and Fall reveals a complex, broad expansion Posted: 22 Jan 2018 08:25 AM PST
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Won my first Deity Religious Victory... and was given this very underwhelming score Posted: 22 Jan 2018 05:08 AM PST
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Posted: 22 Jan 2018 02:37 PM PST
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[Civ 4] When you visit the wrong goody hut Posted: 22 Jan 2018 09:39 AM PST
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This is gonna be a tough one to win. Posted: 22 Jan 2018 01:13 PM PST
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Civilization 6 RISE & FALL Preview: POUNDMAKER of the CREE LP by Biffa :-) Posted: 22 Jan 2018 07:10 AM PST
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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. [link] [comments] | ||
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.
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.
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?
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? [link] [comments] |
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