Civilization - (CIV VI) Small tips that helped you immeasurabely


(CIV VI) Small tips that helped you immeasurabely

Posted: 19 Jan 2018 07:10 AM PST

So, I was wondering if you guys had any tips that greatly improved your game. The best ones I can think of:

  • Accept delegations and send them quickly as well. If you time it well, you can quickly create a large web of friendships, and later alliances which ensure an easier early- and mid-game.

  • Building a scout is not necessarily a bad idea: they can help you find the barbarian camps faster, so you know where to intercept barbarian scouts.

  • Identify chokepoints quickly, so you can decide where to settle cities to close off the areas behind them for your opponents. This stops you from getting boxed in.

-Clicking on the unit name gives you an overview menu of all units, easy to find that one straggling unit you've been looking for for a while.

  • If you see an enemy settler coming, find hills/forests/jungle he needs to traverse, and put your units there as a move-able settler wall. Eventually, they'll give up.

Share your tips!

submitted by /u/Tim_BG
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Open letter to Firaxis community managers.

Posted: 19 Jan 2018 11:49 AM PST

I'm not a fan of writing much, and not being a native speaker, so I'll keep it short.

An expansion pack is coming up and we get updates from you weekly. Which is good. It will be even better if we'll find out you listened to the community once Rise & Fall is released.

My concern, and it's a sentiment which I believe many here share, is that once Rise & Fall is released, we'll get to hear from you once in a few month in the form of patch and DLC.

I'll buy Rise & Fall either way I guess. But some communication other than the times there's a DLC to sell - in the form of developer diary or even replying "we're looking into that" once in a while to the issues people talk about here.

Not sure how active you are in civfanatics though, and I hope I'm wrong.

Anyway, thank you guys for a good game.

submitted by /u/AVeryLazy
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I absolutely love Civ 6's home screen. Does anyone have any idea on where to find a textless version?

Posted: 19 Jan 2018 02:49 PM PST

Civilization VI: Rise and Fall - Casa de Contratación (Wonder Movies)

Posted: 19 Jan 2018 10:00 AM PST

The world is an irradiated wasteland, my people hate me, and the economy is destroyed, but at least I won

Posted: 19 Jan 2018 11:46 AM PST

Georgia Theme - Industrial (Civilization 6: Rise & Fall OST Preview)

Posted: 19 Jan 2018 02:19 PM PST

This is maddening. Fix it! Please and thank you :)

Posted: 19 Jan 2018 05:50 PM PST

Emergencies Deep Dive - Devs Play Georgia

Posted: 19 Jan 2018 04:53 PM PST

Persia in Rise and Fall

Posted: 19 Jan 2018 08:13 AM PST

There are two aspects off Persia that are problematic in R&F: Power creep for the new Indian leader and the loss of their UI appeal advantage.

For those not familiar, Persia gains +2 movement after declaring a surprise war, India gains +2 movement and +5 combat strength after a war of territorial expansion. While there are edge cases where you declare a surprise war strictly for the non-combat unit mobility, the majority of the time India's ability is better.

Secondly, the city park improvement gives +1 culture and +2 appeal. The pairidaeza gives conditionally more culture (while the park conditionally gives more amenities), and +2 appeal BUT cannot be built adjacent to another pairidaeza.

Persias ability to appeal boost is being given to every civ, and their war boost is given to India mostly better. Persia is my favorite civ, disappointed in their treatment in R&F

submitted by /u/Vytteak
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Is it Auckland or not?

Posted: 19 Jan 2018 06:24 PM PST

TIL you can pin helpful little reminders in ally territory.

Posted: 19 Jan 2018 07:56 PM PST

Legendary Start

Posted: 18 Jan 2018 09:32 PM PST

Hagia Sophia

Posted: 19 Jan 2018 05:47 AM PST

On Wednesday, NOVA had an hour special on Hagia Sophia and I never realized how awesome that structure really is until then. For almost a thousand years it was the largest enclosed building in the world and the Stature of Liberty can fit in under the dome with room to spare. It was a Christian church, then an Islamic mosque and now a museum.

submitted by /u/7lancer
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Tips for player new to CIV 6, but not to CIV franchise

Posted: 19 Jan 2018 05:31 PM PST

I have played CIV Rev and Rev 2 extensively, and done pretty much all I can do in those games. At this point it's pretty boring to me, so I decided to buy CIV 6 today! Obviously CIV 6 is WAY more in depth and complex than the simple CIV Rev games. I understand the basics of how the game works, but I'm still unfamiliar with certain portions of the game like religion, diplomacy, and the new leaders. If y'all could provide me with some intermediate tips and tricks for CIV 6 noobs like me, I would really appreciate it. Thanks!

submitted by /u/maximiliano210
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Idea for dividing Civilizations into Settlements, Nomadic, and Colonies for a mod or future Civ Game, as well as more era based Barbarians.

Posted: 19 Jan 2018 08:13 AM PST

After being introduced to Civ 5 and 6 I have been inspired to create my own card and board game based on the idea of creating an expanding civilization. I came up with some ideas that I thought might be interesting for a future Civ game or mod that I been thinking about for months now. I noticed there have been comments that not all the Civilizations picked for the game in reality were 4x type groups, like the Cree or nomadic groups like the Scythians and Mongols. And that some like America, Brazil, and Australia were in fact colonies of existing civs in the game. So I had an idea where the types of Civilizations would be divided into three playable types (Settlements, Nomadic, and Colonies) with two unplayable groups (City States and Barbarians).

Settlements

Egypt, Rome, China, England, France, Aztec, Mayan, Russia, etc.

Able to settle a city right away. Game play based around developing settled cites into permanent settlements and in turn go out to settle more cities or conquer more. Basically, plays like the normal Civilizations from the previous Civ games.

Nomadic

Mongols, Scythians, Xiongnu, Huns, Norse, Goths, Celts, Navajo, etc.

Early game they act like barbarians from the normal Civ games. They don't start with a Settler but instead have a centralized mobile temporary city in which you can't build permanent buildings or settlements and can't claim borders but rather move from area to area using up all resources (food, resources, luxuries) before finding new areas to migrate to for more. Also, able to attack and raid settled cities for resources. By the Medieval Era they are able to take over another city and make a permanent settlement. Once a city has been taken over then able to produce their own Settlers. Also, something in mind I need to think more on later but also include Seafaring Nomads which would include Polynesian groups.

Colonies

Carthage, America, Brazil, Australia, Canada, Mexico, Boer, Chile, etc.

Unable to be played in early eras, if player wants to play one of these civs they are only available from Renaissance or Industrial Era onward. In game, after the player or AI gets to Enlightenment civic or period, then settlements far from the capital with declining loyalty can rebel and break off from the player and form their own civilization which can produce settlers and act like another AI player. Cities that are overseas or far from the capital are more likely to break off, while Barbarians spawning Rebels will also decrease loyalty causing rebellions and revolutions.

If a human player chooses to play as a Colony it would work somewhat like Civ Colonization, in which they start as one city in an overseas colony of an AI civ and must spark an uprising.

City States

Sparta, Athens, Jerusalem, Venice, Malta, Hyderabad, Singapore, Hong Kong, etc.

Not available to the player. These act like normal City States in the previous Civ games, though while randomly spawn, cities that belong in the same region will spawn near each other like Sparta and Athens. City States that get along with each other well over time or get taken over can then become their own Civilization with borders and ability to produce settlers by the Classical Era. City States that band together will take on the name of the most powerful City State or the name of the culture of the majority of the City States, so if there is a group made up of Sparta, Athens, Cahokia, and Hong Kong, it will be called Greece.

Barbarians

These act like the randomly spawning barbarians from the Civ games but are not available to the player and unable to take over settlements like the Nomadic civilizations. Their tactics change based on the different eras, in the early game they would spawn military units to pillage improvements. Later on during the Renaissance and Industrial Eras they would spawn Rebels which will decrease the loyal of cities towards the capitals allowing cities to break off from the main civilization as their own City States. During the Atomic and Information Era they can perform espionage and infiltrate cities like spies would to shut down districts, while also spawning powerful military units that can attack cities. If they raid a Uranium improvement they then have the ability to build small nukes and dirty bombs.

Names of the barbarians change with era, land based ones are called: Savages or Barbarians (Ancient/Classical), Bandits or Marauders (Medieval/Renaissance), Rebels or Revolutionaries (Renaissance/Industrial), Terrorists or Insurgents (Atomic/Information). Costal and sea based barbarians are called: Vikings (Ancient/Classical) and Pirates (Medieval to Information).

What do you all think? It would probably be too complex for a mod or a Civ game in the foreseeable future, but might be interesting to try. Definitely too complex for the original card game idea I was working on.

submitted by /u/tornado_titan
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Canals are non-negotiable

Posted: 18 Jan 2018 08:33 PM PST

"balanced start"

Posted: 19 Jan 2018 07:29 PM PST

Couldn't find a comment on this !

Posted: 19 Jan 2018 06:08 AM PST

Anyone else running out of map pins?

Posted: 19 Jan 2018 08:54 AM PST

When you place enough pins, the "Add pin" button gets pushed off the top of the screen. Is there a way around it without mods? Is there a mod to fix it?

Also has anyone else noticed that it's only safe to place a pin with no custom title or icon, and then edit it afterwards in a 2nd action? Otherwise the pointers get messed up and write the new pin text/icon to some other pin.

submitted by /u/ace402
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Circa 430 AD: *DING* The villagers have given you the secrets of a new technology

Posted: 19 Jan 2018 05:28 PM PST

Civilization VI Rise and Fall Governor Spotlight - Pingala

Posted: 19 Jan 2018 08:03 AM PST

Can anyone tell me who made this image? I would like to get this made into decal but would like permission give props to the author

Posted: 19 Jan 2018 10:35 AM PST

Hi there. I found this https://i.imgur.com/bzdCkMX.jpg while looking for something civ related to make a decal from. I don't see a copyright mark but still I would like to thank the maker. Also if you have any funnier ideals please feel free to suggest as well.

submitted by /u/baddog1229
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