Civilization - The civilopedia entry for the internet in Civilization III |
- The civilopedia entry for the internet in Civilization III
- Civgasm: 2 canal cities tied to a lake
- Livestream: Developers play Georgia, focus on Emergencies.
- The little city-state that could
- Holding down the fort...
- Angry Wilhelmina and flexing Chandragupta
- Anybody want my code for Civilization VI from the Humble Bundle?
- [OFFICIAL STREAM] Emergencies Deep Dive: Devs Play Georgia
- When you know you're set on the first turn
- I promise, my city is in there, somewhere.
- I nuked Delhi and her citizens are ecstatic about it.
- The whole World must learn our peaceful ways, by force.
- Thoughts on how Venice could be implemented post Rise and Fall
- Some Wild Speculation about the Likelihood of Previous Civs Returning in Future DLC and Expansions
- Can you give me some advanced tips for Civ 6?
- Won a culture victory with 3 cities, (prince difficulity)
- New mod idea: Named areas
- My A.I only modded CIV 6 game. With 2 own custom civs of me and my friend ( Learian Empire and Brandony)
- [Civ VI] Emperor: Just broke my own record of winning Culture Victory with least number of turns (was 269 before this).
- Musketman Unavailable Despite Niter and Encampment
- An ally city state took the last capital
- Emergency Livestream/System
The civilopedia entry for the internet in Civilization III Posted: 18 Jan 2018 11:51 AM PST
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Civgasm: 2 canal cities tied to a lake Posted: 18 Jan 2018 06:10 AM PST
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Livestream: Developers play Georgia, focus on Emergencies. Posted: 18 Jan 2018 11:12 AM PST
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The little city-state that could Posted: 18 Jan 2018 06:14 PM PST
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Posted: 18 Jan 2018 01:29 PM PST
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Angry Wilhelmina and flexing Chandragupta Posted: 18 Jan 2018 12:21 PM PST
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Anybody want my code for Civilization VI from the Humble Bundle? Posted: 18 Jan 2018 12:13 PM PST You can have the Australia and Viking codes too. Preferably, I'd like to give it to someone who can't afford the game, or has been saving up for it. PM me if you want it! Edit: Codes have been given out! [link] [comments] | ||
[OFFICIAL STREAM] Emergencies Deep Dive: Devs Play Georgia Posted: 18 Jan 2018 12:13 PM PST
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When you know you're set on the first turn Posted: 18 Jan 2018 01:26 AM PST
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I promise, my city is in there, somewhere. Posted: 18 Jan 2018 04:43 AM PST
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I nuked Delhi and her citizens are ecstatic about it. Posted: 18 Jan 2018 02:15 PM PST
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The whole World must learn our peaceful ways, by force. Posted: 18 Jan 2018 04:09 PM PST
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Thoughts on how Venice could be implemented post Rise and Fall Posted: 18 Jan 2018 09:20 AM PST I've seen some people discussing possible ways that Venice could be re-implemented into Civ VI, especially considering the mechanics that they used (puppeting cities to increase their productions, non unique great merchants) have been removed. However, with the new Loyalty mechanic, I think I found a possibility. What if Venice had access to a unit, similar to a Merchant of Venice, that acted as a 'Loyalty Bomb' when used? I'm not sure how these units would be made/earned, because being able to produce them at will could be overpowered depending on the strength of the loyalty effect. Maybe they would have to be bought, to represent their wealth? Then, the only way that Venice could expand it's empire would be with these new merchants, suddenly swaying cities to Venice's side. The main problem I'm having with the idea is how to balance the loyalty bomb. How strong is the effect? Strong enough to instantly turn a city into a free city? Strong enough to instantly make the city Venice's? Another thing to consider would be how the loyalty of the surrounding cities would affect the loyalty bomb, because if you use one of these merchants on a city in the middle of an empire, there is no reason for them to suddenly change loyalty. [link] [comments] | ||
Some Wild Speculation about the Likelihood of Previous Civs Returning in Future DLC and Expansions Posted: 17 Jan 2018 10:08 PM PST Assuming that the leaks About the three remaining Civs in R&F are accurate - Inca/Mapuche, Celts/Scots, and Zulu - That means that we will have to wait to see the return of other Civs. However, I would argue that certain Civs are more likely to return than others. Even with Civ VI's emphasis on changing up leaders and Civs, there are still some that would be considered series mainstays. I don't have any evidence for anything, nor do I have any particular insight into the dev team. I mostly just am avoiding reading the papers I'm supposed to be catching up on and this feels more "productive" than firing up the game and getting back to taking over the world (you know how it goes). Now, if those three aren't the final R&F Civs, I would put the odds on them returning at some point as Almost Certain (Celts in some form more than "Scots" specifically, Inca more likely than Mapuche - at least as a returning Civ). All three have reached mainstay status in the series. I have no plans for an actual numerical scale - my evaluations are purely subjective. Additionally, while I am a fan of history and geography, I am in no way a professional scholar in those fields, so there may be interesting ideas that could be used for the new incarnations that I just plain have no idea about. I'm sure those of you who are inclined to do so will discuss them in the comments. Working alphabetically, backwards through previous games: AssyriaPreviously in: V (Brave New World) Previous Leaders: Ashurbanipal Odds of Returning: Unlikely Ashurbanipal's Assyrians made the cut in the last expansion for Civ V over some of the previous Middle Eastern/Levant candidates, most notably, Sumeria, and everyone's favourite memetic bro, Gilgamesh. With Gil back in the base Civ VI, and that region already pretty crowded (especially when certain other candidates are considered), it seems improbable (but not completely impossible) that Assyria will get officially redone for Civ VI. Adding to this, Ashurbanipal's unique Siege Tower is now a support unit for all Civs, and Alexander already has a more flexible version of the "gain science when conquering a city" unique ability, there's not a ton that Assyria's previous incarnation brings to the table here. AustriaPreviously in: V (Gods & Kings), III* (Coded into the game, but requires some workarounds to be playable due to game limits) Previous Leaders: Maria Theresa (V), Charles V (III) Odds of Returning: Possible Austria was a separate Civ from Germany in Civ V, and emphasized diplomacy and City State meddling, compared to Germany's more straightforward production and conquest-based approach. Annexing City States was an interesting mechanic, especially since just conquering a City State wouldn't allow you to raise the city. Austria's annexation removed that restriction. With City States becoming more fleshed out in Civ VI, it seems like there might be a niche for this more advanced monkeying-around, especially if some form of diplomatic victory eventually returns to the game. That being said, Austria is another European Civ, and there are likely more under-represented regions that might be more deserving of a shot. The Coffee House might be an interesting UB candiate - perhaps a production building that goes in the Commerical Hub? But, it does seem rather mundane from a cultural standpoint. The Hussar isn't exactly an outlandish Cavalry replacement, but would likely competently fill that role again (After all, who doesn't like extra movement, extra sight, and move after attack?). BabylonPreviously in: V (Free DLC), IV (Beyond the Sword), III, II, I Previous Leaders: Nebuchadnezzar II (V), Hammurabi (I, II, II, IV), Ishtar (II) (Fabricated female leader for the game - takes her name from a Goddess) Odds of Returning: Practically Guaranteed Babylon has been a playable Civ in every previous main series title (though, not always as a base game Civ). Yes, they've been spotted as a City State for R&F, but that doesn't mean that they won't eventually be promoted back to playable. I think it's far more likely that Babylon comes back instead of Assyria or other Levant-region Civs. The changes to walls in Civ VI mean that they aren't quite as easy to tinker with for a unique, but it might be an appropriate place for a UA or LA. Alternatively, Hammurabi's famous code certainly provides a good jumping-off point for creating some sort of ability. The Ingenuity ability from Civ V is pretty straightforward and could be ported over with just some tinkering to the values, or perhaps some adjustments to utilize the Eureka system. A straightforward archer replacement like the Bowman wouldn't be too terrible, but also wouldn't necessarily be too terribly exciting. At any rate, I'd be shocked if the final form of Civ VI, with all its expansions and DLC didn't include a playable Babylon. ByzantiumPreviously in: V (G&K), Civ IV (BtS), Civ III (Conquests) Previous Leaders: Theodora (V, III), Justinian I (IV) Odds of Returning: Very Likely Byzantium is always a strong candidate to return, although, I'd wager with Greece already having two leaders, and Alexander, and Cleopatra also being Greek-aligned, the devs are probably going to pay attention to the feedback and make this Civ a bit lower priority for the time being (Personally, I'd love to see them continue to do DLC packs after the expansion, and maybe have an "Istanbul or Constantinople?" two-pack with the Ottomans). The ability of choosing a bonus belief for a religion is certainly something that could be worked into Civ VI, and the Dromon would be a pretty solid choice for a unique Quadrireme replacement. The Cataphract would also work well as a unique Horseman - although I feel that the Greek Fire aspect of the Dromon makes it the more likely unit to appear, alongside some sort of unique religious building, perhaps. While Justinian and Theodora are the classic leaders for Byzantium, there is quite a long history to the empire, should the devs want to spotlight somebody else. CarthagePreviously in: V (G&K), IV (Warlords), III (Play the World), II Previous Leaders: Dido (V, II), Hannibal Barca (IV, III, II) Odds of Returning: Very Likely Another Civ that's been around long enough to reach mainstay status, and a current City State in VI. However, Carthage is still largely viewed as "Those guys that Rome really hated and almost lost to" in terms of historical impact, and the rest of their contributions to history tend to go somewhat overlooked. This might count against them if the devs decide to cut some previous Civs in favour of new candidates. That being said, being able to cross mountains, and leading an elephant charge into enemy territory is pretty fun, so they have good candidates for abilities and unique units. For unique infrastructure, the Cothon from Civ IV could return as a harbour replacement or building (assuming the devs fix the whole "can't have multiple unique districts replacing the same type" problem). Danish/Vikings
EthiopiaPreviously in: V (G&K), IV (BtS) Previous Leaders: Haile Selassie (V), Zara Yaqob (IV) Odds of Returning: Likely A somewhat newcomer to the series, the last unconquered African empire makes perfect sense to reappear. Bringing back Haile Selassie could give the nation a more modern-era feel, while Zara Yaqob would give a Renaissance flavour. As Sukritact has already shown with his mod, there are other leader candidates, like Ezana, that could focus on Ethiopia's early imperial history and as an early adopter of Christianity. It's likely that a unique building would come from the religious side of things - Stele as a monument replacement, or perhaps a Rock-Hewn Church, as in the mod Civ. In the meantime, Sukritact's got a modded Ethiopia Civ that should tide you over until an official Civ is released. The HunsPreviously in: V (G&K) Previous Leaders: Attila (V) Odds of Returning: Almost Nil A Civ that is basically synonymous with "barbarians at the gates", one that had no real city names in their previous incarnation - which was their only prior appearance, and a Civ whose niche was "Early game mounted raiders"? Yeah... odds are these guys aren't coming back this time around. Not only does Scythia basically scoop their role, they've also taken their unique unit while doing so. Additionally, they join Assyria in the "my unique unit became a general support unit" club, with battering rams being available to everyone in VI. Even if there is to be another Eurasian steppes Civ that joins Scythia, there are probably better candidates than Attila. The IroquoisPreviously in: V, III Previous Leaders: Hiawatha (V, III) Odds of Returning: Pretty Good - but not guaranteed I could have sworn that these guys have made more than two previous appearances in the main series. But then again, there was the silliness of "Native America" in Civ IV, which attempted to diversify the pool of Native American Civs... by condensing them into a singular blob entity that basically erased vast swaths of individual groups' identities. Yeah. Anyway, it's kind of felt like the Iroquois have been the-go Civ for representing the First Nations/Native Americans of North America. With the Cree taking this role initially in R&F, it seems like the devs are trying a different (and much less objectionable) approach to diversity this time around. That being said, there's no reason that there can't and won't be multiple Native American Civs in Civ VI, and the Iroquois are likely the strongest candidate for a returning Civ, as, like I've said, they have been kind of the go-to. That being said, points against the Iroquois are that the Cree traditionally were also predominantly a forest-dwelling people (with some plains presence), so there might need to be some tinkering to differentiate the two in terms of gameplay mechanics. Perhaps tying Iroquois bonuses specifically to forests/jungles again might help that, but it could render them too niche. There's also the chance that the devs would want to spotlight different indigenous North Americans, from different geographical regions. The Cherokee, Sioux, Inuit, Shoshone, Navajo, and many others all could have strong cases made in their favour. The MayansPreviously in: V (G&K), IV (BtS), III (Conq.) Previous Leaders: Pacal II (V, IV), Smoke Jaguar (III) Odds of Returning: Almost Certain Our favourite non-Aztec Mesoamerican Civ, it seems very unlikely that these guys wouldn't make a return at some point. As with the Iroquois, the main reason that they wouldn't be upgraded from their current City State status would be in favour of spotlighting a different culture, but given the relative impact of Mayan civilization on history, that seems less likely. I think that the Long Count ability wouldn't quite gel with Civ VI, given that great people now provide unique bonuses, and are actively being competed for by Civs, but there is certainly room to play around with a great person mechanic, or something based around the timing aspect. The Atlatlist is almost certainly a replacement for the Slinger, and the Mayan pyramid would work as a unique improvement, or as a science-boosting Shrine or Monument replacement. I almost guarantee that we'll see a playable Mayan Civ again. MoroccoPreviously in: V (BNW) Previous Leaders: Ahmad al-Mansur (V) Odds of Returning: Possible, but by no means guaranteed There's certainly not a strong reason that we won't see a playable Morocco again. People seem to really like them, and they're certainly from a region that's otherwise under-represented (ties to broader Islamic empires notwithstanding). The Kasbah would be fine as a returning UI (perhaps with a little bit of buffing to bring it more in line with bonuses in Civ VI), but al-Mansur's Gateway to Africa ability from V might need some tinkering to differentiate it from Cleo's Mediterranean's Bride LA. Berber Cavalry, conceptually, work as another Cavalry replacement. There are a lot of those, though. The biggest thing counting against Morocco's return is that if there are no individual DLC packs after R&F comes out, like what happened after G&K came out for Civ V, then they would be competing with Ethiopia and Mali/Songhai for the African Civ spots. Nothing saying that there could only be one or maybe two African Civs in a single expansion, it's just that no previous expansion has added more than OttomansPreviously in: V, IV (Warl.), III (PtW) Previous Leaders: Suleiman I (V, IV), Mehmed II (IV), Osman I (III) Odds of Returning: Almost Certain One of the largest and most important historical empires, and a series mainstay, there's no way the Ottoman's don't make an appearance by the end of Civ VI's life cycle. The ability to capture ships, as seen in Suleiman's Barbary Corsairs ability in V, could be a fun thing to bring back, especially since not even Privateers do that anymore in VI. IV's Hamman could be an aqueduct replacement, although functionally, it works exact the same as Rome's Baths (imagine that), so there might need to be some tinkering there. The Janissary would be a likely musketman replacement. As I said, there's no way The Ottoman Empire gets snubbed completely by VI. (As mentioned under my Byzantium analysis - it would be a perfect pick for a DLC two-pack, IMO). PolynesiaPreviously in: V (DLC) Previous Leaders: Kamehameha (V) Odds of Returning: Toss Up Polynesia ran into the same problem as Native America did for IV - it attempts to distill a large and diverse number of cultures down into a single entity. Again, the intention was likely to not play favourites when it came to choosing a representative culture/nation, but it also ignores the differences between the different peoples within the Pacific Islands region (Polynesia - but also Melanesia, Micronesia, Australasia). There could be an argument that any one of these cultures might not provide a robust enough list of cities/settlements to populate the list, but that's not exactly a reason for lumping everyone together. Several modded Civs in V seemed to do just fine with populating those lists for individual Civs. That being said, a lot of people liked Polynesia's unique niche in the game, and the attempt to represent the region was definitely a well-intentioned idea. If they do make a return, I doubt it will be as a "Polynesia" conglomerate. The Maori or Hawaiians by themselves might be more likely, though this would mean that a new improvement would be necessary, since the Rapa Nui people were responsible for them (they would be another candidate for a sole Civ, I suppose) PortugalPreviously in: V (BNW), IV (BtS), III (Conq.) Previous Leaders: Maria I (V), Joao II (IV), Henry the Navigator (III) Odds of Returning: Likely While you might argue that Brazil occupies the role of successor state to Portugal for Civ VI, odds are that Lisbon will be upgraded to full Civ status in the second expansion. Portugal has never been a stand-alone Civ until the final content release of any prior main series game. Which, honestly, is fair. They are important historically, sure, but relatively less relevant than your Englands, Frances, Germanies, and Spains (though Brazil being in the base VI game undoubtedly had to have stung a little bit). The biggest pitfall for the dev team is to not use Maria as the leader again (she was an unpopular choice for V when she was revealed, and with the way some of the internet has been frothing at the mouth about any female leaders, let alone one who is widely regarded as incompetent, I can only imagine the entitled outrage). The Feitoria as a way to snag bonus from un-allied City States could be interesting to see return - especially with the unique bonuses offered by City States now. Building outside of your territory is always an interesting spin. Probably would want to do something a little stronger and more unique for a UA than doubling trade route gold from resources, but I'm sure there's plenty of space to work with in Portuguese history and culture. The Nau as a Caravel replacement would work. It would be interesting to see if the Exotic Cargo ability would be workable in VI, but there's probably other things that could be done with it. ShoshonePreviously in: V (BNW) Previous Leaders: Pocatello (V) Odds of Returning: Unlikely Much of what I said about the Iroquois applies to the Shoshone as well. The biggest things counting against them is that Russia got their "More land per Settlement", and the Cree seem to have snagged the unique Scout unit (though, without the benefit of picking and choosing Goody Hut rewards, as the Pathfinder could). So, this means that the Shoshone would need to find some new mechanics at the very least. Nothing against them, but I'd wager on the Iroquois or Sioux re-appearing before the Shoshone, and I'd even wager a different Indigenous culture would be more likely than them, to be totally honest. SiamPreviously in: V Previous Leaders: Ramkhamhaeng (V) Odds of Returning: Unlikely Not that Siam is not an important empire in the history of the world, but with the Khmer occupying Southeastern Asia already, it seems like Siam would be a lower priority return. That being said, Sukritact already has a pretty robust Siam mod, including a fully animated and voiced Rammy and an alternate leader, so it's not like we need to wait for the dev team on this one. It's possible that the devs could work to update the Father Governs Children Ability from V to work better with updated City States in VI, or, like Sukritact, they could choose to focus on the rivers of SE Asia when theming the bonuses for a theoretical Siamese Civ. Songhai + Mali (grouped together for convenience's sake)Previously in: V (Songhai), IV (Mali) Previous Leaders: Askia (V), Mansa Musa (IV) Odds of Returning: Likely - or at least some West African empire is The greater Malinese empire was one of the richest historically, and this region of the map definitely deserves some representation. I would wager on Mali under Mansa Musa being slightly more likely to reappear than the Songhai, but given that the Ashanti are represented by the Kumasi City State, it's possible that they could be the region's representative this time. The actual flavour of the empire (abilities, uniques) would depend very strongly on which Civ and leader are chosen. SwedenPreviously in: V (G&K) Previous Leaders: Gustavus Adolphus (V) Odds of Returning: Less Likely, but not impossible In V, there was a clear division between the Medieval Vikings of Denmark (and Norway) and the Late Renaissance-Industrial nation-state of Sweden (and Finland). It's not impossible that the Swedes will return, but they are hardly a series mainstay at this point, and Europe is pretty well represented already. Perhaps Charles XII could make an appearance to wage The Great Northern War against Peter the Great. Sweden's previous mechanics of bonuses for friendly diplomatic actions could be interesting, though I'm not sure that you'd necessarily want to boost rivals' great person generation much in VI. Could be an interesting tradeoff to try to take advantage of. VenicePreviously in: V (BNW) Previous Leaders: Enrico Dandolo (V) Odds of Returning: Probable if they can find something interesting to do with them Realistically, Venice was a Civ in V because the devs wanted to toy with the idea of playing as a City State. Not to say that Venice wasn't historically important, but it was definitely a case of shaping the Civ to fit a mechanic rather than the usual process of mechanic design largely taking inspiration from the Civ. That being said, it would be extremely difficult to play as a single city-Civ in VI. The One City Challenge options and achievements were even removed this time around. The puppeting mechanic is also gone, so that aspect of Venice would be unique if it returned. And with how district placement is done now, I don't think that there would be a great way to implement it anyway. That being said, it's not like there weren't other cities and settlements as part of the Venetian state, so it's not like that would be a strict limit. But that does speak to Venice's unique play style being its main draw. I'm sure a lot of people would like to see Venice return (and I find it odd that there's not even a Venetian city state yet in VI), but it would have to have something truly unique again to merit the return. Holy Roman EmpirePreviously in: IV (BtS) Previous Leaders: Charlemagne (IV) Odds of Returning: Basically Nil The Holy Roman Empire was neither Holy nor Roman, and was debatably a true Empire. They were kind of an odd choice for a Civ, probably picked mainly to have Charlemagne as a leader. With HRE Frederick Barbarossa leading Germany already in VI, it seems unlikely that there would be a separate Holy Roman Empire Civ. The most interesting suggestion that I've seen is to have Charlemagne as a potential leader for both France and Germany. Native AmericaPreviously in: IV (BtS) Previous Leaders: Sitting Bull (IV) Odds of Returning: Absolute Zero As discussed previously, this was a misguided attempt to represent more Indigenous people beyond just the Iroquois. The best solution for that is simply: Have more Native American standalone Civs, which the devs have done/are working on. HittitesPreviously in: III (Conq.) Previous Leaders: Mursilis (III) Odds of Returning: Very Unlikely See all comments about Assyria. Heck, Assyria basically already replaced them in V. There's no way they get the nod over Babylon. Assyria also likely has them beat. Probably several others would too. The SiouxPreviously in: II Previous Leaders: Sitting Bull (II) Sacajawea (II) (She wasn't even Sioux - She was actually Shoshone) Odds of Returning: Plausible As discussed for the Iroquois and Shoshone, it's quite likely that the Cree won't be the only Indigenous North American Civ by the end of Civ VI's life cycle. The Sioux are about as well known of Native American groups as they come, so they would certainly be a strong candidate to be a Civ. I think that about covers it. Evening has successfully been procrastinated away! Talk amongst yourselves! [link] [comments] | ||
Can you give me some advanced tips for Civ 6? Posted: 18 Jan 2018 05:51 PM PST I think I'm an okay civ player, I've been playing on Emperor for a while, if I'm going for a science/domination victory, I'll win unless I had a very crappy start. I've won cultural victories and religious victories on that difficulty. But I'm not great at it, I'll get a religion if I want one, spam commercial districts/campuses to get great people, use spies to sabotage my enemies but I consistently miss out on the wonders I want, I don't think I plan my cities as optimally as I could, I sometimes fail to get the GP I want, esp with Kongo in the game. It's actually getting a bit frustrating to always miss out on the early/midgame wonders. What suggestions would you give to someone who's well versed in civ 6 but wants to do much better at higher difficulties? [link] [comments] | ||
Won a culture victory with 3 cities, (prince difficulity) Posted: 18 Jan 2018 09:29 AM PST
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Posted: 18 Jan 2018 07:16 PM PST So, I've been pondering about why Civ VI end game feels so empty, and I've identified one thing that I think makes the game more boring than it should be. Map parts don't really interact much, and there's nothing memorably or unique about any particular area. So I thought of a mod to change this. The problem is, I haven't done any modding before, so I'm not quite sure if all the goals listed there are even achievable. The timing is also somewhat problematic, since cultural pressure/era-specific goals things that Rise and Fall introduces are something I wanted to implement as well, but with Rise and Fall coming fairly soon, working on those aspects would probably just end up being redundant once the expansion is out. Anyhow, I kinda wanted to get this idea out there so even if I fail to make this mod for one reason or another, at least the ideas are now out there. Without further ado, here's my outline for the mod: Named areasThis mod gives names to different small'ish areas of the map, and adds interactions based on these areas. This document describes aims of the mod, the actual implementation at the time of the writing is completely missing. DescriptionAreasAreas are 1-7 tile sized portions of the map, each with their individual name. Two tiles of an area can be at most 2 tile away from each other. All non-yield tiles are unnamed. Name generation gives names to any mountains and mountain ranges. Then to all islands(islands are areas composed of less than 15 tiles). Then to all bays and peninsulas(coastal tiles included). Then to all lakes(lake areas compose of only lake tiles or tiles directly adjacent to that lake. Minimum of one each). Then to all deserts. Then to all valleys(passages through hill or mountain terrain, where there is a flat tile in the middle, touching two hill or mountain tiles which are separated by flat tiles). Then to all tundras, then to all plains, then to all grasslands. In case of mountain ranges for example, single mountain range can be larger than just a single area. In this case, each individual named area still is going to only be 1-7 tiles large, and the whole mountain range simply consists of multiple areas. City settlingOnly one civilization may claim a tile from any one area. Settler cannot settle on tiles whose area has been claimed by another civ, and you cannot expand to or purchase tiles whose area has been claimed already. I'll use term "Weakly claimed" to describe scenario where one civilization has control of an area a tile is in, but it does not have had its city borders yet expand to control that tile. Areas swapping ownersIf an area swaps ownership, then all other civilizations lose their tiles on that area. Exception is made for districts and wonders, which remain under the ownership of the city that created them. WarIf during war one civ is the only one to have military units on an area, this civ has occupied this area. The previous owner loses ability to work any tiles in this area, and new owner can either expand their city borders to this area, or settle a new city in this area. TradingAreas are directly tradable in the trade screen. Trading an area gives for the buyer a weak claim of the area for 15 turns, which they can capitalize upon by settling a city, or expanding their existing borders. City growthEach area receives immigration from nearby, populated areas based on the sum of appeal of all the tiles, and the sum of food on the area of emigration. This appears as small bonus to food for the city that owns that area. MissionsEach area type has score for how "culturally similar" they are. Mountain ranges, oceans etc totally separate the people, while grasslands act as connectors. Your people will want to expand onto connected areas, and succeeding at that gives you bunch of amenities. This mechanic is eerily similar to the one presented in Rise and Fall era-specific missions, and as we learn more about how it works, I think it would be best to integrate this one with those Golden age mechanics of the new expansion. [link] [comments] | ||
Posted: 18 Jan 2018 02:24 PM PST
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Posted: 18 Jan 2018 07:23 AM PST
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Musketman Unavailable Despite Niter and Encampment Posted: 18 Jan 2018 11:56 AM PST
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An ally city state took the last capital Posted: 18 Jan 2018 02:44 PM PST
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Posted: 18 Jan 2018 04:41 PM PST |
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