Civilization - /r/Civ Weekly Questions Thread - January 10, 2018


/r/Civ Weekly Questions Thread - January 10, 2018

Posted: 10 Jan 2018 02:09 AM PST

Greetings r/Civ.

Welcome to the Weekly Questions thread. Got any questions you've been keeping in your chest? Need some advice from more seasoned players? Conversely, do you have in-game knowledge that might help your peers out? Then come and post in this thread. Don't be afraid to ask. Post it here no matter how silly sounding it gets.

To help avoid confusion, please state for which game you are playing.

In addition to the above, we have a few other ground rules to keep in mind when posting in this thread:

  • Be polite as much as possible. Don't be rude or vulgar to anyone.
  • Keep your questions related to the Civilization series.
  • The thread should not be used to organize multiplayer games or groups.

Finally, if you wish to read the previous Weekly Questions threads, you can now view them here.

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I just spawned and settled on a mountain.

Posted: 10 Jan 2018 07:47 AM PST

When the Aztecs get the Oral Tradition pantheon (+1 Culture from Citrus)

Posted: 10 Jan 2018 12:44 PM PST

I hate diplomacy in civ 6

Posted: 10 Jan 2018 03:03 AM PST

Im playing a game as Amanitore, got a great start, 1500BC at the moment. Its diety difficulty and ive done a bit of early conquering to get ahead but have cancelled out my warmonger penalties by liberating some city states and even returning Mvemba to life.

Unfortunately I cant get a single civ to be allies with me. They dont have any issues with me other than that I am winning. I met Sythia a few turns ago and he just denounced me, when i checked the Intel report the only negative modifier is "We are winning. They fear us". Its the same for every civ, even Mvemba who i literally returned to life after Poland wiped them out early has denounced me simply because i am in front of them technologically.

I cant seem to repair any of these relationships, whats the point of even trying to build alliances if they will just turn on you when you start doing well. Any advice? something im missing?

submitted by /u/nandoschips
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Devs play India, new livestream tomorrow

Posted: 10 Jan 2018 01:09 PM PST

Perfect start.

Posted: 10 Jan 2018 08:02 AM PST

Improving Military Engineers

Posted: 10 Jan 2018 09:53 AM PST

The military engineer is all about augmenting your military might by making positions defensible, enhancing mobility, and providing forward bases of operation.

However, current military engineers feel very situational and rarely useful. With a 170 production cost (comparable to that of a knight), and armory requirement, and no policy cards to add bonus production or increase the number of charges (2), military engineers feel like a decent amount of investment for not much in terms of payoff.

I suggest the addition of a policy card or two to increase the number of uses and/or decrease the production cost in addition to some new improvements available to military engineers to enhance their utility.


Current improvements (In order of utility)

Airstrip

  • +3 Aircraft slots, -1 Appeal
  • Required Tech: Flight
  • Can be built in neutral territory (provides vision to all adjacent tiles)
  • The airstrip is useful for helping your planes, especially fighter with terrible range, move about your empire or strike from the front lines. The downside to airstrips within your territory is that they take up a tile which could be improved and providing adjacency bonus and they lower appeal, hurting neighborhoods, parks, and seaside resorts. The downside is than airstrips in neutral territory near enemy borders have a nasty habit (at least in my experience) of getting eaten by the boarder growth and becoming enemy airstrips.

Missile Silo

  • Stores and launches nuclear missiles
  • Required Tech: Rocketry
  • Must be built within your territory
  • Range: 12 (Nuclear), 15 (Thermonuclear)
  • This is a fairly useful improvement if you don't want to invest in a bomber or submarine force capable of delivering a weapon. However, being restricted to your territory means that this may take up room previously used for a tile improvement and may hurt adjacency bonuses. I would day that this is outclassed by the nuclear submarine, as the submarine can move around and strike for the shadows.

Fort

  • Occupying units receive +4 defense strength and 2 turns of fortification (+6 defense bonus)
    • Effectively: +10 defense strength
  • Required tech, siege tactics
  • Can be built in neutral territory (provides vision to adjacent tiles)
  • Useful for defensive wars (especially in choke points), but personally, I prefer well placed encampment districts. I have much the same complaints with forts as I do with airstrips, in your territory they take up a tile; outside your territory, the get eaten. I do like using the vision to keep small islands barbarian free. The tech boost for building two of these requires them both to be in your territory (which it doesn't specify iirc). Probably more useful than I give them credit for.

Roads

  • Enhanced movement speed, can bridge rivers.
  • Roads could be so useful for helping your army navigate hills, forest or rivers, but with only two charges, you can only build 2 sections of road, a near useless amount. If each charge build, say, 3 or four sections of road, this would be a hugely useful ability.

Proposed New Improvements

These proposed improvements seek to provide flexibility, vision, and mobility to your military via the military engineer

Sonobouy/SOSUS

  • Reveals submarines, provides vision in five tile radius
  • Placed in ocean or coast tile, neutral or home territory
  • Required Tech: Electricity

Radar Installation

  • Provides 5 tiles vision in all directions, can see through everything but mountains
    • +5 Defense Strength to fighters within vision range
  • Required Tech: Advanced Flight
    • +3 Vision with guidance systems
  • Placed on land in neutral, home, or city state you are suzerain of

Mulberry Harbor

  • Functions the same as the harbor district, but no yields or trade routes
  • Required Tech: Combined Arms

Fueling Station

  • Must be built adjacent to coast in neutral or home territory
  • Provides healing to all adjacent naval ships of industrial or later era, -1 Appeal
  • Required Tech: Steam power

Sea Fort

  • Function as a mini-encampment at sea, strength scale with home city. Not meant to repel real invasion, only barbarians
  • Can only be built in ocean tiles within your territory
  • Required Tech: Steel

Tunnel

  • Allows movement through mountains
  • +5 Defensive strength, pillaging tunnel kills unit
  • Required Tech: Gunpowder

Tank Trap

  • Stops cavalry unit movement for one turn
  • Require Tech: Steel

Other Changes

  • Military engineers build 3 roads per charge
  • Policy cards to enhance military engineer production or add charges
    • Perhaps bonus if military academy and university are present in a city

What are your thoughts?


Edit 1: /u/UberMcwinsauce has pointed out that the policy Patriotic War give +100% production to support units such as the military ngineer.

submitted by /u/Canteen_CA
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[MOD] The first alternative leader of the Philippines civilization is out: Introducing CIVITAS Kalangitan. Glorious Nipan mod folded over 1000 times.

Posted: 10 Jan 2018 04:46 PM PST

Some of the rarer buildings in districts are actually quite gorgeous when viewed up close. Nicely done Firaxis.

Posted: 10 Jan 2018 05:33 AM PST

Razing five Shoshone cities was not well received by my people

Posted: 10 Jan 2018 06:36 PM PST

Pay to Promise?

Posted: 09 Jan 2018 09:17 PM PST

Is this a good start guys?

Posted: 10 Jan 2018 11:58 AM PST

Don't know much about Tamar of Georgia?? Here is an animated three minute video telling you everything you need to know.

Posted: 10 Jan 2018 04:51 AM PST

Buying cities feels OP.

Posted: 10 Jan 2018 09:17 AM PST

I was playing a game yesterday where I wanted to play relatively peacefully. Civ VI said no, and I had a couple of civs attack me. I took NO cities, but attacked their cities(leaving them at low health), pillaged a bunch of their land, destroyed trade routes, and was generally annoying. When Poland came begging for peace, I asked literally every single city, aside from her capital, in exchange for around 2k gold, and she agreed. So, I tried it again with America, and accidentally captured their capital (was only trying to weaken it). Again, they traded literally all of their cities, aside from their new capital, and ceded their original capital for like 800 gold. Now I owned a huge number of cities, and only had 1 warmonger penalty for accidentally capturing DC. I repeated this with every single civ in my game.

Disclaimer: I was playing on Prince, so the AI is trained to rollover pretty easily, I imagine.

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Plateaus in Rise and Fall?

Posted: 10 Jan 2018 03:36 PM PST

If you watch the Tamar/Georgia first look video you can see what look like plateaus or a high plain or something.

I've googled and haven't found anything talking about new terrain/terrain features.

Anyone have any info?

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[1K milestone] Scrooge McDuck better be proud

Posted: 10 Jan 2018 06:38 PM PST

Grudges

Posted: 10 Jan 2018 07:47 AM PST

I admit it, I hold grudges.

I started a new game, hellbent on going full on pacifist. I only built a few military units (for barbarians mostly). I went out of my way to stay friendly with all my neighbors...then Australia decided to declare war completely out of nowhere. They killed a warrior and an archer, took a builder, and did about 20% damage to a city.

In retribution, I've gone full militaristic. I've repeatedly decimated their cities, but never fully take them -- just allow peace, let them rebuild a bit, then attack again.

It actually feels a little personal when i'm attacked without cause, how ridiculous is that? Does anyone else do this?

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Natural Disasters and Climate Change expansion for Civ VI

Posted: 10 Jan 2018 07:12 PM PST

This is an idea I have pondered for a while, what if they introduces natural disasters into Civ, along the lines of volcanoes, earthquakes and tsunamis. These would come as high risk high reward tiles:

Volcano; Tile itself generates science and later tourism, six nearby tiles have increased food output. risk of eruption that could cover nearby tiles with A - ash drop in food for several turns before boost in food or B - lava producing unusable tiles. If the volcano becomes dormant then science output replaced with production. Lava on water tiles could generate new land. Could add new natural wonder such as krakatoa and update Eyjafjallajökull which would have risks of larger devastation.

Earthquakes; occur on continent boundaries (within two tiles from edge) damage random building in cities or districts. bonus is that resources generated here tend to be above average.

Tsunami; come from having a trench off the coast, a under the sea tile feature which has a bonus to food production for tiles between the trench and the land. Results in flooding of tiles on coast after an earthquake event (flooding removed after X turns, random buildings required repairs). Natural wonder could be the marine trench.

Others could be meteor strikes, floods, and land slides to generate lake tiles or remove mountains.

As for climate change, this could come as changes to tiles over time. Such as extension of deserts, retreat of arctic, jungle replaced with forest. expansion of land (especially at river deltas). Alternatively land could be taken away from rising sea level, ice extends in mini ice ages and so forth. Since cities are static new mechanics would be needed. if the sea rises into one of your districts/cities then levies would be needed, if the harbor is cut off from the ocean then a canal needs to be produced. advanced settings could be included of a map starting as arid and going to wet or warm and going to cool or vise versa, also could have option of real world climate. Because this will cause variation in the cities outputs players would have to be vigilant in adjusting their play style for this change

Civilizations and leaders that could fit this theme are ones known to be effected by these events. Ones that come to mind are Chile (earthquakes), Pacific islands (sea level rise), New Zealand (quakes, volcanoes), Japan, Italy, Ethiopia. New natural wonders could also be The Nile and The Amazon as a flooding mechanic would suit them.

Overall these changes would not want to be to dramatic just enough to be interesting and put a little spice into the game

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Steak, Steak everywhere

Posted: 10 Jan 2018 06:43 PM PST

Does anyone know how to fix this? Launched on Directx 10 and 11. Directx 9 makes everything super massive and stretched. Any help would be appreciated. Thank you

Posted: 10 Jan 2018 07:23 AM PST

Just when I thought my spawn couldn't get any worse....

Posted: 10 Jan 2018 11:58 AM PST

is there even a point to diplomacy in this game

Posted: 10 Jan 2018 08:01 AM PST

idk, i get declared war on everytime so i retaliate, take their cities as a mean of punishment so they don't try that shit ever again, and everyone hates me

ive never seen germany happy

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LIVESTREAM THIS THURSDAY!

Posted: 10 Jan 2018 12:03 AM PST

Apostle promotion: "Indulgence vendor", does it work with theologic combat?

Posted: 10 Jan 2018 10:03 AM PST

The promotion says it gives 100 gold for each city converted to my religion for the first time. But it doesn't say in which way. Do I have to use the spread religion function? Or is religious combat conversion enough? I can only spread religion 4 times, but I can do combat forever. And do I have to make sure that this exact apostle is doing the specific conversion, as in, being the one tipping the scales in my favour?

Link: http://civilization.wikia.com/wiki/Indulgence_Vendor_(Civ6)

submitted by /u/Kittelsen
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