Civilization - Winter Is Here, but the Mod is still on its way. |
- Winter Is Here, but the Mod is still on its way.
- Practicing my touch typing when
- Welcome to the Paradise / NSFW yield-porn
- China sent me a stern warning after settling on my continent.
- So I heard you like chocolate
- Green with some plastic forward settling
- [Fanart]: Cyrus n' John
- Rise & Fall Civics Tree Changes (PRELIMINARY!)
- Fixing Norway in Civ 6
- Damn you Nobody...
- Has anyone ever seen this big of a city? I am using Vox Populi and a Jerusalem civilization mod.
- (Civ 5) Are peace treaties always this unreasonable?
- I can see this privateer, while I shouldn't be able to. [bug]
- I start with 5 City States surrounding me
- Any tips for transitioning from Civ V to Civ VI?
- [Civ V] TSL Domination Only Game as the Shoshone.
- Petra Itza Valley
- (Civ6) Why does the AI trade 600+ flat gold but not 10 per turn?
- What leader is the face of Civilization VI?
- Bringing in the New Year in Style
- Strategic resources are trolling me.
- When the RNG hates you
- Best way to win a domination victory?
- Mod Idea: Gaelic Civilization
| Winter Is Here, but the Mod is still on its way. Posted: 31 Dec 2017 09:14 AM PST
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| Practicing my touch typing when Posted: 31 Dec 2017 05:42 PM PST
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| Welcome to the Paradise / NSFW yield-porn Posted: 31 Dec 2017 03:31 AM PST
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| China sent me a stern warning after settling on my continent. Posted: 31 Dec 2017 06:10 AM PST
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| Posted: 31 Dec 2017 12:46 PM PST
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| Green with some plastic forward settling Posted: 31 Dec 2017 08:12 AM PST
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| Posted: 31 Dec 2017 05:46 PM PST
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| Rise & Fall Civics Tree Changes (PRELIMINARY!) Posted: 31 Dec 2017 11:06 AM PST
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| Posted: 31 Dec 2017 11:29 AM PST In civ 6 it is know that the Norwegian empire is on the underpowered side of things. They have tremendous power as a naval civ, but at what cost? All of their early naval power is gimped if their enemies settle one tile away from the coast; additionally, Norway suffers from a UB that requires them to go down the religious route, but if they do then they lose all of their early naval power. I'm writing this to suggest bonuses that would hopefully bring Norway into the fantasy of a viking civilization. For starters, Norway's unique ability, Knarr. Knarr is great for a naval civilization, but outside of that it does not provide much. It's removal of the movement penalties from embarking and disembarking help with moving your land armies to your enemies overseas. Additionally it provides the ability for all units to cross ocean tiles at shipbuilding, which is also a great benefit. Both of these bonuses are great, but something is hindering them from being great. Embarked units. What I mean from this is that they are too slow. Attacks with your land units over the seas are less effective because it takes so long for your units to get there, and sending a settler overseas to claim new land is equally as slow. There's a simple fix for this, +2 movement for embarked units. This would mean that your settlers can claim new lands faster, and your land armies can reach your foes faster. The next unique I want to address is Harald's ability, Thunderbolt of the North. This ability is great, and it is what makes Norway a naval superpower. What this ability suffers from is versatility. Only your naval melee units are affected, and with that Norway is forced into it's small little niche as a naval melee civ that is countered by settling one tile away from the seas. To fix this I want to try and help push the ability away from naval units, and to save time when making naval units. To do this I feel as if the ability should instead give these bonuses, +100% production towards naval raider units, and +50% for other naval units. Double rewards from pillaging tiles or trade routes, and pillaging food or production improvements provide a food or production boost in the city with either the lowest food or production. All military units also gain a stacking +3 combat bonus when pillaging a tile or trade route, capping at +15. Additionally, the Viking Longship granted by this ability is now considered a naval raider unit, and it is available at the ship building technology. This new ability would allow Norway to have bonuses in other places. The combat bonus from pillaging, and the bonus rewards will allow people playing Norway to live the dream as a viking who is pillaging and raiding everything in sight. This will also give Norway players a new way of viewing warfare. You pillage as much of the enemy lands to ramp up the combat boost, then you throw your beefed up units at the city to annihilate it. This also means that you can go to war with someone without the need to capture cities. By leaving the enemies lands pillaged you can cripple them while keeping your civilization productive. The bonus to naval raiders will also solidify the pillaging theme, while also sticking to Norway's ability as a naval civilization with the bonus to the other naval units. I know changing the Viking Longship is a weird choice, but with it the player won't need to rush it early, so they can focus on improving their empire. But when they do come into play, then you can send Norway into an age of prosperity from the raiding bonuses. The classification as a raider unit will also make it to where the Longships can have the invisibility trait from the other naval raiders, giving you an additional edge in the early game. The last unique I want to talk about is the Stave Church. This unique is seen as the worst unique in the game, which makes sense, because it truly is horrible. The Stave Church forces Norway to focus on religion when instead they should be focusing on warfare. Norway also does not have benefits to having a religion, so going the religious route is pointless. What can be done to Stave churches has been suggested before by someone who unfortunately I cannot remember, but the bonus they suggested is allowing the city to purchase units with faith, like the theocracy government. This would then give Norway added bonuses for being religious, without being punished for doing so. Another change to aid this would be to make forests instead give a major adjacency bonus to the holy site the stave church is located in. This would make purchasing units easier, and allow Norway to stay afloat in the religious game if they decide to take that route. These changes would allow Norway to go Merchant Republic as their second government, since they would no longer need to go for Theocracy to get some use out of their Stave Churches, but it also leaves the door open for players who want to still go deeply into the religious route. What do you guys think about these changes? Are they too much? Are they a step in the wrong direction? Or are they just what Norway needs? [link] [comments] | ||
| Posted: 31 Dec 2017 05:45 PM PST
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| Has anyone ever seen this big of a city? I am using Vox Populi and a Jerusalem civilization mod. Posted: 31 Dec 2017 10:09 AM PST
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| (Civ 5) Are peace treaties always this unreasonable? Posted: 31 Dec 2017 10:50 AM PST (New player here, only on my third ever Civ game.) So I'm playing as Hiawatha and that royal prick Montezuma is going nuts. He smashes England to pieces early on, taunts me for my puny army and finally declares war. Fortunately I'm no pushover and have pumped out some units and so fighting him off is pretty simple. I march towards his territory and he comes at me with a peace treaty: All of my gold. All of my resources. All of my cities. Open borders (me only). Obviously I refuse that and offer some more reasonable deals, which Montezuma laughs at in some hellish tongue. I march forward, bring York to the ground and liberate it, smash and puppet both London and Nottingham and return Lhasa to it's former citizens. He comes at me again with that stupid feather hair and the same fucking peace treaty, still wanting everything I have and seemingly not noticing the four cities I've taken and the future threat I pose. This time I decide to save my game and try something out. I tweaked the treaty to give him literally one fewer gold coin than the maximum and he refused it, so clearly his AI wants absolutely every single thing with no exceptions. Why does it work like this? Is it just Montezuma being an aggressive punk? I can destroy the rest of his civilisation but he has six cities left and quite frankly I'm tired of war. [link] [comments] | ||
| I can see this privateer, while I shouldn't be able to. [bug] Posted: 31 Dec 2017 09:28 AM PST
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| I start with 5 City States surrounding me Posted: 31 Dec 2017 11:13 AM PST
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| Any tips for transitioning from Civ V to Civ VI? Posted: 31 Dec 2017 12:24 PM PST So I have 588 hours in Civ V, but I haven't properly played it in at least a year. On top of that I pre-ordered Civ VI(and I have all the DLC as a result), but I barely have any hours in it. I'm only just now trying to get into VI, and so far I'm enjoying it, but I'm hoping for some tips on how to play VI vs playing V. I feel like all this time away from Civ in general, combined with how used to V I had gotten, has combined to make me really terrible at learning the new mechanics and meta-game of Civ VI. So that's why I'm asking for tips. What habits and strategies from V no longer work in VI? What new threats and dangers should I watch out for in VI? What things should I avoid or anticipate to avoid having a horribly inefficient civilization later in the game? If anyone can help me out I'd really appreciate it. I realize I could probably just look up guides that go into detail, but I'm hoping to still discover and play the game on my own. I just want to know what things to think about that I wouldn't have thought of in V. [link] [comments] | ||
| [Civ V] TSL Domination Only Game as the Shoshone. Posted: 31 Dec 2017 11:19 AM PST
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| Posted: 31 Dec 2017 04:30 AM PST
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| (Civ6) Why does the AI trade 600+ flat gold but not 10 per turn? Posted: 31 Dec 2017 09:50 AM PST AI wants one of my resources badly and gives me 650 gold for it. Sure I'll take the deal .. but for some weird reason 10 gold per turn for 30 turns is too much in their eyes. If my math doesn't totally fail me that should be less than half of the flat sum they offer ;) Why? [link] [comments] | ||
| What leader is the face of Civilization VI? Posted: 31 Dec 2017 08:49 AM PST Who is the leader that is most associated with Civ 6? IMO it's Gilgamesh. What do you think?? [link] [comments] | ||
| Bringing in the New Year in Style Posted: 31 Dec 2017 11:02 AM PST Ending 2017 with my first Deity win in my Civilization career! 596 hours in Civ 6, 773 hours in Civ 5, and likely even more than that on Civ 4 pre-steam era. Never ventured past King in 4 or 5, but steadily worked my way up in 6 over the past year. Win was a Domination victory with Indonesia on a small shuffle map that ended up looking like a Pangaea. [link] [comments] | ||
| Strategic resources are trolling me. Posted: 31 Dec 2017 12:36 PM PST
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| Posted: 31 Dec 2017 03:15 PM PST
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| Best way to win a domination victory? Posted: 31 Dec 2017 06:56 PM PST I know HOW to win a domination victory but when I do I always get a low score. I guess I'm more curious about how the score is calculated and it's actual relevance. But anyway, what's the best way to go about things to get a higher score? [link] [comments] | ||
| Posted: 31 Dec 2017 06:33 PM PST Theme: https://youtu.be/5NmAAZ27pLo Since this theme has three equal length parts, the first section could be Ancient, the second section Medieval, and the third section Industrial and Atomic. Leader: Brian Boru Capital: Dublin Uniques: Gall O'Gleigh - Pikeman replacement Ceitherne - Crossbowman replacement Ring Fort - Precursor to the Fort improvement, unlocked at Construction Do you have any suggestions? Civ 6 has good modding tools, so I'm thinking of getting into it when I have more time. [link] [comments] |
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