Civilization - The army of one |
- The army of one
- The lost tribe of Antarctica, destined to isolation while the world looks onward.
- Robert the Bruce(Scotland)'s ability is greatly hampered by Emergencies
- The Beefiest Tank Around
- Theodore Roosevelt at Yosemite, 1903
- Best wonders in the game (Civ 6)
- The r/Civ Battle Royale Mk2.1, Part 106: Oni wa Soto, Fuku wa Uchi
- Is there a mod that lets you set reminders for yourself, like "Move governor in 3 turns"? The more I have to manage, the more I forget to manage.
- Loyalty when capturing cities needs a change
- Do you like production, mein freund? I like production.
- So, I made a little mod to allow custom civs distance during game setup. Feedback appreciated !
- Just finished up a Deity Game as France, used a mod to remove the UI and take some screenshots, this game can be pretty
- [R&F] Does anyone have a list of dedications and Dark Age policies by era?
- Pano1g’s Top 10 Deity Science Victory Civs in Rise &Fall (With Explanations)
- Let's make alternate leaders for Rise and Fall Civs.
- It's the most beautiful place on the planet
- What game speed do you guys usually play on?
- [Civ VI] The lack of a production queue is unacceptable. This should be the community's number one feature request. Let's bombard Firaxis with requests.
- Potential Leaders for France?
- I don't think she's well liked
- Well that game of King turned out unusually hard (Also, a task for bored artists)
- My ally gave a city to a guy we were at war with and almost had defeated
Posted: 20 Feb 2018 01:23 PM PST
| ||||||||||||||||||
The lost tribe of Antarctica, destined to isolation while the world looks onward. Posted: 20 Feb 2018 06:37 AM PST
| ||||||||||||||||||
Robert the Bruce(Scotland)'s ability is greatly hampered by Emergencies Posted: 20 Feb 2018 05:22 AM PST So, Robert's ability is "Can declare a War of Liberation after gaining the Defense Tactics Civic. +100% Production and +2 Movement for the first 10 turns after declaring a War of Liberation." Unfortunately, these bonuses don't trigger when joining an Emergency to liberate a City-State...so when an Emergency fires, you're left with the choice of either: A) joining the Emergency(likely all alone) and not getting Robert's ability, or B)declining the Emergency and then declaring a War of Liberation yourself, missing out on the sweet pot from the Emergency. It feels kinda bad either way. Edit: Looks like I was a big derp. [link] [comments] | ||||||||||||||||||
Posted: 20 Feb 2018 10:23 AM PST
| ||||||||||||||||||
Theodore Roosevelt at Yosemite, 1903 Posted: 19 Feb 2018 10:22 PM PST
| ||||||||||||||||||
Best wonders in the game (Civ 6) Posted: 20 Feb 2018 11:54 AM PST Civ 6 is easily my favorite game, I've put hundreds of hours into it. Sometimes, though, I can't decide what wonders to build (if any at all). What is your favorite wonder(s) in the game so far? [link] [comments] | ||||||||||||||||||
The r/Civ Battle Royale Mk2.1, Part 106: Oni wa Soto, Fuku wa Uchi Posted: 20 Feb 2018 04:00 PM PST
| ||||||||||||||||||
Posted: 20 Feb 2018 10:39 AM PST | ||||||||||||||||||
Loyalty when capturing cities needs a change Posted: 20 Feb 2018 12:35 PM PST I was playing a game as the Mongols and tried capturing a Dutch city. I had an emergency declared on me for capturing that city, which made Norway declare war on me. The city rebelled after three turns and both the Dutch and Norway were rewarded. I'd already bought a Monument and assigned a Governor to the city, but it rebelled anyways. I get that Loyalty was supposed to make warmongering harder, but it makes it impossible to capture cities sometimes because they can be arranged in such a way that any captured city will flip back in 3 turns. In another game, I (the Dutch) tried to capture three Japanese cities. As soon as I captured one, at least one other city would rebel until all three of them were Free Cities. I assigned Governors, bought Monuments, took the loyalty policies, etc. but they flipped back regardless. Something needs to change to stop absurd city flipping. Maybe garrisoned units in occupied cities could prevent rebellions? Edit: just to clarify, I don't think having a garrisoned unit should completely prevent rebellions, but it should delay them for at least several turns (some cities will rebel in 3 turns, which is way too fast). In my game as the Dutch, I was effectively boxed in, and my only hope to win was by attacking Japan—the only cities I could capture would flip almost as soon as I captured them, effectively shutting me out from warmongering entirely. I think the Loyalty/rebellion mechanic should be changed to prevent it from completely shutting people out of warmongering. [link] [comments] | ||||||||||||||||||
Do you like production, mein freund? I like production. Posted: 20 Feb 2018 02:27 PM PST
| ||||||||||||||||||
So, I made a little mod to allow custom civs distance during game setup. Feedback appreciated ! Posted: 20 Feb 2018 07:34 AM PST Here's the mod on Steam Workshop I've been playing Civ V and now Civ VI almost exclusively with friends in multiplayer for quite a few years, and since we picked up Civ VI we noticed that spawn distance is a bit too close for comfortable friendly play. You see, we play while chatting on voice chat, and try to keep everybody in the game as long as possible while still making it fun for everybody. Popping up 6-8 tiles from another player often means early war, depending on available territory, and that means that the game tends to end early, since when a human player has conquered most or all of another's cities, they're well above all others. So, I looked around a bit and noticed there's a bunch of mods for map generation and smart placement, but no single one that lets you set the three simple variables for distance between major civs, between civs and city-states, and between city-states themselves, which the game already offers. My mod offers simply just that, as three optional settings during a new game setup. The mod picked up some users over last weekend, but I haven't had much in terms of feedback, so if anybody feels like trying it and give some feedbacks or opinions about how it impacts the game in single player or larger maps, I'd appreciate that very much ! [link] [comments] | ||||||||||||||||||
Posted: 20 Feb 2018 04:51 PM PST
| ||||||||||||||||||
[R&F] Does anyone have a list of dedications and Dark Age policies by era? Posted: 20 Feb 2018 11:20 AM PST The Civilopedia lists dedications but not what eras they're available in. Has anyone put together a quick list of the four dedications per era, and the four Dark Age policies? [link] [comments] | ||||||||||||||||||
Pano1g’s Top 10 Deity Science Victory Civs in Rise &Fall (With Explanations) Posted: 20 Feb 2018 03:20 PM PST Hey guys! I recently completed my Deity Civ Tier list for Civilization 6 Rise & Fall which you can read here https://www.reddit.com/r/civ/comments/7yi8uw/pano1gs_civ_6_deity_tier_list_rise_fall_spring/ and I was asked by a number of commenters and private messages to create lists for victory types that exclude Domination. While excluding military out of the equation is impossible, I do see why more players want to be able to judge civs on their merits outside of conquering the world. As such I've begun making lists of the top 10 civs for any given victory type (with explanations!). Bear in mind that I can't completely exclude the safety that military might offers these civs from the equation because it is a very important factor in Deity gameplay, but I'm compiling these lists while putting most of the weight on their ability to succeed at that specific victory type. Also, I can't rank ALL civs at each victory type because we have 36 civs in the game now and that would be too much work, especially since most civs are mainly focused on 2 to maybe 3 victory types. So without further ado, let's begin this series with the top 10 Science Victory Civs! 1) Korea
2) Australia
3) Macedonia
4) Sumeria
5) Germany
6) Arabia
7) Aztec
8) Nubia
9) Scotland
10) Cree
[link] [comments] | ||||||||||||||||||
Let's make alternate leaders for Rise and Fall Civs. Posted: 20 Feb 2018 06:17 PM PST Sorry Chandragupta, you don't count for this one. The rule is simple:think up a Leader, Leader Ability, and Agenda for a civ introduced in Rise and Fall. You get to pick from the following: Korea, Netherlands, Mongolia, Cree, Georgia, Scotland, Mapuche, and Zulu. I'll start: Kublai Khan (Mongolia) Leader Ability: Treasures of Xanadu International Trade Routes grant +3 Culture to Kublai Khan and +50% Tourism pressure towards the target civ. Agenda: Stately Pleasure Dome Likes civs with high culture and many international trade routes. Dislikes civs with few international trade routes. Unlike grandpa Genghis' purely domination focus, Kublai here can either go for domination or culture. You can opt to play peacefully, racking up Culture and Tourism, but you can still wage war and with the CA incentivizing trade routes anyway, you can balance both victory types. [link] [comments] | ||||||||||||||||||
It's the most beautiful place on the planet Posted: 20 Feb 2018 03:51 PM PST
| ||||||||||||||||||
What game speed do you guys usually play on? Posted: 20 Feb 2018 10:41 AM PST What game speed do you guys usually play on? Hey guys. Im curious to see at what pace people like to play civ 6. Personally I always play on online speed since civ games take a very long time to finish.
Instructions:
Note: Vote Count in this post will be updated real time with new data. Make Your Own Poll Here redditpoll.com. See live vote count here [link] [comments] | ||||||||||||||||||
Posted: 20 Feb 2018 05:37 PM PST I've played since II, and this the only Civ game I can remember that didn't a have a production queue. It's unbelievably frustrating to play large maps. Everyone needs to message Firaxis demanding a production queue. Tell them you gave the game a bad Steam review for this reason. I actually did, but even if you don't want to go that far, just say you did to get their attention. Here are all of Firaxis' contact places I could find: https://twitter.com/FiraxisGames @FiraxisGames @CivGame @kagilmore (Kelly Gilmore marketing director) @sid_meier [link] [comments] | ||||||||||||||||||
Posted: 20 Feb 2018 10:04 AM PST Vercengetorix King of the Gauls - after defeating a barbarian, rebel, or Free City unit with a melee unit, 50% chance of it joining your civ. Agenda: Freedom Fighter - likes civs who liberate cities, dislikes civs who capture Free Cities or City States or who decide to not liberate a city Charles Martel Mayor of Paris - units trained at the Capital have +10% attack bonus vs enemy units and cities of a civ following a different religion Agenda: The Hammer - likes civs who declare Holy Wars Charlemagne Pater Europae - +1 science per era for each internal trade route Agenda: Imperial - likes civs who give gifts and succumb to demands, dislikes civs who ignore demands and don't give gifts Joan of Arc Maid of Orleans - Great Generals provide +10 Loyalty when occupying a city Agenda: Underdog - likes civs who declare retribution wars, dislikes civs who occupy other civs' capitals, will never cede cities in peace deals [link] [comments] | ||||||||||||||||||
I don't think she's well liked Posted: 20 Feb 2018 03:47 PM PST
| ||||||||||||||||||
Well that game of King turned out unusually hard (Also, a task for bored artists) Posted: 20 Feb 2018 12:41 PM PST
| ||||||||||||||||||
My ally gave a city to a guy we were at war with and almost had defeated Posted: 20 Feb 2018 12:24 PM PST I'm playing as Spain, my AI ally is Britain, Arabia is in the middle of us and has been giving us trouble so we team up and wreck him. Just as I take his second largest city and end my turn I see the second largest city of my ally become an Arabian city, without any troops being near it, and then she is not at war with him anymore, that means that se made peace with this guy in exchange for a city... and this guy doesn't even have an army anymore. What the hell is going on? [link] [comments] |
Post a Comment