/r/Civ Free Talk Friday - February 23, 2018 Posted: 23 Feb 2018 02:14 AM PST Greetings r/Civ. Hello and welcome to Free Talk Friday, a megathread where everyone can rant, vent, or otherwise express themselves to their heart's content. This is also a place where you can organize your thoughts, or even a party for multiplayer games if you so wish to. Despite the mostly free of expression, however, we would like to ask you to still follow the rules, mainly: - Be polite as much as possible. Don't be rude or vulgar to anyone.
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For other Weekly/Monthly threads, you can now view them here. Want to talk to people in real-time? Join us at Discord. Vote for the next Civ of the Week. Civ of the Week will resume in March. submitted by /u/AutoModerator [link] [comments] |
Going for the Diplomatic Victory at the United Nations Posted: 23 Feb 2018 06:47 AM PST |
TIL That the symbol for the library (CIV V) is NOT an old man with a silly mustache... Posted: 23 Feb 2018 05:55 PM PST |
Of course you didn't Posted: 23 Feb 2018 12:29 PM PST |
I'd like Civ6 to bring back Maritime city-states Posted: 23 Feb 2018 04:59 PM PST Currently, the city-states all have a category for every yield except Food. So to correct that, they should add in Martime city-states with the following effects: - Green color scheme
- 1 Envoy = 2 Food in capital
- 3 Envoys = 2 Food in every city with a Lighthouse
- 6 Envoys = 4 Food in every city with a Shipyard
- Coastal or lake start biases (for obvious reasons)
I don't have any particular ideas on maritime city-state suzerain bonuses at this time though. submitted by /u/Geodynamis [link] [comments] |
My own culture porn Posted: 23 Feb 2018 09:13 AM PST |
Drawing: Glory of the World, Kingdom and Faith Posted: 23 Feb 2018 12:11 AM PST |
How to deal with extra artists Russia style Posted: 23 Feb 2018 09:23 AM PST |
When City States get epic starting locations Posted: 23 Feb 2018 02:46 PM PST |
Why don't we get to see the districts yields just the way we get to see all the other tiles? Posted: 23 Feb 2018 12:29 AM PST |
Pano1g’s Top 10 Deity Religious Victory Civs in Rise &Fall (With Explanations) Posted: 23 Feb 2018 02:34 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!). You can read my previous entries in the series here: Science Victory: https://www.reddit.com/r/civ/comments/7z0m1k/pano1gs_top_10_deity_science_victory_civs_in_rise/ Cultural Victory: Coming soon* Domination Victory: Coming soon* 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 continue this series with the top 10 Religious Victory Civs! 1) Arabia I was very much tempted to put Russia in the top spot due to their insane faith generation and cheap Holy Sites but ultimately I had to give this one to Arabia. A free Great Prophet regardless of what you do is just too good, especially on Deity. You can't win a religious victory if you don't found a religion and Arabia is guaranteed one. This is basically the only civ in the game that can hold off on founding their religion until they secure enough holy sites to make it worth and then all their cities with holy sites get immediately converted! You don't have to worry about the Deity AI wiping your religion out early on with their unfair faith generation bonuses. Being able to faith purchase their worship building at 1/10th the cost saves Arabia a LOT of faith throughout the game. Furthermore, these buildings provide faith themselves….faith that can be used to buy Apostles, Inquisitors, military units, great people….whatever you need really. Arabia's Madrasa generates faith equal to the adjacency bonus of the campus district. While this is not as huge as it was pre Rise & Fall with Science City States providing buffs to adjacency, it is still an extra source of faith (and science) that Arabia unlocks while going down the religious victory path of the civic tree….very handy. +10% faith generation in all cities with their worship building is nothing to scoff at. The fact that Arabia doesn't have to build any holy sites themselves to secure a religion grants this religious civ a uniquely safe early game. Arabia can actually afford to make as many units as it needs to defend itself/conquer its neighbors very early on without risking losing its religion. You may be tempted to pick up your worship building first when you found your religion……DON'T! Especially if you're the last one to grab a religion. The Deity AI will grab all the best religious buildings first so instead grab yourself the best religious belief in the game: Defender of the Faith. This belief applies to both your military and religious units and it makes defending both your lands and your religious spread very easy. Most importantly however, this keeps the belief out of the hands of your rivals; Defender of the Faith is very hard to fight against with religious units (and military units for that matter) on deity, so do yourself a favor and don't give yourself that mountain to climb. Mamluk's are a strong, versatile unique unit that are strong on both offense and particularly on defense and grants Arabia relatively reliable games since it eliminates their dependence on securing iron. This might seem like a weird bonus, but the fact that you're playing as Arabia also means you're not facing off against Arabia (unless you've set up your map to allow copycat civs). This can be a big deal on deity because automatically removing a Great Prophet from the available pool that can be spawned regardless of what you do can be very frustrating to deal with. This is especially frustrating if you haven't discovered that Arabia is in your game yet; you think you're safe to snag the last Great Prophet and then poof he's gone! 2) Russia - Russia may not get a free Great Prophet, but Russia is still arguably the best religious Civ in the game. They're better than Arabia at virtually every other aspect of religious victory, aside from founding a religion and getting a cheap worship building, so if you prefer it you can think of Russia and Arabia as both no. 1.
- Their unique district Lavra is half production cost, provides +2 Great Prophet points, +1 GWAM points and claims a tile into your territory every time you use a Great Person in that city. It may not be as easy as Arabia to found a religion (cause nothing beats free), but this is still the easiest civ in the game to found a religion before the Deity AI does. The GWAM points may not seem like they contribute to a religious victory at first glance, but Great Works provide culture and everything you need for a religious victory is on the Civics tree so more culture means getting to important Civics faster.
- +1 faith and +1 production from tundra tiles, when combined with Russia's tundra bias means that Russia is almost always guaranteed first Pantheon. Personally, I recommend grabbing the Earth Goddess Pantheon which grants +1 faith from tiles with charming or better appeal. The AI usually grabs this Pantheon first however so if you got unlucky and were unable to grab it Dance of the Aurora is a solid alternative; it benefits from the +100% holy site adjacency bonus policy card so it can add up to more faith than Earth Goddess if your empire is mostly on tundra.
- All the extra territory that Russia gains when they found their cities means a lot of things for Russia; but most importantly it means that Russia will very rarely have to spend gold to buy tiles. This is very important because since Russia will be building a faith economy they will have less gold than other civs typically do. Furthermore, all those free land tiles will ensure that Russia will be able to get optimal placement of districts in their cities without needing to buy tiles with gold.
- Speaking of gold, Russia's Grand Embassy provides bonus +1 Science and +1 Culture per tech or civic that they are ahead (and the Deity AI WILL be ahead) for trade routes to foreign civs. International trading is even better in Rise & Fall and trading with allies is very profitable. For Russia it is even more profitable however since they can use trade route to not only cover their gold needs but also to help them keep up with the AI in tech and civics without needing to invest in as many campuses or theatre square.
- Combined with the generally high faith generation that Russia usually has, this is probably the one civ where I can say it's safe to grab the best worship building (either Meeting House or Wat) first before Defender of the Faith. You'll probably be generating enough faith to Evangelize your religion before the AI does.
- Russia's tundra bias basically guarantees that Russia will have lands to settle far from the AI and this guarantees them a lot of safety in the early game. This bias is a double edged sword however; because there won't be many civs close by you cannot always rely on the tried and true Deity strategy of conquering the first neighbor you encounter. Furthermore, because there will be a lot of empty lands around you, you will have to contend with more barbarians than usual on average. As such It is still safest to build a few military units and clear barb camps before you go into building your first Lavra.
- Russia's Cossack is a very strong Unique Unit. Probably one of the best ones in the game. It replaces cavalry, boasts +5 combat strength over them and another +5 combat strength when fighting in or next to home territory. Most importantly however these units can move after attacking, making them very powerful on offense or defense (especially if you have Defender of the Faith belief). Combined with the ability to faith purchase units with the Grand Master's Chapel this unit can be used to conquer a lot of land in the midgame or to defend yourself to make achieving religious victory a bit easier.
3) Japan Similar to Russia, Japan gets half production cost holy sites. This is a big advantage for founding a religion and building up their faith generation that gives Japan a leg up on most other civs. Unlike Russia however, Japan's holy sites only generate 1 Great Prophet point just like everyone else. Meiji Restoration makes every adjacent district grant +1 adjacency bonus instead of ½; this ensures Japan can eventually get good adjacency yields from all their holy sites regardless of terrain. This civ ability is even stronger in Rise & Fall because one of their cities can get great early adjacencies from the government plaza. Cheap theatre square districts may not help Japan with advancing their religion directly, but it will provide them culture which is essential for unlocking the most important religious civics. Meiji Restoration is very useful in this regard too because high culture yield districts are usually hard to come by; but Japan will have no problem with this. Minor bonus, but their +5 combat strength for units on shallow water and adjacent to coast applies to their religious units as well. This means that Japan will have an advantage in religious combat near coastal cities. Unlike Russia, Japan does not have guaranteed early game faith generation so they probably will not grab the first Pantheon. I recommend grabbing Divine Spark instead since it will help you found a religion faster and has bonuses that extend to their theatre squares and campuses. Because Japan has a good chance at founding a religion first or 2nd, you may be tempted to choose a good worship building as your first belief. I would recommend against this because Japan does not have as strong faith generation as Russia does and may not be able to grab Defender of the Faith before the AI if they wait to evangelize to get it. Samurai used to be a pretty bad unique unit before Rise and Fall. However, with the ability to now stack Oligarchy and Oligarchy's legacy these units don't require iron and can beat Knights in combat, giving Japan a guaranteed timing push and relative safety in the early-midgame… a time when many dangerous civs hit their powerspike and may war on you instead. 4) Nubia Now this is going to seem like a weird place to put this Civ, but it really hinges on two things: bonus production to districts and the Pitati archer. +20% production towards districts is a good bonus in of itself and helps Nubia get out a faster early Holy Site to compete for a religion. They may not be able to build Nubian Pyramids adjacent to their cities early enough in the game for the extra 20% production towards districts that it offers, but early game that +20% does make a difference. Mid-lategame these production bonuses really start to shine as Holy Site production costs start to escalate. The Pitati archer is a very strong early game unique unit that guarantees Nubia will be safe in the early game against the Deity AI and barbarians. Since Nubia gets +50% production towards archer units they can build a few of these quickly early on and you can conquer holy sites from nearby civs/city states with ease. Even if you don't go the warmongering route however you will likely be safe with these archers guarding you. A bias towards Desert and strategic/bonus mining resources means that Nubia can make good use of either the Desert Folklore or religious Idols Pantheons. As a bonus the AI is not very likely to take these so you can probably hold of on pushing for a Pantheon for as long as you need to. The Nubian Pyramid provides +1 of the yield of the respective district it is adjacent to. With a Nubian pyramid adjacent to your city center and a holy site that can mean an easy +2 faith/turn in those cities. 5) Aztec Being able to use builder charges to build Holy sites (or any other district they may need) proves invaluable for the Aztec; particularly in the mid-lategame when district costs start to skyrocket. With the ability to turn enemy units into builders in the early game and the Ancestral Hall building giving the Aztec a free builder in every settled city, it's not hard for this civ to go wide and build a quick holy site in every city. +1 Combat Strength for every unique luxury the Aztec develop in their lands also applies to their religious units as well; meaning that their Apostles and Inquisitors will have a leg up in religious combat against the opposition. +2 faith from their unique build Tlachtli provides a minor faith boost for this civ. You won't want entertainment districts in every city, but you will in some and getting this little extra is nice. As a bonus, having your people happy/ecstatic increases all city yields by 5-10%, including faith so building this building may increase the Aztec faith production more than it says on the label. Eagle Warriors help the Aztec survive and thrive in the early game while also providing you with free workers. Use them to conquer neighboring civs and city states right away and use the builders to help you found your religion even faster! 6) Scythia - This particular civ may not have any bonuses to help them found their religion faster but the rest of their bonuses more than make up for it.
- Killer of Cyrus not only grants the +5 combat strength vs injured units to both their military and religious units, but it also grants the 30 hp heal when eliminating another unit as well, making this the only civ in the game that has a built in self-heal for their religious units in foreign lands. The inclusion of Gurus in the game lessened the utility of this ability, however combined with the combat bonus this ability proves to be quite formidable when spreading Scythia's religion across the globe.
- Scythia's Kurgan provides them with an easy source of faith outside of their Holy Sites and makes them one of the better civs in the game to secure an early Pantheon. As always Earth Goddess is a great choice if you can grab it but God of the Open Sky is also a fine option due to Scythia's horses bias.
- The +5 combat strength and self healing, combined with Scythia's horse bias and double horseman units being built when complete grants this civ a lot of safety in the early game while also making them very capable at taking out nearby Civs/City states. Be careful of barbarians however; due to your horse bias you may have to contend with early horseman barbarians if you don't clear out those camps quickly.
- The Saka Horse archer is a useful early game unique unit but it has a large upkeep cost. Thankfully their Kurgan also helps Scythia with that.
7) Poland - Poland has a big advantage in founding a religion early due to their ability to convert a military policy card into a wildcard. This allows Poland to rush for Mysticism and use the Revelation policy to give them +2 Great Prophet points/turn without even needing a Holy Site. This ability affords Poland some flexibility with their build order in the early game. It does have an opportunity cost however; because Poland is using this policy for Great Prophet points instead of a Military policy they may be hampering themselves militarily.
- Poland has the unique ability to not only Culture Bomb adjacent tiles when building an Encampment or Fort but also to convert the other civ's cities when they do so. When used properly this ability can save Poland a lot of conversion charges for Apostles and Missionaries throughout the game.
- Major adjacency bonuses for Poland's holy sites affords Poland better adjacency yields from their Holy Sites that is not as dependent on terrain as other civs are, similar to Japan.
- +2 Faith, +2 Culture and +4 Golds for relics in their cities is a hard bonus to utilize properly; it basically requires that you build Mont St. Michel to make good use of it, however if executed properly this can be a good source of yields for your empire.
- The Sukiennice is a versatile Commerce hub building that improves the quality of your trade routes. Of particular note is the +2 production for international trade routes. With a high level Religious Alliance you can get a lot of mileage out of your trade routes to that ally.
- The Winged Hussar is a powerful Medieval Era unit that at 55 combat strength completely eclipses the knight. It has no resource requirements is unlocked through the Civic tree which makes Poland a lot less dependent on Campuses than other civs are.
8) Indonesia +2 faith for cities settled on coast and lake tiles basically guarantees Indonesia first choice of Pantheon. This is great because on the coast there are a lot of high appeal tiles which makes Earth Goddess an excellent choice for religious victory. Most other people will tell you that God of the Sea should be your Pantheon choice for Indonesia and I would agree if you're unsure of what victory type you're going to pursue, but if you want a religious victory with domination as backup then I would argue Earth Goddess is the better choice. Indonesia doesn't get anything to help them found a religion faster, but minor adjacency bonuses from coast and lake tiles affords them a lot more flexible holy site placement than most. Indonesia gets a lot of housing, food and production out of their Kampung; making it so that they will often have cities large enough to support both Holy Sites and whatever other districts they may need. No movement cost for embarking and disembarking for their religious units gives Indonesia a tactical edge in spreading their religion. Furthermore their Jong can act as transport vessels; helping their religious units reach the far corners of the world fast. The ability to faith purchase naval units afford Indonesia even more uses for a faith-based economy than other civs. Bonus amenity from entertainment complexes on coasts or lakes improves is helpful in making their cities happy/ecstatic even when they're at war which in turn increases their faith yields by 5-10%. 9) Greece I was tempted to put another high faith-generating civ instead of Greece in this tier list but ultimately I could not ignore the utility of their free Wildcard. Much like Poland, Greece has a huge advantage in founding a religion by beelining the Revelation policy. In the end, religious victory is the only victory type that you can get locked out of early in the game and having bonuses to help you secure that religion is too important to ignore. Even once they've established their religion however, Greece still gets to use that Wildcard throughout the game to use whatever beneficial religious policies they unlock. Due to their generous culture generation with their leader bonuses and the easy adjacency of the Acropolis, Greece will blaze through the civic tree and unlock all the religious civics earlier than most can. Free envoys whenever an Acropolis is completed also helps Greece receive and maintain bonuses and useful religious suzerain statuses from City States. Their Hoplites are much stronger in Rise and Fall due to the inclusion of Oligarchy stacking and an expanded anti-cavalry upgrade tree. Spearmen usually suffer from the fact that they are even weaker than Horsemen even after the bonus vs cavalry, but with Hoplites side by side and Oligarchy stacking these guys can even hold their own against knights! This early unit, combined with Greece's hills bias generally gives Greece a lot of safety from invasion in the early game. 10) Egypt Their +15% production towards districts and wonders on rivers, while generally situational, can give Egypt a much-needed boost towards Holy site production early on that nearly rivals Nubia's. Additionally, while probably not good enough of a bonus to secure Stonehenge this bonus can help them get some other good religious Wonders like Mahabodhi Temple, Hagia Sophia, Mont St. Michel and Jebel Barkal (since they also have a desert bias). The faith generation of the Sphinx gives Egypt an easy source of it outside of Holy Sites and its +1 appeal can boost it even further if you manage to snag the Earth Goddess Pantheon. The culture of the Sphinx is also helpful for Egypt to get through the Civic tree faster and unlock religious civics. Mediterranean's Bride improves the effectiveness of Egypt's international trade routes both to and from them and with a high level religious alliance this can prove to be a very good source of faith. This is made particularly easier because Egypt receives double Alliance points from trading with allies. Their Maryannu Chariot Archer comes into the game very early and is VERY powerful. It has the movement of a heavy chariot with 35 ranged attack strength. At this point in the game 35 ranged strength is devastating and can be used to both defend from and attack neighboring civs and city states. This unique unit does have a tradeoff however; because it replaces the heavy chariot it lowers the number of available unit types that can be used to capture cities. Furthermore, because it is classified as a ranged unit it doesn't upgrade into knights. Upgrading chariots into knights is a common progression path for aggressive civs in Deity; an option that Egypt does not have and the primary reason why I didn't rank this civ above Greece. A lot of you are probably disappointed that Khmer or Gandhi's India didn't make this last spot. They certainly have a lot of faith generation potential with their uniques. An argument could also be made for China because it is the only civ that stands a chance on beating the Deity AI to Stonehenge and some of the other religious wonders. But in the end I had to give this one to Egypt. Khmer is certainly awesome when they get a religion going, but their civ relies on getting relics to be effective and not only can the AI prevent this by declaring war on you and squashing your Apostles with military units, but also the game has a limited number of relics available. India has great faith generation with Gandhi's ability and Stepwells, but lacks anything to help them found a religion and relies on both they and other civs to be at peace; something which is very unreliable on Deity. India's unique unit Varu is excellent early game though, particularly on defense, and even holds up in the midgame as a support unit. If I had to recommend an 11th place or alternative to Egypt it would be India because of how strong their faith generation and Varu can be. China may have the POTENTIAL to beat the Deity AI to Stonehenge, but that doesn't mean they should. Doing so puts this civ in a lot of risk in the early game and their bonuses are usually better put towards a cultural or science victory instead. submitted by /u/seacow1g [link] [comments] |
I was planning this money shot from the moment I saw my spawn. Doesn't get better than this for Russia. Posted: 23 Feb 2018 10:01 AM PST |
I don't know about that, Alex. Posted: 23 Feb 2018 09:39 AM PST |
If NASA had the DoD's budget, we would've had a science victory at least 10 turns ago. Posted: 23 Feb 2018 03:57 PM PST |
I wish there was a world market Posted: 23 Feb 2018 09:40 AM PST Sometimes I just don't want to have to go leader to leader to leader to see who will pay what for my luxuries. Sometimes I'd like to just say to the world, hey, anyone want this shit? And see who will pay most for it. The way I see it working is you start the auction then every AI, or other player, gets to make their bid during their turn. When your turn comes back around, you get to pick which bid you accept or not. I can imagine this being used for gold as well. If you need a quick cash infusion, offer up some GPT for a lump sum and see if anyone will take it. Or vice versa if you are ahead and doing well. Offer up a lump sum of gold and see if anyone wants to pay the GPT and make a bit of profit on the returns. submitted by /u/Geminidragonx2d [link] [comments] |
Polder P*rn Posted: 23 Feb 2018 03:36 PM PST |
I found a two tile island with the Cliffs of Dover. Posted: 22 Feb 2018 08:41 PM PST |
I'd love if Firaxis made an AMA focused on the AI Posted: 23 Feb 2018 03:04 AM PST Don't get me wrong, I don't want to hold them accountable or anything. I'm honestly interested in the nature of the problem and how are they improving it. If you take a look at some latest posts, evidently something has changed with R&A but the improvement is super inconsistent (some AIs are acting really smart, others are still at release level, even in the same game). Why is that? What have they specifically changed? There are modders who created great AI mods so I'd suspect the problem isn't just technical and I'd love an insider look to understand how does Firaxis approach it. Also I think the discussion of 'what would be a perfect AI?' is an interesting one. We clearly don't want an AI which plays perfectly and tries to win in each possible way; that may sound right but it would actually be pretty unfun. So what do we want from the AI? And what would be the perfect way to implement difficulty? submitted by /u/shisyastawuman [link] [comments] |
My age-old chariot with just a slither of health ramaining dealt negative damage to this city. Posted: 23 Feb 2018 01:40 PM PST |
The snack that smiles back Posted: 23 Feb 2018 07:14 PM PST |
Why Civilization 6 AI Sucks - Part 2: Settling Posted: 23 Feb 2018 10:37 AM PST |
I like these yields Posted: 23 Feb 2018 06:00 PM PST |
Ouch Posted: 23 Feb 2018 06:48 PM PST |
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