Civilization - /r/Civ Weekly Questions Thread - January 31, 2018


/r/Civ Weekly Questions Thread - January 31, 2018

Posted: 31 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.


You think you might have to ask questions later? Join us at Discord.

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Summary of all the civs so far

Posted: 31 Jan 2018 02:26 PM PST

[Civ6] Forget canals, I want the ability to build tunnels.

Posted: 31 Jan 2018 06:16 AM PST

It would be really convenient if military engineers could build tunnels for roads to pass under mountains.

submitted by /u/goboking
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Infantry Unit Welcomed Home After 500-Year Deployment

Posted: 31 Jan 2018 09:04 AM PST

I achieved this a while back, I guess I'll finally post it.

Posted: 31 Jan 2018 12:56 PM PST

The Great Northern Barrier Reef

Posted: 31 Jan 2018 01:33 PM PST

Why has Civ never included language as a mechanic?

Posted: 31 Jan 2018 06:46 AM PST

I was watching an interesting video (ancient rome in 20 minutes) when it mentioned that today half the world speaks a language derived from Latin.

This got me thinking - language is one of the core fundamental aspects that define how a person thinks and who they are. It's influenced by culture but also transcends it; it's something that spreads in various ways (both conquest and culture) and both brings peoples together and keeps them apart.

So - why hasn't Civ ever introduced language as a core feature? One could imagine it being almost be like religion in the ways it spreads; it could provide incentives for various civs to interact in certain ways.

submitted by /u/dontnormally
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Crazy Idea: Golden Gate Bridge should be a wonder

Posted: 31 Jan 2018 01:03 PM PST

Here me out. On the CIV V loading screen, you see San Fransisco's Golden Gate Bridge as a screen filler. It should act as a road and can only be built on water tiles with two adjacent land tiles. It should give you era score and give you culture and gold.

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One of My Favorite Spawns, Ever

Posted: 31 Jan 2018 01:21 PM PST

Am I the only one excited about the Rise and Fall timelines?

Posted: 30 Jan 2018 08:38 PM PST

Has anybody else seen the Ha Long Bay in their game? This is the first time I've seen this wonder after thousands of hours in this game. Why is it so rare to find?

Posted: 31 Jan 2018 07:38 AM PST

Here's a quick sneak peek of my next mod for Civ 6: Dixie, led by Jefferson Davis and Huey Long!

Posted: 31 Jan 2018 03:17 PM PST

How do you think you'll have to alter your playstyle for Rise & Fall?

Posted: 31 Jan 2018 04:37 AM PST

Just like the title says, what aspects of your gameplay style do you think you'll have to switch up come next week?

I generally don't send Traders outside my Civ, just focus on internal trade routes buffed up with some Gold from Caravansaries but a primary way to get alliance points is shared Trade Routes so that'll have to change.

Anyone else?

submitted by /u/DeeYouBitch17
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Civ V- How about this double canal setup?

Posted: 31 Jan 2018 10:00 AM PST

Crush the Rebellion!

Posted: 30 Jan 2018 09:58 PM PST

A perfect spot for campus! Especially as Australia! Oh, wait...

Posted: 31 Jan 2018 04:40 PM PST

New to Civ 6, would like to know what is the best way to win the game by using gold.

Posted: 31 Jan 2018 05:14 AM PST

In Civ 5, I would concentrate all my efforts on making lots of gold and then I would buy all the city states' votes in world congress to achieve diplomatic victory. Now it seems that in Civ 6 there is no more world congress. What can I do with gold that could help me win? Domination? Science? Culture? Religion? Thank you guys!

submitted by /u/stevethehuman
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Tomirys goes historical

Posted: 31 Jan 2018 02:05 PM PST

Which of the DLC Civs are worth it?

Posted: 31 Jan 2018 07:27 AM PST

So with Rise & Fall coming out soon I've been browsing the steam page and looking at the other DLC. Most of the DLC is given negative or mixed reviews, are these ratings still accurate or was this just first impressions? If I could buy just one of the new civs which ones (if any) are worth it?

submitted by /u/L0ngp1nk
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Another Emperor Win. Just required a lot of environmental destruction. That's what the new planet is for!

Posted: 31 Jan 2018 11:01 AM PST

R&F Cultural Alliances - Bad for Culture Victory Civs?

Posted: 31 Jan 2018 07:36 AM PST

Level 3 Cultural Alliance Benefits:

  • No loyalty pressure to/from ally
  • +3 culture from trade routes to/+1 culture trade routes from ally
  • Each district gives more GPP
  • You gain +20% of your ally's tourism
  • You gain +10% of your ally's culture

Looking at late game benefits of this, as that is usually when culture victories are happening, and when the alliance has matured to level 3.

  • Culture Victory civs want trade routes to each other civ, limiting the benefit of stacking trade routes to your allies

  • Culture Victory takes longer the higher the other civs culture generation is. Trade routes giving culture slows down this victory.

  • You gain your allies tourism and culture. If I am leading in culture and tourism, this means I am slowing my own victory path and possibly getting a small boost from an ally's tourism. Overall this is likely net negative

Compatability with other Civs

Culture and Culture: If you're ahead, giving your culture to other civs slows you. If you're about equal the tourism and culture MAY speed up each of your influence on the rest of the world. Trade routes still useless/harmful to your victory.

Culture and Science: Science civ gets culture, you get no tourism benefit. Useless/ harmful.

Culture and Military: Military gets culture, you get no tourism benefit. Useless/harmful.

Culture and Religious: Religious gets culture, you may get some tourism from religious tourists, but effect is limited and likely does not outweigh giving them your culture. Useless/harmful.

Compare this to the Science Alliance which speeds up your victory type instead of slowing it down. Would love to have my view changed on why I would want to make a culture alliance as a culture victory civ.

submitted by /u/Vytteak
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Stealing World Wonders with Culture Bombs?

Posted: 31 Jan 2018 10:42 AM PST

Simply asked, can you steal World Wonders using a culture bomb? Like if the Hanging Gardens were in your border and you built an encampment as Poland, would you steal the Hanging Gardens or would it be destroyed?

submitted by /u/Breezertree
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Just looking for some pro advice, this looks like a pretty great start but I don't know the best possible spot to settle. Thinking exactly where i'm at and wondering how the community would look at it.

Posted: 31 Jan 2018 03:02 PM PST

After Rise & Fall (pt.3): Governments

Posted: 31 Jan 2018 04:11 PM PST

There are a few areas where I think Civ needs to be filled in after R&F comes out. My first, second, and third suggestions are here and here. and here.

My last suggestions is about governments.


Governments should 'shape' your civilization more, and have more impact on how you play overall.

The suggested changes below are intended to do that; but I've also tried to not massively change how governments already work. So, I've really focused on small tweaks, rather than wholesale changes. My suggestions are also intended to build off some ideas in my previous posts (esp. my envoy and civil works idea - see links above).

These are all "work in progress". Obviously, these changes would probably require some tweaking of each governments existing bonuses too.


Specific suggestions:

  • Dedications: when you hit a new age, you should get two additional dedications to choose from, which should be tied to your government type (i.e. you get different dedications depending on what government you're in when you go into an era).

  • For example, if you're in the Monarchy government, there might be a dedication called "Chivalry". In Dark and Normal Ages, the dedication would give you bonus era points for killing units with knights or pikes; in a Golden Age, the dedication would give you get a discount for upgrading to knights and pikes, and pikes become 2:1 when built in an Encampment.

  • Projects: each government would also give you a small bonus to running certain projects. For example, for tier-1 governments, oligarchy might boost harbour, encampment projects; autocracy might boost engineer and campus projects; and classical republic might boost commercial and theatre projects.

  • Governments could also give bonus to some of the advanced projects (Public Works) described in my last post.

  • Loyalty / War Weariness: I think each government should modify slightly how loyalty works in your cities. Autocracy / Monarchy / Communism should give a small loyalty bump to your capital and cities with governors; Classical Republic, Merchant Republic, and Democracy, should give a slightly smaller bump to all cities with a certain number of districts; Oligarchy, Theocracy and Fascism should generally give no loyalty boost, but instead reduced war-weariness (which fascism already does) and maybe additional loyalty when you garrison troops or inquisitors.

  • Envoys: building on the envoy system here, every time the world moves to a new a era, you would get +1 envoy for every civ that has the same government type as you.

TL;DR: governments should give additional dedications, and give bonuses to certain projects.

submitted by /u/acluewithout
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