Civilization - /r/Civ Weekly Questions Thread - February 26, 2018


/r/Civ Weekly Questions Thread - February 26, 2018

Posted: 26 Feb 2018 02:15 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.


Vote for the next Civ of the Week. Civ of the Week will resume in March.

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PSA: The iPad version is getting DLCs

Posted: 26 Feb 2018 09:37 AM PST

What happens when you suddenly stop being the suzerain of Antananarivo:

Posted: 26 Feb 2018 03:19 PM PST

I still miss these guys

Posted: 26 Feb 2018 06:16 PM PST

Me and a couple of friends are playing a multiplayer game, decided to make some maps and post them to /r/civ. Turn 200

Posted: 26 Feb 2018 12:46 PM PST

Democracy vs Communism production bonuses

Posted: 26 Feb 2018 05:47 AM PST

Here's a CivFanatics post I made on it: https://forums.civfanatics.com/threads/democracy-vs-communism-production-bonuses.629387/

Link to the table

Basically, Democracy provides better production bonuses unless you have a very populous city AND you have high average production per population (with the breaking point being 2.7 prod per pop at size 20, increasing as your city size gets smaller).

Thoughts? Any corrections to my methodology?

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A Little Chemamull Porn Right Before Culture Victory On Deity

Posted: 26 Feb 2018 12:54 AM PST

Tlaxcala is like that city you forget you have and when you realize doesn't even have a Mill

Posted: 26 Feb 2018 06:25 PM PST

Recently in Mexico the city of Tlaxcala had its very first Escalators (article in spanish), and I just couldn't believe it, I mean, I know my country isn't a technological powerhouse like Japan, but I couldn't believe that a city, the capital of a state didn't had them.

And then it hit me, we were just busy doing other things and we forgot to upgrade Tlaxcala. Monterrey had a lot of hills so that was a great place to increase production, Guadalajara has a lot of luxury resources and gold, Sonora and Sinaloa make the food to keep the other cities growing, Acapulco and Cancún have crazy appeal and thus a lot of tourism... and Tlaxcala just never came up

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AI razed my city-state ally...

Posted: 26 Feb 2018 02:19 AM PST

[Discussion] Emergency prize pots should not be split evenly, but rather weighted by contribution value

Posted: 26 Feb 2018 05:09 AM PST

As it stands, you can join an emergency, do absolutely nothing, and get an equal share of the prize pot as anyone else. Also, if you're the only one to join a CS emergency and the CS flips back the next turn, you gain an absurd amount of money for having done nothing.

It would make more sense if there were a fairer system where civs who contributed more got a larger share of the gold. Each action (killing an enemy unit, being the one to liberate a city, etc.) can have a value that contributes to how of the prize money that civ gets.


EXAMPLE: Genghis takes Antananarivo. Emergency is declared. England, Cree, India, and Khmer join in. The prize pot is 6,000 gold.

England kills 3 Mongolian units: 2000 gold

Cree does nothing: 0 gold

India liberates Antananarivo: 3000 gold

Khmer kills 1 Mongolian unit: 1000 gold


This would greatly incentivize actually taking risks and actively engaging in the emergency, rather than joining and sitting idly just to get some free money off the back of the work of others. In the example above, Cree rightfully got nothing as they did not participate. India got the most gold for achieving the primary goal of the emergency, and England and Khmer get some fair compensation for their efforts.

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What gameplay changes do you think are most needed after Rise and Fall?

Posted: 26 Feb 2018 09:33 AM PST

I personally feel that RaF has addressed most of the big issues I had with vanilla civ 6. The game is starting to feel really complete to me. Still, I think there's more room to make the game even better, and I'm excited to see what they add moving forward. What gameplay changes would you guys most like to see?

For me, it's an overhaul to the culture victory. Culture was my favorite victory type in Civ 5, but it feels too passive in 6. I'd really like to see something more similar to the way you had to actively foster tourism from every other civ in civ 5. I'd also like to see tourism have tangible benefits to your civ before you actually win the game.

submitted by /u/Parad0x76
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Emergency AI logic

Posted: 26 Feb 2018 08:08 AM PST

[CIV VI MOD] CIVITAS Shapur I (Sassanid)

Posted: 26 Feb 2018 01:02 PM PST

Needless to say this was an easy game.

Posted: 26 Feb 2018 12:21 AM PST

Auto citizen assignment does not pick the most optimal spot, thoughts?

Posted: 26 Feb 2018 04:25 PM PST

Guide to Macedonian Domination on Deity?

Posted: 26 Feb 2018 12:43 PM PST

I haven't had a problem on Deity before. However, domination is a huge problem for me, especially civs that have a lot of bonuses for the early warfare when the AI is already ahead. Most of my time on Deity is Religious and Science victories.

I decided I'd try him out, but I'm doing something wrong and I'm not sure what. Should I just neglect Campuses and Beeline for Bronzeworking? Should I forgo scouts/builders/settlers and just build Warriors and Slingers and try to take a city in the first

Do I just rush for his UB and hope for the best? I tried that and ended up a bit too behind infrastructure and science wise. He's rated so high on tier lists, but I can't seem to do anything with him.

My usual strategy is to just bunker down, build science and culture districts for catching up and once it's closer to even with my neighbors I spend my production on units. This didn't seem to work for this Civ for some reason.

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Why does my city take 90+ turns to level up?

Posted: 26 Feb 2018 12:10 PM PST

So

I have +4 amenities, and i have 4 housing more than current population. But it takes 90 turns to go to the next population number. Are there other factors that get taken into account ? Because i am really far behind the enemy cities. I feel like i am missing something here.

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Domination victory

Posted: 26 Feb 2018 04:51 AM PST

I wish the domination victory was more balanced in difficulty compared to the conditions. Maybe if they made each unit cost maintenance food as well as gold each turn, or war weariness effected your culture and science output, which makes sense thematically, it'd be harder to raise these huge armies and run across people. The loyalty system helps, but they can do more.

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How do you make AI trade a city?

Posted: 26 Feb 2018 02:47 PM PST

Went to war with Sumeria, I killed all of his units and pillaged every improved tile but yet he still won't trade me his outlying city that he forward settled on me. How do you get them to trade?

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Looking for someone to play civ v brave new world multiplayer with

Posted: 26 Feb 2018 11:55 AM PST

Sell me on playing a religious game!

Posted: 26 Feb 2018 08:19 PM PST

I just can't get into a religious game of civ6. I usually play highly random maps with random civs. After a few attempts at having fun with a religion game, I just couldn't get into it, and find myself rerolling every time I get the Poland/Spains of the world.

My main gripes with religious civs are:
It seems pretty random whether you get the beliefs you want, which are obviously pretty game changing. I know the key is getting a religion founded ASAP, but I'm often not first to get there. Feels pretty handicapping that beliefs which are integral to a RV are often just gone by turn 50, with no way to access them.

RV games feel like limited domination games to me. Maybe I'm doing it wrong, but its basically build up faith, buy one of the small # of units which can spread religion, march them toward a city and convert. Rinse and repeat ad nauseum. Trade routes and pressure seem to be a pretty small part of the equation, and diplomacy is arguably more important than in some other victory types, but really doesn't seem essential (not to mention, theres a handful of agendas you can't do a thing about!)

Anybody here an advocate for religious games? Sell me on them! I'd like to play some good games with it, but just haven't been able to enjoy them the same way I do any of the other victory types.

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What gameplay additions should the next expansion(s) feature?

Posted: 26 Feb 2018 07:50 PM PST

Rise & Fall added Loyalty, Governators, Ages, Emergencies, and changed the Government legacy function.

Now, when Firaxis gets around to making their second or third Civ6 expansions, what would you like them to add? Here's what I think Civ6 could use:

  • The return of World Congress and Corporations, and through them, the addition of Diplomatic and Economic victory conditions.
  • Expanded mechanics for city population, giving them a defined culture like in Civ4, and if applicable religion. This would enable mechanics such as resettlement, immigration, and refugees to move population between cities.
  • Overhaul district specialists to have a special functions, like manufacturing certain luxury goods (e.g. glassware).
  • Expanded diplomacy functions, like viewing the other civ's opinions of each other (with appropriate level of diplomatic visibility), and using Casus Belli on City-States (instead of being locked into Surprise war)
  • Maritime city-states
  • Barbarian camps upgrading into Free Cities
  • Flesh out of Tech Tree and Civics Tree to eliminate several obvious gaps, which R&F forgot to do
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