Civilization - TIL Wu Zhetian actually forward-settled during the China early game |
- TIL Wu Zhetian actually forward-settled during the China early game
- I just have a fun game with Shaka. Spawned next to Matterhorn. Steamrolled everyone, without a stop, like a hot knife through butter. Here's the seed.
- Anti-Canal Porn - Quite Possibly the Worst Natural wonder placement for this subreddit
- R5: Kongo developed death-ray lighthouses
- Constantinople Byzantium Istanbul Porn
- Fanart : Girls power
- An old Russian legend once told of an old man and a young boy who landed on this tupui with a house that was lifted off the ground with one thousand balloons.
- Cozy High-Adjacency Mountain Monastery
- Chemamull + Tsingy de Bemaraha
- Cree unique ability can cause some border shenanigans
- Moratorium on funny religion names posts?
- I highly recommend playing on an overcrowded map with R & F.
- TIL you can click on the religions panel under the city nameplate to open a much more detailed religious followers menu
- Well, I peacefully flipped a city-state... that was, uh, an investment
- Rise and Fall Tier List?
- Era score is simplistic and misleading, creates conflict between optimal play roleplay
- [Civ6] AI+ Mod Has Been Updated
- Can we talk about how silly it is that you'd actively choose to enter a Dark Age?
- Australia - Better Colours (Green & Gold)
- +5 Science +5 Food tile.
- He switched sides
- Horsemen should be upgradeable to Keshigs
- Decided to try deity....
| TIL Wu Zhetian actually forward-settled during the China early game Posted: 17 Feb 2018 08:47 AM PST
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| Posted: 17 Feb 2018 05:23 AM PST
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| Anti-Canal Porn - Quite Possibly the Worst Natural wonder placement for this subreddit Posted: 17 Feb 2018 12:03 PM PST
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| R5: Kongo developed death-ray lighthouses Posted: 17 Feb 2018 09:29 AM PST
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| Constantinople Byzantium Istanbul Porn Posted: 17 Feb 2018 04:57 AM PST
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| Posted: 17 Feb 2018 07:19 AM PST
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| Posted: 17 Feb 2018 09:20 AM PST
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| Cozy High-Adjacency Mountain Monastery Posted: 17 Feb 2018 05:54 PM PST
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| Chemamull + Tsingy de Bemaraha Posted: 17 Feb 2018 03:59 PM PST
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| Cree unique ability can cause some border shenanigans Posted: 17 Feb 2018 02:10 PM PST
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| Moratorium on funny religion names posts? Posted: 17 Feb 2018 06:58 AM PST | ||
| I highly recommend playing on an overcrowded map with R & F. Posted: 17 Feb 2018 06:37 PM PST I started a new game with the Mapuche. Huge map, Continents. 20 players total, 24 city states. There is no space anywhere. I was able to plop down only 2 "____ Mapu's" before I was out of options and every Settler spot was at risk of flipping but thankfully all my neighbors were in the same position. Then the fun began. Cities flipped, War were declared, governor choices were crucial, civs disappeared from the map, city states bit the dust, territory became a very valuable commodity. It feels like a true version of history with expansion and domination and a constantly changing map. 5/5 would recommend. [link] [comments] | ||
| Posted: 17 Feb 2018 02:29 PM PST
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| Well, I peacefully flipped a city-state... that was, uh, an investment Posted: 17 Feb 2018 01:07 PM PST Ever since the expansion dropped I've been interested to see just how much effort it takes to flip a city-state. And the answer is: aaaaaaaaaa lot. It involved immediately surrounding the city-state (Carthage) nearest to my spawn location, limiting its territory/access to amenities, and then going tall as all hell (playing as Poundmaker was instrumental). Once spies became available it was nonstop scandal spam to knock other civs' envoy total below my own (which for most of the game was the 1 you get for being the first civ to encounter the city-state, until some damn unintentional quest fulfillment bumped it up to 2). Even then I didn't really start getting Carthage loyalty-negative until 1905. My cities were all approaching 30 population while Carthage's was 14, with access to only 1 amenity. I had loyalty-enhancing policies in place (Limitanei, Communications Office), buttressed by espionage enhancing cards to quicken the scandal repetition. Then began the Bread & Circus blast. It took until 1950 for Carthage to finally go "free". Once it did, it lost the city-state buff, so it all came together pretty fast after that. It was voluntarily part of Cree society by 1959. I took a bunch of screenshots of the process but was wary of posting them due to being a newbie, so instead I wrote this entirely too long post. tl;dr: I flipped a city-state and all I got was this dumb cocoa. Anybody else pull this off yet? Even though it's (barely) situationally possible, it feels like the production used and policy card space occupied makes this an objectively dumb (though fun) proposition. [link] [comments] | ||
| Posted: 17 Feb 2018 02:23 PM PST Even though it might be a bit early, do we have preliminar Tier Lis? I'm mostly interested in seeing how the new Civs are doing, or if there been some significant change to the old ones. [link] [comments] | ||
| Era score is simplistic and misleading, creates conflict between optimal play roleplay Posted: 17 Feb 2018 06:22 PM PST So to start with the formula for determining era score requirements for normal and golden ages is as follows:
This is misleading, because the formula begins with points you start the era with. If the era score you achieved in previous eras doesn't matter, your score should be reset to zero at the dawn of each era. This would be much more clear. As it is now many players like myself would assume getting as many points as possible as fast as possible is the best way to get golden ages, which is entirely false. In the current implementation, any points you gain after the golden age threshold are entirely worthless, as well as the first 11 points after the normal age threshold if you fail to reach a golden age. This is stupid, and it leads to a lot of minmaxing once you understand how it works. To play optimally you will want to obtain exactly enough points to achieve the age you're aiming for, no more, no less. The era score system is discouraging the player from making progress, which is pretty much the entire point of the game. Take Mario Kart as an analogy. In MK being in first place means you will get less useful items to keep the game more competitive. This is analogous to Civ 6 not giving era score for dedication related activities while you're in a golden age (as you do for normal and dark ages) to allow the other civs to catch up. But Civ 6 goes much further. Each golden age you complete makes not only future golden ages more difficult but avoiding dark ages more difficult as well, which is like if Mario Kart made your vehicle 5% slower each time you finished a lap in first place. Further more, era score is essentially reset to zero at the start of each era. In MK that would be like moving each racer to the same point on the track once per lap. This is a version of Mario Kart where optimal play is to remain in the middle of the pack form most of the game. That is not the version of Mario Kart I want to play. To put it another way, when I first got Rise and Fall I was relieved to learn that city state quests come only once per global era, rather than once per the player's era. This means I no longer had to avoid advancing in the tech and civic trees in order to take advantage of every quest. Even better, being the first to reach a new era in either tree rewards era score. But unfortunately, era score itself recreates the problem but much worse, where to play optimally you need to avoid or delay not just advancing the tech and civic trees, but ANYTHING that gives era score. This includes:
This results in an enormous conflict between playing optimally and progressing through the game as one would assume is the goal of Civilization. So, there are two problems with era score that cause this conflict of interest:
Starting with point 2. 12 points is a fair distance between thresholds in the early game, but it doesn't scale with progress. So in the late game when building a single wonder can be worth 6 points, the difference is trivial. The easy fix to this is to have the difference between thresholds scale with era. Point 1 is a bit trickier. The obvious answer is to have era score count for something after you reach the golden age threshold. That's easier said than done, (and balanced) but it just plain feels unfair when all the planets align and you have a REALLY good era that exceeds the golden age threshold by 80 points only for the game to tell you those points were meaningless. Obviously they can't just be worth just as much as before the threshold because snowballing would become an issue. But if they were worth half, and the formula was changed to start with last eras golden age threshold instead of this era's starting score (only when the threshold was exceeded), that would be enough to make minmaxing no longer feel mandatory. For example, researching the world's first tech in a new era is worth 2 points, if points after the GA threshold were halved that would be 1 point, the same as researching your first tech of a new era, eliminating the need to minmax. I know that isn't a perfect solution, but something should be done to fix how broken the era score system is. And I know a game with so much emergent gameplay never ships finished, and that there will be tweaks, but era score seems particularly underbaked. And I don't believe the developers failed to think it through. I think they wanted to keep things simple for the sake of accessibility, something they've been doing since Civ 5 launched. But in this case it's gone too far and sort of ruined the experience by oversimplifying things into a game of optimising arithmetic. Don't get me wrong. Optimal play will ALWAYS have some level of conflict with roleplay. Like grinding in an RPG. That's just the nature of games. But the way era score works creates such a huge incentive to minmax that it severely diminishes my ability to enjoy the roleplay aspects. P.S. Sorry if you were unaware of how era score worked and this has dampened you Civ experience. The same thing happened to me when I learned about how era score really works. [link] [comments] | ||
| [Civ6] AI+ Mod Has Been Updated Posted: 17 Feb 2018 07:31 AM PST Update: Feb 17 @ 4:34am - Made fully compatible with the expansion (and it should still work if you don't have it) - Added unique behavior (build preferences etc.) to all the expansion and DLC leaders - Deepened the uniqueness of unique behavior, militaristic civs are now more likely to attack, industrial civs will now prioritize techs like apprenticeship, etc. - Reduced early city state rushes somewhat through making city states build more units early - Tuned aggression a little. Average aggression should be about the same as in vanilla, but there should be some more focused aggression (when a civ feels strong, militaristic civs, more lategame wars, higher difficulty levels) - Reduced late game settling somewhat - Made some changes that hopefully reduce civs eagerness to make peace - Removed some a change that made units less careful, as it's no longer needed for the AI to conquer cities. - Slightly changed what civs prioritize econ wise due to changed balance http://steamcommunity.com/sharedfiles/filedetails/?id=878717347 [link] [comments] | ||
| Can we talk about how silly it is that you'd actively choose to enter a Dark Age? Posted: 17 Feb 2018 06:45 AM PST Not sure how balanced it would be but off the time of my head two Golden Ages back to back could trigger a Heroic Age. Only issue I could see with that would be maybe Georgia would be OP. This bugs me even more than the Free City exploits with England/Zulu/etc. I've seen more than one streamer or YouTuber actively avoid getting era points in the Ancient Era to get an early Heroic Age. I honestly can't blame them, there isn't much a reason to not go into a Dark Age unless your aggressively forward settling early on without many loyalty bonuses. [link] [comments] | ||
| Australia - Better Colours (Green & Gold) Posted: 17 Feb 2018 12:15 AM PST
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| Posted: 17 Feb 2018 07:02 PM PST
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| Posted: 17 Feb 2018 06:58 AM PST
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| Horsemen should be upgradeable to Keshigs Posted: 17 Feb 2018 12:01 PM PST With the introduction of Light and Heavy Cavalry units, line of upgrades has become a bit scarce. For example, light cavalry Horsemen (Classic Era) is only upgradable into the Cavalry (which I guess is Renaissance or even later). It's a huge gap, which I think should be fixed in the next big expansion. Other examples include Musketman -> Infantry and Knight -> Tank But what can be done now is Firaxis should make Horsemen be upgradable to Mongolian Keshigs (Medieval era unit). I've just played a game, where I created a giant horde of Horsmen and took max advantage of Genghis Khan's trait and Ordu building. I was awaiting the moment when I could've become a real Mongolian - research stirrups, and upgrade all my Horsemen to Keshigs... but alas, there is no such option. I now have to build my army from the ground up, and maybe I should even get rid of all my Horsemen, so I won't go bankrupt. It's very anti-Mongolian, the core of this nation is about non-stopping storm of cavalry, and for me it abrupted exactly at the time when the nation should be at it's finest I think it's a major design flaw which destroys the spirit of the nation. But I think it's pretty easy to fix [link] [comments] | ||
| Posted: 17 Feb 2018 03:54 AM PST
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