Civilization - How does this even happen? |
- How does this even happen?
- Dream spain start, another continenet within 10 tiles and iron on first expansion.
- Why no war declarations, or peace treaties recorded in the Historic Moments?
- I built a Petra!
- CIVITAS City-States Expanded - 4 new city-state types, 40+ new city-states, balance changes, and more!
- A: Where should we build Machu Pichu? We need a high place! B: How about that mount- A: AH, that famous geysire back there looks just PERFECT!
- Ah yes, Shaka; Man of culture and renowned wonderwhore
- The frozen lands of America
- Game Design Breakdown of Units in Civ
- All Civ Leaders' Birthplaces/Origins
- What crazy names have you come up with for your religion if you choose to go with the custom-naming option?
- I found three natural wonders RIGHT NEXT TO EACH OTHER! (The Delicate Arch, Yosemite and Dead Sea)
- England's ability not working?
- Can't win with non-militaristic civilizations (Emperor)
- [SfA] Ottoman Carpentry - impossible due to egyptian denounciation
- Why can't I plant woods here?
- The Zulus, free your mind. Just warmonger.
- Silent Launch - Disables the music in menus, and the voiceover in loading screen
- Naturalist and National Park
- Amundsen Research Station
- Um... can we have someone escort him out?
- Having weird issues with air strikes on submarines
- 64% off Civilization VI DLCs if you bought Civilization VI from February's Humble Monthly
Posted: 15 Mar 2018 11:29 AM PDT
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Dream spain start, another continenet within 10 tiles and iron on first expansion. Posted: 15 Mar 2018 08:46 AM PDT
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Why no war declarations, or peace treaties recorded in the Historic Moments? Posted: 15 Mar 2018 09:45 AM PDT The one thing that bothers me about R&F is that minor moments, like a war declaration or an armistice or peace treaty are not recorded in the Historic Moments. Are there plans to ad this, or a mod to fix this? [link] [comments] | ||
Posted: 15 Mar 2018 12:18 PM PDT
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Posted: 15 Mar 2018 12:04 PM PDT
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Posted: 15 Mar 2018 01:26 PM PDT
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Ah yes, Shaka; Man of culture and renowned wonderwhore Posted: 15 Mar 2018 05:33 AM PDT
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Posted: 15 Mar 2018 02:17 AM PDT
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Game Design Breakdown of Units in Civ Posted: 15 Mar 2018 10:17 AM PDT Cities are what makes Civ run, but the units are a lot of what makes it work. I'm going to break them down here and try to show why they are such a critical part of the series. SpreadsheetsI believe that without any units at all, the game would feel far too much of a spreadsheet for players to enjoy it. The units are the largest connection that the player has to the world and that's key to grounding the game and keeping it from feeling too abstract. It's also an integral part of the fantasy of playing an empire and is constantly reinforced as such by the amount that the player interacts with it. When I build a library in Civ, my interactions with that are just choosing to build it and then watching it complete. With units, building them is just the beginning of my playing with them. TacticsTactics function as a secondary skill for players to develop and the variety and expansion added to the decision making helps keep the game from feeling repetitive and solvable. They also give players a way to make up for falling behind economically. Dramatic EffectsCapturing an opponent's city is one of the most dramatic power shifts in the game and (mostly) requires units for it to happen. Loyalty mechanics occasionally provide an alternate path to shifting control, but are nowhere near as quick and effective as just using troops. This is especially true for the most important cities which naturally have the highest power swings associated with them. Due to this, units are often an integral part of playing to win, even if you are not going for a domination victory. SinksInterestingly, units also function well as a production sink. Building units is a repeatable way of using production that often improves the position of your empire. This makes it a good safety valve for when the player's production outpaces their tech. Additionally, they function as a tech sink. Having a tech tree of this size requires a lot of pieces to give the player and units fill in a lot of those holes. The Drumbeat of WarThe side-effect of all of this though is that the game pushes players into war. There are two thought patterns in particular to highlight here. The first is "Let me just run a quick war here and capture their major cities and then I can coast to victory for the rest of the game." As it results in the dramatic power shifts mentioned above, this is often a highly viable strategy. The second is "I'm a little bored with what's going on right now. Let's start a war." This is something that I used to do more when both I and the series was younger, but the theory still holds true. When a large part of the game revolves around unit combat, it is only reasonable that the player engages with it. War Breeds WarThere are a number of mechanics that further reinforce this. The facts that units heal and that it's much cheaper to maintain a unit than to buy a new unit together push players to maintaining an army once it is created. Additionally, the other civs further push the player to maintain a sizable army due to the threat of their military invasion. Once you have a standing army as a player, it then becomes significantly more tempting to start a war, especially if a neighbor seems weak. Through this, war breeds war in Civ. Interestingly, Colonization dealt with this issue quite neatly by letting the player have military units put up their weapons and work on the colony like the rest of your citizens. They can then be re-equipped with muskets as the player needs. This gives the player something valuable to do with the troops besides using them for warfare and so removes this particular push towards war. Non-Military UnitsWorkers/Settlers: Workers and settlers also function as ways to tie the player to the map. However, they do not function as a direct source of interaction between the different civs in the game, and so lose a large part of what makes the combat units so interesting for the players. Even nabbing a city spot from the other civs is not the same feeling as capturing another civ's city. The developments that they make are also very satisfying though. Archaeologists: These are interesting units and it's fun to dig up artifacts, but they also don't interact with the other civs and are constrained to a very small piece of the game. Spies: These do actually work as interaction between the civs and can have some impact. However, the systems underpinning them are quite shallow and so limit how interesting they are. It lacks the tactics component that makes the normal units so compelling. Religious CombatSimilar to the spies above, the religious combat system lacks the depth that it needs. While religious units share the combat mechanics of standard units, there are far fewer religious units and no type differences and so the tactics of the standard units does not get fully carried over. Additionally, as religious spread is much less valuable than actually taking over cities and as it is difficult to get a religion at high difficulty levels, religious combat is just less important than standard combat. ConclusionUnits do a lot to define the experience of playing Civ and I think that I've gone over all of the parts of them. Please tell me if there's anything that I missed or anything that you think could use further thought. [link] [comments] | ||
All Civ Leaders' Birthplaces/Origins Posted: 15 Mar 2018 04:14 PM PDT
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Posted: 15 Mar 2018 02:53 PM PDT Some variation in formatting of "The Empire Did NOTHING Wrong" and "420 Blaze It" are my personal favorite religion names, but I am curious to see what kinds of funny names people have come up with for religions that they name themselves in the game. I also always go with the turtle icon. [link] [comments] | ||
I found three natural wonders RIGHT NEXT TO EACH OTHER! (The Delicate Arch, Yosemite and Dead Sea) Posted: 15 Mar 2018 01:39 PM PDT
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England's ability not working? Posted: 15 Mar 2018 03:46 PM PDT
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Can't win with non-militaristic civilizations (Emperor) Posted: 15 Mar 2018 07:22 PM PDT Hello everyone, In R&F I won Emperor some times with early-militaristic civs (Rome, Nubia, etc) but I can't win with my favorite one, Indonesia. How should I do ? With militaristic civs I beeline the early UU, roll on my neighbors and if I have loyalty problems even with the loyalty cards, I stop domination and go for another victory path. However, I can't do anything with Gitarja. Prince, King ? Piece of cake. But Emperor is really hard for me. I build a large army, but coastal cities lack production, so I can't build Holy Sites in time and get a religion. But if I focus on Holy Sites, I get destroyed by my neighbors, and lose. In vanilla I would take Maritime Industries and capture AI coastal cities, but in R&F I can't anymore.
Thank you for your help ! [link] [comments] | ||
[SfA] Ottoman Carpentry - impossible due to egyptian denounciation Posted: 15 Mar 2018 06:53 PM PDT Hi, I recently tried to get the Ottoman Carpentry achievement again. got off to a good start. This means that I managed to build stables and ironworks in Tripolis and cargos in Tunis/Benghazi, still survive the early italian ambush and grab coal by settling to the south before egypt grabbed all the land. went on the counteroffensive and took Tunis back, all the italian cities and Algiers. I could easily go further west and take Gibraltar and Lisbon. on land I'm taking Italy's last cities, defending against Germany and planning to take over ethiopia. I've stayed on good terms with Egypt the whole game - he asked me to DoW ethiopia early which I welcomed because we'd get the "fought common foe" modifier and I didn't seem to get warmonger penalties to - or so I thought. even though I have DoF with both Morocco and Egypt, they both denounce me on the same turn, even though I have no negative opinion modifiers with either. this negates the DoF and I can't sell them gold for GPT anymore, which is absolutely necessary to win this scenario. does anyone have an idea how I can circumvent this? [link] [comments] | ||
Posted: 15 Mar 2018 04:30 AM PDT
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The Zulus, free your mind. Just warmonger. Posted: 15 Mar 2018 07:26 AM PDT In my most recent game on emperor difficulty, as the Zulu, I ended up in an early war with Tomrys and then just never stopped. At one point, I started razing anything that wasn't a really good city or had a wonder. By mid game, I had conquered the dutch, scythians and the Japanese. I attacked the japanese just as samurai came online and I don't think I lost a single unit. There just doesn't seem to be anything that can stop the zulus once you're going full steam. The babylonians got to infantry before I did, but they'd die from my Knight Armies or crossbowmen. Overall I lost 15 units (some of these were workers) and killed over 130. Now I know the AI can't fight, but it might be nice to have a mechanic where the AIs realize they're all gonna lose and team up a bit. [link] [comments] | ||
Silent Launch - Disables the music in menus, and the voiceover in loading screen Posted: 15 Mar 2018 04:51 AM PDT
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Posted: 15 Mar 2018 02:41 PM PDT Is there a mod out there that shows the availability of National Park lands before blowing the faith on a naturalist? Or one that shows locations if one removes the errant mine or farmland? [link] [comments] | ||
Posted: 15 Mar 2018 02:37 PM PDT I finally got a chance to build this wonder. It is one funky building. It comes late in the game and can really only be built by a relatively low production city or with Magnus and some forest harvesting. It's got a great reward with increased science and production, but it's really late so maybe only really a building for a late game catch up. [link] [comments] | ||
Um... can we have someone escort him out? Posted: 15 Mar 2018 07:49 PM PDT
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Having weird issues with air strikes on submarines Posted: 15 Mar 2018 07:26 PM PDT Whenever anyone attacks a submarine with aircraft, they hang around for a long time attacking it, circling multiple times and just taking way longer than if they were attacking anything else. Is there any way to fix this or any known cause? [link] [comments] | ||
64% off Civilization VI DLCs if you bought Civilization VI from February's Humble Monthly Posted: 15 Mar 2018 07:12 PM PDT |
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