Civilization - The Importance of Civ V... |
- The Importance of Civ V...
- Playing as Gitarja on TSL map is much hardcore than I thought...
- My Chichen Itza is summoning something...
- 28 wonder city. Is this the max yet?
- Theoretical Maximum wonders in a single city.
- PSA: CivTrader6's Playthroughs Is One of The Best Educational Tools I've Seen For Learning To Play On Deity; Check This Guy Out!
- When they changed Australia's colors from orange to green, they missed this.... Literally unplayable.
- This is fine.
- Double bay, all the bay across the sky!
- You know what's better than one fairly obscure indigenous Japanese leader? TWO fairly obscure indigenous Japanese leaders. Introducing Civ 6's first Ainu mod!
- Am I too late for the polder train?
- Is this tile good enough?
- Advice for polder porn
- [Suggestion] New Building: Bridge
- Do the Aztecs get a bonus with Military Engineers like with builders or is it just the failing AI?
- Sir Robert's Agenda needs a little tweaking
- Why does the Civ 6 AI hate City States so much?
- Forts need a rework
- Hannibal Barca marches war elephants through the alps
- [CIV VI] Step aside, Georgia. Turns out that Spain is the real master of Breaking the Wheel.
- Georgian agenda after researching Steel
- As a player who has never played Civilization before, what is it about?
- Social Media Is the Future I Guess
- It would be fun to have a unit loyalty mechanic.
Posted: 01 Mar 2018 07:49 AM PST
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Playing as Gitarja on TSL map is much hardcore than I thought... Posted: 01 Mar 2018 02:29 AM PST
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My Chichen Itza is summoning something... Posted: 01 Mar 2018 08:08 AM PST
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28 wonder city. Is this the max yet? Posted: 01 Mar 2018 10:32 AM PST
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Theoretical Maximum wonders in a single city. Posted: 01 Mar 2018 03:17 PM PST An earlier post and boredom at work has inspired me to work out a theoretical maximum for wonders in a single city. This assumes you have the production to keep up (I'm guessing China to secure the early wonders), and an absolute perfect starting location. It also assumes you have supplemental cities providing district adjacencies. That means you would need approximately the following (1st, 2nd, and 3rd ring refer to tiles emanating from the city center):
It would be something like this. The supplemental districts are color coded the best I could manage. I also realized after uploading that the river would have to flow differently to account for the Hanging Gardens. This uses 36 of the 42 available wonders with R&F. Wonders not used: Edit: formatting [link] [comments] | ||
Posted: 01 Mar 2018 10:58 AM PST
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Posted: 01 Mar 2018 12:01 PM PST
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Posted: 01 Mar 2018 06:23 AM PST
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Double bay, all the bay across the sky! Posted: 01 Mar 2018 03:40 PM PST
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Posted: 01 Mar 2018 03:34 PM PST
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Am I too late for the polder train? Posted: 01 Mar 2018 04:22 PM PST
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Posted: 01 Mar 2018 12:09 PM PST
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Posted: 01 Mar 2018 11:21 AM PST
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[Suggestion] New Building: Bridge Posted: 01 Mar 2018 11:27 AM PST I just played a game where two continents where separated by one sea tile, just like Beringia and I thought to myself what if I could build a bridge to connect the two land masses, it would allow units to easily move thought one sea tile during late game. I think it would be an awesome addition to the game, upvote if you think the same. [link] [comments] | ||
Do the Aztecs get a bonus with Military Engineers like with builders or is it just the failing AI? Posted: 01 Mar 2018 01:10 PM PST
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Sir Robert's Agenda needs a little tweaking Posted: 01 Mar 2018 12:01 AM PST So I just lost a game playing as the netherlands, found myself with France and Germany on either side of me and Scotland above me. Germany declared war on me, which made Robbie upset at me for fighting a war nearby. That put our relationship on a downward trend, but what clinched it is that after making peace with Germany, France declared war with me, keeping Robbie upset. He eventually declared war with me just as I was desperately trying to hold off France as "I'm warring with my neighbours" This agenda should really only count wars where you are either the aggressor, or you're conquering their cities. Blaming a kingdom for fighting a war of pure survival (where I lost a city in anyway) is just nonsensical. Anyway, I lost the game but thought I'd post to see if any of you have had a similar situation, and just in case Firaxis sees this and tweaks Robbie's anti-war agenda to maybe hate the aggressor instead of the victim. =) [link] [comments] | ||
Why does the Civ 6 AI hate City States so much? Posted: 01 Mar 2018 04:11 PM PST I recently picked up the game and R&F and I'm just baffled at how fast the AI just gobbles up every CS in sight, game after game. When even Brazil is doing it something's weird. I'm on King so it can't even really be explained by difficulty. [link] [comments] | ||
Posted: 01 Mar 2018 04:59 PM PST Full disclosure: I've never built a non Roman Fort in Civ VI. Part of it is that the requirements are pretty arcane (you need to build a Military Engineer, which requires an Encampment and an Armory) and the payoff is rarely worth it. What I propose is this:
What other ways can we make Forts useful? [link] [comments] | ||
Hannibal Barca marches war elephants through the alps Posted: 01 Mar 2018 07:45 PM PST
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[CIV VI] Step aside, Georgia. Turns out that Spain is the real master of Breaking the Wheel. Posted: 01 Mar 2018 10:38 AM PST
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Georgian agenda after researching Steel Posted: 01 Mar 2018 06:50 AM PST So, I was having a very peaceful game the other day, built a few walls on my border cities just for precaution. I even managed to keep Tamar happy with these walls. However, I unlocked the Steel technology, and Tamar now hates my guts because I'm not building enough walls. You can't even build walls anymore after you research Steel, how am I supposed to keep good relations when it's impossible to satisfy her agenda? This is not the first time that happens either, it's the second game she hates me because I don't build walls after researching Steel. [link] [comments] | ||
As a player who has never played Civilization before, what is it about? Posted: 01 Mar 2018 05:57 PM PST | ||
Social Media Is the Future I Guess Posted: 01 Mar 2018 02:54 AM PST
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It would be fun to have a unit loyalty mechanic. Posted: 01 Mar 2018 09:49 AM PST In history there have been situations like the trenches of the First World War, where whole divisions mutinied. Mutiny on ships has a long history as well. Unit loyalty would be a fun thing to add to the game and it would function like morale. You would lose loyalty by repeatedly sending wounded units into combat, by multiple units being killed nearby (say within five tiles), or for non-explorer units being outside your territory for too long. Having Great Generals and Admirals nearby would increase loyalty, as would victories. Pillaging would also bring loyalty since the soldiers would be looting. Policy Cards could also affect it in various ways. Units that got to zero loyalty would mutiny and became like free city units. Things like this have played such a huge role in important military campaigns such as Napoleon's Russia defeat, fragging in the Vietnam War, or in the Golden Age of Piracy. So I think it would be a really fun addition to the game. It would help keep a a major conquering power in check and make planning major wars more interesting. [link] [comments] |
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