Civilization - [Civ of the Week] Chandragupta's India


[Civ of the Week] Chandragupta's India

Posted: 07 Apr 2018 07:12 AM PDT

India

Unique Ability

Dharma

  • Receives the benefits of all Follower beliefs of all religions present in your cities

Unique Unit

Varu

  • Unit type: Heavy Cavalry
  • Requires: Horseback Riding tech
  • Replaces: Horseman
  • Does not require resources
  • 120 Production cost (Standard Speed)
  • No Gold Maintenance
  • 40 Combat Strength
  • 2 Movement
  • Reduces 5 Combat Strength of adjacent enemy units
    • Stacks cumulatively with other Varu units
  • Vulnerable to Anti-cavalry units

Unique Infrastructure

Stepwell

  • Infrastructure type: Infrastructure
  • Requires: Irrigation tech
  • +1 Food
  • +1 Food if adjacent to a farm
  • +1 Food upon researching Professional Sports civic
  • +1 Faith if adjacent to a Holy Site
  • +1 Faith upon researching Feudalism civic
  • +1 Housing
  • +1 Housing upon researching Sanitation tech
  • Cannot be built on Hills

Leader: Chandragupta

Leader Ability

Arthashastra

  • Can declare a War of Territorial Expansion after gaining the Military Training civic
  • +2 Movement and +5 Combat Strength for the first 10 turns upon declaring a War of Territorial Expansion

Agenda

Maurya Empire

  • Wants to expand his empire as much as possible
  • Likes civilizations who are far from his borders
  • Dislikes civilizations who are near his borders

Vote for the next Civ of the Week


Check the Wiki for the other Civ of the Week Discussion Threads.

  • Previous Civ of the Week: Zulu
  • Next Civ of the Week: TBA
submitted by /u/Bragior
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A radical idea: Building weapons, not soldiers

Posted: 07 Apr 2018 08:09 AM PDT

Don't you hate it when you get invaded by AIs only to realize that you've neglected the military, and the only unit defending your capital is an archer even though it's 1950 AD? Conversely, don't you hate it when you have a nice military but it's not worthwhile to invade anybody, so your army just sits around? I have an interesting idea that could really change the way militaries work in Civ: Instead of building a military unit, you could build weapons, and then equip those weapons to a unit of population to form a military unit. When you disband a military unit, you would keep the weapons and add the unit's population to your city. Wars would then actually deplete population from your cities if a lot of your soldiers are getting killed.

Would you enjoy playing the game this way? I think the production costs of weapons would have to decrease, and the game would have to reduce warmongering penalties in order to make it easier to go to war, but I'd welcome that change.

submitted by /u/Chamale
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Large AI bug report from AI+ mod developer

Posted: 07 Apr 2018 08:45 AM PDT

Trying to raise visibility so a Firaxis dev might see it, from /u/siestaguru:

  • Frequently ranged units will end their turn instead of shooting a target while they have remaining movement points. Based on my tests, it seems ranged units will sometimes even fail to attack if the ranged unit is executing an "Operation Attack Units" or "Operation Attack" node in a BehaviorTree with the target set

  • The settle spot evaluation system seems to not use its fresh water calculation correctly What appears to be going on is that instead of checking whether the city will be on fresh water, it instead calculates the amount of nearby fresh water tiles. The result is lots of cities one tile away from fresh water.

  • Some of the Operations don't have their OperationType set. What ends up happening is that for some reason these operations when active end up contribution to the operation limit of CITY_ASSAULT. This means that when these operations without type are active, CITY_ASSAULT operations no longer run. This is a major reason behind the lack of late game city attack activity.

  • Some BehaviorTrees can get stuck in Operation Move nodes when units cannot get in range of the target. With a minimum range of 2 on some important BehaviorTrees like Siege City Assault this happens somewhat frequently. For example, if an operation with 10 units tries to reach a city between mountains that doesn't even have 10 free tiles around it, it'll cause the units to stand around/dance around until enough units have died.

  • Some choices are clearly suboptimal. Some of the more glaring ones are: The AI heavily favors bad policies, settles cities that'll flip instantly due to loyalty and doesn't take 0 health cities with adjacent melee units

  • The diplomacy AI frequently accepts some requests like friendship/alliance without regard for the relationship. It seems especially buggy on the turn you first meet them.

  • The era based strategies such as STRATEGY_MEDIEVAL_CHANGES are all cumulative, they don't stop when the era ends. This seems unintentional. Additionally, STRATEGY_MEDIEVAL_CHANGES is activated in the Classical era, not the Medieval era

None of the pathways modders have to make units move using lua work well. This isn't relevant for the base game, but heavily limits what modders can do:

UnitManager.MoveUnit sometimes causes double moves, where the inbuild AI will still do its move after this is called, even when ChangeMovesRemaining and FinishMoves are used. Additionally, there seems to be an internal problem handling the changed location. Frequently the inbuild AI will move units on top of units placed there using MoveUnit (like a barb unit moving on top of a players unit without attacking it) We also really miss an UnitManager.AttackUnit as well as most other actions units can take

UnitManager.RequestOperation doesn't seem to work at all for any of the AI players, regardless of when, how and where this is executed. Even when UnitManager.CanStartOperation returns true, nothing happens

A third way that recently became available is to start operations with attached behaviortrees and add units to them. Unfortunately many of the inbuild BehaviorTree nodes don't always do exactly what's asked of them and there's no 'end turn' node, so that I can't force units to stand still after reaching their target. This approach also doesn't allow ordering of moves and unit swapping doesn't work well.

It'd be nice to have some kind of lua method that stops the inbuild AI entirely on some aspects like movement / construction, it's cumbersome and sometimes impossible to fully stop the inbuild AI from overriding actions, which makes it unpredictable what'll happen.

submitted by /u/nomickti
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I made another map and a bunch of flags for my Scotland TSL Europe Game! Each city represents their own region.

Posted: 07 Apr 2018 03:02 PM PDT

I think I'll declare war on these guys...nah, they're cool!

Posted: 07 Apr 2018 04:12 PM PDT

Mont-Saint-Michel in France

Posted: 07 Apr 2018 11:14 AM PDT

Civ5 Empire of Japan R.E.D WWII (1936-1941)

Posted: 07 Apr 2018 07:33 PM PDT

Water visual bug

Posted: 07 Apr 2018 12:13 PM PDT

Reached 1 billion population in my Civ V game

Posted: 06 Apr 2018 09:34 PM PDT

Need help. My economy is in shambles and my happiness is -25. Any advice?

Posted: 07 Apr 2018 07:43 PM PDT

Welp guess I have to start over now...(since now official DLC civs are more than the pantheons, you can't proceed if you don't build faith)

Posted: 07 Apr 2018 12:25 AM PDT

Just installed Rise and Fall on Steam, game content doesn’t load, so I’m still playing vanilla Civ. How do I fix this?

Posted: 07 Apr 2018 04:06 PM PDT

I already tried restarting my computer.

submitted by /u/TJsAwesomeName
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Kyoto, nestled in the heart of science and faith

Posted: 07 Apr 2018 11:13 AM PDT

Any tips for playing on Deity difficulty?

Posted: 07 Apr 2018 05:56 PM PDT

I've played through all of the other difficulties and have been able to win in first place a bunch of times, but now when I'm playing in deity either I get crappy starts with few resources or simply don't have where to put a good second city. Help I'm going crazy with playing with no progress.

submitted by /u/Boostro
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I just liberated Sumeria from being out of the game, and they won’t even except my friendship? What is this???

Posted: 07 Apr 2018 04:19 AM PDT

Is civ 6 on Mac compatible with the windows version yet?

Posted: 07 Apr 2018 05:43 PM PDT

Just wondering whether or not me and my pals will be able to play together yet !

submitted by /u/LordCreamCheese
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Digananeii's [LONG] Deity Domination List

Posted: 07 Apr 2018 07:11 PM PDT

Introduction

Hi everyone, this is a long post but you can look at the bullet points at the end of each leaders heading for a TL; DR. I don't see a huge amount of long text-based content in this sub, so hopefully it will create some discussion :)

This list was created for Civ 6 Rise and Fall after the March 2018 update. My intention is not to rank leaders, or divide them into tiers, instead I list those who I feel have significant advantages in early warfare, and those who maintain (or enhance) their combat bonuses throughout the game. This list prioritises civs that can win the game efficiently (in as few number of turns, and with as few random bonuses as possible).

Battles in Civ 6 depend on Combat Strength. The difference in Combat Strength between units determines how much damage they deal (and take). Combat Strength is not linear, so you should always try to maximise it whenever possible. A strength difference of 30 is enough to one-hit a unit, so every possible advantage matters.

The current meta for efficient Domination games revolves around cavalry. The first army a player produces consists of Horsemen, a battering ram, and a Great General. Later Armies usually consist of Heavy Chariots instead of Horsemen. Once stirrups are available the Chariots can be upgraded to Knights for as little as 90 gold so stockpiling Chariots is the best way to acquire them. Certain civs like Alexander and Gilgamesh have Unique Units that upgrade to Knights, which is a significant advantage since Heavy Chariots are pretty useless. Knights and Horsemen both have great movement and enough Combat Strength to make them the dominant units in their era.

Early Warfare

These leaders are particularly good at fighting in the early stages of the game, but some of their bonuses become less useful as the game progresses.

Alexander

  • Alexander benefits from a powerful classical Unique Unit (Hetairoi) that can acquire a large Combat Strength bonus. Produce as many Hetairoi as possible, since you can upgrade them into Knights directly which is key for prolonged games, however Hetairoi lose their unique bonuses once upgraded, so only upgrade them when your opposition calls for it. Alexander can also take advantage of science and culture boosts, which keeps him in the late game when his other bonuses fade away.
  • The Hetairoi unique unit has +1 Combat Strength over standard Horseman units and doesn't require any strategic resources. They also gain +5 Combat Strength when beside great generals, increasing their total bonus to +11, or +14 with higher diplomatic visibility. Hetairoi units also start with a free promotion and generate +5 Great General points with kills. This is a huge boost alone, and Alexander players who rush horseback riding and produce several of these units can afford to perform extremely aggressive invasions of neighbouring civs. The free promotion and extra Great General points synergise well with "To the World's End", allowing you to fight continuously from the ancient era.
  • The Basilikoi Paides building generates science equal to 25% of the production used when a military unit is created. This is underwhelming. Free science is free science, but the reward is not significant enough to produce this building early on, when you will probably be prioritising Hetairoi, districts, etc. There is some merit to using the Basilikoi Paides on continents maps, where you must research sailing, shipbuilding, and cartography to cross the Oceans. Producing 8 Hetairoi alone is enough to complete Shipbuilding.
  • "To the World's End" is a bonus that completely removes the negative effects of War Weariness on your Cities, and also fully heals your units if they capture a City with a wonder. A great ability for obvious reasons. War Weariness can cripple you if you don't manage your amenities properly, and now with higher overall amenities you can save some builder charges and enjoy better yields. Healing for ever wonder captured can become ridiculous in certain games. Deity AI in particular will build plenty of wonders, and you have a good chance of getting Qin or a leader with the wonder-building agenda in your games. Basically, there are many chances throughout your game to fully restore the strength of your army.
  • "Hellenistic Fusion" grants eurekas from encampments and campuses, and inspirations from theatre squares and holy sites. This is a very underrated ability, and by itself makes Macedon an extremely strong contender for quick science victories (alongside Gilgamesh). If you war late into the game, you can get eurekas and inspirations that are otherwise extremely difficult to get (such as globalisation), saving a huge amount of research time.
  • Alexander excels at early combat thanks to Hetairoi and Great Generals, and his secondary abilities make continued warfare attractive even after you lose your Hetairoi units. A complete lack of war weariness is also amazing for keeping your empire in good shape while you focus on campaigning.

Gilgamesh

  • What more can be said about Gilgamesh? Players have identified him as a great early-war civ since the early days of the game.
  • War-Carts are 30 Combat Strength chariot replacements available from turn 1. You can produce them for 55 production, and they ignore Zone of Control and anti-cavalry units. I feel like War-Carts might be nerfed in the future, so I don't invest much time playing with Gilgamesh. They're extremely powerful in the opening turns, and you can usually conquer your weakest neighbours on deity if you get a good start and use the right policies. The fact that they convert straight to Knights means that your Army will not have any redundant parts when the Medieval era comes. War-Carts eventually do become weaker, and you have to wait for stirrups before upgrading them, so make sure to use flanking bonuses where possible while you prioritise science.
  • "Epic Quests" will give you a tribal village reward for defeating barb camps. You can also levy city-state units for half price. This ability can get you a serious number of eurekas and inspirations in the late game to the degree that Gilgamesh is actually considered a very powerful Science Victory candidate. Think of it as a less reliable Hellenistic Fusion that you can use without war. This ability also grants dozens of free techs (!), builders, traders, early pantheons, relics, etc. Keep hunting barb camps and you can't lose. I'm not sure how price of levies is calculated and almost never levy myself, so I can't comment much on this bonus.
  • The Ziggurat improvement provides +2 Science, and +1 Culture if next to a river (+1 Culture with natural history). Ziggurats provide as much science as a Campus specialist, and as much culture as a monument, alongside whatever tile yields existed before. They're also available from the start, just like War-Carts. Building Ziggurats will put you ahead in the race to unlock stirrups, and the extra culture is a fantastic bonus. If you produce your improvement and a War-Cart in the ancient era you get +8 Era Score, combined with all the barb hunting the game incentivises, Gilgamesh is virtually guaranteed to get a classical golden age.
  • "Adventures with Enkidu" allows you to declare a no-penalty war with enemies of your allies, and also lets you share pillage rewards and experience gains within 5 tiles. This ability is certainly better for multiplayer (where it suddenly becomes overpowered). You won't be doing much allying, most civs will hate you for all the warmongering.
  • Overall, I don't need to hype up Gilgamesh as much as the other civs as he seems to get the recognition he deserves when it comes to his bonuses. Ziggurats alone make him a leader in science, so you can switch victory types mid-game if you get bored of owning people. You can't keep War-Carts forever, so there is little choice when it comes to early war. Try to gain as much territory as possible in the opening turns, and then rush Knights. Gilgamesh is probably the best civ for casual/new players due to how much fun early war and barb hunting is.

Tomyris

  • I thought Tomyris was an inferior civ compared to others on the list in the vanilla game because she relied on horses to achieve anything. In rise and fall, starting without horses is only a small setback. Two Governor titles can unlock the "Black Marketeer" promotion for Magnus, allowing you to produce units without the need to strategic resources. This is an obvious buff for civs like Tomyris and Genghis who need horses to really cause trouble. Tomyris got a less obvious but significant buff from this, because of her bonus that allows units to heal when they kill an enemy, which helps significantly when you can't heal your own units. Overall, Tomyris is looking great post Rise & Fall.
  • "People of the Steppe" grants you double light cavalry units and Saka Horse Archers. This ability makes Tomyris a better rusher than even Gilgamesh, but the bonus leans more towards the start of the game. Horseman units aren't viable forever, and their upgrade to cavalry comes in the industrial era. Nonetheless, Tomyris gets double unit production, and that lets her conquer vast amounts of territory early. Having more units can affect your gold in a bad way, but you get to abuse flanking bonuses much more than other civs.
  • The Saka Horse Archer is a ranged (1) cavalry unit that doesn't require horses to produce. They have no vulnerability to anti-cavalry units. I actually think these units are very weak, and I just focus Horsemen. They're worth the era score to get the all important classical golden age, but otherwise don't waste your production.
  • The Kurgan improvement provides +1 Faith and +1 Gold (+1 Faith from Pastures, +1 Gold from Guilds and Capitalism). Worth alone for the era score, and the small amount of faith will get you an early pantheon which is significant. Their gold income also allows you to partially support your huge Army, but more than a handful is a waste of builder charges.
  • "Killer of Cyrus" grants all units +5 Combat Strength against wounded units. Units also gain 30 hit points when they eliminate a unit. This is huge. As mentioned before, the healing from eliminations can support you when you don't have horses and also saves a huge amount of time you would spend fortifying units to heal them after battles. The Combat Bonus is fantastic and lets you snowball fights with your superior quantity of units. Wounded enemies lose Combat Strength as their health drops, so this bonus is effectively higher than +5. Tomyris is clearly geared towards producing large numbers of units and swarming enemies. Even though you can't get truly impressive Combat Strength like with Alexander and Genghis Khan, Tomyris is easily their equal due to her unique abilities.
  • Ultimately Tomyris rewards early aggression, and you should abuse her abilities to destroy your neighbours. Focus a large cavalry Army and don't worry about slowing down, but never forget to keep up with science and culture progression, because you need Knights to continue the domination.

General Warfare

These leaders have bonuses that are strong, but usually aren't designed for the same kind of early aggression as the previous leaders.

Genghis Khan

  • Genghis Khan has a number of Combat Strength bonuses that make him unbeatable if employed correctly. With horses, and enough space to properly develop, he can easily steamroll everybody in true-to-life fashion. The priority for Genghis is to increase your diplomatic visibility as much as possible. All civs (except for Catherine) start at "None", and can progress to "limited", "open", "secret", and "top secret".
  • "Ortoo" immediately grants trading posts when you make a trade route, which also increase your diplomatic visibility by an extra level. You also gain double the usual Combat Strength for every level of diplomatic visibility on your opponent. Sending a trade route to an opponent will grant your units +12 Combat Strength. This ability maxes out at +24 Combat Strength, or +27 for cavalry (due to Mongol Horde) once you involve a Great General, your Horsemen can reach +32 Combat Strength, which will allow them to one-hit almost every unit they fight. Alone, this ability makes Mongolia the best domination civ in the game, and unlike leaders such as Alexander and Shaka, the combat bonuses aren't linked to any era, you can use it throughout the game. Sadly, you can't use delegations/embassies to boost Combat Strength, since they get removed from a civ once you declare war. Make sure to keep your relationships with other civs low so they don't send trade routes in the early game. I think misunderstanding about this ability makes people put Genghis in lower tiers, when he is absolutely one of the best civs in the game.
  • The Keshig is a ranged (2) Cavalry unit with 4 movement and the ability to carry units in escort formation at its movement speed. The Keshig is a really great (albeit squishy) unit. You can build a few to escort settlers, builders, and battering rams, but make sure to invest most of your production into Knights since they'll be the backbone of your army. With a great general and Ordu, these units can move auxiliaries at 6 movement, which is fantastic logistic bonus that nobody can compete with.
  • "Mongol Horde" gives a free +3 combat bonus to all cavalry units, and also gives a chance to capture defeated cavalry class units. Free Combat Strength is free Combat Strength, and the fact that it applies to all cavalry units from all eras is significant. The second part of this ability is the only weak part of the civ. When you capture cavalry units, they start with no movement and always have very low health, which means the AI usually kills them on the next turn which is bad for war weariness. If you're lucky you end a war with more units than when you started it. From experience you tend to capture mainly Heavy Chariots so this ability can help you build your later Knight armies.
  • The Ordu building gives +1 movement to your cavalry units trained in a city. Much like Mongol Horde it works for all cavalry units in the game, which makes Mongolia even more powerful. Horsemen with 5 movement (6 with a Great General) can do things like crossing a river and pillaging a tile on the same turn. Movement is a hard to quantify bonus, but this allows you to set up your cavalry units in powerful ways and cross great amounts of terrain.
  • Pursing increased diplomatic visibility is extremely important granting you the all-important Combat Strength bonuses. You can increase your visibility by creating trade routes (grants two levels), using spies (grants two levels), and researching printing, which will grant a level over every nation. Mary Katherine Goddard (a modern era Great Merchant) also grants a level of diplomatic visibility to you, but the game will probably be over by then. Genghis is powerful in the domination category but do everything in your power not to fall behind in science, as you have no direct way to boost science/culture unlike Alexander, Gilgamesh, and Cyrus. Overall this is an extremely fun civ.

Shaka

  • Shaka gets a number of incredible boosts to Corps and Armies which make him the strongest mid/late game domination civ in the game. I sometimes see him put into lower tiers, and this is likely due to his boring and vanilla early game. If you can survive into the Medieval era, you can have a lot of fun with steamroller Corps and Armies long before anyone else. People seem to underestimate the window, but it's pretty significant, and comes even faster if you focus culture in your early game (I.e. theatre squares and divine spark). If you wanted to beeline Corps (mercenaries civic), it takes 1636 raw culture. Nationalism is required for other civs to get Corps (and where you get Armies), which requires 5746 to beeline, which is almost exactly 3.5 times the culture, and assuming you can match the AI in civic research, by the time they develop Crops, you will get Armies. Corps already offer +10 Combat Strength (+17 for Armies), but Shaka gets more bonuses that make him extremely lethal in the Medieval era.
  • The Ikanda provides +1 housing and is half price, but the biggest bonus you receive is the ability to create Corps and Armies outright. Normally you need to produce a barracks/stable + armoury + military academy to make them, so you save a huge 635 production (662 if you factor the cheaper cost encampment) per city if you want to produce Corps rather than combining them in the field. If you get Carthage in your game, your half price encampments can also support one trade route each, which makes Shaka a top five civ easily. Make sure to keep Carthage safe and in your hands if it's in your game.
  • "Amabutho" gives you Corps with Mercenaries and Armies with Nationalism, and also gives you +5 Combat Strength to each. I have already discussed the great implications of earlier Corps/Armies, and players with good timing and culture generation can dominate the game with them alone, but the additional Combat Strength means that Corps have +15 Combat Strength, and Armies have +22 Combat Strength. With a Great General (which you are certain to have by the Medieval era) and the lowest diplomatic visibility advantage (+3) your Armies fight at +30 Combat Strength, which is unbeatable.
  • Impis are a pikeman replacement that get double flanking bonuses and are 125 production, as opposed to 200. I haven't used Impis much at all (they're unlocked by military tactics). Double flanking bonuses means that Impis can get up to +8 or even +16 Combat Strength on surrounded enemies, which nearly overcomes their weakness against melee.
  • "Isibongo" gives +3 Loyalty to garrisoned cities, or +5 Loyalty if those cities are garrisoned by Corps/Armies. Capturing cities will upgrade units into Corps, and Corps into Armies, if you have the civics. Loyalty can be quite annoying in captured cities. You can combine this bonus with policy cards and governors to get an iron grip on your empire, and the only thing that could possibly cause your recently captured cities to revolt is the unrest spy operation. Getting free corps and armies when you capture cities is also fantastic. It can currently be exploited in the latest release of the game, but we won't mention that. This ability lets you grow and maintain your empire without having to pay for it with units and gold.
  • Overall Shaka is a leader that is slow to start but eventually becomes invincible, if you can give him the time he needs to develop, you will be well rewarded. His loyalty bonus effectively disables the only anti-snowball mechanic in the game, and the super early Corps and Armies have way too much Combat Strength.

Cyrus

  • Cyrus is one of my favourite civs in the game. Like Gilgamesh, he is well respected for his abilities so I won't write too much on him. What sets Cyrus apart from other civs on this list is the ease at which he can generate culture to unlock the extremely powerful policies that make domination easy.
  • "Satrapies" increases your Trade Route capacity when you unlock "Political Philosophy" and gives +2 Gold and +1 Culture for routes between your own cities. Your owned roads are one level more advanced than normal. This ability will help you financially support yourself when you surprise war civs constantly, even if you chose to go with the Oligarchy Government. Having access to classical roads in the ancient era means that you get bridges over rivers, which will save you a lot of turns with settlers and military units.
  • Immortals are ranged (2) units with 30 Combat Strength. They have the same Ranged Strength as archers but can defend better. The main appeal of Immortals is that they can be used alongside Great Generals for a potential maximum movement of 5, better than any early ranged unit apart from the Keshig. Immortals cannot capture cities like in the early days, so I rarely use them.
  • The Pairidaeza tile improvement gives +1 Culture, +2 Gold, and +2 Appeal (+1 Culture with Diplomatic Service). It also gives +1 Culture for every adjacent Holy Site or Theatre Square, and +1 Gold for each Commercial Hub and City Centre. It's the best improvement in the game. You get it with Early Empire, and it can produce serious amounts of culture for the early stages of the game. Trajan and Gorgo are the only civs that get so much culture at the start of the game. The appeal bonus works across seven tiles and is perfect for culture victories. Plan your empire carefully and your cities can become cultural powerhouses.
  • "Fall of Babylon" grants +2 Movement for the first 10 turns after declaring a Surprise War. No penalties to yields in occupied cities. Surprise Wars only count as Formal Wars in terms on war penalties. There is a 10-turn delay between making peace with a civ and being able to declare war against them again. If you find a minimum of two civs on your continent, you can surprise war and peace them in alternation, granting 4 movement to every settler and 5 movement to every scout. You'll find more goody huts, get more envoys, get more era score, etc. The ability is also useful when you want to go to war. Your Horsemen can get 7 movement if next to a Great General, so this ability allows for some extreme travel and manoeuvring. No penalties to yields in occupied cities means that you have time to build that all important monument before they flip, and once the loyalty situation is under control, all occupied cities are just as good as your core cities as far as producing units is concerned. Finally, the reduced warmonger penalties mean that you can get away with as many surprise war declarations as you want for the first half of the game. It's not so good later on when the penalties are out of control, but you can always turn back to a culture victory.
  • Persia is more of an "Empire building" civ than a domination civ. Your culture generation and general growth is unparalleled. I feel that the surprise war bonus will be nerfed soon, but right now it's a really fun ability. Persia is also good for casual/new players, who probably don't care for or understand the need to avoid war weariness and use casus bellis.

Thanks for all for taking the time to read this very long post.

submitted by /u/Digananeii
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A Game to Read Too

Posted: 07 Apr 2018 05:23 PM PDT

I'm mostly a Civ 2 player, so I'm wildly out of date with new Cvis. I didn't like Civ 5, I couldn't figure out how to take cities, and frankly I don't really enjoy "core" gameplay.

What I love, are scenarios. I want to listen to audiobooks as a play, and before getting a new computer I got a lot of mileage out of Civ 2's wealth of fan-created scenarios, mostly historical.

But Civ 2 doesn't play on Windows 10. So I'm asking what's the easiest game to learn that has the best scenarios. Ideally what I'd want would be something like an American Civil War scenario that I could concentrate on building the nation after my victory, clearing land, founding new cities, maxing the infrastructure.

Or a Mars scenario based on terraforming maps and could focus on terraforming and creating grasslands and forests or a post-apocalyptic scenario where I could focus on environmental restoration as well as city building.

Preferably I'd like events, cultural and economic victories and anything that would let me play "tall." I don't know when those things were introduced; I know Civ 5 has them and Civ 2 doesn't.

I'm thinking Civil 4 because it's the last that doesn't have the hex based maps, which I don't really like, but I'm in it for the scenarios.

Any advice is appreciated.

submitted by /u/Sansophia
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Mod to move GUI to center screen on triple monitors

Posted: 07 Apr 2018 05:15 PM PDT

I recently acquired a triple monitor setup and would like to play Civ V or VI on it, but it's impossible to play when the HUD spans the entire 3 screens. Is there a mod somewhere that restricts it to the center screen?

submitted by /u/iluvkfc
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Recommended settings for Caveman 2 Cosmos?

Posted: 07 Apr 2018 04:58 PM PDT

Title says it all, what settings provide the best experience for playing Caveman 2 Cosmos? Also, how well does it run? Normally, I like playing on huge maps with lots of Civs, but I feel like that might not be the best idea given the size of the mod in question.

submitted by /u/Tres5B
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The God tile

Posted: 07 Apr 2018 04:38 PM PDT

Any flat earth models for Civ 5?

Posted: 07 Apr 2018 04:35 PM PDT

I tried searching but it's not an easy search term. I am wondering if anybody knows of a flat earth model? If not for Civ 5, how about Civ 6?

This isn't a debate about flat vs. spherical earth. I'm just looking for something different to try my next marathon on.

submitted by /u/-Automaticity
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Why does the AI love warrior monks so much?

Posted: 07 Apr 2018 10:20 AM PDT

Despite the belief being one of the guaranteed AI picks, I never see them in action. The only warrior monks I've seen from the AI are provided by kotoku-in (another AI favorite), and even then they just stand still in the wonder's city. I imagine it'd be pretty annoying to fight an army of monks, and can understand if the AI is lobotomized to not use them for combat, but if that's the case then they're taking a belief that gives them literally no benefit.

submitted by /u/math_is_truth
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