Civilization - Introducing Civilization VI for smartwatch |
- Introducing Civilization VI for smartwatch
- Working on bringing Civ II to Android!
- Askreddit about the biggest threat to the world...
- When you only belive in Freedom
- Just passing through...
- Something doesn't seem quite right.
- City States really need to learn to fuck off.
- "My King, that city is almost all desert and water, what should we use its precious few arable land tiles fo-" "Golf course! Can't believe you had to ask me such a stupid question."
- Sweet.
- Fiancé wondered what I was playing... 30 minutes later she's addicted.
- [Civ 6] How to keep up with science?
- Was chased by Barbarians and settled next to the river in a hurry. Didn't realise the canal potential... Shame on me
- Just fuck my shit up
- Late-Game Religion
- The weirdest start ever. Somehow pangaea was generated as two separate pieces of land with all the civs on one. Turned into a rather fun game.
- Does settling new cities with Religious Colonization count as "converting a city for the first time"?
- Still waiting for a sequel to the greatest 4X game ever made
- Can I cheese war diplomacy this way with an AI teammate?
- When you load into Brave New World for the first time and that Earrape Terra Novum hits
- District Overhaul v1.1 out!
- [Civ VI R&F] First emperor game, nearly quit after a rough start. Turned out all right.
- Best Civ 6 game yet on Emperor
- Is this a good start as Korea?
Introducing Civilization VI for smartwatch Posted: 01 Apr 2018 06:11 AM PDT
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Working on bringing Civ II to Android! Posted: 31 Mar 2018 08:52 PM PDT
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Askreddit about the biggest threat to the world... Posted: 01 Apr 2018 09:10 AM PDT
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When you only belive in Freedom Posted: 01 Apr 2018 02:39 PM PDT
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Posted: 01 Apr 2018 12:47 PM PDT
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Something doesn't seem quite right. Posted: 01 Apr 2018 05:55 PM PDT
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City States really need to learn to fuck off. Posted: 01 Apr 2018 01:35 PM PDT The last three games I've played, city-states have parked their units in bizarre locations within my borders and they never move, and there's no way to evict them without declaring war. This current game I'm playing, it's actively fucking me over because my empire is situated among several mountains and this one warrior is blocking the entire pass to a city of mine that's being besieged so I can't get units to it. City States really need to stop spamming so many units, or need to keep them closer to home, or maybe should even have their own unit layer. I'm very much tired of this shit. [link] [comments] | ||
Posted: 01 Apr 2018 05:23 AM PDT
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Posted: 01 Apr 2018 03:09 PM PDT
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Fiancé wondered what I was playing... 30 minutes later she's addicted. Posted: 01 Apr 2018 04:56 AM PDT
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[Civ 6] How to keep up with science? Posted: 01 Apr 2018 06:32 PM PDT How do you keep your science output on par with other civs? It just doesn't make sense how I'm in the renaissance and stupid Pericles is in the information era. Any tips? [link] [comments] | ||
Posted: 01 Apr 2018 08:10 AM PDT
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Posted: 01 Apr 2018 03:49 AM PDT
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Posted: 01 Apr 2018 02:52 AM PDT The other day, I read a post from over a year ago, which listed one user's gripes with the religious victory. They complained about how the victory doesn't 'modernize' like the others; from the discovery of theology (which unlocks the temple, apostles and gurus), there are no further changes to religion (except for the possibility of evangelizing and launching an inquisition), leading to the spam-like nature of the religious victory. This is my response and some ideas of how to tackle the issue. Firstly, to add to the feeling of religion evolving over time, apostles should only be able to evangelize the religion with the discovery of later civics. For example, the first evangelization could be unlocked with humanism, the other with opera and ballet. From the start of the Renaissance, Great Prophets can be recruited by everyone, even by those who have founded a religion (the number of Great Prophets is no longer limited). If a civ without a religion recruits one, they can found a religion. Otherwise, the Great Prophets work like normal Great People. Some bonuses could be: • Allows religion to be evangelized (i.e. the same action as evangelize on an apostle) • Gives +5 strength to adjacent religious units (like a great general) • Grants relic(s) • Increased pressure from city There ought to be a late-game improvement to religion, which could come in the form of a centralised building. Unlocked with the civil engineering civic, this building would be constructed inside of the holy site of your religion's holy city (which could even cause a couple of crusades for the holy city), thereby limiting it to one possible place to be built, without the need for national wonders (the model for the building could depend on which civ you are playing e.g. a Grand chapel, or the Kaaba etc.). The idea of this building is to allow the pursuit of a different victory instead of a religious one, or to provide a late-game push into achieving a religious victory. The main purpose of the building is to allow two 'Reformations', which bolster the pursuit of any victory condition. For example: Religious: • Triples pressure from cities with holy sites • 50% cheaper purchasing of religious units • Weakens inquisitor outside of friendly territory, but allows it to work on enemy cities • Victories in theological combat have double the effect over a larger area • Converting a foreign city heals +20hp to any friendly units and does 20 damage to any units of a different religion within 5 tiles (only for religious units) • Attrition of 20hp (on units of a different religion) per turn spent in territory of a city following your religion Science: • Allows apostles to use all charges at once to boost space port/part production • +4% production towards space port/parts per city following your religion • +2% science per city following your religion • All techs researched by at least one civ following your religion are boosted Culture: • Triples tourism from industrial and later great works • Holy site buildings produce GWAM points and temples have a slot for great works of writing • Reduces the cost of purchasing naturalists to 40% of original cost • Allows apostles to spend charges to boost the appeal of a tile (+1 per charge used), up to a maximum appeal of 6 per tile Domination: • Allows gurus' ability to function on military units too • Cities build military units 20% faster per holy site building present • Can purchase units with faith (in case they haven't got the Grand Master's Chapel in their government plaza) These may seem very strong, but that is the idea – if they have committed to religion and it has not worked, they can still come back into the game. However, it needs to be such that a civ which has barely focused on religion can't just get a Great Prophet, found a religion, and receive a huge boost towards their chosen victory path. Therefore, the central building can only be bought with faith, perhaps with a cost of 2000 faith, and it requires a fully evangelized religion. An alternative would be to simply not allow any new religions to be founded after the medieval era, but that feels wrong to me; also, since civs with a religion would again begin recruiting Great Prophets from the Renaissance onwards, it would be very difficult for a new religion to be founded without significant investment, as the other religious civs would presumably already have several holy sites and thus a lot of Great Prophet Points. As a side note, these Reformation beliefs would not be taken advantage of by civs like the Kongo and India, since that would be very OP. Scrolling down into the comments of the post I read some suggestions for late-game religious wonders. Below are some bonuses I'd suggest for each (each of these must be built by the founder of a religion). • La Sagrada Familia: Must be built adjacent to a city centre. Allows a third Reformation belief to be adopted (from the centralised building). Unlocked with Ideology • Basilica of Our Lady Aparecida: Must be built adjacent to a hill. Grants +7 gold per turn for each city following your religion. Unlocked with Flight • Church of Saint Sava: Gives military and religious units +7 strength when fighting in territory of this religion. Unlocked with Mobilization • Wat Rong Khun (The White Temple): Grants two free evangelists and +2 evangelist capacity (see below). All evangelists begin with a free promotion. Unnlocked with Combustion • Ngu Hanh Son (The Marble Mountains): Must be built adjacent to a mountain. Unlocked with Steel There also ought to be some new method of spreading which becomes available towards the end game. Enter: The Evangelist. The evangelist could function like a spy, able to be placed inside city centres. They spread their religion passively, just from being present, but can take risks to spread their religion more effectively. For example: • Distribute leaflets: Makes this city more susceptible to friendly religious pressure for 10 turns. 100% chance of success • Radio-evangelism: Convert an non-religous citizen to your religion. 100% chance of success • Religious gatherings: Grants +10 combat strength to religious units in the city's territory. 100% chance of success. • Steal religious artefacts: Cause 2 followers of the city's majority religion to become non-religious. 65% chance of success • Sabotage Holy Site: Sabotage all the buildings in a holy site (meaning religious units cannot be bought there until the buildings are repaired). Eliminates all pressure from this city for 10 turns. 40% chance of success. Upon failure, the religion of the evangelist would take a hit and lose a few followers, along with the evangelist being sent back to his parent civ. Evangelists could be placed in cities of their own civ, where they would 'counter-spy'. They would prevent any actions with a 100% success rate from succeeding (distribute leaflets, radio-evangelism and religious gatherings), and they would decrease the chance of an aggressive act succeeding (Steal religious artefacts and sabotage holy site) Evangelists could even gain promotions like spy, some possible ones being (names required): • When they have successfully prevented aggressive action, release a burst of pressure of the evangelists religion • When they have successfully prevented aggressive action, grant 250 faith • More likely to succeed in cities with at least 4 followers of their religion • More effective in home territory (i.e. better at counter-spying) • Passive spread is stronger • More effective at aggressive actions • More effective at actions with 100% success rate (Side note: Just like other religious units, evangelists are of the major religion in the city they were produced in) Evangelists would be unlocked at Urbanisation (Capacity is 1) +1 capacity at the following: • Radio • Computers • Mass media • (Construction of the centralised building) • Cultural Heritage • Cold War • Social Media • Globalisation (This may seem like quite a few, but if you're really playing the religious game, someone will most likely have won by the time you reach social media and globalisation) My concern here is that this becomes too much like the spying system. However, spies can't really help a religious player, so this could fill a niche, without giving the spy a whole load of unnecessary baggage, so this could work quite nicely. I toyed with the idea of another religious unit. Personally, I don't think this would be a necessary addition, but I left it in for debate: for all players, the centralised building would unlock a new unit (called a priest, for example). This would essentially be a stronger apostle, better at spreading, able to acquire two promotions. The idea here is to give reformed religions an edge over those which are not reformed. (I think this wouldn't do anything to shake up the religious game, beyond what the centralised building and evangelists could already do, but perhaps you can persuade me otherwise). What do you think of my proposed changes? There's a whole host of other things I didn't touch on, like heresy, how religion could tie in to the loyalty system, state religions, etc., but this is what I feel would really make a difference to the late game. Which ideas do you like and which could be improved? What ideas have you got of your own? Edit: Link to the post I read: https://www.reddit.com/r/civ/comments/55o74i/civ_vi_religious_victory_seems_pretty/ [link] [comments] | ||
Posted: 01 Apr 2018 10:52 AM PDT
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Posted: 01 Apr 2018 01:51 PM PDT I'm playing Indonesia and planning to play wide. Ultimately planning on running Domination or Religious victory. When I get my prophet I think I'm going to nab Religious Colonization where each new city I settle starts with my religion. Right now I'm picking my Dedication (Rise and Fall) and one gives me +2 era points each time I "convert a city to my religion for the first time". Will settling a city with my Religious Colonization grant me the +2 era points? [link] [comments] | ||
Still waiting for a sequel to the greatest 4X game ever made Posted: 01 Apr 2018 07:01 AM PDT
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Can I cheese war diplomacy this way with an AI teammate? Posted: 01 Apr 2018 04:54 PM PDT When you're fighting a coalition war you usually end up taking cities before your AI allies because the AI sucks at war. This inevitably pisses them off with a negative diplomacy hit of "You possess lands they covet". But on the other hand, this should go away if you no longer own that land right? So, if my teammate is some Civ friendly with everybody like Morocco, can I just give that city to my teammate immediately and avoid the negative diplomacy? [link] [comments] | ||
When you load into Brave New World for the first time and that Earrape Terra Novum hits Posted: 01 Apr 2018 03:30 AM PDT
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Posted: 01 Apr 2018 07:24 AM PDT Changes: v1.1
[link] [comments] | ||
[Civ VI R&F] First emperor game, nearly quit after a rough start. Turned out all right. Posted: 01 Apr 2018 07:43 PM PDT
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Best Civ 6 game yet on Emperor Posted: 01 Apr 2018 07:11 PM PDT
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Is this a good start as Korea? Posted: 01 Apr 2018 05:57 AM PDT
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