Civilization - Baba Yetu on America's Got Talent tonight


Baba Yetu on America's Got Talent tonight

Posted: 24 Jul 2018 06:20 PM PDT

Colosseum bulit in Rome when in Rome, on world map w/ true start location

Posted: 24 Jul 2018 08:35 AM PDT

[Civ5] I was wondering about the cost efficiency of purchasing each building/unit instead of producing them normally, so I made this.

Posted: 24 Jul 2018 01:42 AM PDT

BABA YETU!!!!!!

Posted: 24 Jul 2018 05:59 PM PDT

On Americas got talent a choir sung Baba Yetu AND IT WAS GLORIOUS!!!!

When clips start getting posted ill add one!

submitted by /u/michaelphoenix22
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[Civ6] New Content Idea. Electricity and Power Generation.

Posted: 24 Jul 2018 11:54 AM PDT

Electricity/Power Generation

Since the Industrial Revolution, energy has been integral to the progress and development of human civilization. Energy affects everything from commerce and manufacturing to warfare and politics. It follows then that Energy should play a much greater role in the late game of civilization 6.

Below is my idea for how you could implement Electricity and Power Generation meaningfully in Civilization 6. If someone from the modding community or development team does happen to stumble on this thread and likes the ideas below, they are up for grabs. Feel free to use or change them however you like. I look forward to reading feedback on these ideas.

Core Mechanics of Electricity in Civ 6:

Upon completion of the "Electricity" Technology, players will unlock a City Project called "Convert City to Electric Power". Completing this project will convert that city into an "Electric City". Electric Cities provide bonuses if they are receiving power (more info on power generation below) and have problems if they are not receiving power.

Electric Cities - Benefits and Problems:

Benefits (If Power is being Generated for this city)

-+3 Amenities

+3 Food

+5 Production

All districts in a powered electric city increase their respective yields by 25%

Problems (If Power is not Available for this city)

-4 Amenities

-5 Loyalty

-5 production

All districts in an unpowered electric city reduce their respective yields by 25%

Given the many problems associated with having an un-powered Electric City, players will need to make sure they build up power generation infrastructure before converting a city into an Electric City.

How to Generate Power:

Option 1) Coal Plants:

- Starting with completing research on the technology "Steam Power", players will unlock the ability to build a coal plant with a builder. Coal plants are a tile improvement made by a builder. Constructing a coal plant uses 1 builder charge.

- Coal plants can provide power for up to 2 city centers within 6 tiles of the plant. In order to generate power, the player must have access to the strategic resource COAL. Each copy of the SR Coal allows the plant to power one additional city. Priority is always given to the city the plant is built in.

- Coal plants reduce the appeal of all surrounding tiles by -3.

- Two coal plants cannot be built within 6 tiles of each other.

Option 2) Gas Plant:

- Starting with completing research on the technology "Combustion", players will unlock the ability to build a Gas Plant with a builder. Gas plants are a tile improvement made by a builder. Constructing a gas plant uses 1 builder charge.

- Gas plants are an upgrade from a coal plant. Builders can upgrade existing coal plants into gas plants using 1 builder charge.

- Gas Plants can provide power for 3 cities within 9 tiles of the plant. In order to generate power, the player must have access to the strategic resource OIL. Each copy of the SR OIL allows the plant to power one additional city. Priority is always given to the city the plant is built in.

- Gas Plants reduce the appeal of all surrounding tiles by -2.

- Two Gas Plants cannot be built within 6 tiles of each other.

Option 3) Nuclear Power Plant

- Starting with completing research on the technology "Nuclear Fission", players will unlock the ability to build an NP plant with a builder. NP plants are a tile improvement made by a builder. Constructing an NP plant uses 3 builder charges (spent all at once).

- Nuclear Power Plants are an upgrade from a Gas Plant. Builders can upgrade existing gas plants into NP plants using 1 builder charge.

- NP plants can provide power for every city within 12 tiles of the plant. In order to generate power, the player must have access to the strategic resource URANIUM. One copy of Uranium is sufficient to power every city in the nuclear plant's effective range.

- NP plants reduce the appeal of all surrounding tiles by -2.

- Two NP plants cannot be built within 6 tiles of each other.

- NP Plants must be built next to Water (River, Lake, or Coast).

Option 4) Solar Field

- Starting with completing research on the technology "Synthetic Materials", players will unlock the ability to build a Solar Field with a builder. Solar Fields are a tile improvement made by a builder. Building a solar field uses 1 builder charge.

- Solar Fields provide power only to the city within whose borders they are built

- Solar Fields do not affect the appeal rating of surrounding tiles

Option 5) Fusion Power Plant

- This is a world wonder that unlocks with the technology "Nuclear Fusion"

- The Fusion Power Plant provides Electricity to every city in your empire.

Other mechanics:

- Power Plants of any kind can be sabotaged by an enemy spy. Sabotaging a Nuclear Power Plant causes a meltdown. This has the same effect as being attacked by a Nuclear Weapon but the epicenter of the destruction is the power plant itself.

- Visually, the city models should be different once they have been converted into electric cities. Electric lights should not be on during night time unless the city is powered.

Final Thoughts:

- My hope is that a system like the one described above would add additional tension and conflict between nations for energy resources and make player competition for coal, Oil, and Uranium even fiercer.

- Solar Fields are an alternative energy source for if you are unlucky enough to have a nation with no energy resources and have no one to trade with for them.

- The "Power Plant" building in the industrial zone should be renamed. Maybe just calling it the "Manufacturing Facility".

submitted by /u/MAureliusAA
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Once again, they didn't even try.

Posted: 24 Jul 2018 05:59 AM PDT

Incan One-city Petra Porn

Posted: 24 Jul 2018 07:20 AM PDT

Science Victory, Culture Victory? Why not both?

Posted: 24 Jul 2018 08:18 PM PDT

It wasn't meant to be that way at all

Posted: 24 Jul 2018 08:04 PM PDT

Settling on Floodplain Sugar turns into 2/1 tile?

Posted: 24 Jul 2018 01:08 PM PDT

The one thing that really annoys me about the AI

Posted: 24 Jul 2018 08:50 AM PDT

So I was playing a fairly long game with a bunch of civs on a huge map, right? I was at around turn 800, wiped out England together with Denmark (who constantly backstabs after wanting to be buddies), and on and off went to war with Spain and Russia.

This entire game, since like turn 10, I've been very good friends with Bismarck, by whom I'm completely boxed in, because he, like many other civs, likes to do ridiculous city spamming. We've constantly had DOFs and always denounced the same people. We traded, worked together constantly, and every time either of us was attacked, we'd help each other out.

Then, suddenly, after I just made peace with Denmark (who was also a friend of both of me and Germany for a very long time), literally out of nowhere, Bismarck DOWs me. I've never had even one negative point with him for all these 800 turns, then he suddenly backstabs me for no reason.

I get that the AI is supposed to act like a real player who also wants to win the game, and that he might've considered me a threat because like him, I was fairly rapidly expanding, but this is stupid. You don't backstab someone who constantly votes on your world congress proposals, defends you, fights wars with you, and who you constantly trade with and receive gifts from. But then if I were to do the same, I'm suddenly a warmonger? Get out.

The hypocritical and stupid AI is starting to really make me want to play less, not more. Real players are assholes too, sure, but they're not this bad. Why would I go for anything other than a domination victory if maintaining relations with other civs is completely pointless? What's stopping me from completely wiping out everyone the moment I meet them?

End of rant.

submitted by /u/Valdewyn
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[Civ V] How dangerous is Gandhi ACTUALLY?

Posted: 24 Jul 2018 01:26 PM PDT

So we've all heard the memes about how Gandhi goes from pacifist to nuclear warmongerer in the eleventh hour of a game, but how much truth is there to it? So far as I can tell, as long as he doesn't declare war, he's no more dangerous after the Manhattan Project than before, since the "use nuke" bias appears to be only relevant to AIs already at war (which is unlikely, given his extremely low war bias). This would also mirror how the glitch from Civ 1 worked, which would only have any major effect if somone else attacked India. Am I correct in this assumption or am I missing something?

submitted by /u/GreatKnightJ
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Super Civs VI

Posted: 24 Jul 2018 05:34 PM PDT

I've just released a huge mod, Super Civs VI! This is an extensive mod, adding 32 new Civilizations and 57 new Leaders from the Marvel and DC Comics universes! REQUIRES RISE AND FALL.

Leaders included: Alan Scott, Barry Allen, Batgirl, Batman, Black Adam, Black Canary, Black Panther, Captain America, Captain Marvel, Carnage, Catwoman, Deadpool, Deathstroke, Doctor Doom, Elektra, Emma Frost, Falcon, Green Arrow, Guy Gardner, Hal Jordan, Harley Quinn, Iron Man, Jay Garrick, Jean Grey, John Stewart, Joker, Kyle Rayner, Lex Luthor, Loki, Magneto, Martian Manhunter, Mystique, Nightwing, Otto Octavius, Poison Ivy, Power Girl, Red Hood, Red Robin, Red Skull, Rescue, Sinestro, Spider-Gwen, Spider-Man, Star Sapphire, Steel, Supergirl, Superman, Thor, Venom, Wally West, War Machine, Wolverine, Wonder Woman, X-23, Zatanna, and Zod.

Steam Workshop

Google Doc (This is where all the documentation and abilities are listed, give it a look!!)

Give it a look! Have fun! I love you!

submitted by /u/luei333
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Sparse Resources were on

Posted: 24 Jul 2018 02:31 AM PDT

Freeciv 2.6.0 released

Posted: 24 Jul 2018 02:30 PM PDT

How does oligarchy work?

Posted: 24 Jul 2018 08:10 PM PDT

I took oligarchy from the tradition social policy tree assuming that my units placed in cities will not cost any maintenance but it says "105 spent on Unit Maintenance". Am I missing something?

submitted by /u/Ridan21
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Civilization 6: A to Z - Greece - Thoughts, Strategy, Rankings [Includes RAF Changes!]

Posted: 24 Jul 2018 08:51 AM PDT

What’s your favorite CIV6 non-vanilla map?

Posted: 24 Jul 2018 10:20 AM PDT

I've been experimenting with YNAMP and it's been fun, but I'm looking for new stuff. What map mods/packs do you use in civ6?

submitted by /u/Jacob_M33
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Is it just me, or are the Samurai really useless in Civ VI?

Posted: 24 Jul 2018 05:38 AM PDT

You quickly have musketmen which are significantly better. Why use them? Their tech is so late

submitted by /u/Eon324
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Can't Join Multiplayer Game with Civs I don't own (But were randomly used when game started)

Posted: 24 Jul 2018 02:34 PM PDT

So I was playing a game with a friend and they hosted. They have all the civ packs, and I don't. This is all the legit game, no piracy. We played and there were several civs that weren't part of my DLC, but it all worked fine. Then we had to quit, so we ended the game, and the next day decided to resume. I was unable to join that game because I didn't have the required DLC. Has anybody experienced that? Is there a way around it? I was wondering if it was maybe possible to change the save file and like...edit the offending civs to be ones in the base game. I don't know.

Any help would be greatly appreciated! Thank you.

submitted by /u/nomagneticmonopoles
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Which Civ has the best music in V?

Posted: 24 Jul 2018 11:29 AM PDT

About to start a new game but I will only decide the civ based on the music. If you had to choose a civ on which had the best music what would you choose?

also Baba yetu is still the best song in all the civ games.

submitted by /u/overyparkinsins
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[V] General thought's I've had with the game. (549 hours)

Posted: 24 Jul 2018 01:29 PM PDT

  • Why does the Longhouse (Iroquois UB) take away the +10% production from workshops? Considering they are hated by most (if not all) players due to how gobshite they are, it baffles me that Firaxis would 'balance' them like this. They would be able to be comparable to russia wide with the hammers they would be producing from lumber mills.

  • Piety/honor just straight up aren't viable at all. You lack infrastructure when you pick both and pale in comparison to Tra/Lib. Honor does allow you to be better at warmongering, but earlygame mongering tends to stunt your growth. Even if you manage to capture a capital/some cities then your happiness will be tanked and most likely your economy won't be stellar due to the fact that you were putting hammers toward units instead of buildings. This also leads into the fact that civs that focus on infrastructure early simply will out pop/science you and have the lead later on in the game. Piety is on the same plane where it simply ignores infrastructure. These are especially not as viable on higher difficulties where AI faith generation is bonkers.

  • Liberty is also weak compared to Tradition (depending on map size and other factors). I would like to see meritocracy give 2 happiness per connection to allow more rampant expansion to allow liberty to really get tons of cities down.

  • Why does Byzantium not have a faith generating part to their UA?

  • I hate the upgrade path of archers and spear men. This is more preference but personally going from pikemen -> Lancers -> Antitank guns -> HeLiCoPteRs just seems plain goofy to me. I also despise going from crossbowmen to Gatling guns because they always seem so ineffective. Same case with lancers, they seem useless compared to other forms of military at that time. I do like how the Zulu upgrade to riflemen, though, which I feel would be more natural. I think it would be nice to choose whether to upgrade pikemen into musketmen or lancers.

  • Also a kind of subjective though: science is too powerful military wise. Tiers of units one above seem extremely powerful compared to the last (especially once gunpowder rolls around). This leads to a more specialized military as opposed to swarm tactics.

  • I just hate gatling guns, honestly. they are around for so long when you have great war infantry and other higher tier units. A lot of the games I see WW2 infantry run around gatling guns from the 1800s. I hate gatling guns.

  • Great Merchants are absolutely useless when compared to engineers and scientists. Merchants should be buffed.

Note: these are all my opinions are most likely you won't agree with all of them.

I'll probably add more when I get home. But let me know what you think!

submitted by /u/eskimopie910
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Where to settle my next cities?

Posted: 24 Jul 2018 02:49 AM PDT

VI - I'm trying to play as Germany but just getting super frustrated.

Posted: 24 Jul 2018 12:28 PM PDT

Apparently they are one of the best Civs, so I decided to try playing on King difficulty (I've only played on Prince previously - I only bought VI a couple weeks ago so I know I'm not great at the game yet).

I can't even get to the point where I can build Hansas before it's all gone wrong. One time Australia rushed me, and even though I was going military myself, he had a wall of death whereas I had 2 spearmen and a slinger, and his warriors were somehow far stronger than my spearmen despite spearmen having +5 base strength compared to warriors.

I want to use the ability of gaining extra combat strength against CSs, but even though I move the slider to the max number of city states, I rarely see them within 20 tiles of my city. Plus the AI somehow manages to capture all of the nearby ones before I've even built an Encampment.

I've had a couple of really good starts (and a load that were so crap that I restarted before taking my first turn), but I can't make any use of them - unless I keep at least 2-3 units right next to my capital I get absolutely swamped with barbarian units. Not just warriors either - usually they're horsemen and chariot archers which just make paste out of my units.

What am I doing wrong? I try to adjust/switch up my strategy but whatever decisions I make they all seem to end in failure. Maybe I should just go back to Prince difficulty, but the moment I actually start snowballing, Prince becomes boringly easy.

submitted by /u/Pesto_Power
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