Civilization - Half way through planning this map, I realised the grid orientation was wrong. Wanted to show off the idea so it wasn't a complete waste of time.


Half way through planning this map, I realised the grid orientation was wrong. Wanted to show off the idea so it wasn't a complete waste of time.

Posted: 17 Jul 2018 05:23 AM PDT

Almost 1000 hours in, and this was the first time that I got a whole continent to myself

Posted: 17 Jul 2018 01:37 PM PDT

Catherine(VI) plays electric guitar

Posted: 17 Jul 2018 09:08 AM PDT

TREMBLE UNDER THE MAGIC OF SCIENCE

Posted: 17 Jul 2018 03:39 AM PDT

Ways to make the late game better?

Posted: 17 Jul 2018 05:43 PM PDT

As much as I love Civ VI: Rise & Fall, I find myself really, really bored by the time that I hit the Industrial Era. When you're trying for a military or religious victory, you end up just overwhelming your opponents with the massive wave of troops you've been building up all game or the endless stream of missionaries and apostles your cities can pump out. When you're going for a scientific or cultural victory, you can just turtle up and focus on science and production or great people points and tourism, and there's not a ton that your opponents will do to try to stop you. I wanted to share a bunch of ideas on how to make the late game more interesting and get your feedback and ideas. Let me know what you think!

**Military**

Traps: Give military engineers the ability to build landmines and naval mines. These are invisible improvements that deal large amounts of damage to enemy units that enter that tile. Destroyers, rangers, and spec ops units would be able to detect traps within their line of sight and use an action to clear out a tile of traps. Anyone who was going for a military victory would either need to send out weak recon units ahead of their armies or risk running their military forces into unfavorable positions. Imagine running into a line of ranged units behind a line of mine fields; you'd either have to move a bunch of weak units towards the front to break through the line or lose some of your front line units to a bunch of damage. Also, it would probably be smart to make military engineers easier to build or give them more charges, in order to make building defenses a more viable option.

Trenches and Turrets: The World Wars were shaped by the military defenses that both sides built. During the industrial and modern eras, give military engineers the ability to build trenches and turrets. Trenches give a defensive bonus like forts, but also cost an extra unit of movement to cross, giving ranged units multiple turns to weaken approaching enemies. Turrets give a defensive bonus like forts and have a weak ranged attack like city centers and encampments. Forts are nice, but are generally not strong enough to be worth building unless your military defense relies on a choke point or you're using Roman legionaries. Better military improvements make it harder to invade countries, but at the cost of taking up tiles that could be used for improvements that increase tile yields or districts.

More Invisible Units: A player going for a military victory must group up a bunch of military units into a large, obvious mass. Melee, anti-cavalry, and cavalry units serve as a defensive front to defend the glass cannon ranged and artillery units. Making rangers and spec ops units invisible would allow players on the defense to sneak pass the military mass and attack weak ranged units directly. Replacing the anti-cavalry tier IV promotion (currently Hold the Line) with a promotion that granted them invisibility would allow defending civs to punish opponents that rely too heavily on a handful of tank units.

**Religious**

Atheism: As players unlock certain civics (eg Enlightenment, Nationalism, Ideology) and techs (eg Education, Printing Press, Scientific Method), their cities would develop a religious pressure for Atheism. Atheism would work like any other religion, except that it exerts a constant religious pressure on cities based on the development of their civilization, would not give any boosts or give broadly applicable boosts, and atheist cities couldn't produce religious units (except naturalists). Players that want to keep their own religion could pretty easily keep atheism from destroying their own religion, and players that don't really care about religion could favor atheism-producing civics and technologies. However, a player going for a religious victory would have to send religious units to regions that they had already converted to their own religion. You can't just send all your religious units to wipe out one religion at a time, unless you're willing to lose ground to atheism.

Better Inquisitors: This is a pretty simple solution. Making inquisitors better in religious combat would make it harder for players going for a religious victory to convert civilizations. Players going for a religious victory would have to play more strategically instead of just sending an endless stream of religious units towards their enemies.

Make Late-Game Barbarians Stronger and More Aggressive: By the late game, barbarians are little more than a nuisance unless you're trying to settle onto a barbarian-overrun island. However, even just having barbarian outposts spawn more often in the late game would make sending religious units halfway across the world without a military escort a lot more dangerous.

**Scientific**

Space Emergencies: When a player launches a satellite, lunar lander, or module, especially if their opponents are significantly behind them in scientific development, give their rivals an emergency to disable that player's spaceports for 16 of 30 turns. That can be accomplished through spy sabotage or by invading them and directly destroying or taking their spaceports. This forces a player who is pushing for a scientific victory to keep their neighbors friendly or invest a decent amount in national defense.

Make Techs Slightly Cheaper for Each Other Player That Has Researched Them: Players going for a scientific victory have to be ahead of everyone else in terms of science in order to have a reasonable chance of winning. If techs got cheaper for each other player that has researched them, the player going for a scientific victory would have to spend more science per technology than their opponents. This still allows a player who goes all-in on science to develop technology faster than their opponents, but it reduces the massive technological gap that make it hard to compete with civs that have spent the whole game investing in science.

Making Counter-Spying Less Effective: One of the best ways to stop scientific players from winning is to burn down their industrial centers and spaceports, drain their economies, and flood them with barbarians. The problem is, between using your spies to counterspy and picking up Police State and/or Cryptography make you all but immune to sabotage. If counter-spying had reduced effectiveness in adjacent tiles and Police State and Cryptography only reduced enemy spy levels by a single step, choosing which districts to protect and which to leave open to enemy sabotage would be a lot more difficult.

**Cultural**

Secondary Abilities: In Civ V: BNW, great writers, artists, and musicians had secondary abilities in addition to the ability to create a great work. Would you burn one of H G Wells' charges to gain a handful of eurekas? Would you burn one of Monet's charges for a culture bomb? Would you burn one of Franz Listz's charges for a single lump sum of tourism? This would make every great writer, artist, and musician an interesting strategic choice instead of just a resource to be converted into great works. Plus, if you run out of great work slots, great writers, artists, and musicians don't get stuck sitting on hilltops preventing barbarian spawns.

Museums and the Broadcast Center Broadcast Their Cultural Bonus: Just like the tier II and III buildings in the industrial zone, entertainment complex, and water park, museums and broadcast centers would give a non-stacking cultural bonus to each city center within 6 tiles. This gives a lot more culture to civs that only build a few cultural centers, while having little effect on civs that build a cultural center in each of their cities to house great works. It would also make stealing cities from civs with high culture more effective for the players going for cultural victories.

Conflict Reduces Tourism: If another civilization denounces you, your influence over them takes a -15% penalty, which increases to -30% if you are at war. This gives civilizations a counter-play to cultural victories between using spies to steal great works and wiping them off the map.

**General Life Improvements**

Bring Back the Diplomatic Victory: Besides making me happy, a well-designed diplomatic victory could go a long way towards making the late game more interesting. Diplomatic victories make the piles of gold you can end up hoarding in the late game a lot more useful, and create a lot of interplay between civilizations in the late game. Fighting to be suzerain of a city state goes from being a pretty minor aspect of play to being an important strategic choice. Do you send your envoys to attract a lot of city states with unpopular abilities, or send most of your envoys to two or three city states with powerful abilities?

National Wonders: National wonders that can be built once per civ would go a long way towards making the late game more interesting. You would have to build a certain tier III building in X percent of your cities and spend a lot of production, but you would receive some great bonus. Acquiring each national wonder becomes its own little quest. For example, let's say you want to build the National Treasury, a national wonder that gives you +15 gpt, +4 great merchant points per turn, and +3 trade route capacity. You would need to build a stock exchange in most of your cities, which means spending at least 779 production per city on developing your commercial hubs, have at least one city with a high production, and unlock some late-game tech or civic (say, Capitalism). Since each civ can build their own copy of a national wonder, you don't have to worry about all that investment going to waste because Germany built theirs first.

Satellites: One of the biggest problems with the late game in civilization is the late game techs are all pretty boring and samey. Across all of the information-era technologies, you only unlock military upgrades, nuclear missiles, and projects for the scientific victory. Unless you're actively involved in a war with an opponent of similar military strength, there's really nothing interesting to unlock. Imagine if instead, atomic and information era technologies unlocked various satellites that you could launch to give you some bonus over a certain area, like you could in Alpha Centauri or Beyond Earth. Each satellite could give you vision over a chunk enemy territory, make your units in the area more powerful, or even increase the yields of your tiles. Of course, your opponents might decide to shoot your satellites out of the air to hobble you, and you can shoot down their satellites too.

submitted by /u/IronMyr
[link] [comments]

200 culture, 500 gold, 800 tourism. Pretty typical for a 12 city empire. Unless you're Kongo; then that's just the capital.

Posted: 17 Jul 2018 06:41 PM PDT

Seems like as good a place as any to found a one-tile city

Posted: 17 Jul 2018 06:11 PM PDT

Continuing the trend of posting in-game wonders we’ve visited recently: “Yosemite Valley, to me, is always a sunrise, a glitter of green and golden wonder in a vast edifice of stone, and space."

Posted: 16 Jul 2018 08:42 PM PDT

Jaysus thats a lotta polda's

Posted: 17 Jul 2018 08:21 AM PDT

Albert Einstein didn't say that

Posted: 17 Jul 2018 08:26 AM PDT

Some times when you research Scientific Theory a quote pops up that says "If the facts don't fit the theory, change the facts." and it said Albert Einstein said that. Albert Einstein did not in fact say that because when Ivanka Trump tweeted that quote the Einstein Estate corrected her saying that he didn't say that. There is even a short article written by USA Today about it.

submitted by /u/KingDaKahh
[link] [comments]

If we get a Diplomatic Expansion next, I would love to see the Australian Parliment House as a wonder

Posted: 17 Jul 2018 02:37 AM PDT

Should I get back into VI?

Posted: 17 Jul 2018 03:59 PM PDT

I've probably played Civ V more than any other game, but when I got Civ VI when it came out, I was a little bit disappointed. While I think most of the new mechanics are great, the AI was just plain awful. I always destroyed the AI, without even really trying, unless I put it on a super high difficulty level, and I usually prefer not to turn up the difficulty *too* high. I want the AI to be smart, I don't like that I need to give it special advantages to stand a chance against me. I also hated the agenda system. It made the AI act really weird and irrational. Like why the hell would Trajan want his friends to have really large empires? Wouldn't they be getting in the way of his expansion? And why would Hardrada want people to have a strong navy? Wouldn't that make it harder to attack them? And I don't know, I just think it's silly that the Aztecs hate everyone with a different luxury resource.

After a while, I just went back to playing Civ V. When R&F was announced earlier this year, I was hoping that maybe it would make the game more enjoyable for me again, but I never got around to playing it, because I was busy with school when it came out. I was thinking about getting it today, but then I saw that it has mostly mixed reviews on Steam.

I'm wanting some of you people's opinions. Should I get R&F and give VI another shot, or should I just stick to V for now?

Oh, also, is there a mod that might disable agendas?

submitted by /u/RhyanHawghor
[link] [comments]

Pretty decent Petra-town, how to improve it further?

Posted: 17 Jul 2018 12:32 PM PDT

Ideas I Have For Civ 6

Posted: 17 Jul 2018 06:44 PM PDT

You know, I do enjoy Civ 6 and its mechanics, but I am also a person with a creative mind, so I figured I'd share these ideas here.

ALLIANCE BONUSES (Basically, this serves to reward positive diplomacy with Civilizations. These alliance bonuses are similar to Suzerain bonuses regarding City-States in that these can be game-changing.)

Gilgamesh (Sumeria)- All of your specialty districts gain adjacency bonuses from Rivers, not just Commercial Hubs.

Tomyris (Scythia)- Gain +25% Production towards Light Cavalry units of every era.

Gorgo (Greece)- Encampments provide more Culture.

Gandhi (India)- Holy Sites provide a yield of Food equal to their Faith yield.

Theodore Roosevelt (America)- Your land units gain +10 Strength on your home continent.

Victoria (England)- Harbors provide adjacency bonuses for Campuses, Theater Squares, and Industrial Zones.

Pedro II (Brazil)- Specialty districts provide +4 Great Person points per turn.

Qin Shi Huang (China)- Gain +25% Production towards Wonders of every era.

Cleopatra (Egypt)- May declare war against anybody currently at war with Cleopatra without suffering warmonger penalties.

Harald Hardrada (Norway)- Gain +25% Production towards Naval Melee units of every era.

Hojo Tokimune (Japan)- New land military units start with a free Promotion.

Peter the Great (Russia)- Buildings in Campus and Theater Square districts provide extra Science and Culture.

Frederick Barbarossa (Germany)- Industrial Zones have increased adjacency bonuses.

Pericles (Greece)- Gain +1 Culture per Envoy you have in any City-State.

Trajan (Rome)- Building a Fort triggers a Culture Bomb.

Catherine de Medici (France)- Gain +1 Gold per Level of Visibility you have with every Civilization you have met.

Saladin (Arabia)- May purchase land military units with Faith without using the appropriate Government.

Philip II (Spain)- Trade Routes to cities on other continents provide +5 Gold and +5 Faith.

Mvemba a Nzinga (Kongo)- Religious units cost -25% Faith to purchase.

Montezuma (Aztecs)- Gain +25% Production towards land Melee units of every era.

Jadwiga (Poland)- Buildings in Commercial Hub districts yield Faith equal to their Gold yield.

John Curtin (Australia)- Land military units gain +5 Strength per City-State you are the Suzerain of.

Cyrus the Great (Persia)- May declare Surprise Wars on anybody without warmonger penalties.

Alexander the Great (Macedon)- Cities have War Weariness reduced by -50%.

Amanitore (Nubia)- Gain +25% Production towards Districts.

Jayavarman VII (Khmer)- Domestic Trade Routes provide +1 Amenity for the trader city per Luxury Resource improved at the destination.

Gitarja (Indonesia)- Domestic sea Trade Routes provide +1 Culture per Bonus Resource improved at the destination.

Seondeok (Korea)- Campuses have increased adjacency bonuses.

Wilhelmina (Netherlands)- Commercial Hubs gain adjacency bonuses from Coasts.

Genghis Khan (Mongolia)- Gain +25% Production towards Heavy Cavalry units of every era.

Chandragupta Maurya (India)- Gain +45% Production towards land military units during times of war.

Poundmaker (Cree)- International Trade Routes provide +7 Gold for both you and them as well as +5 Culture for them and +5 Production for you.

Tamar (Georgia)- Gain +25% Production towards defensive buildings of every era.

Robert the Bruce (Scotland)- Gain 25% Production towards Projects.

Lautaro (Mapuche)- Cities of Civilizations you are at war with have reduced Loyalty.

Shaka (Zulu)- New land military units start as Corps/Armies after the appropriate Civic is unlocked.

NEW VICTORY TYPE (DIPLOMATIC)

The requirements for the Diplomatic Victory, I believe, would be mostly unchanged from Civ V as it would bring back the World Congress. However, you can also pay Gold for City-States to vote for you. Civilizations you have allied with may also vote for you if your relations are positive enough.

NEW ALTERNATE LEADER IDEAS

Otto von Bismarck (Germany)
Leader Ability- Prussian Nationalism [May annex City-States you are the Suzerain of into German territory using Gold. New German cities start at full Loyalty, no matter how far they start from the Capital.]

Leader Agenda- Blood and Iron [Likes Civilizations with a strong military that ignore City-States. Greatly despises Civilizations with a strong military that compete with Bismarck for City-State influence.]

Alliance Bonus- Your cities gain +1 Production per Envoy you have in any City-State.

Himiko (Japan)

Leader Ability- Legend Of Yamatai [Your Envoys at City-States provide +1 Faith. Cities provide extra Culture and Faith during a Golden Age.]

Leader Agenda- Friend Of Wei [Admires Civilizations going through Golden Ages. Feels disappointment towards Civilizations going through Dark Ages.]

Alliance Bonus- Historic Moments provide extra Era Score.

submitted by /u/Kirby65422
[link] [comments]

Worst spot of my life easy restart

Posted: 17 Jul 2018 09:05 AM PDT

This start... (cries in polder)

Posted: 17 Jul 2018 04:03 PM PDT

Are we still posting real life wonders we visited? If so here's Ha Long Bay!

Posted: 17 Jul 2018 02:35 AM PDT

Hello fellow fans of Civilization! Are you also a fan of Minecraft? If so, I have recreated my own version of Civilization within Minecraft called Civ in Minecraft!

Posted: 16 Jul 2018 08:05 PM PDT

The map has finally entered a stage I feel comfortable sharing with reddit as I just released the v1.6 update last night. It has been an ongoing project for me for the past few months. I hope you all enjoy!

Link to download: https://www.planetminecraft.com/project/civ-in-minecraft/

About the Game:

Important things to note:

  • The game requires 3 players. No more, no less. Sorry

  • Games take around 1.5-2.5 hours

  • Uses v1.12.2 of minecraft

  • Within the save folder found on planet minecraft there is a document called CiMGuidev1.6 that contains any and all information you could possibly need about the game. Think of it as the civilopedia!

I would consider my take on the Civilization games as a more 'dumbed down' version in that while some of the mechanics are reminiscent of past games, there are often new and simpler takes on how features function. The whole game is based around a point system. Techs, units, Great People, and many other things utilize these points. 1 point is gained each turn for every tile within your empire and more points can be earned through civilization happiness, City State allies, World Congress proposals, and many other features.

There are currently 3 victory types. More are in the works!

  • Science Victory

  • Domination Victory

  • Diplomatic Victory

There are currently 6 different civilizations, each with a unique function:

  • America (Blue): Tiles are 1 point cheaper to purchase

  • China (Green): Military units are 3 points cheaper to purchase

  • Russia (Red): Start the game with 1 extra tile

  • Polynesia (Orange): Cities settled on the coast cost 1 less happiness

  • Greece (Yellow): Start the game with 20 favor with all City States

  • Carthage (Purple): Happiness costs 1 less point to purchase

Here is a list of all of the other features currently implemented:

  • Happiness

  • 15 tech tree (each with varying prerequisites and features)

  • 6 different units (5 military and settlers)

  • Barbarians

  • City States and City State quests

  • World Congress

  • 4 Unique Great People

  • 3 different Ideologies

  • 3 different maps (2 premade and a random map generator)

  • Eras

  • Espionage

If you decide to play the map and you find any bugs, PLEASE tell me via planet minecraft or a post here and I will work on a fix as soon as possible. Try and provide as much detail as you can about the presumed bug. Or, if you just have any questions you would like to ask about the map, I am all ears.

I hope you all enjoy this project of mine! Thanks for reading!

submitted by /u/Logs__
[link] [comments]

Civ VI - What Map mods do you usually play on?

Posted: 17 Jul 2018 05:10 PM PDT

Size: Small, Medium, Large?

AI Difficulty: Easy, Medium, Hard?

World Age: New(hills) vs Old(flat)?

Temperature: Deserts, Normal, Tundra

Sea Level: Low, Normal, High

Resources: Scarce, Normal, Plenty?

Foliage: Less Trees, Normal, More Trees

submitted by /u/Illsonmedia
[link] [comments]

WHAT is the best civilization for rise and fall for beginners

Posted: 17 Jul 2018 08:59 AM PDT

Please help me create a Crater Lake Canal system

Posted: 17 Jul 2018 12:06 PM PDT

I like how very different the music is

Posted: 17 Jul 2018 01:15 PM PDT

The American base theme is a major key dancing parlor song which at most dips into wistfulness.

The German base theme is a minor key eerie nightmare of disturbing visions and fearful loss, per the lyrics.

Just two polarly different sounds on one board. I suppose all that cold realism is good for industry, freunde, and all that wistful cheer is good for tourists and immigrants, buds.

submitted by /u/Learngoat
[link] [comments]

[Civ VI] View from home.

Posted: 17 Jul 2018 06:22 AM PDT

Post a Comment

Post a Comment

    Powered by Blogger.