Civilization - /r/Civ Weekly Questions Thread - July 09, 2018 |
- /r/Civ Weekly Questions Thread - July 09, 2018
- seems legit.
- Even 1 would be nice
- Ancient Ruins?
- Japan thinks flying Denmark's flag will throw me off their scent
- 18 Science Per Turn on a Holy Site, turn 128 on Prince Standard as Brazil
- Nukes on turn 184, 1790 AD (emperor, standard, quick)
- What mods do you use? (civ V)
- Favorite civ, civ v?
- That's what I call a gift from a city-state!
- Possible great way to improve mid-late game
- youtube series about beating civ v in deity?
- (Civ V)
- We will show them our peaceful ways... by force!
- Who needs a campus anyway?
- looks like a good start for korea
- We will show them our peaceful ways... by force!
- Any signs on the next update?
- Dominating 8 player game in 150 turns.
- Have you guys ever nuked your neighbor because they don’t know how to keep their troops on their side of the border?
- Who did you guys main (is that what you call it?) in Civ IV
- civilization 6 - why do things cost more later in the game?
- TIL alliance is bad if you're going for culture victory
- tfw all 6 of your cities are canals feat. sad Monty
- How do you deal with a religion crazy civ?
/r/Civ Weekly Questions Thread - July 09, 2018 Posted: 09 Jul 2018 03:15 AM PDT Greetings r/Civ. Welcome to the Weekly Questions thread. Got any questions you've been keeping in your chest? Need some advice from more seasoned players? Conversely, do you have in-game knowledge that might help your peers out? Then come and post in this thread. Don't be afraid to ask. Post it here no matter how silly sounding it gets. To help avoid confusion, please state for which game you are playing.In addition to the above, we have a few other ground rules to keep in mind when posting in this thread:
Finally, if you wish to read the previous Weekly Questions threads, you can now view them here. You think you might have to ask questions later? Join us at Discord. [link] [comments] | ||
Posted: 09 Jul 2018 03:17 AM PDT
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Posted: 09 Jul 2018 08:38 AM PDT
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Posted: 09 Jul 2018 11:56 AM PDT
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Japan thinks flying Denmark's flag will throw me off their scent Posted: 09 Jul 2018 03:49 PM PDT
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18 Science Per Turn on a Holy Site, turn 128 on Prince Standard as Brazil Posted: 09 Jul 2018 12:03 PM PDT
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Nukes on turn 184, 1790 AD (emperor, standard, quick) Posted: 09 Jul 2018 04:54 PM PDT
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Posted: 09 Jul 2018 07:29 PM PDT Almost every post I see on here has some sort of mod applied to it. One of the most common is the extra notifications/popups bar on the left side with units, and seemingly more info. I was looking for some suggestions for must have or cool mods for civ 5. Specifically looking for something that allows selection of multiple units. [link] [comments] | ||
Posted: 09 Jul 2018 05:58 PM PDT | ||
That's what I call a gift from a city-state! Posted: 09 Jul 2018 08:13 AM PDT
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Possible great way to improve mid-late game Posted: 09 Jul 2018 08:40 AM PDT I cannot count the number of games I've started, enjoyed for 50-100 turns and then quit because the game stagnated or I made frustrating mistakes trying to micromanage 10+ cities. I have 1,362 hours logged in Civ6 and I think I've only finished 5 or 6 games. The last one was months and months ago, maybe over a year even. Which brings me to my theoretical suggestion: What if there were a mechanic that reduced your ability to control every little detail of your civ as it got bigger? Think about it. Modern day presidents - and even strict dictators - don't really decide everything that is produced in their respective countries. It's often city councils, mayors, regional committees or governors who decide how to improve the land around their areas of control and what they produce. The decisions of national leaders have the effect of setting the tone and priorities for the country and forbidding certain activities. In civ, this would mean that every game starts just as it does now and you'd have strict control over everything as a powerful despotic ruler. But as your civ expands, say past 4 or 5 cities, your ability to control each of your cities is diminished. Or maybe instead of the number of cities it could work according to distance from your capital. A city (for example) that's more than 10 tiles away from your capital with no road connection to it gains some amount of autonomy. This could take the form of an AI mechanic taking control of that city's production or workers in that city's territory could only improve the tiles the AI wants you to. Something like that. Stationing troops in the city could give you back another level of control, as would certain social policies and connecting the city to your capital by road. Different governments would also give different levels of control, with democracy giving you no direct control over any of your cities but rewarding you with other perks, maybe bonus gold and production in each city. Social policies or some similar mechanism would set the national agenda. Need to work on science? You can set priority for that in different creative ways. Need to build an army fast? The policy of conscription could force your cities to produce a certain quota of units in the next X turns. War would of course have a huge effect on this, and during wartime rulers could take more total control of their cities at the price of decreased happiness. This also has potential to interact well with the loyalty system. Outlying cities that want more autonomy than you can (or want) give them lose loyalty and are more likely to revolt. Spawning barbarians in your inner empire would be more likely and you could be forced to change government types if enough of your empire was unhappy. This would require a delicate balance during war in particular. If the threat was real, you might be forced to take dictator-like control over your cities to produce the units you need to survive. The more dictator-like you become however, the more unhappy your people will be and the more likely they'll be to overthrow your government. While adding a fascinating new feature to the game that simultaneously reflects real history and offers new strategic depth to the game, this would end the nightmare of micromanagement when it becomes overwhelming, naturally allowing you to make more general decisions about your empire as the game progresses. This would improve the pace and keep the mid-late game more interesting and flexible. This would also provide new challenges, as cities wouldn't always produce exactly what you'd want them to. During war you may have to make do with whatever units you've got to survive or conquer. During peace, you may need to adjust the victory type you're going for depending on what your people are building. Maybe your AI cities built a lot of campuses because they recognized high-yield spots for them and now you find you have a bit more of an edge in technology than religion as you originally planned. Only problem is introducing another AI mechanic into the game when the ones that already exist are mostly just ok. Anyway, these are just theoretical ideas. What are your guys' thoughts? [link] [comments] | ||
youtube series about beating civ v in deity? Posted: 09 Jul 2018 01:45 PM PDT does it exists? if yes which one would you recommend me? i would like to learn the strategies that are used by those who play in deity since i never played anything beyond prince so if i could watch it being played with commentaries about why each move is being made it would be great! [link] [comments] | ||
Posted: 09 Jul 2018 03:07 PM PDT I'm playing no quitters as Japan, and I have: [link] [comments] | ||
We will show them our peaceful ways... by force! Posted: 09 Jul 2018 05:12 PM PDT
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Posted: 08 Jul 2018 10:19 PM PDT
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looks like a good start for korea Posted: 09 Jul 2018 08:22 PM PDT never used korea but decided to give her a chance. any tips? no mods r&f with all dlc and updates [link] [comments] | ||
We will show them our peaceful ways... by force! Posted: 09 Jul 2018 04:36 PM PDT
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Posted: 09 Jul 2018 10:33 AM PDT | ||
Dominating 8 player game in 150 turns. Posted: 09 Jul 2018 08:01 PM PDT
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Posted: 09 Jul 2018 07:57 PM PDT I was playing Civ 3 and my neighbor Gandhi send his troops across my land to attack my neighbor who I liked. Understand my relationship with Gandhi isn't the greatest; We already fought 2 wars in which one was a victory for me and one ended in a stalemate. His army had about the same equipment but was slightly smaller. I was more powerful than him because I had a decent stockpile of tactical nukes and few ICBM. I sent him a ultimatum to get out of my land and this guy declares war on me. I responded by attacking his troops in my land and by nuking his border cities and sent my troops in to his nuked border cities and took them. I also started doing bombing runs on cities and natural resources that he had. This war ended in me taking 4 cities and crippling Gandhi, I didn't want loose anymore troops/nukes to try to take him over. Bonus question- Have you guys ever invaded a nation because they had nuclear weapons and were a threat to you? [link] [comments] | ||
Who did you guys main (is that what you call it?) in Civ IV Posted: 09 Jul 2018 07:36 PM PDT | ||
civilization 6 - why do things cost more later in the game? Posted: 09 Jul 2018 03:22 PM PDT I've got like 8 cities. I'm in 1060 AD. And I captured a Settler and founded a new city. A builder is taking me 30 turns...... Why? [link] [comments] | ||
TIL alliance is bad if you're going for culture victory Posted: 09 Jul 2018 07:09 AM PDT
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tfw all 6 of your cities are canals feat. sad Monty Posted: 09 Jul 2018 06:37 PM PDT
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How do you deal with a religion crazy civ? Posted: 09 Jul 2018 06:18 PM PDT For Civ 5. Hey guys. One of the biggest issues I have with this game is how religion scales as the centuries go on. I mean I get it, religion gets less important as time goes on but the AI doesn't see that. I struggle to put out even one missionary with desert folklore and religion buildings, but the civ, namely Spain and Siam, just poop out missionaries like its nobody's business. Before I know it half the map is covered with their fate. Is there a mod which improves religion in this game, or what can I do in response? [link] [comments] |
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