Civilization - Ah yes, kidnapping three girls


Ah yes, kidnapping three girls

Posted: 01 Aug 2018 04:53 AM PDT

[MOD] Terra Mirabilis | New Natural Wonders for Civ VI

Posted: 01 Aug 2018 01:54 PM PDT

Hey everyone! I wanted to share a mod that my good friend Deliverator and I have been working on. It's called Terra Mirabilis. It is a Natural Wonder rework for Civ VI and adds 13 new Natural Wonders to the game, including some old fan favourites :)

Here's a link to the album for anybody interested in having a look at them:

https://imgur.com/a/5jwfmG3

And a link to the mod for those who fancy a game with it:

https://steamcommunity.com/sharedfiles/filedetails/?id=1461463960

submitted by /u/ChimpanG
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me irl

Posted: 01 Aug 2018 06:53 AM PDT

Two beautiful Petra/Pyramids and Colosseum/Chichen Itza cities

Posted: 01 Aug 2018 03:41 PM PDT

[Civ 6] Making the world a more Naturally Wonderful place - Terra Mirabilis

Posted: 01 Aug 2018 01:06 PM PDT

"You came to the wrong neighborhood, Caravel."

Posted: 31 Jul 2018 11:44 PM PDT

It's a small thing, but it really bothers me

Posted: 01 Aug 2018 10:40 AM PDT

Hey kids, wanna buy some wine?

Posted: 01 Aug 2018 01:35 PM PDT

AI doesn't like to settle in Terra.

Posted: 01 Aug 2018 03:16 PM PDT

Norway, reimagined

Posted: 01 Aug 2018 04:01 AM PDT

First of all, if any of you have ideas for how existing civilizations could be done differently, please share in the comments!

I am Norwegian, yet I very rarely play as Norway in Civ VI. The simple design focused so heavily on domination and the "Viking fantasy" is neither fun to play (for me) nor very representative for Norwegian history and culture as I know it.

The following is how Norway would be represented in Civ VI if I was lead designer. It's probably not balanced at all, but I hope to start some discussion about possible abilities and such that could be fun to see in the game.


Norway

Unique Ability

From sea to summit

  • Univesities, Temples, Amphitheaters and Workshops provide +1 of their respective yields to improved sea resources within 3 tiles.
  • City centers and Neighborhoods gain +2 amenities from entertainment if adjacent to a mountain.

Most Norwegian cities lie nestled between the sea and the mountains. The fishermans way of life has influenced our cultural works, our scientific endeavors and religious beliefs. And while tourists may find the mountains beautiful to behold from afar, Norwegians prefer the view from the top.

Unique Infrastructure

Verft

  • Infrastructure type: Building
  • Requires: Mass production technology
  • Replaces: Shipyard
  • 250 production cost
  • 2 Gold maintenance
  • +25% combat experience for all naval units trained in this city
  • Bonus Production equal to the Adjacency bonus of this district
  • +1 Citizen slot
  • +1 Great Admiral point per turn
  • +50% production for all naval units in this city, including Traders

Verft is Norwegian for wharf. While this kind of building is common all over the world, it has become integral to many local communities in Norway by providing much needed workplaces and income in both urban and less populous areas.

Unique unit

Birkebeiner

  • Unit type: Melee
  • Requires: Iron working technology
  • Replaces: Swordsman
  • 120 Production cost
  • 2 gold mainenance
  • 40 combat strength
  • 2 movement
  • Half movement cost when moving adjacent to mountains
  • Does not require iron

The Birkebeiners were a political fraction who gained power in 1217 and kept it until 1319. They are especially known for the rescue of Håkon Håkonsson, where the infant son of their deceased king was across the mountains from Hamar to Trøndelag by two skiers.

Leader: Haakon VII

Leader abilty

Merchant fleet

  • Naval trade routes have twice the normal range.
  • Upon completion, naval trade routes grant Great Merchant points. If plundered, Great Admiral points are awarded instead.

Haakon VII was originally a prince of Denmark and was educated in the Danish navy. He became king of the newly independent Norway in 1905 and ruled until 1957. During this time, the merchant fleet was a large and vital part of Norways economy. On the outbreak of WW2, it consisted of 1000 ships. After the invasion by Germany, these ships were ordered to return home. None of them did. They all sought refuge in allied harbours and served during the entire war in convois, mostly carrying vital resources to England from across the Atlantic.


What do you think? Is this too strong or too weak? Is it understandable?

EDIT: Added some flavour text underneath each ability, and made some changes based on feedback.

submitted by /u/lagaboter
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Not today, you filthy Japs.

Posted: 01 Aug 2018 02:08 PM PDT

CIV 5 Steam Players

Posted: 01 Aug 2018 07:53 PM PDT

Hi, I'm pretty new to civ 5 and none of my steam friends play it, so I'm looking for anyone that's tryna play multiplayer with me.

my steam: https://steamcommunity.com/id/14781

submitted by /u/IrieMapler
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The stealing of great works and why it sucks in it's current state.

Posted: 01 Aug 2018 05:58 AM PDT

In my current game I deal with fending off tenfolds of spies in my lands. It might be a problem of my own making as I play with 20 civs and most of them have a player bias towards their spies. I find the ability to steal my great works completely and utterly frustrating.

First of all the logistics of stealing the sistine chapel should be impossible. Secondly why would a country get a spy to steal a painting? The logic isn't there, you can make an argument that it's there to add gameplay mechanics but in my opinion the spy game mechanics are already as basic as it gets and it's basically just luck/prioritizing the least irritating thing.

Thirdly and most importantly, my biggest issue; Once an unknown civilization has stolen my great work and Mapuche proceedly puts up the same fucking painting in his gallery; I should be able to a) demand it back or get casus belli with low penalties b) go in there and steal it back.

It would be great if you are given the option to pillage a city center for gold and paintings, or even just plundering a theatre square would give you the great works.

submitted by /u/PodrickTargaryen
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AI at its finest

Posted: 01 Aug 2018 12:19 AM PDT

How do I fix falling trends, Ethiopia, Russia, and Inca?

Posted: 01 Aug 2018 03:31 PM PDT

Good spys

Posted: 01 Aug 2018 09:25 AM PDT

City of science, city of faith, city of industry

Posted: 01 Aug 2018 11:29 AM PDT

CQUI just updated, so we can expect new content right around the corner

Posted: 01 Aug 2018 07:20 AM PDT

If Firaxis is consistent in one thing, it's making sure never ending cycle of CQUI being outdated and broken will inevitably continue. Get ready for the next DLC!

submitted by /u/Neighbor_
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Dealing with Shaka. Civ Vi.

Posted: 01 Aug 2018 07:55 PM PDT

I really need some help with strategy when playing against Shaka as a neighbor. I play on Emperor and my past two games have spawned me next to him. It seems no matter what I do there is no way of advancing on him. When I go for his cities I get pushed back and even if we have piece he finds a way to ways ahead of me in science. I usually never have problems with Emperor. Any advice on dealing with the Zulu?

submitted by /u/ArcadeBears
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China conquered my suzerain city state Auckland. Why is there no emergency?

Posted: 01 Aug 2018 12:07 PM PDT

So i'm the suzerain of the Auckland city state. China went to war with Auckland and took it several turns ago. But there's no city state emergency. Why not? I really don't understand.

submitted by /u/roelofjan81
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How to improve religions in Civ 6

Posted: 01 Aug 2018 05:18 AM PDT

How to improve religions in Civ 6


Greater Variety of Religions

More Great Prophets

With the current religion system, great prophets are limited to only the very early game, then cease to be a factor altogether. This leads to a scramble at the beginning, and usually losing out to the A.I. on higher difficulties. Great prophets should continue to be earned even after all the religions are founded, and could be used to initiate schisms or act as an uber apostle. City states could even be involved getting great prophets to create their own religions.

Major Religions

The largest and most influential organized religions, including all the current religions would exist as major religions.

These would come in four different types; expansionist, insular, neutral, and contracting (see attributes section).

Religious victory would only be possible when using a major or custom religion

Minor Religions & Heresies

Less prominent religions would exist as minor religions and heresies. Barbarians and city states would initiate these religions.

Any city state managing to get a great prophet would be able to found a minor religion. Minor religions could include: Druze, Yazidi, Mormon, Jain, Baha'i, Mithraism, Manitou, and Vodun. You wouldn't be able to win a game using these religions unless you created a custom major religion using one as a template.

Major religions would have an associated heresy or minor religion that would be propagated when barbarians kill religious units, or when converted by barbarian missionaries*. Religions with historical heresies would face that heresy, such as Arianism (Christianity), Catharism (Catholicism), Khawarij (Islam), Alawites (Shia Islam), Mazdakism (Zoroastrianism), etc. Religions without a history of heresy, such as Taoism would face a more generic heresy (Gnosticism, Iconoclasm, etc.) or just a minor religion in place of a heresy.

New age religions such as Neo-Paganism, Rastafari, Scientology, and Raëlism could appear as late game heresies.

*Barbarian missionaries would have military escorts and a reduced/eliminated religion loss when killed by military units to prevent easy elimination by military means. The Cathars persevered through numerous massacres and were only eliminated through a sustained crusade and inquisition, so there is a precedent for heretic resilience against military attack.


Attributes for Religions

Several types of religions with different attributes would allow for differing playstyles depending on what group was chosen.

Type Religion Description
Expansionist Christianity (Catholic, Orthodox, Protestant) Islam (Sunni, Shia, Sufi) Buddhism (Theravada, Mahayana, Vajrayana) Very strong units and spread but prone to fracture into sects and heresy.
Insular Judaism Sikhism Shintoism Strong spread within your country, but very weak outside of it. Very stable.
Neutral Confucianism Taoism Tengriism Moderate spread and stability.
Contracting Zoroastrianism Hinduism Manichaeism Strong spread in the early game, but transitions to insular as the game progresses.

Expansionist

Expansionist religions would be the go to for religious victory, with powerful, cheap units, and strong passive spread. However, it would be limited by being vulnerable to schisms. If the religion became dominant in a foreign country, that civilization could initiate a schism with a great prophet, converting their cities following that religion to the new sect and altering one of the beliefs. A second schism could occur if one of the sects continued to become dominant in another country. Expansionist religions would include some of the most prominent religions and their major sects such as Christianity (Catholic, Orthodox, Protestant), Buddhism (Theravada, Mahayana, Vajrayana), and Islam (Sunni, Shia, Sufi*).

*Sufi isn't really a separate sect in the same way the others but it's probably a better fit than a second schism into something like Ibadi which predates Sunni and Shia.

Insular

Insular religions would be for those who want to preserve their own religion with minimal effort, but not expand for a religious victory. This would be the default for religions like Sikhism, Judaism, and Shintoism, which haven't spread far beyond one country/ethnicity. Within your borders, religious units would have combat bonuses and passive spread would be very strong. Outside your borders there would be combat penalties, and passive pressure would be less. This would allow you to defend from being overwhelmed by other religions but would make religious victory very difficult. Religious units would also be expensive so A.I. choosing an insular religion would be less likely and less effective at spamming you with religious units.

Neutral

Neutral religions would be capable on all fronts but wouldn't excel at anything. These would function most similarly to how religions currently work. This would include the philosophical religions of Taoism and Confucianism, and additionally Tengrism.

Contracting

Contracting religions would include the religions that were once prominent over large areas but now are extinct or restricted to one region. This group would include Zoroastrianism, Hinduism, and Manicheism*. These religions would be as powerful as the expansionist religions in the early game, but as time progressed they would become more neutral and finally insular in the late game. These religions wouldn't have to contend with schisms, but they would decline in strength as the game progressed, making religious victory more difficult later on.

*Manicheism was a rival to early Christianity that was once widespread across central and east Asia


Improved Religious Units

Enhanced Combat

Combat could be improved by introducing new attacking methods beyond the current melee. Apostles and missionaries could expend conversion charges to perform ranged attacks. Inquisitors and gurus could expend a charge to perform an area of effect attack that pushes back enemy units to tiles further away.

Promotions

Religious units should gain experience from religions combat that can be used for promotions. The only promotion that would be available to non-apostles would be a promotion that restores conversion charges.

Passive Abilities

Passive abilities could include increased religious pressure in cities with a religious unit stationed there. Missionaries could also perform missions when stationed in cities similarly to spies. These could include missions to spread the religion, perform political objectives, or humanitarian missions like providing food and housing.


More Customizability

More and better icons would go a long way for making customs religions. Right now all that exists are some strange animal/astrological symbols and some strangely chosen icons for the current religions (Orthodox Christianity is represented by an ornamented cross instead of a Chi Rho or Russian Orthodox cross, and Catholicism is represented by a Celtic cross). Symbols relevant to more religions like Thor's hammer, an Init sun, Coptic cross, and a totem or dreamcatcher would be a lot more relevant for making custom religions.

When creating custom religions, one would be able to pick what attributes the religion possessed (expansionist, insular, neutral, or contracting). There could be limits to how many religions could be picked of each type to retain some variety.

submitted by /u/m00zilla
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Can someone explain this

Posted: 01 Aug 2018 10:21 AM PDT

This Mount Roraima start propelled me to my earliest religion victory yet.

Posted: 01 Aug 2018 06:46 PM PDT

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