Civilization - /r/Civ Weekly Questions Thread - August 06, 2018


/r/Civ Weekly Questions Thread - August 06, 2018

Posted: 06 Aug 2018 03:16 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:

  • Be polite as much as possible. Don't be rude or vulgar to anyone.
  • Keep your questions related to the Civilization series.
  • The thread should not be used to organize multiplayer games or groups.

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.

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All Desert Start

Posted: 07 Aug 2018 08:39 AM PDT

Does this count as canal porn?

Posted: 07 Aug 2018 03:05 PM PDT

I recently completed my Civ 6 Loyalty Flip Challenge

Posted: 07 Aug 2018 04:10 AM PDT

Hello lovely people,

I've recently completed my Civilization 6 Rise and Fall Loyalty Flip Challenge run. The rules were pretty simple:

  • I could only have my initial settler to found the capital city. No settlers were to be constructed and any captured settlers had to be disbanded.
  • All future cities had to be flipped via loyalty.
  • The exception to the city flipping rule is that original capitals are allowed to be captured militarily.
  • One rule was then added as I played, which was that I could liberate cities militarily but then had to return them immediately to their original owner.

I was playing as the Mapuche, for their loyalty damaging ability, on a standard Pangaea map on King difficulty.

The challenge was quite interesting to begin with, as early on we seemed to be stuck with one city, plus our start location was challenging due to many mountains. This forced our hand and we had to go to war with a nearby neighbor to capture their capital, which then reduced the loyalty in all their nearby cities.

This was the first game of Civ I've played where I've defeated a Civ and removed them from the game by loyalty flipping them into oblivion!

Bread and Circuses then became our friend as we attempted to flood nearby cities with loyalty, although due to our start position we didn't have any cities on our Eastern borders so all the action was to the West and North.

Anyhow, I won't give away how it went but it was a really interesting challenge with some great moments in it, particularly when it came to emergencies, which I did rather well out of...

If you're interested in watching the challenge then the first part can be found on YouTube here and the finale can be found here.

If you watch then I hope you enjoy! If not then have a splendid day nonetheless!

submitted by /u/TheGeekCupboard
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Finally beat my first game of Deity! Was able to get through the game without entering a single war

Posted: 07 Aug 2018 06:44 PM PDT

13 Yield might be the highest I've ever gotten on 1 tile...

Posted: 07 Aug 2018 01:51 PM PDT

Anybody who comes into the bay is getting stared down, you hear me?

Posted: 06 Aug 2018 06:55 PM PDT

Civ 6 one of top-12 best selling games on Steam in 2018!

Posted: 07 Aug 2018 09:01 AM PDT

Well deserved for this great game, leaves "rivals" of Total War and Paradox series behind as well, along many big games from other genres. It's in the category of Platinum for the big moneymakers.

Old warhorse Civ 5 also doing well and is in top 100 best sellers.

https://www.rockpapershotgun.com/2018/07/06/biggest-games-on-steam-2018/

https://store.steampowered.com/sale/2018_so_far_top_sellers/

submitted by /u/Harmonia5
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Are jungles any useful for science in Civ 6?

Posted: 07 Aug 2018 05:23 PM PDT

Not sure where I should expand first. There are way too many amazing city spots. (PETRA PORN)

Posted: 07 Aug 2018 07:03 PM PDT

Civs should never have unique units or abilities that enhance Science

Posted: 07 Aug 2018 03:18 PM PDT

Science is straight up the most important thing for a civ. High science directly translates to high GPT, culture, military strength, and production. The relationship with faith is a bit more balanced but still very much there.

So civs like Macedon and Korea (VI) are game-breakingly powerful. I'm surprised the developers would allow such a heinous balance oversight.

Unless the way science works is overhauled, future game balance expansions should completely change science-based civs.

Just a two cent rant.

submitted by /u/memeshroud
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What are some must have mods to make Civ 6 a better game (diplomacy, buildings, AI, trade, units etc...)?

Posted: 07 Aug 2018 01:44 PM PDT

I haven't played since launch since it really disappointed me and I really want to get into it, but I need it to be a better/deeper experience. So what mods do you guys recommend I install to make the game better?

submitted by /u/Binch101
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Building the Potala Palace at the Potala Palace | +1 Diplomatic policy slot +2 Culture +3 Faith

Posted: 06 Aug 2018 06:08 AM PDT

Where am I? (Terra Map)

Posted: 07 Aug 2018 04:15 PM PDT

Does the "Half Unit and Building Production Costs" mod ruin the balance?

Posted: 07 Aug 2018 07:47 AM PDT

Civ V multiplayer UI differences

Posted: 07 Aug 2018 05:46 PM PDT

New to Civ V here (coming from Civ IV), I'm hosting a multiplayer team game with a friend (via LAN), and for some reason our UIs are different. His UI shows more info than my own for certain aspects, such as Civ relationships, turns until golden age, etc. I know he doesn't use mods (he doesn't use mods in any game he plays).

Comparison screenshots:

His in-game UI / My in-game UI

His options menu / My options menu

What's going on here? Is it because I'm hosting that I lose this info? Is there any way to get my UI to match his?

submitted by /u/sealedinterface
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Civ6: Is there seriously no way to check what special promotions a unit has?

Posted: 07 Aug 2018 12:51 PM PDT

This was an issue at release; I've held off playing since then but am jumping back in.

Is it still not possible to tell what promotions a unit has, like the ones picked up from passing Natural Wonders? Or (please, I hope so) am I missing something?

submitted by /u/dontnormally
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Kampung Fun

Posted: 07 Aug 2018 04:16 PM PDT

Civ VI guide similar to Zigzagzigal's guides for Civ V? Does such a thing exist yet?

Posted: 07 Aug 2018 02:11 PM PDT

Just you wait a few centuries buddy…

Posted: 06 Aug 2018 01:06 AM PDT

Does Civ VI AI sill suck at war?

Posted: 06 Aug 2018 10:16 PM PDT

I dropped playing this game last fall because I was tired of the complete lack of suspense when the AI inevitably declares war after war that ends with them begging for peace the first turn available no matter how superior their military may be. Is this still the case? I'd love to try out Rise and Fall, but knowing that I don't really have to put any effort into defending my cities definitely kills the sense of accomplishment. Also, the futile task of maintaining any sort of friendship with the fickle civs was infuriating. Has any of this improved significantly in 2018?

submitted by /u/Thresher19838
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Anyone here really like Civ VI?

Posted: 06 Aug 2018 07:42 PM PDT

I've put in about fourty hours into Civ 6, and unlike many, I actually really enjoy it. Civ 5 is without a doubt great, but mechanics like districts, resources, merging units etc, are so cool.

I see lots of hate towards Civ 6, so I was wondering who likes it and why.

submitted by /u/np1100
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Looking for a Civ V/VI Game

Posted: 07 Aug 2018 10:06 AM PDT

Just want to learn the game trial by fire is fun pm or comment I have a discord that is all.

submitted by /u/ColossalTree
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Civ VI ideas for the second expansion

Posted: 06 Aug 2018 11:52 AM PDT

Civ VI ideas for the second expansion

Hey,

I played civ for a very long time and now that I often play civ 6 with friends there is really something like a wishlist for me for the second expansion.

There are some features that would introduce some new level of depth to the game that is good:

  1. Railways: We had them in former Civ Parts. They would boost mobility for wars in the industrial era and could also boost certain production types. Like Civ 4 had this extra production on mines with a connected railway. Just make them somewhat expensive to build (hop in a the costs of a builder and make a railway worker that has 3 charges). Then you can connect major cities with it and maybe make it cost some maintenance.
  2. National Wonders: Something my friends and I often see in multiplayer is that you need to go wide. Going tall is not an option if you want to win. (in more detail: You need many cities otherwise you will lack in production, science and gold to get your empire going. Going wide is not punished enough and going tall is not rewarded enough in civ 6). One way to tackle this would be national wonders that can be built once per civilization that enable futher specialization. Like Oxford University in Civ 4/5 which gave +100% science in a single city.
  3. National Units: I don't talk of the special units of a civ, I talk of a concept that was introduced in maybe the biggest ever made mod for any strategy game: Fall from Heaven 2 (Civ 4). There were National Units which were slightly stronger than other units of their age, but they were limited in numbers. As you could only built 1-4 of them (depending on the research) you could more easily defend as a smaller civ vs stronger ones. In a civ 6 context I could imagine it as something like a royal knight compared to knights. You can only build 2 of them in your nation but therefore they have +4 strength at the same costs.
  4. World Units: Another aspect from Fall from Heaven 2 are world units. We all rush for world wonders, but in the mean time why are there no special units? Making war in Civ is pretty boring. There is little variety. Sure you can go mass archer at the start or mass knights + rams in medieval era. But why not adding some world units that costs something comparable to world wonders and that are actual units on the field with a distinct advantage. There would be enough samples in history. I.e. take Achilles for the ancient era and make him a spearman that provides the siege tower bonus to himself and adjacent units (as a reference to the trojan horse) and give him a some extra strength so he stands out. But for all that it would cost as much as a stonehenge wonder or an oracle. This unit would force the civ that is getting invaded to not rely on its walls, but to confront the unit outside the city.
  5. Change some victory types: There are huge differences in the victory types. Science and Domination are pretty straight forward. Science is just get science and production and have more of it than others do. If you got most science you'll win unless you get invaded. Domination is similar. Have the most military at a top level evolution and have more of it than others... then simply invade the world. Culture? Maybe not as bad as religion, but if one other civ really commits on culture and raises that tourism bar, then there is no chance that you can win before a science victory takes place. No matter how much culture or tourism you make. Make it to something that is actually achievable. Like something where 2 strong cultures can't bring each other to a stall. Like a space race for culture. Only then is culture victory becomming something more than an extra challenge when you won your science victories like a hundred times over. Religion is even worse. It is completely random and highly depending on the stupidity of the AI. Against a human player its pretty much not possible to achieve if the other player has a religion as well. Simply declare war and condemn heretic on incoming apostles/missionaries and thats it. You can lock down a religious takeover completely if you have enough military power and a religion yourself where you are at a stage where you can build inquisitors. Which is not much of an achievement.
  6. Balance Changes:
    1. City States: There are super strong city states and you can base a whole game plan on a single city state. Like Nan-Mandol on an island map. The culture output is so extremely high for so little efford to put in. Or Stockholm with double great person points. And on the other hand there are city states that let you build colossal heads or other unique improvements that don't even serve a niche strategy. Balance them out some more that all city states have at least a valid strategy where they fit in.
    2. Pantheon Beliefs: Unlike religious beliefs the pantheon beliefs don't have much to do with how well a player performs. You simply get them when you choose the god king card and then after x turns you have it. Unless you get lucky and get faith from a barb camp. But then you have a great variety of a bunch of good patheon beliefs, some okay ones and some useless ones. I.e. goddess of the harvest is extremely strong combined with the monumentality belief. If you chop all your forests and bonus ressources with magnus you will get insane amounts of faith. 10k faith on standard speed in one age is no rarity. You simply need feudalism and buy builders with faith that you chop and exceeding faith goes into new settlers. Later on you can use the faith to buy land units with grand masters chapel. This is super powerful. You get a lot for just one belief. thats a hundred times more than something like "holy site gets +1 faith from adjacent desert tiles". Other really strong ones for me are: Earth Goddess, Divine Spark. Others are just occasionally good depending on your strategy or just give you a basic bonus like +10% city growth rate which is better than nothing but also not a game changer.
    3. Religious Beliefs: Some are too strong and some are not good enough. Defender of the Faith is for me the single most strongest belief you can take unless you go out for war. If your game plan is to get a science victory then the best thing you can do is getting defender of the faith first, because that +10 extra strength leverages your units literally to the next era. Your cities are super hard to conquer and you can defend against 5 times stronger enemies easily. So if you have a 1k strength neighbour then some city walls and some ranged units of the current age are enough to not lose a city. Am not entirely sure about Crusader. I tried to use it twice and as I remember it it was broken at that time (I converted all cities of the civilization that I wanted to conquer before I attacked and did not get any attack bonus when I actually declared war and moved in. Maybe I did it wrong, dunno). About the other beliefs: Sure religion is a rush thing and the first player should get the best beliefs, but there should not be such a drastic fall from usability. Like "Religion spreads to cities 30% further away" is useless. I either have my civ fully converted or if I face an invasion of religious units I make an inquisition and simply purge the other religions. The 30% extra range of the spread rarely seem to help. Even for a religious victory where you want to spam out missionaries and apostles that extra pressure is rarely doing anything. So please balance the beliefs a bit. +7 combat strength for defender of the faith would be enough and making the other beliefs stronger will also not hurt the balance.
    4. Policy Cards: Some were already nicely adjusted in the past (like Rationalism) but I would love to see this go further. Some cards are always used as well as some are nearly never used at all. Like Great Person cards except the great prophet card are hardly ever used. Also those cards that give +15% faster growth/gold in cities on new continents or Raj (+2 faith, +2 science + 2 culture +2 gold for each city state that you are souzerain of) unlocked in the industrial era are super bad. Even +5 will be too little so that many would choose it.
  7. UI Changes: The user interface is a pain. Yes it looks fancy and shiny, but its not practical. The community came up with some more or less useful changes, but I think the CQUI collection (https://steamcommunity.com/sharedfiles/filedetails/?id=1125169247&searchtext=CQUI) sums the most useful ones up nicely. They make the UI so much more better. Talk to the modders, I am sure many of them won't mind if some of their changes get included into the main game. Maybe name them in the credits.
  8. AI Changes: The AI does some really really stupid things. Not some that are arguably stupid, but just all the way stupid. Like when you do an advanced start instead of expanding and getting settlers our asap the AI builds a Spy as the first thing in their city. So instead of getting 3 more cities out it then has a spy. breaking it down to a few sentences: Please make the AI somewhat remotely intelligent. The challenge on Diety should not be that the AI starts with 3 extra settlers and +80% bonus production. If the AI was a bit more human-like it would follow strategies properly. Play more adaptive and would simply not need such a massive bonus at the start. As a dev I understand that machine learning might not be a solution in the near future as the game is much too complex for that. One way would be to analyze how a decent human player plays the game. Depending on what he gets and how his starting possibilities look like he decides on a game plan at some point and does everything for it. But some more clever strategies for civs would be super nice to see.
  9. Map Generator & Multiplayer: It is okay for single player, but in multiplayer you have other requirements. What you want are balanced starts. It is no fun at all to play against equally skilled human player and having such a little territory that you simply can't compete. In some extreme cases the map generator even puts you on a starting location where you can only get one extra city and where you have to research shipbuilding before expanding further. I remember back at the time in Civ 4. You had a standard island map where each civ would get an island of its own with guaranteed no other civ on it and all at comparable sizes and quality. Again from a devs perspective: Why not making the player spacing first and generate the map around them in shapes that it fits the map type? Like on a pangea map place them at least 25 fields away from each other and make the distribution even, so that each player has about the same amount of free land around him. With how it is now multiplayer games often go like this: You set up the lobby, spend some time configuring everything, you spend a lot of time loading till everybody is there (and sometimes there are even desyncs in this game... wow) and then everybody is happy, except one person who landed on a single plains tile between a huge desert and a large tundra and has no production at all to start with. As there is no such thing as a restart button (PLEASE ADD) you have to close the multiplayer session and start it again. As there is nothing like a save configuration (PLEASE ADD!) you have to set up all of it again and then start. The more players you have in your multiplayer session the worse it gets.

My general wish would be to have a diversity of valid winning strategies that are supported by the game and have everything from beliefs over city states over policy cards supporting those winning strategies in some way or make them at least valid in a general way, like +2 builder charges. Why keeping cards that serve no purpose? It only confuses new players and overloads the UI.

Ouch super long post. I know its a huge wishlist, but maybe a few of these things could be something we can see in a future expansion. I am willing to pay for them. Am one of the guys who buys those civ titles at full price and gets all DLCs etc.

What do you guys think? What concepts of former civ titles do you miss?

https://i.redd.it/m5ry73trcje11.jpg

submitted by /u/Bruellhusten
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Surprisingly, Civilization V still outdoes Civilization VI in the amount of players on steam.

Posted: 06 Aug 2018 11:28 AM PDT

Civ VI - can't turn off advisor

Posted: 07 Aug 2018 02:43 AM PDT

Hey, I guess because of Quo Tweak Pack my advisor gone absolutely nuts. Can't silence that woman for a second! :D Everytime I launch the game I turn advisor off but it does nothing. Moreover, it automaticly turns on after game restart.

And so I have a question for you - can you search for any option like "AdvisorDisabled" or anything like that in your AppOptions.txt in "..\My Games\Sid Meier's Civilization VI"? :) I am thinking about disabling it manually from there and then putting this file on ReadOnly state so bitch won't annoy me anymore. (can't rly find any info about it with Google)

Same goes with Quo's pack - disabled welcome screen yet it still shows everytime. I'm kinda out of options.

"Thanks from the mountain"! :)

submitted by /u/pulka103
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