Civilization - A weird border bug with Sweden |
- A weird border bug with Sweden
- He’s turn 138 of his first game. Am I a good step dad? Mom doesn’t come hone for another 2 hours...
- My starting base has 11 Chocolate side by side.
- Sydney has some pretty accurate borders
- I guess i should switch my starting tech to sailing...
- The Dutch version of Canal Porn.
- Diety Pantheon Tier List [Text Version in Comments]
- Civilization VI’s City Building is the Ultimate Puzzle
- How far have you played a game that you knew was unwinnable?
- This is a problem...
- Ever watch a documentary and notice music you've heard in a civ game?
- I drew a map of my current Civ 5 game. Here's half of the known world, 825BC
- Thoughts on limiting victory options
- PSA: Missing leaders? Make sure you aren't using a saved config that uses mods/subscriptions you no longer have installed
- So Many Scouts
- My own little Sentinel Island
- They don't even have great firewall
- Why am I still getting dissidents?
- Civs that work well with certain map setups or opponents
- Antiquity site mod for civ 5?
- Is there a Civ V mod that limits the type of units the game can have?
- 2 questions: (1) >Huge size maps; (2) Loyalty Mechanic
A weird border bug with Sweden Posted: 14 Aug 2018 06:21 AM PDT
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He’s turn 138 of his first game. Am I a good step dad? Mom doesn’t come hone for another 2 hours... Posted: 14 Aug 2018 01:44 PM PDT
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My starting base has 11 Chocolate side by side. Posted: 14 Aug 2018 08:58 AM PDT
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Sydney has some pretty accurate borders Posted: 13 Aug 2018 11:07 PM PDT
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I guess i should switch my starting tech to sailing... Posted: 14 Aug 2018 09:31 AM PDT
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The Dutch version of Canal Porn. Posted: 14 Aug 2018 06:40 AM PDT
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Diety Pantheon Tier List [Text Version in Comments] Posted: 14 Aug 2018 12:01 PM PDT
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Civilization VI’s City Building is the Ultimate Puzzle Posted: 14 Aug 2018 06:31 AM PDT
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How far have you played a game that you knew was unwinnable? Posted: 14 Aug 2018 06:02 PM PDT If you've played a game on a higher difficulty and you've reached a point where you know you can't win, how long have you continued that game? Do you persevere until you reach a losing screen? Do you just quit if the other Civs are too far ahead by the Industrial Age? If I'm playing on Immortal or Diety I just quit after failing an invasion since I know my Civ is too vulnerable to continue. By that point I've lost too much of my military investment to focus on getting any other victory type. I also quit if I have warmongering civs advancing near my territory even if they haven't yet declared war. So what do you do when you're faced with those situations? Have you ever just waited for an inevitable defeat? [link] [comments] | ||
Posted: 14 Aug 2018 11:47 AM PDT
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Ever watch a documentary and notice music you've heard in a civ game? Posted: 14 Aug 2018 12:19 PM PDT This tends to happen often when I watch historical documentaries. Just got done watching "Afghanistan: the great game" on Netflix and throughout the episode, field of poppies was playing and I recognized it immediately. When I was watching WW2 in color, epitaph also played a lot when talking about the costly battles happening on the eastern front. [link] [comments] | ||
I drew a map of my current Civ 5 game. Here's half of the known world, 825BC Posted: 14 Aug 2018 07:35 PM PDT
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Thoughts on limiting victory options Posted: 14 Aug 2018 03:27 PM PDT So after several attempts to win a Civ VI Deity, I realized that it seemed like somebody would win a Science victory every GD time, no matter whether that Civ was near the top in game score. So I went with Korea and just single-mindedly pursued a science victory and won easily even though I had far and away the lowest game score. Now I just want to remove Science from the potential victory options. Any thoughts? [link] [comments] | ||
Posted: 14 Aug 2018 12:09 PM PDT I just got around to disabling the Fix AI Yields mod from an earlier bug in the game that's since been fixed, and a bunch of my leaders weren't selectable. (They were replaced by "Random Leader".) The mod was no longer enabled but saved configs apparently keep track of which mods you used and this can cause problems like missing leaders. Re-creating the saved config from scratch solved the problem. Edit: Note that you may have to also dump \[username]\My Documents\Sid Meier's Civilization VI\ as merely unsubscribing and disabling the mod was't sufficient for the remnant to disappear, which resulted in the game saving files that think the mod is supposed to be present even if it isn't, which in turn resulted in the game refusing to allow those saved games to load. It is likely that there's a specific subdirectory that will be sufficient but I haven't tested it that far. [link] [comments] | ||
Posted: 14 Aug 2018 01:28 PM PDT
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Posted: 14 Aug 2018 11:39 AM PDT
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They don't even have great firewall Posted: 14 Aug 2018 09:03 AM PDT
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Why am I still getting dissidents? Posted: 14 Aug 2018 06:31 PM PDT I don't fucking understand. I have dissidents from portugal, but they don't have any tourism. If I go to portugals tab in the tourism page, they are exotic with me and are falling. This doesn't make any sense. Is it because I use their religion? There aren't any other fucking religions on this continent, I literally have no choice. [link] [comments] | ||
Civs that work well with certain map setups or opponents Posted: 14 Aug 2018 02:40 PM PDT Please post certain map starts which match well with civ abilities and units, etc. An example would be how Kongo works well with jungle. (civ 6 stuff only) [link] [comments] | ||
Posted: 14 Aug 2018 05:59 PM PDT After playing a game where i uncovered an antiquity site of a city that i had razed in the classical era despite never have going to war, i was wondering if there were mods that made the antiquity sites actually record what happened [link] [comments] | ||
Is there a Civ V mod that limits the type of units the game can have? Posted: 14 Aug 2018 05:55 PM PDT I don't like warring with late game mech type units, I prefer having people fighting people. Is there a mod that does this? Just cuts off unlocking new units for every civ after a certain point, maybe even make eras last longer but without making it take 10x as many turns to make a unit. [link] [comments] | ||
2 questions: (1) >Huge size maps; (2) Loyalty Mechanic Posted: 14 Aug 2018 08:59 AM PDT I started playing Civ 6 R&F about a week ago, without researching mechanics and options. I'm a long-time Civ player, so things have gone pretty decently, but I'm at the point now where I'm starting to research some of the details of the game. Based on this, I have two questions. (1) Map size/number of players I'm a big fan of maxing out everything in a strategy game. So right now I'm playing a Huge map with the max number of AIs and citystates. It's going well, the world feels big and vibrant. But I read references to "Giant" maps, which I assume is via mods. What are people's options for making the game even bigger than it already is? And are there downsides to enlarging the game? I'm not concerned about turn times. I play a lot of Total War: Warhammer, Mortal Empires, and it can take the AI a couple minutes to take each turn, and that doesn't bother me at all. I'm more concerned about game balance and fun. I play on Emporer difficulty right now, and I find that it's at least possible, though risky, to found religions/build wonders. I'd be worried about basically being excluded from that in a bigger game. Any thoughts/recommendations? (2) Loyalty Mechanic I always have the tendency to play peacefully in my Civ games, so I thought it was great that R&F added the loyalty mechanic. I assumed it would be a refined version of Civ 4's culture flipping, where I build a high-culture civilization that all my neighbors admire, and lo and behold, my neighbors' border cities eventually start saying "Hey, I wanna join THAT group over there." Civ 4's mechanic had flaws, for me most notably that on higher difficulties it just added to the overabundance of AI bonuses which mathematically slaughtered me. I could never play above King difficulty in Civ 4 just due to the power of AI military doomstacks and AI culture scores. So with my preconception in mind, I managed to build two early-game wonders, and pay a hefty amount of gold to pick up a holy relic from an AI. I saw that sleek tourism score go up, and had both my capitol city and a city with a wonder within 7 or so tiles of a single AI city. So I waited, rubbing my hands together in gleeful anticipation...and waited some more...and finally started reading about just how loyalty and city-flipping works. I'm not wild about how the mechanic seems to work. It's really just about population, with governors and garrisons providing a mostly-defensive modifier. To me that seems to mean that my peaceful, wonder-building, six-city civilization is never gonna attract AI cities unless my neighbors all start fighting each other. At the same time, overseas colonization is gonna probably be near impossible. I recently developed caravels and sailed across the ocean, discovering an unsettled island off a continent's coast. It would be delightful for a little island town, with a lot of access to sea resources. I'm building a settler now, but I assume that the two within-9-tiles AI cities will create like a -20 penalty for settling the island. So it sorta feels like I'm being crunched from both directions with the mechanic. Colonial expansion seems difficult/impossible, and convincing established AI cities that I have a better answer to governance seems difficult/impossible. What do others think? [link] [comments] |
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