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Salvor_Hardin posted:One thing I've found that is frustrating is that coastal cities are at a huge disadvantage. With districts now competing with workable tiles having as many as possible is more important than ever. Harbors give you an extra trade route which is a huge deal. But yes it's probably better to build the city inland and have like just a handful of water tiles in the radius
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# ? Nov 14, 2016 04:12 |
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# ? May 15, 2024 01:45 |
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CharlieFoxtrot posted:Adjacency bonuses seem like a total waste of a policy slot. Like, is there a case in which getting double output from buildings would be worse than the adjacency boost? Like I guess if you built the districts but didn't build anything in it for 100 turns? You get districts adjacency bonus cards earlier then building bonuses. Plus you can run both.
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# ? Nov 14, 2016 04:13 |
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Idea for harbor. Add this tiles yield to all water tiles.
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# ? Nov 14, 2016 04:15 |
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Powercrazy posted:Idea for harbor. Add this tiles yield to all water tiles. Or at least adjacent water tiles.
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# ? Nov 14, 2016 04:17 |
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maybe they could have the lighthouse give water tiles +1 food just spitballing here
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# ? Nov 14, 2016 04:21 |
Add shore batteries to harbor.
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# ? Nov 14, 2016 04:27 |
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CharlieFoxtrot posted:Harbors give you an extra trade route which is a huge deal. But yes it's probably better to build the city inland and have like just a handful of water tiles in the radius This is why I specifically cited the commercial district which does the same thing but is almost guarenteed to give more gold. I will say the secondary buildings on Harbor are solid but it's still rough to give up a bunch of tiles.
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# ? Nov 14, 2016 04:36 |
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Powercrazy posted:Idea for harbor. Add this tiles yield to all water tiles. This mod took a stab at it: https://forums.civfanatics.com/threads/improved-water-yields-updated.603384/
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# ? Nov 14, 2016 04:46 |
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How do you install mods? The game doesn't have a Workshop section on Steam (which is where I always install mods for other games). Is this like Skyrim/Fallout etc. where you install everything manually via a third-party system?
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# ? Nov 14, 2016 05:32 |
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enraged_camel posted:How do you install mods? The game doesn't have a Workshop section on Steam (which is where I always install mods for other games). Just copy/paste the folder into the DLC folder. Some require a folder in root too, most will explain.
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# ? Nov 14, 2016 06:13 |
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homullus posted:How many requests for peace did you decline while you jacked half their poo poo? Like 500 when idgaf and I just want to make them go away permanently. But in the above scenario I usually take the peace offer right away - this is early game when half their poo poo refers to a couple of cities, trade routes, and settlers.
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# ? Nov 14, 2016 06:21 |
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Some district buildings give you citizen slots. What do they do, exactly?
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# ? Nov 14, 2016 10:02 |
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My game was crashing everytime at the exact same moment, when Gorgo AI was having its turn. Just straight to desktop, no error message. So I was thinking it was something the AI was doing which made the crash happen. My fourth try, I reloaded again but this time before I clicked 'next turn', I declared war on Gorgo. And it worked! No more crash and I could play again. I believe that my declaration of war changed Gorgo's 'plan', so whatever it was doing before made the game crash. You can also crash your game by changing civics when the 'reassign trade route' window is open. So set your autosaves to every turn!
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# ? Nov 14, 2016 10:26 |
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Prav posted:maybe they could have the lighthouse give water tiles +1 food get your wacky rear end ideas outta here bro
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# ? Nov 14, 2016 11:17 |
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Operant posted:Never play on a Pangaea map with religious victory turned on if you don't want to hate yourself. If you turn off religious victory, does the AI stop with the missionaries and apostles? That would be super-sweet.
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# ? Nov 14, 2016 11:24 |
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prefect posted:If you turn off religious victory, does the AI stop with the missionaries and apostles? That would be super-sweet.
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# ? Nov 14, 2016 11:40 |
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It would be cool if maybe some districts could be placed on coastal tiles, or maybe a policy card required to do it or something. Having a quay with an entertainment district next to your harbor or something, would be kinda cool. I'll tell you, one of the things that gave me so many more hours with Civ 5 was the In Game Editor mod/tool. I loved to just create scenarios on the fly, like creating weird terrain or giving AIs weird techs at odd times, or doing all sorts of wacky stuff.
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# ? Nov 14, 2016 11:46 |
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Smol posted:Some district buildings give you citizen slots. What do they do, exactly? They let you assign a worker to a poo poo job related to the district that gives you +2 science/culture/faith. It's pretty worthless unless you have already built everything you need in the city and you have hit your population limit.
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# ? Nov 14, 2016 11:55 |
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prefect posted:If you turn off religious victory, does the AI stop with the missionaries and apostles? That would be super-sweet. Hahahaha nope
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# ? Nov 14, 2016 12:32 |
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I wonder if you can edit the cost of religious units to be so ridiculous they'd never make them. Or just delete them from the game. But I'm sure the AI would still try to spam them. How I deal with it is just not caring about religion and letting everyone convert my cities to whatever they want.
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# ? Nov 14, 2016 13:36 |
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I am not sure if making missionaries/apostles/inquisitors work like spies would make the system better or worse. (maybe if they fix the spy ui first)
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# ? Nov 14, 2016 13:50 |
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Religion should just be a passive thing. Let your religion spread naturally,. With religious pressure that you can manipulate with buildings and wonders. It also shouldn't be a victory type.
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# ? Nov 14, 2016 13:54 |
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I got bored with Science/Domination victories and tried out Cultural. Have a couple questions. 1) What the gently caress do I do with "Great Musicians"? Couldn't find anywhere to use them and no good documentation on it. 2) Would I get Gold for deleting one of the "Great Persons"? At some point you just don't have space for their works and a huge chunk of Gold would be a nice trade-off than just putting them to sleep. I'm assuming they don't provide a benefit just by existing? 3) If another Civ is going hard for a Cultural Victory, do we have to go to war at some point? It seems impossible to win if another Civ is doing well in this area. Kongo and myself were both essentially tied going into the late game in culture. Both had like 200 tourists. Didn't seem like either of us would be able to gain enough ground on each other in this area. One thing I wish they'd do differently is how it handles the works of art. You currently need spots to display them. That makes sense from a culture and tourism standpoint, but I'd like to be able to have a Great Artist build a piece of art even if there is no space to display it. Perhaps it gets put in your inventory in the capital. You won't generate culture or tourism from it because it's not displayed, but you'd be able to trade it to other Civs. This would seemingly help alleviate the problem of a Civ having a bunch of "Great Persons" sitting around doing nothing. I do like how espionage plays into the cultural victory. Was kind of fun sending spies out to steal works of art from other Civs.
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# ? Nov 14, 2016 14:05 |
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John F Bennett posted:Religion should just be a passive thing. Let your religion spread naturally,. With religious pressure that you can manipulate with buildings and wonders. I agree. I hate that it's a victory type. Would rather see some economic victory of sorts (more gold than all the other Civs combined?). I wish they'd streamline it at least. When you create a missionary, you should just be given a menu that lets you pick the city you want to send them to. Kind of like how trade routes work. Once they reach the city they do their thing and that's it. Treating them like regular units just makes the game much more tedious. And if they must keep the current system in place, maybe make the units more powerful but cost much more faith so the map isn't littered with them. I'm convinced that the people who make this never play past the 300th turn.
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# ? Nov 14, 2016 14:19 |
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Ed Beach himself said that they had permanent AI games running. Sometimes I think that's the only way they tested this otherwise great game.
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# ? Nov 14, 2016 14:32 |
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Niwrad posted:I got bored with Science/Domination victories and tried out Cultural. Have a couple questions. You can build Broadway or the Sydney Opera House or a Broadcast Center and have them create their works there. Niwrad posted:2) Would I get Gold for deleting one of the "Great Persons"? At some point you just don't have space for their works and a huge chunk of Gold would be a nice trade-off than just putting them to sleep. I'm assuming they don't provide a benefit just by existing? Yes, you get great cash for deleting great people. Niwrad posted:One thing I wish they'd do differently is how it handles the works of art. You currently need spots to display them. That makes sense from a culture and tourism standpoint, but I'd like to be able to have a Great Artist build a piece of art even if there is no space to display it. Perhaps it gets put in your inventory in the capital. You won't generate culture or tourism from it because it's not displayed, but you'd be able to trade it to other Civs. This would seemingly help alleviate the problem of a Civ having a bunch of "Great Persons" sitting around doing nothing. Or maybe if they dramatically increased the amount of spaces you have to store great art. Or let great works go into libraries or universities, even. Pretty sure you can fit "Hamlet" in your local athenaeum. Niwrad posted:I do like how espionage plays into the cultural victory. Was kind of fun sending spies out to steal works of art from other Civs. This is pretty great, although you can't steal anything if you have nowhere to display it. And you'd think that once a piece of art is stolen and then some other civ suddenly starts getting tourists to see that piece of art, you'd be able to figure out who did it. Edit: upon second thought, you can trade great works between civs, so it's not as cut-and-dried as I had first thought. prefect fucked around with this message at 14:43 on Nov 14, 2016 |
# ? Nov 14, 2016 14:40 |
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Thanks! That helps a lot. Haven't come across the broadcast center yet but maybe that's because I neglected science so much and didn't get to the radio tech till late. You'd think they'd have something for earlier in the game because I got that "Great Musician" early on and regardless of my science he was going to have to sit around a while. I rarely played for cultural victories in V but I think I'm going to be doing it a lot in VI. Just a really fun experience.
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# ? Nov 14, 2016 14:55 |
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Niwrad posted:Thanks! That helps a lot. There's also a great merchant(?) who will give you two great work slots in a bank, and those slots can store anything. But yeah, you will get too many writers and you will get musicians too early. And then you will get too many musicians. I really wish some super-spergs would get all the Civ VI data into a wiki; I would love to read about all the random great people and great works and so forth. There's a lot of little things going on in there.
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# ? Nov 14, 2016 15:01 |
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GoGoGadget posted:I wonder if you can edit the cost of religious units to be so ridiculous they'd never make them. Or just delete them from the game. But I'm sure the AI would still try to spam them. The problem is really that religious units can gently caress up your own civilian and military unit movement within your own borders, or even block access so you can't eg. put improvements on hexes with engineers or builders. Unless you fight them with your own religious units, pay disproportionate attention (due to lack of a sentry command) to intercept them at your borders or outright wage war against the NPC, they can and will do this with no penalty and the more religious-minded NPC civs there are, the worse it gets.
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# ? Nov 14, 2016 15:08 |
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orcane posted:The problem is really that religious units can gently caress up your own civilian and military unit movement within your own borders, or even block access so you can't eg. put improvements on hexes with engineers or builders. Unless you fight them with your own religious units, pay disproportionate attention (due to lack of a sentry command) to intercept them at your borders or outright wage war against the NPC, they can and will do this with no penalty and the more religious-minded NPC civs there are, the worse it gets. There needs to be a sentry command or a Distant Early Warning system, because I never colonize the frozen wastelands, and barbarians keep spawning out there every so often. And then I find out when they pillage something.
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# ? Nov 14, 2016 15:16 |
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Bring back corporations and make economy a victory type. I like Religion as an option, but there should be a way to combat religion without having a religion.
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# ? Nov 14, 2016 15:20 |
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Gyshall posted:Bring back corporations and make economy a victory type. I like Religion as an option, but there should be a way to combat religion without having a religion. I'm imagining corporations working exactly like religion, with swarms of executives clogging the map as they engage each other in fiscal combat
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# ? Nov 14, 2016 15:25 |
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Spakstik posted:I'm imagining corporations working exactly like religion, with swarms of executives clogging the map as they engage each other in fiscal combat They should tie it into the trade system where you win by having your corporation's exports reach a trigger point. That would also make international trade routes useful - I don't think I've run external trade routes outside of a game I played as Russia.
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# ? Nov 14, 2016 15:43 |
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Spakstik posted:I'm imagining corporations working exactly like religion, with swarms of executives clogging the map as they engage each other in fiscal combat "Hostile Takeover"
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# ? Nov 14, 2016 15:45 |
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TyrantWD posted:They should tie it into the trade system where you win by having your corporation's exports reach a trigger point. That would also make international trade routes useful - I don't think I've run external trade routes outside of a game I played as Russia. The problem with international trade is that it isn't as simple as "exports good". You could probably get economists to argue forever about how you would "win" at trade.
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# ? Nov 14, 2016 16:00 |
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Really, it's not the actual product. It's the brand that matters. Which means that you could reskin religion as corporations and it would work the same.
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# ? Nov 14, 2016 16:12 |
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prefect posted:The problem with international trade is that it isn't as simple as "exports good". You could probably get economists to argue forever about how you would "win" at trade. You could say the same about winning at science or religion or culture.
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# ? Nov 14, 2016 16:15 |
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I wish there were more documentation about how religious radiation works. Does the radiation come from citizens who follow a religion? Does it come from holy sites? What about wonders? How far does it reach? How strong is it? Can you get it strong enough that missionaries catch fire if they come too close?
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# ? Nov 14, 2016 16:16 |
Spakstik posted:I'm imagining corporations working exactly like religion, with swarms of executives clogging the map as they engage each other in fiscal combat Civilization Call to Power.txt
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# ? Nov 14, 2016 16:50 |
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# ? May 15, 2024 01:45 |
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John F Bennett posted:Ed Beach himself said that they had permanent AI games running. Sometimes I think that's the only way they tested this otherwise great game. I'm guessing they only looked for functional problems/crashes in those AI games. The pre-release AI battle royale stream was a pretty good representation of the final product as nothing interesting happened and it was boring as hell.
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# ? Nov 14, 2016 17:29 |