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The Phoenicians don't worry about loyalty, so having them being right next to me in my current game makes the cultists kinda useless. Also just poking the bear by building city right next to my capital on the one hex that wasn't claimed.
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# ? Jun 26, 2021 20:11 |
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# ? Jun 6, 2024 05:39 |
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Apologies, I know these kinds of questions must get tedious, but is there any reason I can't build Kyoto's industrial zone on the hex I've pinned with the +9 bonus? I made sure it belongs to Kyoto so that's not the problem.
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# ? Jun 27, 2021 05:04 |
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resting bort face posted:Apologies, I know these kinds of questions must get tedious, but is there any reason I can't build Kyoto's industrial zone on the hex I've pinned with the +9 bonus? I made sure it belongs to Kyoto so that's not the problem. Cities will always own the tiles that are directly adjacent. So Kyoto will never own that +9 zone, it has to belong to Nagano. The exceptions to the above rule: -If cities are built on a foreign border -If a different city builds a wonder on a neighboring tile before the new city is founded edit: I just saw the second +9... in which case you probably have not researched how to chop rainforest yet.
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# ? Jun 27, 2021 05:16 |
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Have you researched Bronze Working yet? Rainforests can't be removed until you unlock that tech.
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# ? Jun 27, 2021 05:17 |
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Oh hell I knew I couldn't chop it for food and production but I didn't realize I couldn't just level it for nothing. Okay, yes, that's the problem. Thanks!
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# ? Jun 27, 2021 05:28 |
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resting bort face posted:Apologies, I know these kinds of questions must get tedious, I would rather read five pages of these kinds of questions than one filled with posts like "My gaming rig has an AMD 455PPCX with 48GB DPRKRAM with a modem cooled by the tears of children, will it run this game?"
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# ? Jun 27, 2021 15:20 |
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What is the zombie mode? The tool tip in the game setup gives not enough info. Does it just mean zombies will appear every once and a while with a plague of them happening once and a while or is it something else?
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# ? Jun 27, 2021 19:58 |
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twistedmentat posted:What is the zombie mode? The tool tip in the game setup gives not enough info. Does it just mean zombies will appear every once and a while with a plague of them happening once and a while or is it something else? thats right, but tbh its very lackluster so i dont know the specifics of its mechanics
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# ? Jun 27, 2021 21:16 |
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twistedmentat posted:What is the zombie mode? The tool tip in the game setup gives not enough info. Does it just mean zombies will appear every once and a while with a plague of them happening once and a while or is it something else? Zombies appear periodically at random. Zombies also appear in places where units have died. They get stronger based on how many zombies have died in the game so far. You can build zombie defenses, but it's pointless 'cause the zombies will generally spawn inside of them. Zombies attack on the turn they've spawned so your civilian units are never safe. There's a new spy mission to make zombies spawn in enemy cities. There are a couple new city projects to repel/control zombies (that you'll never use because the zombies don't survive long enough). That's about it. In my experience, after the very early game, zombies are a weird inconsequential nuisance who suicide against your units/cities. In the early game it's a big crapshoot. By the time you get to the midgame, one or two AI civs will probably have been completely hosed over. Basically, the mode adds even more swinginess. Also, it's loving zombies. Wouldn't recommend.
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# ? Jun 27, 2021 21:30 |
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Thanks in part to your help this weekend, I was able to build this city. I could have won this game almost any way I wanted to. Maybe it's time for Immortal.
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# ? Jun 28, 2021 05:24 |
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DontMockMySmock posted:Zombies appear periodically at random. Zombies also appear in places where units have died. They get stronger based on how many zombies have died in the game so far. You can build zombie defenses, but it's pointless 'cause the zombies will generally spawn inside of them. Zombies attack on the turn they've spawned so your civilian units are never safe. There's a new spy mission to make zombies spawn in enemy cities. There are a couple new city projects to repel/control zombies (that you'll never use because the zombies don't survive long enough). That's about it. Sounds super lame and half baked. The big about appearing where units have died is neat, but over all doesn't sound like a good game mode. I'd like a game mode that includes future tech, becuase i know some people don't want things that aren't "realistic" in the game, so you give an option to have a future tech tree that gives you stuff like combat robits, orbital drops, power armor troops and stuff like that. Nothing too crazy. So I find that Arabia has built a city 5 hexes away from my capital. And its their second city. Their capital is a full screen away from that city. I tell them stop settling near me, and the go "we need breathing room!" and got all pissy, and then everyone else got pissy at me for inflicting grevances on them. Then they build a second city that is directly between my capital and second city, and of course this takes the 3 sources of iron that was just outside of my cities radius that were going to be acquired in the cities next expansion. So like gently caress you buddy. I already have about a half dozen units and I declare war against Arabia, burn down those two cities and find out that was their only 2 cities besides their capital. But of course because of the way diplomacy works in the game, I'm the bad guy. I picked on a poor civ that was just building cities to completely prevent my expansion. Then the Pols and Scythians which are extremely far away declare wars on me, but of course both of them have scouts right next to where i have unprotected settlers. That's my fault, but still i wasn't expecting them to appear with scouts on the map right next to my settlers the turn they declare war on me.
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# ? Jun 29, 2021 21:04 |
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twistedmentat posted:Sounds super lame and half baked. The big about appearing where units have died is neat, but over all doesn't sound like a good game mode. I'd like a game mode that includes future tech, becuase i know some people don't want things that aren't "realistic" in the game, so you give an option to have a future tech tree that gives you stuff like combat robits, orbital drops, power armor troops and stuff like that. Nothing too crazy. the ai wont get mad at you for having grievances against arabia. if anything that second city should have given you enough grievences to burn/take one of those cites if they did it soon enough after you asking them to stop the other players just took advantage of what im guessing was both a low military score and unescorted settlers. if you are at war with anyone dont leave your settlers unescorted.
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# ? Jun 29, 2021 21:23 |
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Archduke Frantz Fanon posted:the ai wont get mad at you for having grievances against arabia. if anything that second city should have given you enough grievences to burn/take one of those cites if they did it soon enough after you asking them to stop I wasn't though, I had made peace with arabia and then started settling, and by the end of the war i had 12 units, which put me on top of the military score.
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# ? Jun 29, 2021 22:12 |
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resting bort face posted:Apologies, I know these kinds of questions must get tedious, but is there any reason I can't build Kyoto's industrial zone on the hex I've pinned with the +9 bonus? I made sure it belongs to Kyoto so that's not the problem. I'm still new to 6, coming from 5. How the heck are you managing to get +9 bonuses?
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# ? Jun 30, 2021 06:16 |
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Frush posted:I'm still new to 6, coming from 5. How the heck are you managing to get +9 bonuses? Industrial Zone gets adjacency bonuses from Dams and Aquaducts (and Canals), not just from the city to which the IZ belongs but from all other Dams and Aquaducts belonging to your cities. So with some careful planning, and with the +100% adj. bonus policy card for IZs, you can get some absolutely disgusting production radiating out from your factory there. In that screenshot, I'm also getting a little boost from Japan's special adj. bonus for districts, but the principle is the same.
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# ? Jun 30, 2021 06:44 |
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Note that you will need expansion packs for that. In Vanilla, industrial zones are both lackluster, and near-mandatory as there's no other good sources of cogs around. They could have easily backported a few of those bonuses (adjecency for aqueducts, etc), but chose not to.
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# ? Jun 30, 2021 06:47 |
Japan gets a full +1 adjacency bonus between districts from their special ability (instead of +0.5), so each Aqueduct is giving +3 to the industrial zones, and the other districts are giving +1 So 2x Aqueducts and 3 other districts = +9 zone even before the doubling policy card I highly highly recommend getting the Detailed Map Tacks mod, it allows you to bind 'add tack' and 'remove tack' to keys, and if you tack a district it'll show you exactly what bonus it will have (also taking into account other tacks), so you can plan out your districts ahead of time and see all the bonuses far easier.
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# ? Jun 30, 2021 13:16 |
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Germany in particular can throw up some flat-out obscene production numbers. Y’all, I’m looking at an 18-gear Hansa’s prospective 18-gear Coal Power plant and I’m not sure if polar ice is worth not doing this in every single city.
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# ? Jun 30, 2021 13:31 |
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Are their any other thread recommended UI or QoL mods?
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# ? Jun 30, 2021 13:31 |
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LonsomeSon posted:Germany in particular can throw up some flat-out obscene production numbers. I typically win before I can make my civ green and I always find it vaguely upsetting.
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# ? Jun 30, 2021 16:44 |
Soylent Pudding posted:Are their any other thread recommended UI or QoL mods? Quick Deals is an absolute must imo
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# ? Jun 30, 2021 16:54 |
LonsomeSon posted:Germany in particular can throw up some flat-out obscene production numbers. Mother Russia is even better imho. - Pantheon +1 Faith from adjacent tundras (AI never goes for this) - Religion Work Ethic production bonus = to faith adjancy bonus (AI usually leaves this for the 3rd or 4th religion) Easily can get 7+ production and faith with doubling via policy cards by the time you unlock industrial zones. Mountains, wonders(+3 adj bonus if built on a tundra), & districts push it even higher. If you rush Theology it's reasonable to have 15+ faith, 15+ production larvas early classical era. Another +50/50% adjacency policy card is available later for even more.
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# ? Jun 30, 2021 17:29 |
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Soylent Pudding posted:Are their any other thread recommended UI or QoL mods? https://youtu.be/O7V6Ymx9Go8 I'd also add Radial Measuring Tool.
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# ? Jun 30, 2021 17:35 |
Stefan Prodan posted:Quick Deals is an absolute must imo Agreed. Quick deals is amazing. Potato uses it too now and really likes it, though it's not in the video Pedestrian Xing posted.
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# ? Jun 30, 2021 18:43 |
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If you're not using Quick Deals you're leaving money on the table. By the by, I took this thread's advice and built planes to supplement my war effort as Mongolia. I thought I was steamrolling with two tank armies and two field cannon armies with 7 promotions each. Then I brought my bombers in and the game was just over instantly. I can't believe I've never hosed with aircraft before. They absolutely poo poo all over everything.
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# ? Jul 1, 2021 05:59 |
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Who needs an industrial zone when you can have a high-yield temple that also counts as production? 😎
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# ? Jul 1, 2021 06:35 |
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resting bort face posted:I typically win before I can make my civ green and I always find it vaguely upsetting. For some reason I find it really satisfying to build offshore wind farms and seasteads on coastal/island cities, you can get some solid bonuses from resources if they're spaced out right and it just looks nice having a bunch of windmills spinning everywhere
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# ? Jul 1, 2021 10:22 |
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It still weirds me out that coastal wind farms are a far-flung future tech in line with loving seasteads and after the mars colony. We've had them for decades!
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# ? Jul 1, 2021 11:10 |
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Zulily Zoetrope posted:It still weirds me out that coastal wind farms are a far-flung future tech in line with loving seasteads and after the mars colony. We've had them for decades! Ability to build the structure comes with electricity. The tech is more about zoning.
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# ? Jul 1, 2021 17:17 |
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Hey, I dunno if anyone in the thread really does a lot of multiplayer, but for the past few days I've just had absolutely horrendous desyncs, and no matter what my friend and I do we can't seem to fix them. so I was just wondering if anyone has run into this situation and happened upon a solution?
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# ? Jul 1, 2021 18:49 |
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You know whats fun? Not knowing where you're building your venician arsenal in a city that is actually on a massive inland sea and now you have to plan your expansion so you can build canals so give it access to the wider oceans. For the gov plaza, what are the best choices? I always go for ancestral hall first, but the second one, I normally take the foreign ministry.
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# ? Jul 1, 2021 19:58 |
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Venetian Arsenal applies to all cities and ships built in your empire, so as long as you did have some cities where you wanted to build some ships, you're all good
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# ? Jul 1, 2021 20:28 |
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For the most part I’ve really enjoyed moving up to Deity, but (but!) I wish there was a way to reduce how important starting position feels/seems/is; I hit ‘restart’ considerably more times on a Deity game than on Immortal. Does anyone have advice on either settings or mods (or maybe just attitude adjustments?) for playing on Deity without rerolling until things feel Just Right? I play a lot of Portugal, Maori, and Australia so I tend to gravitate to resource heavy maps with a fair amount of coastline. For game modes, I enable tech shuffle, secret societies, barbarian -> city state thingy, and corporations.
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# ? Jul 1, 2021 21:06 |
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Marmaduke! posted:Venetian Arsenal applies to all cities and ships built in your empire, so as long as you did have some cities where you wanted to build some ships, you're all good …was it always like this?! Last night I noticed I was getting bonus Privateers from one of my Mediterranean-coast cities on a TSL Med map, after building the Arsenal up in the channel. I figured it was a glitch where that Harbor and the Arsenal had completed on the same turn, maybe, and was disappointed that it was the city with more farmland instead of the one to the west which had half again the production and was only like 5 turns older. Guess the next war with Rome will be even more hilariously one-sided! So far getting declared on and then pruning the aggressor back a little bit further than everyone else would like has invariably resulted in another war with a different neighbor that has the same result. Probably could have been done by now, but it’s my first really long Civ VI in over a year and I’m getting used to the City Lights mod, which I’m really digging. Probably going to stack wonders for a culture victory, I’ve managed to score half a dozen myself (Emperor so no huge deal to get a few if you pick them ahead of time) and have got four 15+ pop Borough cities putting up 140+ gears per turn, on Marathon, so the right Atomic/Information era poo poo should be very doable. Plus the last war with Rome may have resulted in their holy city with three Wonders in it in my hands >.>
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# ? Jul 1, 2021 22:37 |
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Marmaduke! posted:Venetian Arsenal applies to all cities and ships built in your empire, so as long as you did have some cities where you wanted to build some ships, you're all good Wait, I thought it always built the extra ship in its square, not in the city that built the ship.
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# ? Jul 1, 2021 22:40 |
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Best Friends posted:Ability to build the structure comes with electricity. The tech is more about zoning. But it's not like they're ocean wind farms or anything else super-advanced! They're just wind farms built in shallow waters, a thing that has existed for longer than half the poo poo in the information era tree.
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# ? Jul 1, 2021 22:58 |
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Oh, well I thought I remembered they both just spawned at the creating city, but it has been a looong time since I built it so maybe I'm misremembering...
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# ? Jul 1, 2021 22:58 |
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I cant check now but Im pretty sure it applies to all cities. Is one of the wonders I build most because the AI seems to forget it exists most of the time
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# ? Jul 1, 2021 23:04 |
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It applies to all cities, but only hard built units. Ie not gold or faith bought
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# ? Jul 1, 2021 23:33 |
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# ? Jun 6, 2024 05:39 |
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HappyCamperGL posted:It applies to all cities, but only hard built units. Ie not gold or faith bought Yup, it's a must-build wonder for me pretty much every game. The two units appear stacked in the harbor I think.
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# ? Jul 2, 2021 00:08 |