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Tarquinn posted:b) I remember buying and playing the first Civ, so many years ago. I am so old. I'm not old enough to remember us getting Civ, we've had it for as long as i knew what a computer was. What I do remember is us getting Civ 2, in a double-pack with Command and Conquer, and just being blown away by the graphics in both. I've bought every civ on release since, and put way too many hours into each one. Truly my longest relationship, after my family I guess.
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# ? Oct 9, 2021 22:29 |
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# ? May 15, 2024 04:05 |
Oh I got that pack too. So many good memories
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# ? Oct 9, 2021 22:32 |
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HappyCamperGL posted:You're Canada just make more national parks.
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# ? Oct 10, 2021 07:34 |
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Hi, looking for recommendations for Civilization 4 mods to spice up my game. Any types people like, total conversions or scenarios or whatever. I especially like early game/ancient world stuff or early gunpowder era. I just have no experience with mods and there's soooo much on CivFanatics
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# ? Oct 12, 2021 14:44 |
Fall from Heaven basically gave me another 500 hours of gameplay for civ 4, it was ridiculously good. Of course, that was like 8 years ago so I have no idea how it is now
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# ? Oct 12, 2021 16:00 |
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Umm… Colonization(2008)? It’s basically a Civ IV mod.
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# ? Oct 13, 2021 09:48 |
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once you are done with other mods check out "Caveman 2 Cosmos" do NOT try it as your first, it will literally kill you (by sucking up all your time)
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# ? Oct 13, 2021 10:48 |
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Tarquinn posted:Umm… Colonization(2008)? I actually did enjoy Colonization, it had some interesting mechanics. I sucked at it, but that's expected
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# ? Oct 13, 2021 14:53 |
if you're gonna play colonization, not kidding, play the 1994 version in DOSBox I can't really put my finger on why but it's legit a lot better than the mod version
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# ? Oct 13, 2021 23:10 |
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I never play Civ4 without the RevDCM mod. It's fun and exciting.
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# ? Oct 14, 2021 08:13 |
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I am physically incapable of going back to Civ IV and stacks of doom. The only feature that I really miss from IV, that is not part of the two later Civs, is that the map turns into a globe if you zoom out enough. Bring that back, Firaxis!
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# ? Oct 14, 2021 08:58 |
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Tarquinn posted:I am physically incapable of going back to Civ IV and stacks of doom. I want that with a Supreme Commander style transition to strategic view with a high res globe.
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# ? Oct 14, 2021 11:43 |
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Tarquinn posted:I am physically incapable of going back to Civ IV and stacks of doom. For me the Civ IV dealbreaker is I can't go back to waiting however many turns for my workers to complete tasks Giving builders charges and insta-making stuff is vastly superior to the old model
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# ? Oct 14, 2021 13:48 |
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TipTow posted:For me the Civ IV dealbreaker is I can't go back to waiting however many turns for my workers to complete tasks I actually miss automating immortal workers, don't care if it's not optimal. The older I get, the more I start to dislike micro-management which CIV6 has a lot of. CIV4 also has a lot but you can automate a lot of that and just ignore it. Except if you're a min-maxer but that's for youths.
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# ? Oct 14, 2021 14:07 |
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John F Bennett posted:I actually miss automating immortal workers, don't care if it's not optimal. The older I get, the more I start to dislike micro-management which CIV6 has a lot of. CIV4 also has a lot but you can automate a lot of that and just ignore it. Except if you're a min-maxer but that's for youths. My struggle will always be with exploration units. I know if I hop from hilltop to hilltop, I'll get the best survey of the land. But eventually I get bored of it so I automate the unit and it walks directly into the jaws of a bear
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# ? Oct 14, 2021 14:12 |
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John F Bennett posted:I actually miss automating immortal workers, don't care if it's not optimal. The older I get, the more I start to dislike micro-management which CIV6 has a lot of. CIV4 also has a lot but you can automate a lot of that and just ignore it. Except if you're a min-maxer but that's for youths. or automating missionaries (and later corp execs) mods later added even more automated units (patrol, city defend, area defend) and that was very cool too edit oh a new thing I miss from civ 4 mods: building multiple things per turn so you can actually play on the fastest settings
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# ? Oct 14, 2021 14:38 |
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the only things I miss from Civ IV are how religion worked and Baba Yetu there were other good things but overall the games have been a net improvement at each step
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# ? Oct 14, 2021 17:46 |
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I miss having a decent AI to play with But the Civ 4 is just too bare for me now, after 5 & 6
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# ? Oct 14, 2021 18:29 |
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Okay okay, the globe and Baba Yetu from IV. VI's theme is great, but Baba Yetu is just marvellous.
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# ? Oct 14, 2021 20:15 |
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Yeah I mean I liked V... except for the forever AI turns late game and the fact that the game engine was apparently forced to render graphics despite no player being there which made it much more difficult to host a game on a server. I haven't tried multiplayer on VI yet.
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# ? Oct 14, 2021 23:35 |
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Tarquinn posted:Okay okay, the globe and Baba Yetu from IV. VI's theme is great, but Baba Yetu is just marvellous. A roommate played Baba Yetu with his church band and some of the congregation got really upset until the pastor explained it was literally the Lord's prayer.
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# ? Oct 15, 2021 12:33 |
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Soylent Pudding posted:A roommate played Baba Yetu with his church band and some of the congregation got really upset until the pastor explained it was literally the Lord's prayer. "Oh, oh well I SUPPOSE that's all right...Still..." *shudder* "Other languages, though..."
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# ? Oct 15, 2021 12:56 |
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Supposed Christians: All peoples of the world must unite under Christ to be saved! Other Cultures: [sing the lord's prayer, just not in english] SCs: Not like that All I can hear is the missionary in Ethiopia in South Park: "No, in God's language...English."
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# ? Oct 15, 2021 16:55 |
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Brawnfire posted:Hi, looking for recommendations for Civilization 4 mods to spice up my game. Any types people like, total conversions or scenarios or whatever. I especially like early game/ancient world stuff or early gunpowder era. I just have no experience with mods and there's soooo much on CivFanatics Try K-mod, it makes the culture and global warming mechanics work a lot more intuitively and fun, among many other things. I used it as a platform for my personal mod that has a bunch of balance tweaks. Most importantly, it fixes the bugged start locations that are the primary reason I can never play unmodded Civ 4 again.
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# ? Oct 16, 2021 02:17 |
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After burning myself out on this game I installed a super detailed map customization mod (Got Lakes), and now I'm having fun giving myself utterly unfair advantages, like playing as Russia on a map that's entirely tundra, or as the Inca on a map with coast-to-coast mountain chains. Highly recommended.
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# ? Oct 16, 2021 02:37 |
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showbiz_liz posted:After burning myself out on this game I installed a super detailed map customization mod (Got Lakes), and now I'm having fun giving myself utterly unfair advantages, like playing as Russia on a map that's entirely tundra, or as the Inca on a map with coast-to-coast mountain chains. Highly recommended. Just Death Stranding ziplining across the contiguous continent, entire regiments riding the lines like turbocharged ski-lifts or something.
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# ? Oct 17, 2021 06:40 |
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Installed Caveman 2 Cosmos because the last time I checked it out was about a decade ago and a lot has changed! So many game options. Also, it runs like molasses on my 8-year-old laptop so can't really play it comfortably. Back to regular RevDCM! edit: I've installed the Rise Of Mankind mod instead, which also has a gazillion options and extra techs but not as extreme as C2C. And performance is great. It's pretty cool! I even activated 1UPT because that is the superior option. John F Bennett fucked around with this message at 17:28 on Oct 18, 2021 |
# ? Oct 17, 2021 19:21 |
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Help me, good smelling goons, you’re my only hope! I haven’t played for two years and now I have encountered either a bug or game mechanic that I cannot figure out: Playing as Portugal (Owls of Minerva) I am unable to send new trade routes to city states or other civs. - I am not using any mods, besides those coming with the game (zombies, secret societies, etc.) - I do have a caravan available and I am not over my limit of trade routes - As far as I can see none of my government civics prevents me from establishing routes abroad - There should not be a world congress resolution active preventing me from making new routes (Where the eff do I look up active resolutions?) - The city states and the other civ are well in range of my caravans I am at the end of my wits here.
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# ? Oct 26, 2021 07:10 |
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Portugal can only send trade routes over water, is that relevant? I think you can see active resolutions in the world Congress screen between meetings.
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# ? Oct 26, 2021 08:10 |
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Yup, that’s it. I r very smrt. Thank you very much!
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# ? Oct 26, 2021 08:19 |
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It's very easy to forget things like civ specific limitations. For example PotatoMcWhiskey, who makes playing deity look fairly easy, had to be reminded by chat that his district planning didn't work because Maori can't harvest resources.
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# ? Oct 26, 2021 09:34 |
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Hi, I've been trying to get back into Civ again since my Gamepass Humankind installation nuked itself while updating and I can't download 28gb on this connection until next month. I played an Emperor game with good ole Trajan (won Scientific with him before and I just dig his ease of use) and due to neglecting to actually push my Legion advantage whenever I could, I was bunkering down for most of the game. At the end, while the Incas were living it up with nanotechnology and space lasers, I was barely getting into WW2 tech. That said, I managed to scam my way into a Diplomatic victory and locking down most of the city-states. That said, apart from not being aggressive enough, I want to learn how to be more efficient with how I plan districts out, especially since river flooding, volcanoes, and rising sea levels are a thing now. After that one game, I've got a bunch of rules in my head now: - Try to avoid putting districts or whatever on floodplains and tiles right beside a volcano. Keep them open for yields. - Repairing broken poo poo takes turns and can't be bought with gold, so do the above and also always builds dams. Remember that dams give adjacency bonuses to Industrial Zones. - Try not to build districts on the lowest seaside tiles that'll get submerged by rising sea levels; it feels like global warming comes super fast and the first level of permanent sinking is near unavoidable if you got developed AI rivals that won't cut down their CO2, even if you will. Apart from that, I've always gone gold/science/production-heavy in all my King wins (Germany, Australia, Rome) so I've pretty much never built Holy Sites and only build the culture and entertainment districts when I'm out of districts I prefer to build. This has definitely felt like a developmental mistake, especially if I can't rely on Trajan's free monuments to keep culture flowing, or if I ever want to win a Religious or Cultural victory. Additionally, I also never chopped resources or forests/jungles at all until this Emperor game, where it was pretty much necessary to stop early aggression with walls. All in all, I'm pretty much a non-optimal Civ player. But anyway, I still have a specific question to ask the thread since it'll be the way I can refine my gameplay and make my games run so much smoother: when you first build a district, what is your preferred adjacency bonus minimum? A video I watched about district strategies recommended to go for 3+ at minimum, and since early game decisions on what, when, and where to build stuff are the most important, would you agree with this sentiment? I'm asking because I want to break out of my comfort zone and win a cultural victory for once; I'm eyeing America (no New Frontier Pass) as my pick since his combat strength on home continent bonus looks very good for establishing dominance, as well as learning how to manage appeal and figure out national parks for the victory.
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# ? Nov 8, 2021 09:56 |
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toasterwarrior posted:But anyway, I still have a specific question to ask the thread since it'll be the way I can refine my gameplay and make my games run so much smoother: when you first build a district, what is your preferred adjacency bonus minimum? A video I watched about district strategies recommended to go for 3+ at minimum, and since early game decisions on what, when, and where to build stuff are the most important, would you agree with this sentiment? I'm not a particularly pro player either, but I would generally agree with the 3+ heuristic, with a few exceptions. If you're going for science victory, build campuses in every city regardless, and similar for cultural victory and theater squares or religious victory and holy sites (that one should be obvious). It's generally a good idea to build a commercial district or a harbor in every city for the extra trade route, and you can easily get +2 on those but maybe not +3. And lastly, consider not only their immediate adjacency bonus, but also the adjacency bonus they may accrue in the (near) future, especially theater squares, which can have absolutely enormous adjacency bonuses if you plan them right. For example, I often will build a +2 theater square because it's next to an early wonder like Hanging Gardens, then build an entertainment district and a government plaza next to it pushing it to +6, and by the end of the Renaissance there's two or three more wonders and its base adjacency bonus is +10-12. Keep in mind the wonders you want to build for that sort of thing - spots that are river adjacent, city center adjacent, and/or adjacent to certain other districts are important so that there are eligible wonders. Also, cultural victory in this game is super weird and obtuse. The only statistic that's actually important is tourism (though do not ignore faith or science either, for indirect reasons), and the actual progress toward cultural victory starts only in the latter half of the game. How exactly national parks, appeal, and seaside and ski resorts affect tourism is often unclear, and I don't know all the specifics, but here's an overview. Generating tourism makes both domestic tourists (cultural defense) and foreign tourists (cultural offense). You win if your accumulated foreign tourists is larger than every other player's domestic tourists (aka you are "culturally dominant" over all other civs). These numbers are visible on the cultural victory progress screen, but if you never look at that and focus only on generating as much tourism as possible, you'll win eventually. The main reason to look, strategically, is that if one opponent has a ton of domestic tourists, you may need to kick their rear end. You must straight-up eliminate them from the game to actually eliminate those domestic tourists, but if you act early enough, it may be good enough to simply cripple them so they can't generate as many in the future. In the early game, just focus on getting culture and building up high-population cities, because you're going to want lots of districts - often a campus, theater square, entertainment district/water park, holy site, and one or two more, per city. A few tips for the latter part of the game where you start amassing tourism: Figure out how national parks work before you place any ski resorts, because you can't un-build ski resorts and they may gently caress up your national park placement. Plant neighboring woods and un-build neighboring mines, quarries, marshes, and rainforests to up the appeals of resorts and prospective national park tiles. Build holy sites and found a religion because faith is weirdly important in the endgame (mostly for rock bands, which are purchased only by faith for some reason???). Don't believe the "win in x turns" thing on the cultural victory progress screen, it's a lie. You will become "culturally dominant" over at least 2/3 of your opponents long before the game is actually over; be prepared for a slog towards the end (so it is with every type of victory, honestly).
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# ? Nov 8, 2021 10:55 |
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toasterwarrior posted:That said, apart from not being aggressive enough, I want to learn how to be more efficient with how I plan districts out, especially since river flooding, volcanoes, and rising sea levels are a thing now. After that one game, I've got a bunch of rules in my head now: USE MAP TACKS to plan all this out. It helps a lot with planning all of your districts and wonders so you don't screw yourself up. Also if you combine this strategy with the cards that double your IZ adjacency, or with the Vertical Integration governor promotion to get the factory/power bonus from multiple IZs, you're laughing. I don't worry so much about floodplain wreckage, because it usually doesn't totally ruin my poo poo and you can also prevent it with dams. Volcanoes aren't preventable, but I might still roll the dice on a great holy site or campus location if it's otherwise around a bunch of mountains. Volcanoes can make great national park locations, however, because those tiles aren't great for building anything on and they have a mountain next to them by definition. Sea level rise is a pain in the rear end, but if you've got an otherwise great tile on an older city it may be worth it to put the district there so it can be useful until the sea does rise. Mature cities will also have more production and so will build flood barriers faster. You can use military engineers to help build flood barriers (20% per charge), and if you've got suzerainty of Valletta, you can build flood barriers in any city for a pretty low faith cost (480, I think). Finally, most strategies are significantly modified by the civ specific bonuses. I'll usually google "Civ 6 [civilization] guide" and do a quick readthrough of Zigzagzigal's guide for whichever one I'm playing at the start.
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# ? Nov 8, 2021 19:24 |
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Thanks for the answers, guys, I really appreciate it. I have two more, if you don't mind: 1) Production is king and all but I'm trying to wean myself off IZ spam everywhere, and part of this is learning what a "good tile" is. I understand this to be basically any tile whose yields total up to 4+ (less emphasis on food since it gets capped quickly), with the golden early game standard being 2f/2p. Is this correct? This is especially important because it's relevant to getting early wonders up and running, which I've never managed to pull off, even in understandable cases like competing with China. 2) Tourism is a weird mechanic; from what I understand of it, in combination with America's focus on national parks and etc., is it actually possible to run few to no Theater districts in early-mid game as America, and then explode into the scene with your national parks and Film Studios come Modern era? This is definitely not optimal since you want Great Works anyway, but is it a plausible strategy if you want to use your earlier district slots for science/gold/production instead?
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# ? Nov 8, 2021 20:41 |
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toasterwarrior posted:Thanks for the answers, guys, I really appreciate it. The other thing that I picked up from Potato McWhiskey's videos was to start settling on luxuries. You work them right away, even if you don't have the tech (which is a big benefit with ones that require irrigation) and you can sell the luxury for $profit to the AI. Also, if you're playing on higher than prince, you might not be able to get many early wonders if at all - I rarely do unless I'm doing a headlong rush to something that few other civs meet the criteria for. And that makes sense, because you're at much more of a relative disadvantage through the first half of the game. Once you have more cities and better adjacency than the AI can manage, yeah, you'll have the surplus production to get a wonder now and then, but forget about ever getting Great Bath or Machu Picchu. I usually find by mid-game there's a few older wonders that nobody has had the prerequisites to build, and as long as you can plan for those criteria you can build them in a few turns and get a ton of tourism from those. quote:2) Tourism is a weird mechanic; from what I understand of it, in combination with America's focus on national parks and etc., is it actually possible to run few to no Theater districts in early-mid game as America, and then explode into the scene with your national parks and Film Studios come Modern era? This is definitely not optimal since you want Great Works anyway, but is it a plausible strategy if you want to use your earlier district slots for science/gold/production instead?
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# ? Nov 8, 2021 22:57 |
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Imagine every Civ has a “tourism” bucket you have to fill up. The bigger their culture output the larger the bucket. Tourism (including from national parks and art) trickles a little bit into every civ’s bucket each turn, but you’re still limited by the largest bucket. That’s where rock bands come in - spam them to target the biggest buckets and dump tourism into them. Either way you’ll need a lot of faith and doing theater districts are always a good idea every bit of tourism helps
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# ? Nov 8, 2021 23:20 |
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Rad, that's good to hear, I'll try to make a early-aggro/build-up mid and late game work with America. Thanks all!
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# ? Nov 9, 2021 02:58 |
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It you’ve played civ V, the tourism victory is basically the same as that, and the added mechanics only serve to obscure this. You win when you’ve produced more tourism than any other civ has produced culture. Each great work you fail to produce may set you back a couple hundred points, which is only a drop in the bucket if you end up spamming national parks worth several dozen points per turn each in the later game.
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# ? Nov 9, 2021 08:37 |
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# ? May 15, 2024 04:05 |
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Does anybody have a list or an opinion on what are the most aggressive, warmongering AI civs? My last couple of games have been a giant hugfest. I want to see the world burn.
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# ? Nov 9, 2021 08:45 |