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I know I'm late, but I finally tried Civ VI with all its DLCs, holy moly the downgrade.
Civ V(anilla) still invictus.
Not only it's more tedious, but the DLCs don't add anything fun, immersive (they just unnecessarily overcomplicate things for the sake of it, to make you waste more time while trying to trick into thinking the game is more deep when it's not) and the artstyle is kinda shit.
At some moment it becomes good, fun or I need overhaul mods?
Is Civ VII worth it?
PD: when the gameplay (specially the combat) is going to be like in the cinematic trailers (massive cities, massive armies, massive world to 4X'd)?
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>>2218452
>Not only it's more tedious, but the DLCs don't add anything fun, immersive (they just unnecessarily overcomplicate things
Electricity, Climate & Ages are fun and immersive.
Governors suck as a mechanic though.
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>>2218452
>Is Civ VII worth it?
No it's way worse than 6.
The new mechanics are all terrible, the 'balancing' basically makes every single game the exact same.
The city sprawl problem from 6 is massively exacerbated with there not even being workers/builders.
The Aztecs aren't playable yet.
I really didn't like 6 just from the artstyle and the changes to movement.
I also don't care for that game's district system and the cultural policy cards. Too much micro.
I say you need to buy the DLCs for 5, vanilla is such a bad way to experience that game.
Maybe consider trying 4?
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>>2218485
>Electricity, Climate & Ages are fun and immersive.
I guess it depends on the player, I found it "meh" at best.
>Governors suck as a mechanic though.
True, but the worst crime is the downgrade builders suffered.
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>>2218494
>No it's way worse than 6.
Thanks, anon.
>The city sprawl problem
Funny how CA did this shit in R2 / Attila, it was a huge shit that bugged units all time and years later Firaxis did the same shit.
>there not even being workers/builders.
Wait what? Then how do you build stuff??
Why Firaxis removed the coolest unit of the franchise?
>changes to movement.
I knew that something felt different from / worse than V.
>I also don't care for that game's district system and the cultural policy cards. Too much micro.
>Too much micro
Yeah, what I said in OP, fake depth.
>vanilla is such a bad way to experience that game.
I have been playing vanilla since I bought the game in 2010, I never felt tired of it.
Also, as an atheist myself, the whole religions DLC felt unnecesary (btw I never found a game that allows you to create your perfect ultra-epic FUCK YEAH religion, so again, not having that DLC isn't a big loss for me), with nukes and mechas I'm satisfied.
>Maybe consider trying 4?
My first Civ, good memories, perhaps I will return.
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>>2218452
>Civ thread
>Only discuss zoomer editions
Take a coin and make a coin toss between Civ2UIA and Civ 3
>when the gameplay (specially the combat) is going to be like in the cinematic trailers (massive cities, massive armies, massive world to 4X'd)?
Hopefully never
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>>2218494
>The city sprawl problem from 6 is massively exacerbated with there not even being workers/builders.
As somebody that loves the district systems in 6 i hate how much farther they went with it in 7. All these stupid ageless warehouse buildings that just take up space to boost rural tiles that you end up with less and less with as time goes on. And it ends up in situations where you literally run out of space to put stuff if you have a coastal city or ones with mountains. Like this city for example, granted i built a lot of wonders but its retarded i have THREE non trade good tiles to work in the city, and it will be 2 cause id have to dump the saw mill on one of them to build it.
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>>2218638
The point is, first of all, for you to try something new. Not new in terms of new release, but a game you didn't played prior.
As to what makes them great:
>Civ2UAI
- the ultimate form of 2, ironing out all the bugs and AI behaviour
- the sheer functional simplicity of 2 to be experienced first-hand: because the game having not a lot of features dind't made it easy or simple as such
- can run on a build-in display of your fridge, never stutters, never slow downs, always max capacity
- supports MP (one of the main points of using it)
- you learn this game, you can play any Civ and Civ clone well
>Civ 3
- the last Civ game to be build as actual 4X; you MUST do all four eXs to win
- introduced bunch of mainstay concepts, but had them different than future Civs: unique units, civ specialisations, culture, borders (sic!), resources that matter etc
- best version of corruption/maintenance (sorry Civ 4, you suck in early game, trivalising the game)
- final itteration of old government systems
- the only Civ with truly locked on eras, shifting the gameplay significantly
- surprisingly robust modding scene (not in size of Civ 4, but still)
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>>2218895
>- the ultimate form of 2, ironing out all the bugs and AI behaviour
>- the sheer functional simplicity of 2 to be experienced first-hand: because the game having not a lot of features dind't made it easy or simple as such
>- can run on a build-in display of your fridge, never stutters, never slow downs, always max capacity
>- supports MP (one of the main points of using it)
>- you learn this game, you can play any Civ and Civ clone well
Ok, this sounds cool.
>Civ 3
Is it there a mod that make the leaders less spooky? (Civ 2, Civ 4 or Civ 5 styles.)
Thanks for the info, anon. I still have good memories from Civ IV.
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>>2218988
Some word of advice:
You really need to expand. 8 cities is fucking nothing and less than 16 is asking to be outpaced. If an entire mid-sized continent isn't your color by industiral revolution, you did something terribly wrong.
In 2, due to completely different support system for units, you really need to pay attention what the fuck you are doing, or else you can easily strangle your cities.
Oh, and in 2, rivers count as roads.
As for your mod question:
No idea, but I know there is handy UI mod that helps with diplomacy, unit grouping and similar, so you are basically handling diplomacy from a different window and that changes how you see the avatars of leaders
For 3, a very specific advice regarding diplomacy: ALWAYS play nice, ALWAYS trade techs. This can not be over-stated. It has a rather quirky diplomacy system, but one thing is true about it: you want to stay nice with AI you don't plan to conquer for the next 100 or so turns. It really, really fucking helps, especially on higher difficulties
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>>2218452
>the DLCs don't add anything fun, immersive (they just unnecessarily overcomplicate things for the sake of it, to make you waste more time while trying to trick into thinking the game is more deep when it's not)
but midwits love that stuff, it's why civ 6 sold so well.
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>>2219019
>Oh, and in 2, rivers count as roads.
Cool.
>If an entire mid-sized continent isn't your color by industiral revolution
I see, perhaps I will have some problems then.
>there is handy UI mod that helps with diplomacy, unit grouping and similar
Cool.
Thanks a lot, anon.
>For 3, a very specific advice regarding diplomacy: ALWAYS play nice, ALWAYS trade techs.
Understood. Honestly, something I don't like about modern Civs is that you can't just chill and developed your civ while being friendly, somehow despite you didn't do anything wrong, some faction hates you for some (literal) "unknown reason".
The worst part is that Firaxis hasn't updated the combat, so while in a RTS you could have won THAT crucial battle, in Civ you are fucked because "let the AI calculate probabities, sure it will be fair with the player and not cheat at all".
Idk if this change in modern Civs is done due lower attention-span in new gens, but it really ruins the immersion of "develop your civ and you want" that classic 4Xs had.
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>>2218895
>- the last Civ game to be build as actual 4X; you MUST do all four eXs to win
What X doesn't Civ 4 have?
>civ specialisations,
SMAC did it first.
>culture, borders (sic!)
It always baffled me that you can capture enemy cities by strategically placing libraries and temples in your own cities. That's gamey as fuck.
In SMAC where the borders were drawn as equidistant from different factions' bases is much more reasonable.
>resources that matter
Agreed.
>best version of corruption/maintenance (sorry Civ 4, you suck in early game, trivalising the game)
How so? You have to be smart about your expansion in Civ 4: if you don't secure your economy by settling valuable river valleys or sea coast, you'll go bankrupt from settling worthless deserts and tundra. In Civ 3 cities are always net positive no matter how much worthless settlements you placed in every permafrost nook and cranny.
>- the only Civ with truly locked on eras, shifting the gameplay significantly
Significant how if you always can backtrack missing techs? Besides the gimmick of scientific civs getting a free tech, or barbarian uprisings when someone goes medieval, I don't really see the significance of it.
>>2219019
>ALWAYS trade techs.
Good advice in general but needs clarification. AIs have a preference for techs giving new units and government types, which gives you a leeway to research important but less prioritized techs that can be brokered around. For example, you'll almost never outresearch AI to iron working or horseback riding on higher difficulties but you absolutely can beeline to philisophy and get techs and good cash from AI for it.
If you sell a tech to one AI, it's guaranteed that he'll sell it to its other contacts in the next turn. So, if you're selling, sell it to all AIs that know each other.
Counterpoint: if you have contacts with AIs on different continents, you may hold on selling techs to one or another group of AI if they don't have something good yet.
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>>2219166
>some faction hates you for some (literal) "unknown reason".
In Civ 4 diplomacy is great exactly because it tells the reasons why AI hates/dislikes you or each other.
In Civ 3 it also behaves very logical and predictable it just doesn't tell you the numbers explicitly.
Here's the great post on the subject:
https://forums.civfanatics.com/threads/ai-attitude.44999/
It is not required to memorize this but it will give the idea what factors can influence relations.
And here's the data on the civ personalities (gives info on shunned/favorite governments types):
https://civfanatics.com/civ3/civilopedia/civilizations/
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>>2219914
>Endless Legend
Thanks for the recommendation, anon.
But please, tell me is more fun than Endless Space 2, I tried that game and I nearly die out of boredom (Nothing Ever Happens - The Game), the combat was the worst part, I literally felt that the devs were laughing at me.
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>>2219425
I've started with 3 but having played 1 through 4 I think the latter is better despite my nostalgic feelings for 3.
The one definite advantage of 3 over 4 is presentation. Terrain graphics, leaders with era-appropriate attires, city view screens are much nicer to look at than 4, IMHO.
In terms of mechanics, most things 4 did better than 3 except for those (strictly imho).
1. Ships in 3 are better than in 4 because starting with frigates they could bombard shore units and tile improvements actually projecting sea power inland.
2. City defense bonuses were tied to the population size, not their culture. In 4 cities way too quickly ramp up 40-60% culture making catapults a must and leaving practically no room for wars in the pre-classical era.
3. Demography was much more engaging: settlers and workers were actual citizens which you could resettle by joining other cities, and had their own nationality.
When you conquer a city, its citizens keep their nationality until being slowly assimilated into your culture. But every foreign national incurs additional unhappiness if you fight their motherland, and creates a risk of cultural flipping. You could raze a city, and get massive diplomatic penalty, or you could capture the city, set it to producing workers until it reached size 0, and then re-found the city with your own settler.
Foreign workers (as a unit, not a citizen) work half as effective as your own but require no upkeep. So, if you buy or capture slaves in your conquests, you could save money by resettling your native workforce, and using foreigners for improving the land which is neat.
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>>2218523
Religion in Civ V is in a weird spot. I play on Immortal and it's highly recommended if not mandatory to get it to compete, but it's also fucking excruciatingly annoying to micromanage all your stupid little religious units and all the other shit. I ended up hating it and never engaging with the system beyond hopefully trying to snag an early religion/religious wonder. The DLCs add a lot to V, but I've despised religion in both 5 and 6 since its inception. If you're still playing vanilla, more power to you.
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>>2219253
>What X doesn't Civ 4 have?
Exterminate. You can play the entire game in semi-peaceful way and by mid game, you can stop warring entirely, as long as you made your neighbours your bitches via dilplomacy. 3 would still fuck you sideways for doing so, and in 2, the level of diplo needed isn't even in the game
>SMAC did it first.
As you might notice, SMAC isn't a Civ. I'm not questioning the game content, it's that Civ 3 did it first within Civ
Similar how 5 is first Civ to use hexes, even if other games did that prior.
>In Civ 3 cities are always net positive no matter how much worthless settlements you placed in every permafrost nook and cranny
You still have plain old corruption present, which accounts both distance and number of cities (the optimal city number is probably the most important factor in 3), making worthless cities even more worthless. Add to this 100% commitment to EXPAND, and you end up with situation where you are going to cripple yourself one way or another: either you don't have enough cities to survive, or you build them wrong, or you build them too fast to counter distance penalty, or you build them too late to not get proper levels of corruption.
In the long run, this is far more demanding than 4's "pop a city in the right place every 25-40 turns (depending on difficulty), no harm done"
>Significant how
Can't rush techs outside current era.
The game also has a hard coded limit where you can't research faster than 1 tech in 4 turns.
This is the only civ to do something like that, and it does bottleneck you significantly.
And it is especially noticeable in chronological order (so after 2 and SMAC having free research and multiple techs per turn, not to mention ability to have 1 tech per turn)
>AIs have a preference
It doesn't matter one bit.
What you are explaining is the in-depth elements of techs and their value. And that doesn't matter in the end. You want to ALWAYS trade techs - because that makes AI happy
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>>2219425
>Is Civ III worth playing in the year of our lord 2025
Of course.
Started with original, and up until 4's modding scene picked up the pace, 3 was the best one overall:
- AI can play the game without cheating (this is a big one)
- there are strategic considerations to your moves non-stop, but not all of them require autistic bean counting to figure out the best solution
- has governments, which makes playing the game different than any later civs, while the governments aren't as broken as they were in 2 and especially 1
- as far as I care, it has the perfect balance between specialists and citizens (pop types); 4 dropped the ball on this one with combo of Great Xs and also having capacity-based specialists
The feature I will always miss, however, are trade caravans and routes from 2. I kinda get it hey removed those, but they genuinely provided you with incentive to explore and make friends (no matter how temporary)
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>>2219425
>>2220804
Also, there is a very important historical context that's easily to ignore, because it's kind of destroyed:
There was a time period where 3 had the perfect way of handling artillery and airforce, along with changing how missiles work.
It is lost, because expansions changed the way how those things work again, giving the game the reputation that all you need is building max number of bombers you can, but if you have a vanilla 3, pre-expansions, you have the best Civ in terms of warfare, dealing with stacks, dealing with lone troops and dealing with long-range counter-attacks.
Getting archers changes how the game plays
Getting artillery (especially actual canons) changes how the game plays
Getting airforce changes how the game plays.
This was not only a MASSIVE change from 2, but it was also balanced perfectly fine, especially when pre-expansions, pretty much all units required strategic resources to be made. You could simply starve "economically" your enemies by either denying them strategic resources entirely, or cut off their supply.
Expansions also fucked that up, adding no-resource units. This was the dumbest mistake ever done in Civ history, easily leagues ahead of hiring Shafer to make 5 according to his idiotic ideas (since that move is the reason why they got Shafer to handle things 8 years later)
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>>2220816
>but if you have a vanilla 3, pre-expansions, you have the best Civ in terms of warfare, dealing with stacks, dealing with lone troops and dealing with long-range counter-attacks.
>Getting archers changes how the game plays
>Getting artillery (especially actual canons) changes how the game plays
>Getting airforce changes how the game plays.
elaborate
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>>2220791
>You can play the entire game in semi-peaceful way
>you can stop warring entirely, as long as you made your neighbours your bitches via dilplomacy
If you're stuck with barren plains with no rivers and no iron in 4 you still HAVE to attack and expand, same as in 3. Not that you can just make AIs in 4 your "bitches" unless you seriously invest into having the same religion, trade deals etc with them.
>As you might notice, SMAC isn't a Civ.
As you might notice, from the game engine to basically all of the basic mechanics SMAC is 2 with some improvements. It's a totally valid comparison, and the fact that food/production/trade are named nutrients/minerals/energy doesn't change it.
>optimal city number
...affects only cities with city rank exceeding the OCN which means worthless tundra cities producing minimal 1 production/1 commerce are still better than 0/0 since they do NOT affect pre-existing cities, look up https://civfanatics.com/civ3/strategy/game-mechanics/everything-about- corruption-c3c-edition/
Meanwhile in Civ 4 any new city ramps up maintenance directly deducted from your budget meaning it's a net negative unless you really invest a lot of resource into turning profit from it.
>Can't rush techs outside current era.
A third of techs in each era is skippable anyway.
>And that doesn't matter in the end.
Yes it does. What exactly are you arguing here? It doesn't matter if you sell a monopoly tech to one AI only for it to sell in turn to all the others basically robbing yourself of your own profit?
>>2220804
>- AI can play the game without cheating (this is a big one)
AI in all Civs is cheating with discounts on higher difficulties. Plus in 1-3 it sees the map with all resources all the time. Which is also exploitable but still.
>while the governments aren't as broken as they were in 2
How exactly is the republic any less overpowered in Civ 3 than in Civ 2?
>balance between specialists and citizens (pop types)
Specialist in 3 are almost useless.
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>>2220825
>Getting archers changes how the game plays
Archers and then their upgrades get to attack "from behind" when you are trying to attack the stack. In other words, you aren't just facing the top unit of the stack, you get first pelted by the "ranged" unit (even if in actual 1:1 combat archers fight like everyone else
>Getting artillery (especially actual canons) changes how the game plays
You can attack X tiles away from you. Depending on game version, you deal damage to either all units in stack or the top one, but the sheer fact you get actual ranged attack is massive
And naval units get that, too
>Getting airforce changes how the game plays.
You can simply use bombers. Depending on game version, airforce is either the best way of damaging entire stack OR the best way to REMOVE the stack.
Pre-expansions, this was all balanced differently (airforce was damaging units, but not removing them, artillery could remove them, but by default damaged, strategic resources were SUPER important past early medieval).
Add to this armies - the special feature of 3 - and you have a very different way of handling combat than 1 and 2 and and something that 4 didn't exactly reproduce (shame)
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>>2220828
I implore you - reread this sentence
>AI can play the game without cheating (this is a big one)
Then ask yourself again how the fact the AI is cheating or not affects the fact stated in that point.
And I mean REALLY think this one
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>>2220816
>>2220816
>because expansions changed the way how those things work again
Not "expansionS", expansion. They changed lethal bombardment and aviation states only in Conquests; Play the World was basically the same as Civ 3.
>Getting archers changes how the game plays
Archers are basic foot attackers, what's special of them? Unless you mean the defensive bombardment which was added only in Conquests.
>>2220825
Artillery in Civ 3 unlike Civ 4 doesn't suicide itself on the enemy units. Instead it can destroy tile improvements or barrage enemy units (but not kill them which is important). Plus, in vanilla and PtW when bombarding a city it could destroy a city improvement instead of hitting a unit. Conquests changed it to always hitting units which is too strong.
Planes are basically what they are in Civ 4 but they couldn't actually kill units; given their range and mobility it was a good balance. Conquests absolutely unnecessarily pumped their stats AND on top of that gave them lethal bombardment meaning they could destroy any unit by itself without any land army which is ridiculously overpowered.
If you play Conquests, it may be recommended to use this https://forums.civfanatics.com/threads/mod-patch-suggestion-c3c-versio n.75580/ mod. It tweaks with some stats, notably removing lethal land bombardment from bombers but doesn't involve any drastic changes.
Note that if you install and launch the mod from the scenario folder as in the instruction, the city view will become unavailable (it's how it is with any scenario). I'd suggest backing up Conquests.biq and Civilopedia.txt files, renaming the mod file patch_suggestion.biq to conquests.biq, and overriding original file. That will allow you to keep the city view screen, and you could just use back up files to get back to the original game.
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>>2220828
>As you might notice, from the game engine to basically all of the basic mechanics SMAC is 2 with some improvements
Let me ask you a simple question:
Is C2P a Civ? I mean it even had in the first game Civ in the title, clearly must be a Civ
Is EL a Civ?
What about Humankind?
How about Old World?
It's like you are too autistic to get half of the points I'm making.
>A third of techs in each era is skippable anyway.
AND YOU STILL CAN'T SKIP THE ERA YOU DUMB RETARD!
It doesn't matter if they are useful, you MUST get them to unlock next era.
>What exactly are you arguing here?
That you should ALWAYS trade tech. And you instantly started to dissect tech value and how to min-max it, missing the memo it was a simple rule of a thumb advice that is - wait for it - always true. You always profit on trading techs. There is no scenario where you don't, except your pointless re-calculations of tech values.
>How exactly is the republic any less overpowered in Civ 3 than in Civ 2?
Maybe because for starters, republic was kinda meh in 2 and you are probably confusing it with democracy from 2?
Or that, YET AGAIN, you are completely missing the point that is made with your own fucking re-evaluations
>Specialist in 3 are almost useless.
Unironically skill issue. Industrial era specialists completely change the city micro (not to mention making it viable due to having now removed pop limit)
All your points boil down to the same pattern of thinking
"How do I profit from this mechanic and why is it broken"
rather than noticing the point I am stating from the get go:
"This game plays completely different because of this mechanic"
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>>2220867
>just facing the top unit of the stack, you get first pelted by the "ranged" unit (even if in actual 1:1 combat archers fight like everyone else
That's called defensive bombardment and was added in Conquests which you deplore so much. Nice way to expose yourself as an amateur.
>>2220870
How is getting discounts on everything from production queues to research not cheating?
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>>2220887
Defensive bombardment is already in the final patch of pre-expansions 3.
>How is getting discounts on everything from production queues to research not cheating?
How it relates to the question I am rising? The actual question i am asking, not the one you try to pretend is mine.
How it relates to the point I am making? Did you even notice the point, or run to conclusions?
Nigger, you are basically arguing with yourself at this point: making in your head your own statements (that have jack shit to what I'm saying), then "countering" them, all done for the sake of argument itself.
Are you genuinely autistic? Because you sure come off as such.
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>>2220883
SMAC is mechanically the same as Civ 2 using its improved engine. Almost everything from teching to building and growing and improving the tile is the same as in Civ 2 discounting extra features which are built on top of the basics.
C2P and EL basic mechanics are different from Civ 2. Simple as.
>It doesn't matter if they are useful, you MUST get them to unlock next era.
If you beeline communism and ignore rifling in Civ 4, which you can, you'll get stomped by unfriendly AIs that will see huge power discrepancy, meaning that not everything you can do, you should.
>Maybe because for starters, republic was kinda meh in 2 and you are probably confusing it with democracy from 2?
Are you serious? Republic in Civ 2 was "meh"? The fuck are you about?
>Industrial era specialists completely change the city micro (not to mention making it viable due to having now removed pop limit)
Do you mean policemen and engineers? Which were added in Conquests which you hate so much? What a clown.
>>2220886
>Except for non-resource units, in particular the medieval infantry
Medieval infantry literally requires iron to build. Have you even played Civ 3?
>>2220889
>Defensive bombardment is already in the final patch of pre-expansions 3.
Stop talking shit out of your ass. Defensive bombardment is added in the editor by adding non-zero value to rate of fire and bombard strength, and leaving bombard range at 0. This way a unit can bombard defensively as any regular artillery, but cannot bombard neighboring tiles. You can add this yourself at vanilla Civ 3 without patches, they simply didn't until Conquests.
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>>2220889
>Nigger, you are basically arguing with yourself at this point: making in your head your own statements (that have jack shit to what I'm saying), then "countering" them, all done for the sake of argument itself.
>Are you genuinely autistic? Because you sure come off as such.
"Cheating is not cheating because I said so". Wow, compelling.
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>>2218452
I’ve tried so hard to like civ6 over the years. Somehow I have vastly more hours in it than civ5, despite enjoying civ5 way more. That’s how much I’ve tried. Everytime I think I’m getting into it my brain and eyes just get exhausted with the stupid art style. I’ll play as Canada and get to the late game and realize how immersion breaking it is to have hockey rinks on every other tile. Then I remember how civ3, my all time favorite did things.
Yeah. I can respect civ6 for trying to innovate certain mechanics, but over all it’s a way gayer experience than civ5. My only complaints about civ5 were tall vs wide balance (it was cool to see them make tiny civs viable, but obviously it swung too far in that direction) and city combat/occupation mechanics. Puppet cities would have been cool in a game like civ3 but in 5 they just suck. The other major issue is the scaling, and how there is usually still unclaimed land well into the late game. Very immersion breaking. But civ6 didn’t really address any of these issues and just made things gayer.
>inb4 it’s a board game now
Yeah, it didn’t used to be and it’s fucking gay they turned it into one.
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>>2218523
>as an atheist, this game feature was unnecessary
Picrel
the only real thing civ5 was missing was a religious victory condition.
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Put this shit on PC Firaxis. It's better than VII
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>>2223944
Not really a bonus if you have to spend ideology points or whatever the fuck and production on accruing enough faith for the mechanics to pay off or balance out, while your enemies can take advantage of much better trees.
We can agree that religion was undercooked in civ6 but that’s really because they didn’t make any substantive changes to it and just added a victory condition. But, in the grand scheme of things it does make sense for it to be a victory condition and it’s cool to see a parallel system for warfare for smaller civs that can’t meet the production required for unit spam. It aught to be fleshed out more but there’s no reason to throw the baby out with the bath water.
That raises another point though. The way production functioned in 6 was absolutely fucked since it didn’t scale with your pop like in previous civ games. Absolutely retarded and ridiculous.
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>>2226202
>Not really a bonus if you have to spend ideology points or whatever the fuck and production on accruing enough faith for the mechanics to pay off or balance out
Have you even played this game?
>We can agree that religion was undercooked in civ6 but that’s really because they didn’t make any substantive changes to it and just added a victory condition. But, in the grand scheme of things it does make sense for it to be a victory condition and it’s cool to see a parallel system for warfare for smaller civs that can’t meet the production required for unit spam. It aught to be fleshed out more but there’s no reason to throw the baby out with the bath water.
The reason it was a poor fit is because it made religion spreading a primary objective for multiple civilizations instead of an enabling condition. This meant cooperation caused you to actively lose the game in a direct way while costing you the ability to do anything about it.
If I'm in a game with Civ 5 Arabia, I can use my religion for an early bonus, then switch to Islam to get a get a tourism bonus affecting everyone we convert, as well as the free effects of Great Prophet enhancements and perhaps a Reformation belief. He gets the Founder's benefit and control over what the religion does, but I have no need to go out of my way to compete against him.
If I'm in a game with Civ 6 Arabia, his discount to worship buildings doesn't encourage me to convert because him converting everyone ends the game, and if I don't kill him, I lose my competing religion. Everyone is incentivized to stop that snowball in its tracks, no matter the (minor in Civ 6) perks.
>>2226209
>No. Civ has become a multiplayer game.
So, Civ is a multiplayer game.
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>>2226329
> This meant cooperation caused you to actively lose the game in a direct way while costing you the ability to do anything about it.
Literally every victory condition boils down to this at one point or another within the context of cooperation. You don’t win as a team in civ.
>so, civ is a multiplayer game
Yeah, sure. Have your nu-civ slop I guess. Are you enjoying Civ7 so far?
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>>2226662
>Literally every victory condition boils down to this at one point or another within the context of cooperation.
Yes, as an end, and it's structured that way. Science is a mostly non-interactive contest from start to finish, with the exception of research agreements. Tourism is a tool to attack other civilizations, and they can't negotiate their way out of it except by opening their borders.
Religion is designed as a cooperative element. Everyone can benefit, but some benefit more than others. It's like the research agreement, but if it replaced science outright.
If you make it a victory condition, it turns into shit because everyone has their own and has to burn faith trying to keep the others down and out. It's designed as an avenue for soft power, not as a victory condition in its own right.
Playing Civ 6 should tell you everything you need to know about this.
>Yeah, sure. Have your nu-civ slop I guess. Are you enjoying Civ7 so far?
No, I'm still enjoying 5. It's great. I love it.
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>>2218889
they made tiles hexagons instead of squares in V
then in VI they made buildings go in districts which take up a tile (e.g. commercial hub has markets, stock exchanges)
then in VII they made each tile freeform, either fit an improvement or up to two buildings in them but require you to connect back to the city center
I like VII more than VI but that's mainly due to combat and not having governors
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>>2220771
Religion is mandatory for maintaining your happiness (in V) unless you're doing a tall playthrough of 4 cities or less.
But on higher difficulties it can be near impossible to get, and then also the AI spams the shit out of missionaries which is massively annoying and means converting other civs (which is a pretty important mechanic for diplomacy) is basically not an option.
This is part of why I never play on deity difficulty. It just forces you to play in the optimal way and restricts player choice
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>>2249900
>Did the games before Civ IV lack a tutorial? Pirated most of them and I have no idea what I'm supposed to do until I got to Civ IV.
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>>2226769
>Religion is designed as a cooperative element.
That’s half of the picture. It’s a cooperative element if you get beaten out of it early, or don’t go for it at all. You will receive some sort of bonus. Whether or not it’s worth much is up in the air or depends on who converts you.
The other half of the picture is it becomes another vector for competition if you are a religiously focused civ (Byzantium especially) and doubly so if you’ve poured points into piety as a gamble rather than just taking tradition. This is why the lack of a victory condition feels incomplete. I’m totally willing to admit it wasn’t fleshed out enough in 6, but that’s a slightly separate issue.
The point is in most of these types of games when a religion mechanic is introduced, it tries to do both. It tries to do the soft power cooperative thing while also creating a ln avenue to hard power for those that lead in it. This of course because they’re basing it off of some sort of analysis of how it seems to function in history (just like everything else in the game, and we don’t need to get into the degrees of fidelity to history to acknowledge this). My personal take is that it’s a great idea idea and I like the idea of having it in the game. Devs just need to figure out how to make it more satisfying since every time it’s tried it has this internal tension when it tries to do both the soft and hard power thing vs when it’s just soft power it feels underwhelming and negligible.
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>>2220791
>You can play the entire game in semi-peaceful way and by mid game, you can stop warring entirely,
i won several games with peaceful kublai khanny though. not a single war. just expand fast and build build build.
of cose not on the higher difficulties.
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>>2251534
It can't.
https://civilization.fandom.com/wiki/Difficulty_level_(Civ3)
Plus, in Civ 3 AI always sees the whole map including strategic resources like iron or oil it can't legally see or use yet (it will prioritize settling them for future use when the appropriate tech appears).
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Picked up VII for the first time since launch. Noticed some welcome UI changes but the map variety and generation still leave so much to be desired. Continents are still the same rectangular blocks. I found myself just auto-piloting through my turns without much thought or consideration over my decisions. I felt overwhelmed by the amount of choices in buildings and research, yet it all feels like it doesn't really matter either. Planning out a city also still doesn't feel as intuitive or rewarding as it did in VI.
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>>2255118
He said 3, not 6.
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>>2218452
Is there a mod that removes the civ7 ad from the civ6 menu?
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>>2250829
>It’s a cooperative element if you get beaten out of it early, or don’t go for it at all. You will receive some sort of bonus. Whether or not it’s worth much is up in the air or depends on who converts you.
The other half of the picture is it becomes another vector for competition if you are a religiously focused civ (Byzantium especially) and doubly so if you’ve poured points into piety as a gamble rather than just taking tradition.
Byzantium isn't locked into choosing Reformation beliefs, and if you're picking one, you've gone through multiple social policies and made it clear you want to make things work for YOUR religion. That's a choice made during the game.
>The point is in most of these types of games when a religion mechanic is introduced, it tries to do both. It tries to do the soft power cooperative thing while also creating a ln avenue to hard power for those that lead in it
Civ 5 already does this. Founder beliefs provide a hard bonus to the civilization that "owns" the religion, follower beliefs give everyone a reason to adopt it, and the soft benefits are in tourism and diplomatic victories since shared religions give a tourism bonus to all parties (and tourism comes with a host of soft power benefits, extending all the way to a constant happiness penalty to competing ideologies), and civs following a religion will support a "World Religion" WC vote.
It's both cooperative and tangibly beneficial. 6 just added a, "You lose the game if your new faith spreads too far" clause and the whole thing went to hell.
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Anyone recognize what type of modded map script this might be?
I can't seem to recreate it with the Got Lakes mod, so might not be from that mod.
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>>2260545
>The other half of the picture is it becomes another vector for competition if you are a religiously focused civ (Byzantium especially) and doubly so if you’ve poured points into piety as a gamble rather than just taking tradition.
To what end? Having a completely useless civ trait if you get beaten out of having a religion? The point I’m making is that the bonuses aren’t so powerful that they decide games on their own (and if they were, that would be OP)
>Byzantium isn't locked into choosing Reformation beliefs, and if you're picking one, you've gone through multiple social policies and made it clear you want to make things work for YOUR religion. That's a choice made during the game.
Have you actually played this game?
>civ 5 already dose this
I don’t think you know what hard power means.
>6 just added a, "You lose the game if your new faith spreads too far" clause and the whole thing went to hell.
That’s literally the opposite of what happens, and if you’re getting gang raped early on because you’re spreading your religion too aggressively the you’re getting filtered. It’s no different than doing the same thing by conquest in that context.
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>>2269315
>To what end? Having a completely useless civ trait if you get beaten out of having a religion?
That was the other anon's post. I missed an arrow.
>Have you actually played this game?
Yes. I regularly make a cheap religion to give me a small benefit, then pick up a neighboring one or the one with Sacred Sites for a Tourism advantage.
>I don’t think you know what hard power means.
I think you might be a bit clueless.
>That’s literally the opposite of what happens, and if you’re getting gang raped early on because you’re spreading your religion too aggressively the you’re getting filtered.
Are you illiterate?
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Wat do u think ur ruler does when you're just completely assraping in a game?
Like whenever I'm owning in a game as Isabella I like to imagine if I were her I'd be getting dicked every other night to take the load off of running the world's greatest empire.
Like I'm not gay or anything but if I were a ruler that's what I'd do
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>conquer english city as phoenicia
>we both have unique harbor districts
>harbor disappears when the city gets conquered
Is this just because we both have unique versions of the district?
Googling suggest that it should convert to your type of harbor.
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>>2282918
Can't say for all of his games, but in Civ lineup he definitely checked out after the first one. Civ 2 onwards whoever is the lead designer, that's the guy who actually is responsible for almost everything in each new installment.
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>>2255093
>In V you literally settle 4 cities and do nothing
why so many people spouting this lie? king difficulty btw
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>>2292080
>why so many people spouting this lie?
>king difficulty btw
Because it's optimal.
If you're playing on deity, going for more than 4 cities is very sketchy(in BNW specifically, since that's when they added the tech penalty based on #cities).
I've had a good amount of cities on deity, but I was gimping myself.
On Emperor I've gone insane ICS with china on ynaemp, and my tech was on par with he AI, but it was emperor AI and my tech was relatively low compared to conventional games.
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You can go wide on deity in 5, but it's only really viable (in terms of consistency, efficiency and replicability) with Ethiopia, and you want to keep your empire tight, not spread out. Large land mass isn't the point, the number of cities is.
Anyway, there are two optimal strategies for deity in 5. Turtling or killing. For turtling, you can do the meta 4 city tradition science victory, but you can also do stuff like 3 city piety diplomatic victory (with civs that have a faith bonus or building). Both are reliable. When it comes to killing, liberty and honor are objectively superior. Liberty has double healing with pyramids, which shits all over tradition for war all day, every day. Liberty is not "just" a wide policy tree. It's way better for war and maintaining new land that you conquer. So what about honor (because it has no double healing like liberty). Honor is viably only meant for like 4-5 civs; civs that don't need double healing... so, the Huns, Mongolia, China. Add the Zulus because the total XP bonus is insane and you'll have so many ranged-logistics units. It's OK that honor is only designed for very few civs in mind; not every policy tree has to be be 100% compatible with everything.
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>>2292126
There is literally nothing "optimal" about four cities. It's just something retards parrot because of tradition finisher bonus.
Terrain is the only thing that determines the optimal number and there's no more sense in forgoing good fifth settle spot that can sustain another specialist-heavy city, than there is in forcing a shitty lux-less fourth settle just to get a free aqueduct.
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>>2292080
More cities are more better, but on immortal/deity it will piss off the AI and cause them to print a million units to overrun you. 4-city tradition is safe and punches way above its weight class. You fly under the radar until you overtake the AI in tech, then you either take over the world with planes/artillery or build a spaceship. You can absolutely play wide, it's more fun for me anyway. I can easily settle 10-12 cities in my games. It's just that playing tall wins you games consistently, if that's something you care about.
Pic unrelated, casual emperor game. Assyria is a scary runaway with the free techs they get from sacking cities. Fortunately I had some really good chokepoints to keep me safe from the siege towers. I went Honor and there's a bit of a tech gap in the Medieval era where all either of us had was knights and musketmen. Many Dutch men died on the beaches of Nimrud, and I was repelled a few times, but I've finally made some inroads and have started liberating Swedish territory.
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>>2292500
I sort of liked it, it was a step in the right direction. It didn't really solve the issue since you're still clicking units around, only now you have to keep adding them to the production queue. For all its faults, 7 had the right idea with getting rid of workers entirely.
>>2292503
Still not playing bloat populi, sleepyhead.
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>>2293736
6 is fun if you like peaceful SimCitying and tile porn. If you like war, then 6 is awful because it rarely happens after the ancient eras. Even on deity, the AI turns into a lameduck after the first 50 turns or so. You just need to survive the initial aggression, and the rest of the game will be all goombaya because the AI's empire will be so poorly managed that they'll have absolutely no capacity to go to war with you.
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>>2262654
I got so into my playthrough of that jank-ass space mod that I wrote an entire breakdown of population statistics and subcultures within notable cities/"sub-nations" of that solar system after finishing it. Some of the best time I've had with a Civ game in a long while.
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>download mod
>try to reverse engineer it
>delete a part I don't like
>works
>realize a prior issue in the original mod
>don't understand it
>delete half of the mod to test what happens
>nothing happens
>delete other half
>somehow still works with an empty sql and lua file
civ6 and the 3 different locations it uses for storing mods makes it tedious to edit and test stuff
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Anyone else prefer vanilla Civ4 to BTS?
>homogenous art style
>no espionage (tedious and I never bother with it in BTS)
>no corporations (tedious and I never bother with it in BTS)
>no vassalage (way too overpowered and makes conquest too easy)
>minimal ooga booga civilizations
>no useless protective trait
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>>2298116
BTS adds some bloat and a few outright bad features, but also a large amount of good balance changes. overall it's a net positive, but you're not wrong that those things all suck.
i modded protective to give drill instead of city defender, which made it significantly less retarded
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>>2307894
I like the Conquest of the New World scenario. I had one game where I started right next to the Fountain of Youth as an American civ. The extra happiness let me spam cities like no tomorrow, was pretty fun.
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>>2308277
Overall probably the old soundtracks from 1-3, they're memorable and entirely inoffensive. Civ 4 is my favorite game but I feel the music from mid and later eras brings down the mood.
Wish I could say that 6 is my favorite, because it has a lot of amazing tracks, but some of them are really annoying to hear over and over and the game insists on looping the themes of all civs that you've met in your current game. Some games I've restarted the instant I met Kupe.
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>>2308277
Civ 3, Mesomerican and Japanese (which they used in Civ 4 for a Chinese mod) are some of my favorite songs. Also starsfull, smashfull, technomixfull and modernfull are pretty 'aight. That being said, some of the songs are pretty meh. That being said, I also like the xcom song from Civ 2.
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>>2311603
Civ 6, easily. On deity, the CPU is super aggressive in the very early game (due to CPU bonuses), but they become sitting ducks for the rest of the game because the AI can't deal with all the new gameplay features. This is especially true with the expansion packs; the CPU was way better in the pre-expansion vanilla game.
So for Civ 6, just focus on surviving the early onslaught and the rest of the game will be a walk in the park if you're fairly decent.
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>>2312374
Declaring friendship with them just feels too strong.
Also just spamming a bunch of warriors(they cost no upkeep) boosts your empire's army strength so they no longer wanna fight.
Been playing a lot of coop recently, like 3vs4vs4vs4, me and my two friends and then 3 AI teams, and after the early scares the AIs declare war on each other, but pretty much leave us alone.
I'm thinking for our next game to just house rule it and say "no friendships with AI, and no warrior spam".
Maybe even looking into one of the AI mods.
I feel like the AI shouldn't consider army strength of units that are like 2 eras obsolete, or Warriors should cost upkeep, maybe the 6th warrior starts to cost upkeep, but the first 5 are free.
So if you're in the Renaissance, ancient era troops aren't considered a threat.
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>>2314048
here is my current situation, I'm just looking for tips I suppose. Washington ; Turn 59. at the barest minimum my current confusion and headaches are around:
1) the city states to the East of New York and how to handle them - I suppose I certainly want to ally with them
2) Minor gold deficit now, not sure if that is OK or not
3) Regarding (1), I have been trying to maintain Friendly with a city-state that is north of Washington. It has been taxing to maintain this Status, and I don't have enough Gold to give them.
Since I'm on the water I plan to lean a bit into water-based technologies, not sure how worth it that is or not. I am playing on a big "landmass" map, and if I do lean into water-based technologies I'll be able to attach coastal cities
I'm on an easier AI difficulty and also with no Barbarians, and so far there has been no combat . I just have a Chariot Archer and a Scout. (I gifted my Warrior to a city-state to maintain Friendly)
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>>2314069
Don't break the bank this early in the game over a city state. Just do whatever quests you can for them for now. If there's nothing you can do, wait until you can or you have more money.
As for your gold, make a caravan or cargo ship. I see you are 0/1 trade routes. Cargo ship is usually better income if you can build it but either will get you out of the red.
I find it helps to turn on the tile yields and resources on the map.
What difficulty are you on?
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>Randomly decided to try Civ 4 Beyond the Sword after finishing a Civ 5 VP playthrough
What the fuck, there's barely any info on the UI, it's so fucking sparse
I zoom in on Frankfurt and I see fart gas and flies, I assume it has some sort of plague but I can't mouse over the icons and I can't find shit going into the city screen
The military advisor page is nearly useless to see if you have any idle units
Any mods to fix this barely usable UI?
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>>2314478
I've heard it's MNAI-U, a modmod for MNAI. But it's information from 2022, it may be changed.
t. never played FFH2 myself
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>>2260557
Babby’s first Civ.
I only played the first Civ Rev, but they kept it really simple to make it work on consoles. It was fun for what it was, but not worth going back and playing it when so many mainline games exist now.
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>>2314403
well for me >>2314069 Civ V does just LOOK better than Civ IV, I can stare at it forever and the art deco style is nice. It is just "crisp". Plus there is a WASD mod for Civ V which let's be honestly you gotta have. I couldn't find a way to move the camera with WASD on Civ IV.
I stopped my Washington playthrough at about 110 turns now that I have a better sense of the game again, and now started a new game and bumped the difficulty to Warlord with 6 other Civs, and on Quick. Playing as Nebuchadnezzar and going to try for a Science victory. I have Barbarians on as well and they are a bit of a pain in the ass - do you guys play with them on or not?
Two confusing things so far:
1) Diplomacy with other Civs and how that works. My intent this playthrough will be to play nice and try to befriend everyonce so that I can get the Science victory, but I'm not sure how to increase relationships with Civs. I guess I can just "gift" them resources and hopefully that'll increase my standings?
2) Great People, Specialists, and their overall importance. I basically ignored putting my Workers into Specialist "slots" within buildings, and I'm sure that's a mistake. Neb gives me a Great Scientist quickly so of course I'll use him
Soundtrack while playing: https://www.youtube.com/watch?v=YZDE4hWZfkQ
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>>2314722
and of course someone built the Great Library before me, damn. juggling Barbarians has been a pain in the ass!
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onto trying out Civ IV now. now granted I'm sure this is because I played on a lower difficulty, but Civ V felt too static and not lively with respect to the Diplomacy. I never felt like I was interacting with the Civ V civs. I want to play a game where I'm buying off Gandhi to take down Henry VIII, only for Gandhi to eventually try to take me down. maybe this is possible in Civ IV. (oh and I wish in-game music would start immediately! I have to wait to discover the Music tech?)
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>>2314418
Rome. It bothers me a lot that most players don't know how strong Rome is. The key is Liberty early war rushing with them. Settle your free settler near your first target as a "bridge". You can build roads in 1 turn on normal speed with a stacked worker and legion. Rush the Pyramids, of course. Promote your warriors with Cover by hunting barbs, and upgrade them into Legions. The legion is the best damage sponge for early war in the game. With Liberty's double pillaging, they're super hard to kill. Use a mix of composite bows and ballistas and go conquer. Clean up the rest of the map with crossbows. Or chill out after conquering the number of cities you wanted and SimCity the rest of the game with Rome's sweet bonus.
One reason why so many players struggle with Liberty is because they tech like they're playing Tradition. Get Engineering BEFORE Education. Aqueducts are more important than universities in a Liberty game (or any non-Tradition game for that matter).
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>>2315374
With Citizenship (Liberty) and the Pyramids (Liberty wonder), your workers work 50% faster, so they can repair a pillaged tile in 1 turn. So, in a war, a military unit can pillage a tile to heal, and a worker can repair that tile immediately, and that military unit can pillage that same tile to heal again.
With Rome, you can build roads in 1 turn on normal speed the same way with a worker and a legion.
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>>2315220
enjoying this a bit more than Civ V. I am America/Orange, working with China/Red now to push out Queen Elizabeth. Diplomacy in this is a lot more interactive. Now, granted, when I asked China to go to war with England, they wanted a lot from me, but I think it will be worth it.
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>>2315220
if you want more shit happening, turn on the custom game option Aggressive AI. it makes them build more units and be generally more proactive.
it's actually the baseline they designed it around, it just defaults to casual mode for the, well, casuals.
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>>2315639
Germany is really really fun in huge mapa and marathon, they basically let you ignore army production in favor of wonders and structure
By late game in huge maps you will use your trade routes to trade with city states for insane productivity from the hansa, their unique unit, the panzer, is also super nice
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I'm playing Ottomans right now and I'm digging them. I'm on a small continents map because I like navies, and prize ships on every melee ship is a lot of fun. Not to mention the janissary that keeps its promotions. Sipahi is okay I guess, doesn't do it for me like the other shit.
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>>2318311
>What difficulty do you guys play on?
Emperor mostly, immortal if I want a challenge. I hate doing meme strategies like stealing workers from city states or micromanaging tiles, so I don't think I'll go higher than that.
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Civ 5's default map size is small, not standard. Small has a normal technology cost modifier (1.0). Standard doesn't (1.1). If you're having trouble with Deity, try setting the map size to small. It's a good mid point between Immortal and Deity in difficulty. Tradition 3/4 city turtling is still the easiest victory, but you can viably do many other strats that would be harder on a larger map. Small is the most balanced map size and most likely what the developers balanced the game around.
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>>2318727
Small on Civ 5 has 5 enemy players and 12 city-states total.
Small on Civ 4 has 4 enemy players. Standard on Civ 4 has 6 enemy players.
The default map size in Civ 4 was standard, so there's not a big difference between the default map size in 4 and 5.
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>>2318731
The last civs I played were 2 and 3. My point was, it’s fucking retarded on the part of the developers to have something called “standard” or “normal” and then to have akshually small is the intended size, or whatever.
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>>2320662
>you can play on immortal and settle 8+ cities even with tradition
You can settle 50+ cities on deity and still win. The AI is retarded.
If you actually see the numbers you will notice that having 5+ cities would pretty much cause you to lose against any barely competent ai.
Percentage based research cost increase can't be countered with flat research gain.
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>>2322373
It's not a very interesting victory in civ6.
I feel like there should be more to it, or instead of a victory condition give you something else when you achieve religious dominance as a stepping stone for other victories.
Like once you've destroyed all other religions, you get access to a new wonder that give you +50% culture+tourism and +4 victory points, so since everyone loves Jesus you can leverage that into a cultural/diplomacy victory. Maybe getting to evangelize your religion a 3rd time.
I guess even without that, your founder belief would grow pretty strong with everyone converted anyway.
Kinda satisfying to do win that way once at least and kill missionaries with your apostles as you spread your religion, but even then it feels a bit anti-climactic.
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>>2318574
>>2322271
The micro I was thinking of is the trick where you set your cities to production focus and then manually lock all your tiles. The way the game is coded, you won't get food from a citizen the turn it was born, but you do get its production. The extra production can add up to quite a bit apparently, but I kinda hate it.
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>>2322397
Ive only ever had one fun religious victory and it was with Tamar/Georgia and her golden era bonus. I kept taking the era buff that gives your missionaries extra movement, and the cheaper missionaries/apostles. Then the wonder that gives them more charges. So i was able to spam out religious units that had more charges, movement and less cost then all the AI could manage. And you keep getting golden ages since you keep getting era score for converting cities even in the golden age.
I dont know if that is "meta" or not but it was the most fun i ever had with it.
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>>2322424
>And you keep getting golden ages since you keep getting era score for converting cities even in the golden age.
ohh, yeah I can see how you never leave golden age as a faith based Georgia
I had a mosque for extra charges for missionaries, but I still made a lot of apostles for fighting.
You get an unfair amount of value doing the religious fighting, since you can kill a bunch of enemy missionaries and apostles, and then go back to your holy site and heal.
Especially useful with an apostle that has 1 charge left, but he's got a promotion for extra religious strength. I feel like there's a critical mass of apostles you can reach with even basic tactics and the number is pretty small.
It's like war, but the AI is mainly just trying to move warriors past you, while you have swordsmen.
Going faith for other reasons is fun though imo, the various beliefs, faith buy stuff, districts with moksha, or even faith buying units and going faith-domination.
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>>2322373
there are always mods. this one has different conditions for each religion.
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this has to be some of the most dogshit land I've seen in a while
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>>2322736
managed to roach a couple of islands but i think i'm going to be production starved all game
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>>2322749
>cont
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nippon is prospering.... where should i put my colony?
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>>2322869
Ended up settling near the Silver and Ivory as India settled Uluru. The Spices probably would have been a better call but I declared war on Mongolia right after to liberate some of India's territory and I was worried I wouldn't be able to hold it.
>Pantheon/Religion
I'm Shinto
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>>2322940
Map sizes for Civ5 needed to be roughly 3 times bigger than Civ4 map sizes to compensate for 1upt warfare.
Due to increased resource requirements Huge map size instead stayed at 10240 tiles.
Map sizes for Civ6 needed to be roughly 6 times bigger than Civ5 to compensate for the city district mechanic.
Due to increased resource requirements Huge map size decreased to 6996 tiles.
There are map size mods of course, but even they have upper limits.
Also due to increased resource requirements in Civ6:Gathering Storm map size mods are no longer stable and a lot of games break when flooding starts
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>>2322940
Yeah, it's hella ugly. Anyone who has a car knows that outside of cities, the countryside is mostly empty. But in Civ 6, your empire is just one big sprawling city. It actually makes your empire look smaller in scale.
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Ingerland has been deathwarring Assyria all game so I'm going to try to pick them off, they've been denounced by everyone so hopefully this won't kill my diplo.
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Lost a bunch of units but it was worth it
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>>2323027
It has a scaling cost, usually lategame money is no object so the logistical benefits outweigh the gpt
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big brain time, i was going to settle anothe city for the spices/truffles but instead once I get my settler back im going to settle a canal west of the horses, opening up access to assyria's capital
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>>2323049
they have notre dame and a couple other wonders so as long as I can hold off the initial assault the assur should pay for itself
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the special military operation is complete
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>>2323117
I've been enjoying the game so far and the overcoming the godawful start was fun. I'm playing on Emperor and in hindsight I should've bumped it up to Immortal or installed an AI mod, I feel like naval based maps really shows the AI's weaknesses
>>2323100
Large, Archipelago, Random Temp/World Age/Sea Level, Normal Resources
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>>2323411
>Canada. Shamelessly gimmicky, and I like that.
They seem kinda insane.
I play random civs, and kinda hope I land on them soon.
In concept I don't think Canada should be designed that way though, regardless of how fun it may be to play.
I'm fine with mines, camps and lumbermills getting buffed like that on tundra, but the farms and the food gets out of hand and it feels too unimmersive with how their actual population is distributed.
In a similar vein I didn't like how egypt got like + food on desert tiles in one of the civ games.
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>>2323411
>Canada. Shamelessly gimmicky, and I like that.
This is a reason i really like Mali and the mass gold memes and being able to make a flat desert start work. One thing i like about 6 is they did a pretty good job with some of the gimmick countries.
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>>2323378
america
america
america
america
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>>2322952
Exactly, exactly! It looks terrible. The individual artwork is fine, but how it's used just looks like complete shit.
>>2323128
I actually like eureka's and policy cards. They give you more stuff to do throughout the game and are fun to use. Districts I at least like conceptually, and at least sometimes in practice, but visually they just ruin everything.
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>>2324270
I'm fine with Eureka, tech feels better with some type of depth like that where it isn't just funneling your beakers into the thing you want.
Your conditions helping you get specific techs is nice, but maybe there could be a better application of that system.
My problem with Policy cards is the lack of permanence and the division between names and function.
Like suddenly my empire in the 5th century introduces Serfdom so more farms can be created, but then in the 6th century we remove it just to bring it back in the 9th century again when we want to make more mines. There's a lot of micromanagement there that doesn't feel like it makes a lot of sense.
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>>2323783
grok says:
AI Strategic Enhancements
The AI is now significantly more competent at managing its economy and military:
Smarter Infrastructure: Improved worker distribution across disconnected territory and better Great Person tile placement.
Military Logic: The AI now plans its army size based on actual income and will build units right up to the supply limit without exceeding it via upgrades.
Utility Usage: Redundant Admirals are now used to acquire luxury resources, and units in forts are better at holding their ground.
Protection: AI is more proactive about guarding civilian units while they work.
Visual & UI Updates
New Icons: High-quality, historically accurate icons for several units (Holkan, Prowler, Suea Mop) and buildings (Garden, Arsenale, and all Tradition policy buildings).
Asset Polish: Improved color saturation for the Assyrian Royal Library (UB).
Key Bugfixes
The patch resolves several stability and balance issues:
Stability: Fixed crashes related to restarting games or returning to the main menu.
Civ-Specific Fixes: * Egypt: Antiquity sites no longer disappear.
Carthage: Coastal cities now correctly receive free Lighthouses.
Iroquois: City connections via mixed river/forest tiles are now fixed.
India: Removed the duplicate Qila building bug.
Unit Logic: Fixed the "Prowler loop" (upgrading to itself) and restored missing promotions for Licornes.
Data Integrity: Fixed issues where Golden Age XP and purchase yields were not being saved correctly.
https://forums.civfanatics.com/threads/new-beta-version-%E2%80%93-5-0- 1-december-19-2025.700977/
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>>2323472
>>2323508
I have a hateboner for Canada. Not gameplay wise, just its inclusion as a civ itself. It's just so uninteresting and redundant. Genuinely I would even I would even prefer have Quebec as a separated civ since a French colony would be at least somewhat more novel than another English colony.
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>>2322952
>Anyone who has a car knows that outside of cities, the countryside is mostly empty.
I think you're forgetting suburbs and smaller towns. Urban sprawl is pretty widespread. The Urban development around New York (And other major cities that you settle) extend far beyond the actual borders of the city. I think Civ 6 did a pretty good job of balancing it since there's still plenty of space to build non-resource farms, mines etc. but have urban development as well. Civ 7 is the one that fucked the balance. They went so overkill on the district building that even at the end of the first era you will only end up with 2-4 non-resource tiles depending on the land makeup.
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>current state of the empire
I settled a couple more cities for access to Coal. Portugal has been curbed and I have a strong lead on all the AI. The only civ left that could contest Japanese hegemony is China. I'm going to train a bunch of archeologists then launch an assault against their core cities which should let me win a Cultural Victory
>>2323563
England is long gone, I ganked them right before they got Longbows.
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>>2324997
>Satsuma, Lisboa and the rump state of Portugal
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>>2324998
>Eastern possessions and Assyria
I think Assyria is building up to retake Assur so I need to reinforce the garrison there before striking China
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>>2324999
>The newly founded colony of Nagoya
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>>2325001
>Kagoshima, the furthest extent of our coprosperity sphere
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>>2325003
>the Chinese heartland
Warcrimes soon, how fares the campaign anons?
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>>2324994
Its obviously all personal preference but i like Civ6 way of doing it even if its not historically perfect. Cause i look back at civ 5 and all the single tile cities with 10 million farms everywhere are boring to look at. And while i do agree with others that wonders taking up an entire tile is a bit silly i dont think its any worse then Stonehenge getting dropped into the ocean of the coastal city you built it in.
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>>2325264
i use:
romanholiday ai rework
greatest cities
stylish civ colors
customization vi
perfectworld6
immersive dialogue
city canal rework
extended diplo ribbon
leugi's city stlyes pack
dont mine dirt
extended eras
better builder charges tracking
diplo victory rebalance
rosetta
climate balance complete
cohort
city roads
hillier hills
vibrant waters
civ 5 textures
civilizations expanded
what did i promise
mixed farms
prettier lakes
religion expanded
civitas city states expanded
unique district icons
sukritact's simple ui
sukritact's global relations panel
extended policy cards
quick deals
also, you can tweak congress manually in a file. I placed it after the industrial revolution because the whole congress system is garbage and I don’t want to deal with it plus it doesn’t make sense in my headcanon.
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>>2325162
>prevents players building mines on every single hill
Why would you feel like this is needed? Also you will never stop me from making petra cities.
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>>2325372
Variety I guess.
They went with Phoenicia not Carthage this time, so Hannibal as leader would make less sense than Dido
Great Person system made great generals more unique, so more room to express what makes Hannibal cool in that system. I think they kinda failed with him there though.Retiring him should've given adjacent military land units the ability to move through mountains or something.
>Civ2
Carthage
Dido+Hannibal
>Civ3
Carthage
Hannibal
>Civ4
Carthage
Hannibal
>Civ5
Carthage
Dido
>Civ6
Phoenicia
Dido
Civ5 was kinda dumb that they had Dido, but then they based half of the UA and the UU on Hannibal though.
Also feels like such a missed opportunity with Civ6, with their civ/leader system, it's such a natural set up for having both civs and both leaders.
Dido as being a leader for Carthage or Phoenicia, and Hannibal as a leader for just Carthage.
They made too few leaders for the system they made for civ6 though.
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>>2325288
>>2325372
What's stupid is that there's one GG in civ 6 that turned into a leader in later dlc. That's Nizinga from Kongo (honestly I'm surprised she wasn't leader from the get go for the diversity points). So there's no reason why they couldn't do the same for Napoleon and Hannibal. Did they think dlc with them wouldn't sell? Come on.
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>>2325337
well… as you can see from my modlist above, i love flavor and immersion, and mechanics that make it easier for me to larp and slip into a flow state while i play civ games.
specifically in VI, unimproved hill tiles feel like yet another “boardgamey” mechanic where, if I skip it, it feels like the game is pressuring me like hey goyim this is production mana, plug it into your production engine. in V for example act more like constraints you gotta work around cuz they force tradeoffs and cost you growth or flexibility whereas civ VI is built to make you feel like a small inefficiency like skipping a hill mine slows districts and delays everything else. so it just helps me avoid thinking in terms of maximizing hill production mana and optimization loops, and instead immerse myself in cities with actual personality
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>>2325652
>specifically in VI, unimproved hill tiles feel like yet another “boardgamey” mechanic where, if I skip it, it feels like the game is pressuring me like hey goyim this is production mana, plug it into your production engine. in V for example act more like constraints you gotta work around cuz they force tradeoffs and cost you growth or flexibility whereas civ VI is built to make you feel like a small inefficiency like skipping a hill mine slows districts and delays everything else. so it just helps me avoid thinking in terms of maximizing hill production mana and optimization loops, and instead immerse myself in cities with actual personality
I think you might have brain damage
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>>2325679
by all means, enjoy your slop, I needed a couple of hours too to get a proper grasp on what makes VI truly a MEH 4x
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Is this the best way to play semi vanilla civ5 with improved AI without installing bloated perma development overhaul VP mod?
https://forums.civfanatics.com/threads/ackens-minimalistic-balance-for -singleplayer-and-ai-improvements.5 50671/
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>>2326152
I remember googling that one up and im not convinced that improved AI actually works if you install just community patch, the other issue is EUI does not work, its incorporated into VP but they never bothered to add it to community patch
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>>2326166
Just use Smart AI, the mod developer is still active after all these years and you don't have to deal with VP bloat. The CBP alone is ass. I usually use Krakatoa and Reef fixes so that they can't spawn in the middle of the ocean,. EUI and Achievements Mods Enabler
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>>2326002
same. about to plant figs directly on top of göbekli tepe hell yeahh
here you can find most of the compatible mods
https://forums.civfanatics.com/threads/mods-compatible-with-vox-populi -vp.542679/
i like race wonder and info addict and some map script mods
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>>2326226
The really did apply those Rome changes, huh? Disgusting. I wish I could update VP, but with shit like this I don't think I can.
How's Japan? I know they cut the bushido boats, which is lame, but I remember some nonsense about cutting fucking samurai of all things, which is insane.
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going back to civ4 after a long time and i still dont like slavery, and i like it even less now
its just way way too powerful and im not really sure what the devs had intended. it makes any high level play feel so gamey in a negative way, youre really just managing food and efficient whip queues first and everything else (save for chopping) a far distant second.
5 6 and 7 get a lot of flack for giving an illusion of meaningful choices but im not sure that 4 was immune either.
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>>2326329
Japan
- New Unique Unit: Yamato
Replaces Battleship
Production Cost: 2000 (Battleship: 1800)
Faith Cost: 1350 (Battleship: 1200)
Combat Strength: 65 (Battleship: 60)
Ranged Combat Strength: 80 (Battleship: 70)
Range: 3 tiles (Battleship: 2 tiles)
Instantly gain 600 Golden Age Points on construction
Enemies receive 400 Culture and 400 Golden Age Points for sinking a Yamato
"Armor Plating I"
"Taikan Kyoho": killed enemy units generate Great Admiral Points equal to 400% of their Combat Strength
- New Unique Building: Kabuki Theater
Replaces Opera House
+5 Culture (Opera House: +3)
+1 Gold to all Musician, Artist, and Writer Guilds
Gain 50 Culture when an Internal Trade Route to or from this city is completed, scaling with era
When a Great Musician is born in this city, gain Faith equal to your Tourism per turn as an instant yield
When a Great Writer is born in this city, gain Gold equal to 5% of the Writer's potential Culture from Writing a Political Treatise
When a Great Artist is born in this city, gain Science equal to 2% of that Artist's potential Golden Age Points from triggering a Golden Age
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Wiki is wrong and the tooltip in game is a bit misleading.
Contratacion works on other continents than your capitol, while the tooltips specify "original capitol", which implies it wouldn't work with the phoenician ability to move your capitol, but it does work.
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>>2326945
Third and Fourth Unique Component. Mod for VP that gives every civ two more uniques, not integrated into base VP on account of it's overwhelming popularity. Pretty good.
>b-but the bloat!
You're playing VP. Embrace it.
>>2326822
>overly balanced
That's unfortunately an excellent way to describe VP.
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>>2327550
Sorry if this question is TOO basic but are you building workers and improving all your tiles? You should also prioritize libraries. Don't worry too much about befriending city states early on. If you can do their quests then totally do them but don't give gold gifts until later when you've got more to blow.
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>>2327913
>Communism was not actually removed from
Civilization V, but rather rebranded and incorporated into the "Order" ideology in the Brave New World expansion. This change aimed to make late-game policies more flexible, allowing for varied victory paths beyond just domination, while moving away from rigid, historical government-type systems
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>>2327892
You're obviously making some mistakes that should be easy to fix. Just a matter of knowing that you're making them. Trade routes is a step in the right direction, especially if you're having money problems.
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>>2327921
>moving away from rigid, historical government-type systems
It's just Order vs. Chaos with the latter conveniently renamed into Freedom. And also Autocracy for some reason when it's just another brand of Order.
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>>2218452
Firelord Ozai if he was a Civ 6 leader:
>Phoenix King (leader ability)
Raiding a district provides great person points in addition to double the normal yields. Razing a city grants a free settler and +5 combat strength for all military units for 10 turns.
>Element of Ambition (Civ Ability)
Unlocking a new building or military unit provides +50% production towards it for 10 turns.
>Tundra Tank
Replaces the Knight. +1 mobility and +5 combat strength.
>Foundry
Replaces the Workshop. Citizens working this Industrial Zone provide an additional 2 production. Volcanoes in this city provide +2 food and + 1 culture to adjacent tiles.
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>>2327450
same, played VP on this map. spawned on the southern island, though aw yeah I got this, I can simcity my way (on king) into an industrial powerhouse, but nope! i was constantly rank 10 in everything and then the danes and rome decided to naval invade me with 80 units. truly cucked
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civ3-6 + other firaxis games for 15$ in humble bundle now
https://www.humblebundle.com/games/best-of-humble-bundle-sid-meier-col lection?hmb_source=&hmb_medium=prod uct_tile&hmb_campaign=mosaic_sectio n_1_layout_index_1_layout_type_thre es_tile_index_2_c_bestofhumble_thes idmeiercollection
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>>2328506
Some are pretty lackluster.
They look somewhat like this to me.
>Boring Tier
Film studio
>Pretty Good
Sukiennice
Electronics Factory
Palgum
Tsikhe
Thermal Bath
Prasat
Marae
Great Bazaar
>idk tier
Stave Church
Basilikoi
>Bad Tier
Madrasa
Tlachtli, minor amount of faith from an entertainment complex building that you're not getting in most cities
Ordu, 1 more movement for your cavalry is fun, but it's not gonna matter
Navigation School, university that gives +% prod to naval units
Problem with the Madrasa is that Holy Sites compete with Campuses for mountain adjacency, and even with something like desert folklore/aurora you're still gonna be short on district slots due to population. Going campus and skipping holy sites for a lot of cities and seeing it as you just getting some extra economic(faith) value out of your science works for Sultan Saladin I guess, but it feels like a weird half measure, and for Vizier Saladin you get a 10% bonus to culture, science, faith from holy site's worship building so for him you still definitely want the holy site and worship building.
Having a unique market like poland feels a lot more comfortable, because it's pretty easy to get value out of a commercial hub in every city.
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>>2328241
>>2328256
ikr i like this map https://steamcommunity.com/sharedfiles/filedetails/?id=424528849
ive played a ton of vanilla before, just new to the latest vp version. basically, you see that mountain range in the middle of the island, yeah? I spawned on the eastern side as carthage and pretty easily colonized all the available lebensraum. but my mistake was rushing the great lighthouse after the library....that really bogged me down both science and production wise.
later I crossed the sea to the western side of the island and started waging war on a bunch of untouched barbarians and winchester (a new citystate lmao), and that’s when everyone else invaded.
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>>2328669
>Boring Tier
>Film studio
I feel like even since the addition of UU American civ has had always the issue of their UU and UB arriving way too late into the tech tree for them to really matter in the long run. Although not like you could give the civ any earlier unique unit beside like minutemen or trappers.
>idk tier
>Stave Church
My main issue is that nothing from the rest of the civ's bonuses intensive you to pursue religion. Like if it was campus, commercial hub or even theater square building the extra science, money or culture points would be always useful, but I can't say the same about faith and the extra 1 production on every sea resource also don't feel that impressive compare to how much you'll have to invest.
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>>2328715
Last I played Norway I felt like I had to rush harbor to get use out of the coast and resources, and then it was already too late for religion, so I ended up playing through the game without holy sites at all.
>but I can't say the same about faith and the extra 1 production on every sea resource also don't feel that impressive compare to how much you'll have to invest.
Yeah you can get a cool screenshot with god of the sea for one lucky city, but most cities won't get that many resources for it to matter.
I started a game now with cheat menu to just check norway.
Initial start had 2 sea resources, so settle in place would just get me +2 production from a stave church. The holy site could get adjacencies from forests later on with planting, so maybe not god awful.
Going full on tundra rat with and ignoring the sea resource bonus might be better.
Anyone can get a +9 holy site with aurora in tundra and planted woods(comes late though), norway could go up to 15.
I think I'd still rather be Canada/Russia than Norway with that holy site, and get better yields from the sawmills surrounding the holy site.
Canada/Russia and really anyone else with Aurora would be more flexible, and could supplement forests with districts. Going 6 forests or 4 forests+2 districts, or 4 districts+2 forests surrounding the holy site.
Doubling the holy site adjacency with scriptures, getting prod from work ethic, and pre-steel lumber mills on those forests, ignoring holy site building yields like shrines, then from those 7 hexes
>Norway gets 51 production & 30 Faith
>Canada gets 51 production & 18 Faith
>Russia gets 45 production & 24 faith
I'd say Russia and Canada need another 6 tundra tiles that aren't surrounding holy sites to beat Norway. Makes Norway seem a bit better.
Norway doesn't have a Tundra start bias though,started my last 6 games next to tundra without a tundra start bias though
and you'd need to get a contested pantheon and skip god of the sea.
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>>2328669
I think Madrasa is more boring then bad just cause faith is a useful currency even if you're not going heavy religion. So a free 2-6 faith per science district you place can scale up nice as the game progresses. Finally you're forgetting the best part about the nav school. You get 1 science for every 2 coast or lake tiles in a city, thats just flat tiles, not worked or resource only. Very easy to get a free 5-10 science per coast town.
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>>2328813
>Finally you're forgetting the best part about the nav school. You get 1 science for every 2 coast or lake tiles in a city
That's what I get for speedreading.
Yeah that should reliably make for pretty good campuses.
Just 4 tiles and you match Netherlands campus river buff, 6 and you match a breathtaking australia campus.
Those bonuses get doubled with a policy cardand more value with golden age heartbeat of steam, but matching netherlands +100% adjacency policy card shouldn't be to uncommon either, that would be 8 coast/lake tiles and I've got 9 in reach of the capital in my current without even trying to get it.
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>>2328669
I'd put the Tsikhe into "Mixed Bag Tier"
On the one hand, it's a City Center building meaning you don't have to worry about or mess around with districts. You can build them in all of your cities once you have Siege tactics and medieval walls. And that 100% boost to Faith AND Foreign Tourism while in a Golden Age is just filthy powerful if you can maintain it. The Film Studio is arguably the most powerful unique building in the game just because of its 100% boost to Foreign tourism, and this building comes in and does that and more.
However, for all that the Tsikhe has going for it there is still one major problem that can make it arguably the worst unique building in the game. It becomes obsolete. It is the only unique infrastructure in the whole game to become obsolete. And the technology that does that isn't too much farther in the game than the tech that unlocks the Tsikhe in the first place. That is a huge timing issue that forces a large investment in wall building at a specific point in the game. The Limes policy card helps, but still. If you don't get your Tsikhes out quick and at a particular time than you're hosed. And you can't build anymore later in the game no matter how much you would like to.
It's kind of the worst and best unique building in the game for that reason. The Tlachtli is the worst unique building in the game otherwise. Hot garbage that one.
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>>2328922
>It becomes obsolete.
I always wished they added a policy card with siege tactics that let you build walls with gold or something. I know there's the city state that lets you faith buy them but thats all RNG if they even show. Cause i agree that Renaissance walls as a whole are easy to zoom right by. What makes it even worse is its spot in the tech tree, if you're going for a science or culture victory you pretty much always skip right past siege tactics to pick up things like flight or other top of the tree techs. As for Georgia themselves i would've adjusted the Tsikhe to be available at castles where medieval walls are. You give Georgia really strong defensive strength by keeping them as strong as Renaissance walls but they get it early.
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>>2328968
They used to be one of the lower mid tier civs, but its a little better now after some changes. People who said they were one of the worst probably dont know how nice being able to easily roll golden ages with them is. That being said they made some nice changes in a patch a few years ago (I dont remember them off the top of my head but they were looked at pretty positive) and are a pretty solid mid tier civ.
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farms
coop game
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Feels kinda bad that you don't get an upgrade to the holy district adjacency late in the game.
Makes sense I guess that religion becomes less relevant.
Industrial+Campus gets bundled into one, Harbor+Commercial as well.
Theatre card gets an entertainment complex boon.
If you could make cards mutually exclusive or at least part of their abilities, it might've been nice to have a holy site/industrial zone card, and a holy site/campus card. Mutually exclusive, because otherwise people would just treat them as another way to get +100% adjacency to industrial.
Or bundle it with Simultaneum, which boosts holy site buildings.
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>>2327054
Not him, but the balance always seemed really off with Iska's mods. He's a workhorse, but him being a one-man-band really shows in comparison to VP for balance. I liked the Civil War mechanic, as well as the age mechanics he pulled from RtP, not so much currency and economics (just fluff/tedium) If the components weren't all tangled interdependant spaghetti-code I would try to rip out just the stuff I liked and make another lite version.
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>>2329870
roughly it seems to be something like this
industrial+econ(holy site, harbor, commercial) districts early game
holding off on campus because districts costs increase with civics and science, not holding off on culture because Serfdom is key
I was surprised that delaying science was the meta coming from civ5.
I just liked spamming districts and avoided campuses, but figured it was the wrong, but fun play. I did go overboard with it and sometimes delayed campuses until I saw enemy helicopters.
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We did it reddit
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>>2329870
>meta
Kill yourself for saying this.
>>2329999
I was going to say you too but you have quads so you're off the hook.
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>>2326479
It kinda sucks since this meant that the integration of 4UC came with a lot of baggage since pineppledan had some firm views about "imperialisms" and "eurocentrisms" and an attitude to match. Some of it got overturned, but not all of it. I would have perferred a clean slate with a well-defined design principles.
For example, he took it upon himself to redefine the national characters of civs in the sense of not merely how their character should be expressed, but what should be expressed in the first place. I really don't like tying Alexander's Greece with modern Greek War of Independence. That's a like giving Augustus' Rome a pizzeria UB or something.
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>>2332076
That motherfucker's autism is what drove me from VP more than anything. Keeping up with it, at least. Every time the Congress rolled around I'd go in thinking "oh christ what stupid bullshit is going to get passed this time?" And it'd often be from him.
>and an attitude to match
Especially that. Fuck that.
>>2332078
I'm so far behind on versions that Rome still retains buildings on conquest instead of bullying CSs into their empire. I'd be looking through dozens of changelogs.
>>2332349
That's just how VP rolls, for better or for worse.
I like the Yamato. It does a lot, but that's good in a UU that late.
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>>2332355
>applepiedan
Even as we speak he's got some pointless proposal in the works that's going to pass through just on his name alone.
>manufactury adjacency is random, so let's give it academy instead and give manufactury another completly random bonus
VP congress is like mini-reddit echochamber with personas and clout and bootlickers. The only positive is that the 2UC version is set in stone and won't be touch by his grubby hands ever again.
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>>2332453
Adjacency? They've added Civ 6 stuff?
>VP congress is like mini-reddit echochamber with personas and clout and bootlickers.
Yeah, that's exactly what it felt like. It's not a bad idea in concept, but in practice it's just a drag.
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Anon's mentioning Georgia earlier had me play a game, the walls are pretty and great when paired with the void secret society if you wanted to play with that on. Each city generating a free 8 faith a turn really builds up.
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>>2332462
Adjacencies aren't quite as prevalent or standardized as in civ6. You've got stuff like an improvement needing an adjacent luxury to not being able to be adjacent to another improvement etc. They also expanded the farms adjacency bonus to mines and lumber mills, which is a positive change imo. And manufactury had the ability to function as an adjacent improvement for both mines and mills, so it was very useful for filling in unfortunate gaps from terrain generation and open up a lot of choice and player decisions.
Say, you had a c shape of forest tiles with a single empty tile in the middle. Now you could plop a manufactury, which had a somewhat dissapointing yield on its own anyway, down and get a very strong hammer district in the mills. I always felt that this was way better than just mowing down every tree in sight with serfs. Giving this function to academy is just weirder. I feel like applepiedan never just got the potential of this system.
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>>2329255
ugly railroads
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>>2332806
enabled shadows and other graphics
still ugly though
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>>2332847
ah..
home
I'm not 100%, but I just realized that cities don't seem to graphically grow as much in civ6 as in civ5.
Like a 100 pop city in civ5 will have a lot more buildings expand out, while there's some early cap for civ6 cities.
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