Sid Meier's Civilization VI - Page 34
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xDaunt
United States17988 Posts
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Titusmaster6
United States5936 Posts
On November 05 2016 00:41 xDaunt wrote: I think you want to prioritize archery more on immortal and especially deity, because you're going to want to save gold for the possibility upgrading warriors to swordsmen en masse (or archers to crossbows if no iron). Archers are dirt cheap to build, especially once you get the +50% construction bonus policy, so upgrading slingers en masse isn't really that efficient. Similarly, I also recommend prioritizing bronze working so that you can see where the iron is to help you plan your first 100 turns better (getting one spearman out is also necessary for the military tactics Eureka and helping counter the inevitable chariot rush from the AI). Grabbing masonry early to get battering rams for offense and city walls for defense (if for no other reason than to get the engineering eureka) is also important. The bottom line is that you will be at war with at least one civilization before turn 30, so you're going to need a strong military. Definitely agree. The AI loves early war and honestly Im usually doubled teamed by the time archery finishes | ||
andrewlt
United States7702 Posts
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tofucake
Hyrule18975 Posts
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xDaunt
United States17988 Posts
On November 05 2016 02:46 tofucake wrote: Is it still the same mechanic where if you conquer someone before you meet anyone else (or conquer everyone you meet), you don't get warmonger penalties with new civs you meet? No, the warmonger penalties increase by era, from 0 in the ancient and classical eras to something very high in the modern eras and later. | ||
Orcasgt24
Canada3238 Posts
Do Aqueducts and Encampments not count for it? I am almost certain that Holy Site I built beside my encampment did not provide me a +1 faith bonus. My industrial district beside the aqueduct also did not appear to provide +1 production but making that city took like 6 tiles of trees getting chopped so I may have missed it | ||
zulu_nation8
China26351 Posts
Also, crouching tigers suck. | ||
{CC}StealthBlue
United States41117 Posts
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Sbrubbles
Brazil5775 Posts
On November 05 2016 11:41 zulu_nation8 wrote: Does anyone know what the actual differences are between "balanced" starting position and "standard?" Also, crouching tigers suck. I don't know for sure if it's actually more "balanced" or not, but I get the feeling "balanced" gives you more resources around your capital (something between standard and legendary). It's my preferred setting. | ||
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zatic
Zurich15313 Posts
To me it still looks like the best Civ by far and I can't wait for the modding scene to start shipping. Civ: Dawn of Civilization with the Civ6 mechanics, especially policy slots would be incredible. | ||
{CC}StealthBlue
United States41117 Posts
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Orcasgt24
Canada3238 Posts
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Yurie
11686 Posts
On November 10 2016 07:06 Orcasgt24 wrote: So I am encounter an issue where I can't move units after some time. Any idea whats causing it or a fix? https://www.reddit.com/r/civ/comments/58ojwp/official_civ_vi_small_questions_complaints_thread/d9fejch/ Found this regarding it. They say move icon works even if right click does not. | ||
Orcasgt24
Canada3238 Posts
On November 10 2016 07:41 Yurie wrote: https://www.reddit.com/r/civ/comments/58ojwp/official_civ_vi_small_questions_complaints_thread/d9fejch/ Found this regarding it. They say move icon works even if right click does not. I was unable to find anything on it. I will say that disabling a UI mod I got off the No Quitters mod group seems to work. And move command doesn't help when I encounter the issue. Its one thing if the path is impossible but I cannt move a unit with full move points one hex in any direction with clicks or the move command | ||
TheFish7
United States2824 Posts
This was basically a giant mod pack for civ 2. It featured scenarios like Atlantis, the Greek Gods, Ice planet, and a particularly difficult scenario where your cities are crash landed spaceships on a hostile alien planet where you are being attacked by horrible alien monsters... think it was based on master of orion. it was a ton of fun, developed by Micro Prose, and more creative than some of the bizarre skyrim mods out there. ![]() ![]() My great hope is that they do something like that for civ 6. | ||
FaCE_1
Canada6158 Posts
On November 05 2016 09:01 Orcasgt24 wrote: I have a few questions about Japans District bonus. Do Aqueducts and Encampments not count for it? I am almost certain that Holy Site I built beside my encampment did not provide me a +1 faith bonus. My industrial district beside the aqueduct also did not appear to provide +1 production but making that city took like 6 tiles of trees getting chopped so I may have missed it I'm sure Aqueducts don't count. I can't tell with encampments since I usually don't build them. | ||
Danglars
United States12133 Posts
On November 11 2016 12:23 TheFish7 wrote: Anyone ever play the Civilization 2: Fantastic Worlds expansion set? This was basically a giant mod pack for civ 2. It featured scenarios like Atlantis, the Greek Gods, Ice planet, and a particularly difficult scenario where your cities are crash landed spaceships on a hostile alien planet where you are being attacked by horrible alien monsters... think it was based on master of orion. it was a ton of fun, developed by Micro Prose, and more creative than some of the bizarre skyrim mods out there. ![]() ![]() My great hope is that they do something like that for civ 6. I binge don scenarios in Civ2 from all those included in Gold edition (incl all fantastic world) for years. I think I played the Cold War/Europe one over a hundred times, crash landing about the same too. It's so campy now, but the graphics felt amazing and all I could think about in class downtime was how to try something different next time. So iconic. | ||
Doraemon
Australia14949 Posts
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Acrofales
Spain17848 Posts
On November 13 2016 22:03 Doraemon wrote: first time player. where do i find how much total science points i have? or all the tech stuff is based on how many science points i have per turn? Huh? You earn beakers per turn (top left). Every tech has a price in beakers (science). Every turn, your beakers get put toward developing any one technology. If you switch techs before it is completed, those beakers stay invested (you don't get a refund to spend those beakers on some other tech, and when you later switch back to that tech, it will start where you stopped). Eureka rewards reduce the total cost by half (and hence you can research half a tech, then switch if you think you'll get the Eureka reward). The civics tree works the same way, but with culture instead of science. | ||
Sbrubbles
Brazil5775 Posts
On November 11 2016 15:04 Danglars wrote: I binge don scenarios in Civ2 from all those included in Gold edition (incl all fantastic world) for years. I think I played the Cold War/Europe one over a hundred times, crash landing about the same too. It's so campy now, but the graphics felt amazing and all I could think about in class downtime was how to try something different next time. So iconic. Same here ![]() | ||
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