Sid Meier's Civilization VI - Page 52
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{CC}StealthBlue
United States41117 Posts
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{CC}StealthBlue
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TheFish7
United States2824 Posts
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{CC}StealthBlue
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{CC}StealthBlue
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{CC}StealthBlue
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Chairman Ray
United States11903 Posts
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{CC}StealthBlue
United States41117 Posts
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{CC}StealthBlue
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Manit0u
Poland17187 Posts
On December 07 2018 15:32 TheFish7 wrote: So Maori get some pretty nice bonuses on a bunch of different tile improvements, plus starting with a worker AND extra population and the negative side of starting in the ocean is partially mitigated by receiving tech and culture while at sea. Not bad. Well, their other negative side is that they can't harvest resources or put districts on them. This is pretty restrictive. Also, loyalty is an issue for them. | ||
{CC}StealthBlue
United States41117 Posts
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HiIamBrett
56 Posts
The Inca sound incredibly... Boring. I think with their unique medieval unit they'll probably have a deceptively strong mid game since they can likely grow massive in the first 100 turns. Probably still a better idea to go Cree or Khmer if you want to play that way though. They definitely aren't exciting imo. | ||
{CC}StealthBlue
United States41117 Posts
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{CC}StealthBlue
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{CC}StealthBlue
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deacon.frost
Czech Republic12128 Posts
![]() ![]() And second question - Civ 5 is loadingWAAAAAAAAAAAAAAAAAAY faster than Civ 6 for me. Game is on SSD, OS is on SSD, 16 GB RAM. Can't see the issue besides something broken. Is my configuration that low for this game? (rest of specs - i5 @ 3.4 GHz, GTX970) I'm talking about Huge maps with 6 civs and 10 city states and it's tiresome. The game itself then runs fine, but the load takes ages(both creating new game or loading a save), DX11. The only thing I noticed is that Civ5 is utilizing all 4 cores while it doesn't seem that Civ 6 is using them, am I missing anything? Sorry, my Google skill is rather low and I didn't find any help on the internets, probably using wrong keywords. I bought the game long time ago, got to play it just recently ![]() | ||
FaCE_1
Canada6158 Posts
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deacon.frost
Czech Republic12128 Posts
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xtorn
4060 Posts
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Oukka
Finland1683 Posts
On December 28 2018 19:17 FaCE_1 wrote: I tough they removed the "aoe" effect of factories. I think it is still there. If you hover your cursor over the production yield of a city (so click the city name, it shows you how much of each resource (culture, science, food, faith, production and gold) does the city produce, cogs are the production) it should list each source of that yield in the city. If it says "Factory: +3" or whatever the factory production yield is, that city is affected by a factory production bonus. That's the only way I keep track of it. Counting tiles as dull as it is what I do when planning districts and cities. | ||
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