Recent content by Knut_Are_M

  1. K

    Diplomatic Victory Help on Turn 230

    The recommended way to win diplomatic victory on larger maps is to kill everyone but the strongest player. It is the only realistic way on a map With 4 or more remaining players. Useing the goldenage wargoal is advantageous to reduce grivances. As you know the AI is hardcoded to vote down the...
  2. K

    [GS] Mali Discussion Thread

    The Problem With Mali is that they can become a very OP civ With some starts. start at the edge of a dessert to get the +6 Food/faith in the Capitol and then have regular Plains/grassland hills nearby for some inzane early op starts. With some starts you will have 8 Food cities working regular...
  3. K

    Holy crap... is Germany OPed or what? :D

    Germany is good. But for midgame/lategame i prefer Aztecs. Aztecs can get a +16 combat bonus to all units lategame. Early game it is usually 5-7 as much as a general. +1 combat strength per lux means every single unit becomes as strong or stronger then a UU. With 15 luxes hooked up Your...
  4. K

    First Look: Sumeria

    Well the ziggurat does seem to bring intresting strategic choises to mind. if you start With rivers nearby you might want to rush a religion to get a religion With fertility rites, feed the world and gurdvara. That should give you the Food needed to work the ziggurat. The ziggurat will allow...
  5. K

    Escalating Costs of Settlers

    increaseing costs can make China starting near a single dessert tile really dangerous. 5 charges compared to 3 charges will make China pop Heavy strategies really strong. It will also mean that you will ususually not settle bad spots, and only build Districts that you need. Also war will...
  6. K

    Does the city have very good ranged defence like in CIV5?

    Undefended cities will most likely be much easier to take in Civilization VI compared to civ 5. The main reason for this is that you can stack siege units on the same tile as Infantery units or archers or cavalry. You can gain quite a bit from useing cavalry to just pillage stuff as well. Even...
  7. K

    Cheating in multiplayer

    i remember 1 player that did an obvious happiness cheat. He changed his difficulty setting to show something different in lobby then what he played with ingame. it would show up as emperor to the other players, while his real diffculty was settler level. And sadly that did not cause resyncs...
  8. K

    How do I keep my empire happy with 4 city massive growth?

    Try to get some gpt surplus and at least 4 unique luxes. Use the gold per turn to ally With City states. get the gold per turn from tithe/ mosoleum of halicalucus or colossus and machu piccu and maybe a cargo ship or 2 for gold. basically Balance Your growth With Your need for more luxeries...
  9. K

    Post patch Detailed Trade Route Discussion

    This is what i would recommend they change it to. 1 international trade routes. Sender gets 0,5 gold/science per pop. reciever gets 0,25 gold/science per pop. trade route value is allways set by the smaller city. internal trade is set to +1 Production and Food per improved bonus tile and...
  10. K

    Will they release a fix for MP anytime soon?

    There is a temporary fix. do not make any commands during turn prosessing. this was a problem With the previus patch as well, but it was a bit harder to pull off since it had to cause an incompatible move betwean 2 players moveing at the same time betwean turns. It is easy to reproduse even in...
  11. K

    Cheating in multiplayer

    Sadly cheating in civ 5 is easy. i have encountered a few cheaters in my civ 5 Public games. The worst way to cheat in civ 5 is to use a mp stable mod. And no i will not tell anyone how to do it. but i met 3 or 4 players that used it to cheat. One time someone even forgot to disable his mod...
  12. K

    Maxing the tech tree. How to proceed?

    in my game it did not ask me for New Techs when i had teched every single tech.
  13. K

    Anyone else think trade routes are a bit too good?

    Personally i find there are just too many trade routes. I would prefer it if it was 1 per city, and that internal trade routes was 50% weaker. Also the auto plant quest would need to change to for exsample +20% trade route yield or +3 gold per auto plant. Manageing 3 trade routes per city...
  14. K

    Anyone else think trade routes are a bit too good?

    The bonus Depends on the difference in Production and excess Food from the sender city and the reciveing city. This means that New cities can be up and running With 20+ yield from each trade route. and tradeing units pay themselfs back in 3 turns. it also means it is really Nice to make 3...
  15. K

    So wide play will clearly be viable... but will tall play?

    In civ BE you can go both tall and wide. so the goal of the game is to both grow tall and wide. Anyway Health is not much of an issue in Beyond Earth. it only cost 1+ 3,5 unhealth per 6 pop if you get 5 in knowlege and 10 in prosperity and artists. so after midgame unhealth can be a non...
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