https://ufile.io/r5yd0
This is version 1.0.6c. It includes Gathering Storm compatibility and Russian localization.
This link is good for 30 days, but if you dm me on Steam, I'll give you a new one.
You're looking too closely at their differences; they actually have a lot in common. Every Civilization introduces new features, so of course there are differences, but VI feels like a homage to IV in ways that V doesn't. Consider what VI shares with IV but not with V.
Canals
Aerial bombarding...
I tend to agree here. The civs that have real game changing rules will be the less mainstream civs.
Who tends to get the weird, gimmicky mechanics? Civilizations that aren't mainstream or common knowledge: Venice, the Maori. They won't take a mainstream civ that everyone knows and looks...
I also want to see Phoenicia; I like trade focused Civs.
There are a few ways to differentiate them. They could get a unique luxury resource (à la Indonesia in Civ V) to represent their monopoly on purple dye. They'll definitely have some trade related bonus, and Carthage doesn't always get...
Assuming they evenly distribute the civs from Europe and the Mediterranean with civs outside that sphere, we should expect every second Civ to be in earshot of Europe. That means Sweden, Ottomans, or Phoenicia (Eleanor is not a civ, so I suspect she'll come last) will be next.
We haven't seen a...
In all my Civ 6 games, Deity, Immortal, Emperor, I've never felt the need to harvest a resource. I don't even consider it a trade-off; it's a non-issue.
That said, I wouldn't call the easiest civs the best civs; I'd call them the simplest civs.
I have a working mod. I'm trying to add localization for a particular language so that the all of the names, cities and Civilopedia entries appear in that language. How do?
Is it as simple as doing this:
<Row Tag="UNITE_NAME" Language="en_US">
<Text>English text here</Text>...
My mod works great in the base game (It adds a custom civilization), but when creating a game with the expansion ruleset, the Leader/Civ never appears in the drop down menu.
I thought that adding it as a DLC dependency in the Project's properties may be in order, but Rise and Fall doesn't...
I think Japper really nailed it. I don't think the yield bonuses are sufficient enough to accomplish either a cultural or science victory on their own, but it could help you rush to your UU. It's an awkward, multi-step strategy, but it's the only thing that ties together all of their bonuses.
Does anyone have a strategy for playing the Netherlands in R&F?
They're not specifically optimized for any specific victory condition, so figuring out what to do with them is a bit tricky. Their kit is all over the place.
What victory condition, wonders, civics, and broad strategy would you...
I spent all of five minutes testing it, so I don't promise that it's the right solution, but it appears to be so far.
<GameData>
<Types>
<Row Type="MODIFIER_PLAYER_CITIES_TERRAIN_ADJACENCY" Kind="KIND_MODIFIER"/>
</Types>
<DynamicModifiers>
<Row>...
I believe I found the solution some days ago.
I had to make a new ModifierType modeled after Brazil's Amazon. It turns out there is an unused EffectType that works with terrain instead of features, and I used that in the new ModifierType. It requires you to write your own tooltip, and It has to...
I've been looking through the game files, and there are almost no RequirementTypes or EffectTypes that interact with adjacent TerrainTypes (though FeatureType modifiers are popular). I'm looking to attach an adjacency bonus to districts for mountains for a specific Civilization.
Any idea how?
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