Older Civ games from 1-4 and including Civ Rev, the player spends a lot of time in the city screen. First, the city screen in these earlier versions were much easier to view and parse. Most importantly the player bonded with these cities they painstakingly nurture. I would check up on them every...
V and VI may be more technically advanced, but not necessarily more aesthetically pleasing or strategically deeper or interesting.
1. With the rush for new graphics, ironically the screen became more cluttered and harder to distinguish between elements. At a glance, hard to tell apart units...
Some (many? most?) ancient cities were surrounded by walls. (Note how city walls in the game only cover the center tile.) Naturally when population inflates, excess population must move and settle outside the walls (long before high rises, so building upwards was not feasible.)
They also...
seems the real problem is the Shape of cities. why is every city built as a circle around the initial city center? natural expansion is to expand where there is usable land. seriously what (ancient) city looks 50 miles into the ocean and claims that as usable area of the city? instead even...
yep seeing all the roads everywhere makes the map look a lot more impressive and reflects the majestic progress of your civ. the detriment of Civ 5 keeps removing immersion and grandeur of your empire
I just came to the same conclusion. Civ 5 and 6 have identity issues. They want to be both empire builder and tactical wargame, but is good at neither and satisfies neither fanbase.
I'm more solitaire player, so i dont care if AI is dumb. So my main drive in Civ games is the rewarding gameplay...
5 and 6 turned the series into a bunch of mini games. Lots of minor things to do, but none of which are particularly fun, compelling, or satisfying. Such as unstacking armies and cities were supposed to make the game seem more "strategic". But in reality just adds more tedium and makes warfare...
I'll see what I can do. Can you describe the situations where features cannot be removed?
Coasts get the same benefits. However Ocean tiles never get resources. Unless you want me to put them there as well.
within the Steam folder, look for the folder mentioned in the first post.
backup the two files MainMenu.lua and MainMenu.xml.
extract the .7z that you downloaded to replace these two files.
it fills as much as possible by raising the probability of putting a resource on a tile. there may be other factors that may prevent a tile from getting a resource. it doesn't discriminate which type of resource; that part of the code is untouched.
ideally there should be more resource types in...
to get rid of micromanagement, remove the map screen entirely. have a button to directly launch an attack on target city. no more complaints about 1UPT versus stacks.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.