What determines the population requirement for domination victory? Does it have to do with era and/or number of civs remiaining? I've won previous domination games with ~25% of population and in a game that's going late the population requirement has been as high as 37% before drifting down to...
So the "Rise of Civilization" rules have a weird overlap with conquerors, if you get conquerors before the Rise of a Civilization timer is up, the new world civ will get a stack of ~25 units that have all of the in-territory advantages, making the old world civ's new stack look like a joke in...
Persia seems very strong right now, a lot of the Byzantium starts I've loaded have had a god-tier Persia. Upon playing as Persia to see why, getting 12 swords for the expansion bonus seems like a lot.
I'm only getting a few War Elephants and Swordsmen as Arabia from 3000 BC, which seems a little weak against buffed up neighbors, and also I seem to remember Arabia would spawn with some Ghazi and Mobile Guard even though they didn't have the tech yet? I've attached the save.
EDIT: Starting a...
The Italian UP expiring has always made me sad, but I think the justification is that if you're going for the 3rd UHV goal and conquering lots of cities, having a free specialist in each of them is extremely good with a big empire (look at how late and expensive the State of Liberty wonder is)...
If you're playing as the Turks and Iran spawns, does your core area in Persia flip or switch to another location? Thinking about how to plan out a future Turks game.
Interesting, feels bad when trying to control Italy early but also does lead to more dynamic gameplay overall. Is that updated in the Civilopedia? I think that was what confused me earlier.
Also, would it be possible to put in documentation in the Civilopedia for when/how certain civ core...
Is the Italy spawn no longer conditional? I've seen it pop up in a few games with no independent cities in Italy (and I remember some chat about it in one of the let's play threads), and is there a way to make it conditional again?
I'm glad embassies are gone, but is there a tech point at which you no longer lose contact with civs you're not near? If there isn't one, I feel like it would make sense to have some tech in the Global or Digital era (maybe Radio?) keep civs in contact permanently.
Thanks, I see the circumstances of period changes in that file, but is there a place to see what the new stability maps are other than in game after the period switches? It's been a very long time since I've looked in any of the program files and the code rewrites seem to have changed a lot.
Is there a reason we can't see toggles between different stability maps for the same civ in worldbuilder anymore? I got kinda thrown off by that in my most recent HRE game.
I've managed to win domination as Babylon, Greece, and Persia (the last one may have had some setup with a previous civ), but all of those were back in late 2019/early 2020. Now it seems tougher due to more tech rubber banding.
I got agonizingly close as Byzantines, actually making it to the...
In the midst of an agonizingly close failed Domination game as Byzantium, AI France captures a random Egyptian city, Holy Rome flees to Cancun, and Mughals play an uno reversal on the British in South Africa.
That definitely seems viable, though if we're talking about including 1-city playable civs, I might dredge up a request I foolishly made to DoC 7+ years ago and posit that maybe Venice should be included?
Also, Babylon probably needs a nerf of some kind related to its UP; the early great...
Whenever I try to start a game as Korea, I get a crash. I'll try some other autoplay civs to see if the same thing happens.
EDIT: It seems to happen for any autoplay civilization.
I've also gotten the "tech/production costs increase on reloading" bug.
So far I've made it ~200 turns in with a Babylon game. I have been able to run away in tech (currently in the Renaissance, that first free Great Scientist is super nice), but my expansion is checked by all the nearby civs (I don't want to conquer too much and risk instability) so it somewhat...
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