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  1. M

    A hybrid 1UPT-Doomstack system

    Being dissapointed that civ6 hadn't improved its 1upt system significantly I thought I'd write down my ideas. I have no doubt others already thought of something similar, but anyway, here it comes: My ideal system is a hybrid, as stacks of units are alloved, but penalized. The basic rule if a...
  2. M

    So, Builders or Workers

    I wonder which one do you like more. For me builders are definately much more strategic, however the micromanagement they require is just too much.. I don't think it's worth it. Also when the builder cost get too high, I just end up many many unimproved tiles and since it's not intuitive to see...
  3. M

    Barbarian annoyance

    I like and hate the new barbarians. Early challenge is great, however too much luck involved and sometimes no matter how good player you are you just get so much damage that it will be hard to recover. In my current game I found and attacked a barb camp at turn5. it immediately spawned a...
  4. M

    So, if a type of luxury only good for up to 4 cities..

    ..why does the ai buys each copy of it? Makes no sense..
  5. M

    Luck factor is too big in the beginning

    Who else agree or disagree with me? Starting positions always were varied in every civ game, but in civ6 the difference could mean several difficulty levels. For example in one game I met 5 city states first, I got production/faith/culture for free in an other game i found none but got boxed in...
  6. M

    Bonus resource yields and improvements

    What do you think about them? http://civilization.wikia.com/wiki/Tile_improvement_(Civ6) I find some of them quite dissapointing. I got used to that deer for example gives food. Even more with camps. now? : +1p, and then camps only 1 gold, until much later when they give one more p and g...
  7. M

    Prince AI is pathetic

    I did not expect wonderful performance from the AI, but it is really really bad.. Doesn't aware at all of iminent invasion, not even after getting denounced and enemy units sighted, doesn't build any capable defenders. Ok, the AI doesn't have production bonus, but if the player can build many...
  8. M

    can't establish trade route to certain civs-possible reasons?

    Sorry I can't post a save right now, just interested what could be the reason i can't make trade routes to certain civs. -neither land nor sea trade routes (those civs are not appear on the list) -I have open border (not sure if it prerequisity, but i have anyway) -I can make trade routes...
  9. M

    City states evolved from barbaric villages

    Just couple of my ideas how to improve the city states in civ.. since I'm quite new to civ5 sorry if these or similar suggestion have been made already.. -City states starts out as barbarian village. They are important sources of barbarian raiders, but not exclusively. What you can do...
  10. M

    Pit Boss mode?

    -Is there a pitboss mode in BE? -If no, any news about future implementation -If there is, is it working well? -Any experience playing 1UPT games (civ5, BE) in pitboss mode? I know i hated simultaneous turns in civ5 and gave up on civ5 long before pitboss got eventually enabled (And i read...
  11. M

    Holiday season

    I'd like to discuss a possible turn lenght increase for august, especially for the second half. Team Apolyton's most involved players will go on holiday and will not have access to the game. Probably other teams will be in similar situation too. We can probably find subs, but considering...
  12. M

    looking for a player for a pitboss/diplo game

    Looking for a permanent sub for a pitboss game. It's played in "diplo" style (I can explain in details, in short it's a game with role playing elements-what it means in practice that players are encouraged to write stroies about their civ and victory while not negligible is not the only goal...
  13. M

    Other games played in "pitboss" style?

    Hey I guess pitboss is a term created for civ's special way of playing multiplayer games, I wonder what is the common term for this kind of gameplay and more importantly: Would you recommend me other strategy games which could be played like this? 4x games are prefered, it's ipmortant to...
  14. M

    Happyness affecting research rate

    Just an idea, probably I'm not the first one who thought about this, I wonder if it could be modded in: So global happyness should have a global effect on research. I'm thinking around 1% (maybe even less) So +8 happyness +8% research in all cities, -100 happyness.. -100% (not necessary 0...
  15. M

    Performance mod ?

    I just wonder if it exists, or someone would give it a try.. unfortunately I'm not a modder myself. The goal is to let the game run smoother, less waiting at end turns, etc Some idea which may or may not be possible to do.: -Disabling tile animations -I could not find how to disable unit...
  16. M

    Deity economy(?) game

    Hey all, (tl/dr: research treaties are bad for the game, and as bugged as resource trading. The Ai can't play for win) I thought I share some thoughts about my last game, my goal was to see how can I compete against the AI on the highest level without wars and by disabling some well-known...
  17. M

    Ranged units should retaliate

    As the title says: ranged units should attack back when they are getting shot by other ranged units, and do so even when it is not their turn. Mostly for balance reasons. In melee fight usually both sides take hit, but in ranged combat very often those who fire first can kill the enemy...
  18. M

    Small things They should not had reinvented

    There are big changes to previous civ games and those require other changes in game mechanism. I don't want to talk about these "big" things like hexes, 1upt, embarked units etc, and those necessary changes which came with the new gameplay. But there are things which are (at least seemingly)...
  19. M

    Units come back from the death?

    immediately after the new turn started I healed my horsemen and killed a swordsman next to it. later I noticed that my horseman gets killed by a swordsman who heals up from the xp. But that swordsman couldn't come from elsewhere, I would had seen it because my horsemen stood on a hill...
  20. M

    Trades with the Ai are too easily exploitable

    A huge set back from Civ 4 where they managed to get rid of most of the exploits.. now they are back in civ5 namely: You can get all of their gold by offering resource, gold/turn then declare war in the same turn. As diplomacy lacks in this game I haven't even noticed any negative effect...
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