You know, that does give me an idea: What if there was said logistics stat, but past said number of units per tile, Units cost 1 additional gold of upkeep? That way, it both "fixes" the "problem" that doesn't exist without actually creating any hard limits on gameplay and subtly nudges players...
RE: Leaderheads, I've always found them to be really weird. They at once want to be a famous person from history and an immortal god. If they're going for a "spirit of the society" vibe, I feel like they could be just as well be swapped out with cultural entities that can be changed by some...
You mean like keep track of which direction a ship came into a city from and only let it move out of the city in that direction? If so, does that mean a newly built ship can move out of a city in any direction? Forts seem simple enough, just prevent ships from entering them, but cities seem a...
The worst thing is that 1UPT fixes a problem that never even existed in the first place! It's the equivalent of banning button mashing in a fighting game. Of course you'll lose to spam when you refuse to counter what is being spammed.
Hot Take: Hexes in 4X games are horrible and the fact that they are now the standard ruins so many otherwise decent games. Yes, I would love to have an Earth map where it's literally impossible for a tile to be due north of another, I would love it if RFC used a tiling system that made the Earth...
V and VI are WAY too unoptimized for me to enjoy, turn 1 with 20 civs on a huge map in CIVIlization took like, a solid minute, I shudder to imagine its lategame
Why not use this as an opportunity to buff forts? Let coastal forts next to a city make that city count as coastal. Doesn't use that weird Civ 6 system where cities build improvements and there's the opportunity cost of building a fort on a tile that could have literally anything else on it, but...
Please stop using copilot for advice, it's like asking a random stranger in the park for advice on how to play RFCDOCIV, ninety nine percent of whatever it tells you will either be completely made up or wildly outdated
Hmm, kinda feels like it'd be stepping on their toes then, maybe -10% periphery population per 20% :espionage:, helps with controlling vast empires but will slow your tech rate if you're not using an espionage economy
I usually convert ASAP when playing so it's also kinda a problem on the player end too, maybe a Pagan Viking-era Wonder or making their UP require a Pagan State Religion? I'd personally go with the latter if we want them to convert around the 10th century, as the Viking raids massively fell off...
I was talking less about UHV or AI and more about other victories like science or conquest, which like, isn't exactly the focus of the mod, but it's still a bit jarring to see a UP be so insanely strong if used in a completely unthematic manner.
a civ where virtually all land-adjacent coasts are able to be 3 food w/ harbors sounds insane tho, not to mention relatively athematic what with it effectively being a OCC, the idea of requiring cotton is really good tho
IMO:
Tributaries is best when you have a lot of cities with solid food output but low production and need to get a military online, or if you have a lot of vassals, while Colonialism is best if you can build a lot of Slave Plantations or if you have a lot of Colonies
Monarchy is best when you...
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