Recent content by Darac

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    Civ Ideas & Suggestions Not-Worth-Their-Own-Thread

    one unit per tile is annoying at times, I don’t mind it in combat but just navigating around the map past city states etc it can be frustrating. Perhaps multiple units should be allowed and bring back collateral damage’ from civ 4. that would heavily discourage stacking in combat situations. Or...
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    Civ Ideas & Suggestions Not-Worth-Their-Own-Thread

    I have a bunch of ideas: Make spies a unit on the map only visible to other civs spies. That way you can use spies to scout enemy terrain when at war for example. Moving a spy to an enemy city is easier if they are close and harder if they are far away. Spies battle each-other like religious...
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    IDEAS TO IMPROVE CIV VI

    I have a bunch of ideas: Make spies a unit on the map only visible to other civs spies. That way you can use spies to scout enemy terrain when at war for example. Moving a spy to an enemy city is easier if they are close and harder if they are far away. Spies battle each-other like religious...
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    Games grow dull at Middle Ages?

    Yeah, I find AI leaders in Civ VI are far too pacifist. No one likes war, no one likes anyone else declaring war. No one knows how to fight war... It's by far the weakest point of the game. In previous Civs the AI got a lot of production boosts on higher difficulties and they could also throw a...
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    Production Overflow exploit

    You would have to apply the adjustment to any overflow after any build completion because standard city production also overflows at the modified rate.
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    Production Overflow exploit

    I might see if there's an easy way to mod this in because i agree that overflow chop rush exploits are annoying. On further thought, this won't be so easy. By making units cheaper you don't solve the problem, you end up reversing the problem. If I have a 50% cheaper modifier on my unit and then...
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    Your rule of thumb for evaluating trade yields

    I understand your thought process but i think what the original design is trying to accomplish is a) a rubber-banding effect on civs that blitz tech early, and more importantly b) The longer you take to change the direction of your strategy, the more expensive it becomes to change your strategy...
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    Asymmetric Luxuries

    Yeah rivers were hugely useful in Civ IV. They provided +1 gold to adjacent tiles and connected cities to trade routes like roads but no movement bonus, but the extra few gold per turn from an early trade route was fantastic. They also provided valuable defence if you placed your city right...
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    Asymmetric Luxuries

    I've noticed that luxury resources all seems the same. They all provide 4 ammenities. Wouldn't it be cooler if they all provide a different number of ammenities and had a varying number of copies per tile? That way we could have luxuries that provide many copies for trading, but aren't worth as...
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    Do You Have Specialized Cities?

    I think civ 6 feels less like specialisation than civ 4. In civ 4 specialisation began with a scout, looking for a perfect commerce, science, production or GPP spot. After you found it you had to invest to get the city and then make sure your play to specialise to something non production or...
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    Simplified Civ 6 Mod - Idea

    Hi all, I'm a long time fan of Civ but I can't help but feel like Civ, in Civ 5 and now even more so in Civ 6, has become very complicated at the expense of real decision making. Civ 5 and 6 seem to have sacrificed fun gameplay to try and mimic history, but I always thought civ was about...
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    Proposal: Randomize Policies

    That does sound cool. Reminds me of the random tech tree in sword of the stars. The difference in sword of the stars though was that you could not see what the next tech would be. So couldn't plan a b-line for anything in particular. I don't know if that would work with social policies though...
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    Shuffle Plus

    As far as I'm aware the advanced random only selects between Continents, Pangaea and Archipelago as well.
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    Why would I refuse an embassy request?

    Yes, and then kill them for what they know!! :c5angry:
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    Pretty Sure the AI is Colluding...

    I find AI diplomacy often has a runaway effect. What I mean is if one AI doesn't like you and denounces you, another is sure to go hey, if they don't like you, we don't either! and so on until the entire map denounces you in a single turn. Further more this also happens with war. AI declares...
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