Recent content by deltahawk5

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    Cannot found a religion

    You're trying to create a religion in the industrial era?! Lmao. They're gone within 50 turns, sorry buddy.
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    I feel like I'm not really Civilization's intended audience anymore

    Correct. The game's fanbase is continually demanding increased complexity. You can't possibly expect there not to be a few missteps along the way. Even by modern computing standards, Civ V/VI are infinitely complex games with BILLIONS of choices available in a single map. If you're finding...
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    Naval units "useless"?

    While the additional trade route is nice, the removal of cargo ships as a naval unit has done more harm than good. Trade was probably one of the things that was perfectly executed in Civ 5. I don't see why they found the need to change it.
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    Naval units "useless"?

    I've in my fifth game now, and up to this point, I've seen no "need" to build naval units. It feels like there is very little point to them, because they require an investment into technology and city improvements with very little ROI. Whereas before (Civ5), you HAD to develop cargo and work...
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    Wall building issue

    Ah. That's a shame. Thanks for clearing it up!
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    It has been one week since the release of Civ 6...

    41 hours. Didn't sleep a whole lot :(
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    Wall building issue

    This is also happening to me.
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    Expendable Builders and Gameplay Pace?

    Do the factory and power plant provide the factory to production improvements (mines, etc), or to cities within 6 tiles?
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    Expendable Builders and Gameplay Pace?

    Now I'm confused. Can you explain further? I'm looking at civopedia and it doesn't say anything about adjacency for districts.
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    Expendable Builders and Gameplay Pace?

    It makes sense, since internal trade actually generates gold, unlike in Civ V, where you could only trade production OR food.
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    Expendable Builders and Gameplay Pace?

    Reading elsewhere, I just realized that districts can be overlapped/shared between cities, which explains a whole lot. Coming from Civ V, I'm used to my style of spreading cities apart to maximize long term growth. I'm gonna have to start building cities closer together from here on out.
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    Expendable Builders and Gameplay Pace?

    I'm still amazed how expensive builders are (vs Civ V), even in the late game. 400-700 gold or 7-12 turns. The fact that they're expendable makes it even more difficult to maintain a standing army. I hear a lot of people saying "Well, you just have to think more about how you develop your...
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    Expendable Builders and Gameplay Pace?

    I guess my primary complaint about the way they're setup now (3-5 charges), is that they shift army production and city improvements. If you expand up to 5-6 cities by mid-game, they become incredibly dependent on early game cities providing builders and production/trade to grow. By the time...
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    Expendable Builders and Gameplay Pace?

    No comments? Thought this would get some level of attention. :\
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