JNR13
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  • Now that launch has rolled around & we know every building in the game, have you given any more thought to that fascinating concept you posted a few months back where any combination of 2 generic buildings creates a special quarter? For example placing Barracks and Blacksmith together making a 'Forge' quarter. Do you think 'special quarters' are more or less viable now you've seen the full game?
    JNR13
    JNR13
    Yes, they're viable. We can't mod art yet though. Until then, I'm thinking about making them about pairing buildings of the same class. Once I was against this because I thought it would be what happens anyway, but due to unlocking at different times I often find myself pairing e.g. the Library with Barracks instead of Academies. With opportunity cost, I think same-class quarters are an interesting choice again.
    R
    Renouf
    Oh yeah I've found that too, Libraries + Barracks or Gardens + Markets are inseparable in my games. Even a simple generic benefit like +1 specialist limit on a same-class tile to represent the hyper-specialization of the quarter could go in a long way in making that an interesting 'should I shouldn't I' decision.
    I can’t get any of your mods to work, can you help me figure out if I’m doing something wrong? I created a folder in the mod folder for each of them and extracted the files to those. Mods show in game options but they’re not working. Thx
    JNR13
    JNR13
    Gameplay mods require a new game. That can be changed, but it's best practice not to because otherwise issues can arise. In Civ VII, each new age counts as a new game in this regard though, so once you enter the next age, the mods should activate for that save.
    CliffCo
    CliffCo
    I was thinking that might be why as ive come across that in the past sometimes with Civ6, i just hadn't had time to test them on a new game. thanks for all your hard work.
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