I would like a mod that removes the ability of builders to harvest resources/woods. Instead, when an improvement is built, there is a random chance the research will be harvested (lumber mills for woods/rainforests).
Also, I'd like to see Civics affect the chance that harvesting will occur...
Imagine a hotel room costs $200 per night and comes with 2 double beds. If you rent that room alone you pay $200 per person, but with 4 people it is only $50 per person.
The DLC work similar. 3 million people buy the base game, but only a portion of those buy DLC. Thus, the cost of the DLC is...
A good deal needs two characteristics:
1. It increases your chances of winning.
2. You don't think you can get (or won't try to get) a better deal.
A deal does NOT need to be fair to be good.
Here is a hypothetical: I offer to give John and Joe $20 if they agree how to split it. The catch is...
Select the order you will research techs and civics at the start of the game and do not deviate. For a more lenient challenge, you may change the order at the start of each era.
This is a weird issue I ran into. If I click the "run as administrator" box on the .exe then when I try to Steam stream Civ VI will load on the streaming client, but the mouse inputs won't be transferred to the computer running the program.
Since this is a game, the relevant consideration for a trade isn't whether it is fair. The relevant consideration is whether it will help the player win.
Selling resources at a discount to a civ that is losing by a substantial margin is a better deal for the player than an equal trade with a...
I have a bad tendency to restart a new game each time I play instead of resuming, and my experience is that the ancient era points are certainly well-balanced. I've gotten both golden and dark classicals but near misses are more common.
@ Canuck - Maybe Niagara Falls is a natural wonder with...
Truthfully I was thinking of -1 from the terror of having your own citizens captured and enslaved, but your thematic explanation is also excellent. Both the capturing and captured civ should get -1.
Another opportunity for negative era points - war weariness - every 10 turns of war is -1 point, making peace is +1 point. This would encourage, shorter, productive wars rather than long elimination campaigns.
Maybe the 5 turn delay should just be eliminated for he AI. Asking the AI to pre-plan things like Magnus chops seems a bit much.
As for putting governor's in to stop loyalty, that might degrade the user experience. What is the point of a new mechanic that has no effect because even the AI can...
The thought was you get negative era points of you let your own builder/settler get captured, not that you get positive points for stealing the AI's. I suppose you could abuse this to try to give the AI dark ages, but the problem there is the ease of capturing AI civilians, not the idea.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.