I tried various different scenarios in Civ VI, and will continue in the CIV series with CIV V. I also plan to play at Prince / King since I prefer to not have to micromanage so much, and not have to min/max the optimal developer based algorithm for super fast growth that crushes the enemies...
Yeah I just recently added them. Wish I had these long long ago. In my fantasy world, Firaxis pays nice royalties to each mod creator and then adds the mods as standard parts of the game.
Well my thought is to do as the OP is describing and then call it Civ VII. There are a lot of good and even brilliant ideas floating around in Civ VI. They just don't play nicely together.
The biggest thing they need to revisit are the victory conditions. Start there, and then make...
imho, it would be too expensive for them to fix up Civ VI. It is what it is.
However, taking the cool concepts that make up Civ VI and fleshing them out and making them and the AI fit together in a nice little pie would be a great foundation for Civ VII. Add in mods that already have been...
I've thought the same thing. One extra production per worked tile would be a mod I would be willing to test out. Probably the AIs would also do a lot better, so it would likely make the game harder to beat. But it would be a lot more fun, and if worst comes to pass and the AIs ended up being...
I browsed through these mods, and after some thought will load all 4 of them. Thank you very much for your suggestion. I suspect the game will be getting a lot easier going forward (no mods to these mods).
One of the big downsides of the game without mods is that once you get a but further...
I would like to thank everyone for their participation in this thread. I am looking for a setup of Civ that is entertaining and enjoyable. I found roadblocks toward achieving that goal.
I brought up scenarios that occurred to me in this game, and either other people have experienced the same...
Be careful about trying to move your settler to a better location. This happened to me, I moved my settler to another location planning to settle on turn 2, but oops the trade city DID settle, and there were no valid city locations for 3 hexes away from where it settled.
Oops!
I love the idea and some of the features of the barbs, but I've recently played 2 games - 1 with the barb camps and one completely without barbs. The one without barbs was a lot more fun. Without barbs, I have to drop down from being able to win at Emperor to being competitive at King (I'm one...
No worries, I have put a TON of hours into this game trying to make it work for me. More than it probably deserves
I am trying very hard to like the game, and find some scenario that I enjoy and am entertained by. The game has so much potential. But like several other games I stopped playing...
I am noticing that if there are units of my own, and AI or City State units close together (either at war or not), then the barbarians completely ignore the AI and City State units. Not only that, but City States in some cases have just not taken a barbarian camp when I had a nearby city. I...
Thanks for the tip Aieeegrunt :) I guess I'm learning stuff that everyone knows already!
My limited experience is leading me to the conclusion that it helps the AI a LOT.
ok I possibly found a solution to the barbarians being too tough for the AIs. Put Start Position = Legendary in the starting set up.
The AIs are back to their regular playing style as what seems to be happening is that the better start positions for the AIs is allowing them to better deal with...
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