Personally, I also prefer leaving other civs alive. I'll take them down to their last city, park some strong units next to it, and farm them for XP and captives for the rest of the game.Why are all of the others still alive, if your army strength makes them "0"?
This really makes no sense.
Even if you're playing with "indestructible cities", you still can capture everyone EXCEPT for a single civ and "donate" superfluous cities to it (ruining THEIR economy, loool).
Really a very INEFFICIENT mode of playing, dude.
Sounds fun.Personally, I also prefer leaving other civs alive. I'll take them down to their last city, park some strong units next to it, and farm them for XP and captives for the rest of the game.
Yeah, there goes downside for playing peacefully) But be honest i'm used to live with it)I guess I started going for elimination-as-fast-as-possible after the mod's switch to "AI builds droves of useless units which then kills the turn time for no reason".
Incidentally, I'm currently (as in: closed the game 2 minutes ago, lol) playing a Nightmare Eternity game on a random Duel map (I think I said it already somewhere).Yeah, there goes downside for playing peacefully) But be honest i'm used to live with it)
Probably waaay to early to get those yet.It is ok not to get month and days in ingame date? Because they have long been used by the game calendar, but visually i see only years.
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Maybe, but one ingame year took more than 10 turns for now. And here the last autosave name - "AutoSave_December 25, AD-1907")Probably waaay to early to get those yet.
Dunno, I never play both SLOW and LONG enough to see it - but I guess you should wait till somewhere around 1980s, maybe?
Yeah, gifting cities on another side of the map is are good, old joke to ruine bots economy)Incidentally, I'm currently (as in: closed the game 2 minutes ago, lol) playing a Nightmare Eternity game on a random Duel map (I think I said it already somewhere).
So... It's way too slow for anything cultural, but also has the economy problem of overextension, hehehe.
Still tried the "gift-recapture" routine even WITH "declaring war" - works like a charm, when you are strictly stronger than them (not in quantity, but in quality).
I put exactly ONE strongest merged unit in each of my cities - and already had a war declared on me by someone who got annoyed by the above stuff.
Well, he didn't even dent me, and the only reason why I didn't capture at least one of his cities, was my economy being already stretched enough as is.
Hint: I now have SEVEN cities (one of which is perpetual Revolt, though) - so, yeah, I don't think I need any MORE cities, lol.
Buuut, I may go for some "border gore" joke-game later on (physically: tomorrow), by capturing cities and donating them to someone at the other side of the map, loool.
It's FUN!
Better yet, you could go as far as literally create a "dumpster civ", capture ALL cities on the map, and donate most of them to that ONE civ, leaving a SAFE amount to yourself.Yeah, gifting cities on another side of the map is are good, old joke to ruine bots economy)
I'm not personally as much a fan of this as I would be a better, on-map via units, supply line mod. That and in the nomadic having to cart back the rewards you've collected so you wouldn't want to go too far - and forgetting terrains as generations pass... no maps after all.I guess this belongs here...
Movement limit: https://forums.civfanatics.com/resources/movement-limit.22229/
This means you cannot wander far away from your capital city until you either get more technology, or get more culture, more cities, or get open borders with a neighbour.
(Maybe exempt hunters from this, or double their range compared to all other units.)
Obviously movement is an allegory to events that take place in much smaller segments of time, though I think of a plot as more like a few hundred miles by a few hundred miles on most maps. On the biggest, maybe you get down to 50 by 50 or so. Actual units to BE messengers running between units and tribal centers are coming.I've always thought that units in Civ are less like individual guys just running around and more like small mobile camps. They don't have to run back to the capital to update your maps, but they obviously aren't telepathic. I think it's more that they have messengers or some sort of way to communicate physically between turns. Like a prehistoric pigeon or something. It makes the calendar make slightly more sense too, because near the beginning of the game it's a bit strange for units to take hundreds of years to walk a few kilometers.