Wait. I indeed want this as an easily togable option, sometimes it's cool to see really owned "land", or rather map, including oceans. Just to stick with the actual big real map you know. (but it may be useful especially ingame)Also, the pettiest of complaints: if we get replay timelapses post game showing how the map evolved in time, it would be really great if it didn't follow the horrible idea "not just land but also water tiles get colored according to the ownership", hence making the maps completely lose their purpose. Like imagine if in the real world countries like Greece or Indonesia were just displayed as round blobs due to all their internal seas being given the color of their lands.
So the Nintendo Switch 2 just got revealed on a tiny 2plus minute First Look trailer
and at mark 1:10 you can see the new mouse functionality being teased and I am now wondering if the CIV VII port for the Switch 2 is being built with this feature in consideration.
I mean CIV VII and couch potato Nintendo with mouse support would be a match made in heaven, don't you think?![]()
Well since army commanders when defeated aren't actually eliminated permanently, it would be easy to use narrative events to reintroduce them at a later point (minus army units of course). If the point of all these crises is to nerf snowballing, adding a new commander to wage war against kind of defeats the purpose.An obvious problem with this is, well, it's really frustrating to lose my beloved commanded which I have leveled up for hoursat least unless it is a predictable system of personal loyalty - but again, when it is predictable, it can be managed and optimised so you eventually never encounter loyalty crisis
I think it's better for the game to have some warning signs of an upcoming loyalty crisis and then generate some high quality usurper general "out of thin air" - you can always justify it by saying its one of X officers or other generals who rose to power (after all it's not like we assume only in-game general units are commanding our armies in-universe) and you don't have your favorite army and general snatched from under your nose
Apparently, Firaxis didn't intend for the AI to stack explorers that way, and it's going to be addressed in a future patch. The issue is mentioned on the Civilization Issue Tracker site. That will help, as it really screws up the dynamics of artifact collection in a not-very-fun way.Probably said before, but needs to be said again.
Enemy explorer, merchants, and missionaries need to be able to be killed.
I'm in a modern era war right now and my enemy has a stack of 8 sitting explorers in my nearest city, then more throughout my empire.
Not sure where else to put this, but this is in regards to urban tiles as roads.
I would actually like to defend the current system, or propose minor tweaks. I like that urban tiles are not roads because it makes combat / capturing cities more fun. You can create chokepoints on the road into the city, and depending on the shape of the city (long, following a river? clustered around a mountain?) the combat is different. If each urban tile is a road, it will turn into unit spam around cities and eliminate much of that strategy.
Some ideas, though: a "Resistance" policy card that makes urban tiles roads for your troops. The opposite, too: some kind of lightning warfare card that makes them roads for the opponent at the expense of, say, buildings (maybe buildings are destroyed as you move thru).
Use it as a chip in the game rather than a catch-all.