Civ VI Funny/Strange Screenshots

There's worse. The settler can foresee there's gonna be loyalty difficulty on a tile, even though no one in the empire has heard of any city close to it.

Ah yes, the "Found some funny mushrooms in this Foreign Forest and saw Visions of the Future Rule."
 
Was admiring this massive forest fire that hit New York (second one this game to burn thru all of the forest - brought New York all the way down from 13 population to just 4) when I noticed something: Banana trees don't burn, apparently. Must be really easy to not overcook fried plantains in the world of Civ 6 at least :p
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The cows survived.
 
I really don't know about this start

9eJ5OiN.jpg
What are you talking about? This is a prime place for a Campus and Navigation School. Sailing, then rush Writing=Profit. I think...
 
It looks interesting. I'd give it a shot.
 
I really don't know about this start
I don’t get your doubts. Go for it. I’d even settle on t3 if only to get to settle on the river below the crabs, for a +4 harbour. Builder first, no worries about building scouts or troops. A fine builder start. Just chop the wheat if the volcano starts smoking and put a campus there.
 
I don’t get your doubts. Go for it. I’d even settle on t3 if only to get to settle on the river below the crabs, for a +4 harbour. Builder first, no worries about building scouts or troops. A fine builder start. Just chop the wheat if the volcano starts smoking and put a campus there.
Exactly! This is the kind of start Portugal should want! Too bad I can't use it yet... :P
 
I really don't know about this start
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I love it, very well protected, but beeline for sailing if you don't want to play a one city challenge :D

ust chop the wheat if the volcano starts smoking and put a campus there.
Why is that?
I usually put improvements rather than cities/district next to volcanoes, so that I won't have to repair the buildings all the time, but just the improvements but a 1-charge builder, not as a strict rule though - sometimes the benefits are awesome, so I'm curious here? depends on the disaster level also

Keep us posted @Onii-chan !
 
Why is that?
I usually put improvements rather than cities/district next to volcanoes, so that I won't have to repair the buildings all the time, but just the improvements but a 1-charge builder, not as a strict rule though - sometimes the benefits are awesome, so I'm curious here?
The volcano will destroy the Wheat so might as well harvest it first.
 
Why is that?
I usually put improvements rather than cities/district next to volcanoes, so that I won't have to repair the buildings all the time, but just the improvements but a 1-charge builder, not as a strict rule though - sometimes the benefits are awesome, so I'm curious here? depends on the disaster level also
The wheat part of why has already been answered above :)
As for the district next to a volcano, yes there's a risk, but in this case, eh... That's a +4 spot outright, after all, with a potential for +5 or even +6 with GP, and if the volcano becomes too naughty, well you can put Liang there to blow the lava and ash to the other side.
 
A long running pet peeve of mine, I wish they would increase the minimum distance for barb spawning. I literally just passed through that tile. This was how the barbs spawned. REALLY? Where on Earth did those people come from? :lol:
 

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A long running pet peeve of mine, I wish they would increase the minimum distance for barb spawning. I literally just passed through that tile. This was how the barbs spawned. REALLY? Where on Earth did those people come from? :lol:
I'm not sure if it's moddable, but barb camps will always try their best to spawn exactly 7 tiles away from a city center. This can get fudged if its trying to spawn somewhere between two different cities or if the coastline is too close to allow 7 tiles of room away from the city center. always a good idea to prioritize getting visibility of the 7th ring of tiles out from your capital at the beginning of a game ^_^
 
A long running pet peeve of mine, I wish they would increase the minimum distance for barb spawning.
I'm not sure if it's moddable, but barb camps will always try their best to spawn exactly 7 tiles away from a city center.
For to modify it to say 9, see eg. here:
Just forcing camps to spawn further away from your borders would help a lot, as would taking away their 3 movement scouts (maybe give them a unique recon unit?).
--- spawn Barbarian camps farther away (default 4 tiles)
UPDATE GlobalParameters SET Value = 9 WHERE Name = 'BARBARIAN_CAMP_MINIMUM_DISTANCE_CITY';


[edit:
You can append this
UPDATE GlobalParameters SET Value = 9 WHERE Name = 'BARBARIAN_CAMP_MINIMUM_DISTANCE_CITY';
line at the end of any *.sql file of any mod you are already using
]
 
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