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.
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 View attachment 591177
I remember the last time I was playing Poland, I also had a meteor shower hit some cattle, and I got a winged hussar from it. Once I could name it, I called it the Space Cow Squadron. I like to think they're actually riding the cows from the crash site instead of horses
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.
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
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?
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?
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?
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 ^_^
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?).
[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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