Will it keep the rice in my empire? I thought placing a district on any resource not strategic removes it?
 
Will it keep the rice in my empire? I thought placing a district on any resource not strategic removes it?
Yeah, it destroys them. You can't place District on Luxury Resources as well. They aren't that important though, so you can sacrifice some of them.
 
See I just never know if it’s worth the resource. The choices to make are what I find tough with civ 6.

and to think this is after my monopoly mode game and for this one I decided to not check that mode lol.
 
Is there some way to determine what phase of a turn you're in when you are shown the 'next turn' prompt? When you see that you're either at the actual end of the turn or it's the half-way point before your units that are on multi-turn moves take their moves. It seems like it should be obvious but I haven't figured it out yet. I find it hard to believe there's no indication of that. What am I missing?
 
Is there some way to determine what phase of a turn you're in when you are shown the 'next turn' prompt? When you see that you're either at the actual end of the turn or it's the half-way point before your units that are on multi-turn moves take their moves. It seems like it should be obvious but I haven't figured it out yet. I find it hard to believe there's no indication of that. What am I missing?
I don't think so. Judging from what I've seen, the game only checks for units moving but finishing their moves with move points left after you hit turn, so it wouldn't know what the deal is.

So first it checks for the normal stuff (districts needing orders to build, idle units, etc). Once you hit end turn, it resolves all outstanding orders, and then does a final check to ensure no units have movement points left. It does it this way to give you every opportunity to cancel a move before it is performed.
 
It seems silly that every other time you see 'next turn' that you actually aren't completing that turn when you click/Enter. It should display something like 'finish moves'.
 
It seems silly that every other time you see 'next turn' that you actually aren't completing that turn when you click/Enter. It should display something like 'finish moves'.
Then someone would complain that their turn was ending when they were told that the game was resolving their unit moves and instead it finished their turn. Or, if they made itna discrete phase that always occurs, someone would complain that they were forever having to skip a phase that had mo value. The Devs can't win, so they chose to do it this way.
 
But the functionality wouldn't be changed, it would just clarify that you in fact are not ending the turn but are allowing the auto-moves to continue execution to their fullest. It would literally just be a change to the text to something more appropriate than 'next turn'. As I recall this was never a situation in past Civ games. Your turn started with your active units waiting for instructions and if you passed or waited or whatever the command was at the time for all of those pending units your auto-moves would then trigger, after which it would cycle back to your pending units. I find the current situation counter-intuitive.
 
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That is actually one of the few things that I like better in Civ 6 than 4, this step allowing you to check the automoves. Specially as the automoves are not so smart in Civ 6 (with water) or can waste turn because of 1UPT and fog of war.
 
I have noticed two great people who give 100% towards space race projects, what happens if you activate them on a spaceport while not running any projects?
 
I have noticed two great people who give 100% towards space race projects, what happens if you activate them on a spaceport while not running any projects?
There are two scenarios:
  1. You will be permitted to do it, and the bonus is a permanent buffer for all future Space Race projects. This is true if there is a SR project running or not.
  2. You will only be allowed to use the ability on a Space Centre that is currently running a SR project. This is a one time contribution to that specific SR project. If there isn't one running, the won't be an available Space Centre for you to use the ability.
I'm sure I just recently answered this question...
 
There are two scenarios:
  1. You will be permitted to do it, and the bonus is a permanent buffer for all future Space Race projects. This is true if there is a SR project running or not.
  2. You will only be allowed to use the ability on a Space Centre that is currently running a SR project. This is a one time contribution to that specific SR project. If there isn't one running, the won't be an available Space Centre for you to use the ability.
I'm sure I just recently answered this question...
You did answer on another page, however you mentioned that i should post on this page also.

Regards
Stephen
 
Civ 6, the original version. When organizing Great Works, how do you move objects (artworks, artifacts) between museums if they extend beyond the visible page? I can't figure out how to transfer an artifact between two museums if both are not on the same page. Any help appreciated.
Or if this has already been answered, a link to the thread would work.
Tough to theme a museum if I can't move artworks.
 
Yeah, it destroys them. You can't place District on Luxury Resources as well. They aren't that important though, so you can sacrifice some of them.
I actually can harvest ressources after placing a district on top of them, although I'm asked if I'm sure as the district witll destroy the ressource. I have the base game + rise and fall + gathering storm and some DLCs (like Poland and aztecs) but no frontier pass. Is this not supposed to happen? Because I'm pretty sure I can only do this since I recently got the Gathering Storm.

I have noticed two great people who give 100% towards space race projects, what happens if you activate them on a spaceport while not running any projects?
I had just just a couple of hours ago lol I can't give you 100% certainty, but one of my guidance lasers projects cost 600 production and could be completed in 1 turn in a city that had about 150 production. I think I might be able to retrieve that turn from my auto-saves (it was very close to the end)

ADDED: Ok, I just realized that I totally misunderstood the question, but I can give you a straight answer: you can activate them while not running projects. It's not like the 1500/3000 Production towards a space race project. It's more like a great Scientist giving all current and future research labs more science per turn.

What I had understood was: whether getting the two personalities would have added effect. It has. What is more: when I got the second personality that gived 100% for Space Race projects, I had built the Mausoleum that gives great Engineers 2 charges, so I checked: 2 turns to build laser guidance in a city with about 150 production after I used his first charge. After I used his second charge, it was only one turn. I tried making screenshots, but for whatever reason, I only have one screenshot in the folder, and it's not a helpful one. -_-
 
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Found where the screenshots were saved:
Standard Production from London


Before activating Von Braun the first time (turn 348). This shows how many turns that 600 production laser would take after having activated the first great person giving 100% towards Space Race (Stephanie Kwolek)


After activating Von Braun once and right before activating him a second time, there was no change in how many turns the laser needs to be done


After second activation, one turn for the laser.
 
Hello everyone.I am kinda stuck on this screen.I have install the mod as mention in the instructions,but when i wanted to created the game there is nothing and this pop up comes.How can i resolve this issue.IF some one guide me as i don't know where to start the game in 2d mode and make this mod work thanks for any help.
 

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Hi all,

I'm new to VI and very confused about military strength. Under 'domination victory' I'm seeing strength values for each civ, but the leading civ has a strength of 0. Next is me, with a strength in the hundreds, then the third civ has a strength of about 50.

Are these values based solely on the units that I can see on the map? If so, is there any other way to get an indication of the size of an opponent's military, other than to have open borders and scouts in their land?
 
Hi all,

I'm new to VI and very confused about military strength. Under 'domination victory' I'm seeing strength values for each civ, but the leading civ has a strength of 0.
Very weird.

Are these values based solely on the units that I can see on the map?
I think so.

If so, is there any other way to get an indication of the size of an opponent's military, other than to have open borders and scouts in their land?
I think not.
 
Hi all,

I'm new to VI and very confused about military strength. Under 'domination victory' I'm seeing strength values for each civ, but the leading civ has a strength of 0. Next is me, with a strength in the hundreds, then the third civ has a strength of about 50.

Are these values based solely on the units that I can see on the map? If so, is there any other way to get an indication of the size of an opponent's military, other than to have open borders and scouts in their land?

The leading civ has caputred a capital I guess (you can look this up in the domination victory section). The civs are ranked by controlled original capital first on the summary screen THEN by military strength. You should be able to see their complete military strenght even if you dont see all of their units.
Another method is the ribbon with the yields for every player you can enable in the options. It will show the same as the victory screen though.
 
There being multiple Plains and Grassland tiles with not enough features, like forests, hills or rivers and coast nearby. As far as I know, a drought hits at least four adjacent flat tiles with no features, but then it can cover larger zone with other kind of tiles.
Leave a forested tile here or there, if you're building in flatlands with no water, to avoid making the area a target for droughts, or plant some forests when you can, to stop excessive droughts.
Planting woods is far away when you start a game. In almost every game I have an area that is constantly affected by droughts from ancient to renaissance era with almost no break inbetween. This is definitely bugged.
 
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