Spec Ops can paradrop if starting in a friendly tile. The range is extended if starting in an Aerodrome or Airstrip.

Q: Can they still Paradrop if the Airstrip is outside friendly territory?
 
Not sure if proper thread for this question but here it goes.

Context: Last game I played got really slow between turns, like almost 2 minutes, getting really noticeable at the start of industrial era. I even deactivated combat animations! I play CIV VI on a Nintendo Switch, the game was Immortal on epic speed with 8 civs, plus heroes, corporations, zombies, apocalypse and secret societies mode active. AI civs spreading like rabbits with 15+ cities and my civ with less than 10.

Question: Is this too much for my Switch? What parameters cause the most slow down? Does game speed also affect turn speed?

I am already contemplating playing the next game with 6 civs, including me and take apocalypse and zombies out of the equation.
 
Yes, the problem is the Switch. It just doesn't gave the power to deal with the game. I suspect that it really wasn't optimised properly - Aspyr has been very slow and they've done a terrible job with parts of it. It wouldn't surprise me if they did optimise it properly.

I think the biggest is map size/number if civs. Animations will help , but the map size and number of civs is the real problem.

I would suggest posting it in the Switch section, but it's been dead for months.
 
Yes, the problem is the Switch. It just doesn't gave the power to deal with the game.
Yes, I agree with that - Switch seems to be the weakest of all platforms for Civ VI. The best map here is probably Tiny for 4 civs, and Small for 6 civs would be the reasonable limit. If you go bigger, you can probably plan to do a lot of chores at home in between the turns :) The more map tiles you uncover and the more things, like cities and units, are on them - the more sweat Switch will break. And the modes with carpets of zombies and cultists should be a real killer, I imagine.
 
I already do some very small chores in between those long turns:lol:
It would pain me a lot turning off secret societies...I never uses the cultist one, but the AI does seem to abuse on those carpet of zombies. I always go for vampires or owls of minerva, simpler and more to the point!
Gave up on barbarian clans mode because of the slow down.
I will try a small game next time!
Never went for any game above standard...if one day I hit my head real hard and decide to go for some spring cleaning I might try a huge map with lots of civs!:D
 
i had a pop up for this when I came across Giants Causeway. It disappeared quickly so I'm not sure of spelling.
It doesn't show up in Great Works.
What is it and what bonus does it give

Thanks
 
I don't understand the yield of the farm that's getting 4 food and 2 production in this screenshot. I have feudalism ... is the adjacency bonus for feudalism +1 food for every two neighboring farms, or just for the first two neighboring farms? And why does that farm have 2 production when the other three have 1 production? All four farms that are circled are plains floodplains. Thanks.
 

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My guess those tiles were flooded a few times and some gained yields in the process.

Yes, I'm sure that's it. Thanks.
 
Playing as Menelik, at turn 18, I have 6 faith per turn. 4 come from the Old God Obelisk in the capital. 1 come from an envoy sent to the Armagh city-state. But I can't figure out where the other faith comes from. The mouseover tip from the city panel says: 4 from buildings; 2 from modifiers.

Any idea where that other faith is coming from? I've attached a saved game if anyone wants to look.

Edit:
Never mind. The other faith is from God King policy. Guess I need another coffee :blush:.
 

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Simple question: How is it possible that I can 1-turn a Musketman? Don't get me wrong, I have good production in this city, and probably some overflow (I built a Dam before this, for the record), but:
-I have no 50% bonus production towards melee units card slotted (note that I did have an older version of the card slotted in the past)
-The cheaper military units resolution isn't in effect (though it was before)
-There are no militaristic city states that I have met
-I have no Encampment in this city anyway
-Standard game speed
-No mods that affect production costs except for my own, which doesn't (currently) affect any military units

Basically, I'm somehow building a 240 production cost unit in one turn in a city with 49 production/turn. To give an idea, those 3-turn projects have a stated cost of 137 production and the Settler has a stated cost of 340 production.
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@Leyrann My guess would be that you just lost a wonder chase... when the other civ completed the wonder, you got a certain % of the production you had put in on the wonder back, and it's in your overflow bin

I wasn't building a wonder though. In fact, I haven't even attempted building a single wonder so far this game.
 
Am I missing something? You have men at arms on your unit to build selection list, but have the musketman up as your current selection? It's been a while since I've played, but I thought musketmen superceded men at arms? Are you playing with mods?
 
Am I missing something? You have men at arms on your unit to build selection list, but have the musketman up as your current selection? It's been a while since I've played, but I thought musketmen superceded men at arms? Are you playing with mods?

I'm not sure, I think that might be because I don't have 20 niter remaining, and you get the older unit available if you don't have enough resources?

I should note I've seen this happen all the time this game, but it wasn't obvious enough that I was like "there's no way this could be right" until I got here, as the city had high production and first I used cards and later the world congress resolution was in effect, so I figured I was just using slightly wrong calculations or something.
 
I'm not sure, I think that might be because I don't have 20 niter remaining, and you get the older unit available if you don't have enough resources?

I should note I've seen this happen all the time this game, but it wasn't obvious enough that I was like "there's no way this could be right" until I got here, as the city had high production and first I used cards and later the world congress resolution was in effect, so I figured I was just using slightly wrong calculations or something.
I thought it blocked you from doing it, which some people were complaining about while ago (I can't remember if it was this specifically, or if it was another instance of researching a unit which then blocked them from building fhr new one due to lack of resources and the old one becuase it was rendered obsolete. It's that they changed it since though.

Any mods, though? Gotta ask, because a lot of the time when strange things have happened, it's been due to a mod interacting poorly. Other than that, I can only think of lost Wonder, chop or cards. Or a Great Person.
 
Ah well... not sure what's going on then ! Did you happen to chop ?

Nope, as can be observed from other production costs not being lower.

I thought it blocked you from doing it, which some people were complaining about while ago (I can't remember if it was this specifically, or if it was another instance of researching a unit which then blocked them from building fhr new one due to lack of resources and the old one becuase it was rendered obsolete. It's that they changed it since though.

Any mods, though? Gotta ask, because a lot of the time when strange things have happened, it's been due to a mod interacting poorly. Other than that, I can only think of lost Wonder, chop or cards. Or a Great Person.

In the past it blocked you, when I started playing again a few months ago I observed that you can now build obsolete units if you don't have resources, so I'm assuming they patched it in at some point.

I do have a whole bunch of mods, but none of them should be impacting gameplay at all (it's all UI mods, alternate leader mods, et cetera) except for the one I created myself of which I know for a fact (obviously) that it doesn't affect the cost of military units (though it does affect the cost of most buildings and districts).

As I said, can't be lost wonder or chop, don't have cards equipped (checked that), and I can't think of any great person. A theory I had myself was that either the World Congress resolution or the policy card might linger, but the World Congress resolution reduces the cost as given (so it should show 120 production cost) and the policy card shouldn't affect Musketmen in the first place, as I only ever used the Ancient+Classical Era card.
 
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