Small Observations General Thread (things not worth separate threads)

For the culture thing, when I played there were a couple tiles where I could send an explorer to generate more artifacts. This was in DL after getting Hegemony.
Yeah, I was a bit slow with my explorers, it was my first. But after the artifacts from Hegemony gone, it feels like my chance for a cultural victory gone as well.
Wrt gold/prod costs, are you taking into account the Gold and Silver resources? They give purchasing discounts.
Genius, I will pay attention to this :) I didn't even remember that. Thanks
 
The movement animation for the Squadron Commander is a C-47 landing.
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Trench Fighter:
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Moving the Mortar is evidently hard work.
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game is fun, but many things are a hot mess :crazyeye:
map generation that creates absurd number of volcanoes paired with "moderate" disaster intensity generates ridiculous amounts of yields due to most of the volcanoes erupting every turn...not that I complain, but that is beyond broken :goodjob: (on Viceroy / Epic Speed)
 

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There is a reason why people already play with the highest disaster intensity in Civ 6 - they could destroy buildings and improvements, but they also give better yields.

It is not easy to design natural disasters in a game like such, since the design needs to strike a balance between too much punishment and too much compensation.
 
There is a reason why people already play with the highest disaster intensity in Civ 6 - they could destroy buildings and improvements, but they also give better yields.

It is not easy to design natural disasters in a game like such, since the design needs to strike a balance between too much punishment and too much compensation.
In Civ6, the benefits of disasters were minor while the penalties were severe -- damage to structures could only be repaired by production and could take a city's production offline for potentially dozens of turns, and damaged or destroyed tile improvements took time, resources and player effort to repair.

In Civ7, the benefits of disasters are substantial and stack up rapidly because of the frequency (especially volcanoes), but the penalties are trivial -- the damage can be repaired instantly with gold. There is no challenge or risk, merely additional micromanagement.
 
treasure island.jpg

Just had the best distant land settlement yet, 5 treasure fleet resources!

Also, I noticed that you can do the research to reveal artifacts with explorers on museums that belong to other civs. This seems like a bug or an oversight.
 
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Just had the best distant land settlement yet, 5 treasure fleet resources!

Also, I noticed that you can do the research to reveal artifacts with explorers on museums that belong to other civs. This seems like a bug or an oversight.
I think it is a design choice. Otherwise you could not get artifacts from continents on which you have no cities.
 
I think it is a design choice. Otherwise you could not get artifacts from continents on which you have no cities.
I just figured I'd have to make use of distant land cities to do it. Right now it just seems a bit too easy to have explorers parked everywhere, I had more artifacts than I could display last time.
 
Something I don't like is how you can get information about undiscovered things through various panels. I don't want to know what the other continents are called before I discover them and I don't want to see unmet leaders/civs on the religion screen before I've met them. In Civ 6 it was kept hidden until you found them so this is just another point against the atrocious UI.
 
View attachment 718757
Just had the best distant land settlement yet, 5 treasure fleet resources!

Also, I noticed that you can do the research to reveal artifacts with explorers on museums that belong to other civs. This seems like a bug or an oversight.

I think it is a design choice. Otherwise you could not get artifacts from continents on which you have no cities.
This is it. Design choice to make Indiana Jones possible. ;)
 
If you don't like a narrative story you're given, you can just reload the same turn and it will change to a different one.
This sounds funny. :lol: Given that they may have appeal of a ruler resolving common people disputes or problems in the hall, it's like going "You should've thought about that before you became poor peasants. Next!"
 
Also, I noticed that you can do the research to reveal artifacts with explorers on museums that belong to other civs. This seems like a bug or an oversight.
Yeah I mentioned this a couple posts above.. I didn’t realize it was on museums though! Seems intentional so you don’t get locked out of a legacy path.
 
It's a shame that Han and Ming great walls don't match together :cry: (at least visually, the yields seem to be ok. Hopefully will be fixed eventually :D)
Spoiler they don't connect :( :
Képernyőkép 2025-02-09 170654.png


But I built a pretty decent one earlier so that's a good feeling :lol: (fortunately the same ones match visually between cities, I think the yields do too, but I'll double-check)
Spoiler I'm proud lol :
Képernyőkép 2025-02-09 170721.png
 
It's a shame that Han and Ming great walls don't match together :cry: (at least visually, the yields seem to be ok. Hopefully will be fixed eventually :D)
Spoiler they don't connect :( :


But I built a pretty decent one earlier so that's a good feeling :lol: (fortunately the same ones match visually between cities, I think the yields do too, but I'll double-check)
Spoiler I'm proud lol :
Man I wish the walls bent into mountains or hit the edge of shores. Doesn’t seem like a huge thing to add but it would do a lot for visual immersion.
 
If the Walls do not count towards adjecency and/or are not limited by same line constraint toward one another, it might be less confusing if they do not connect together, as that is visual representation of their constraint and adjacencies. Even if it looks bad. I'd rather they look more differently to one another.
 
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