sonicmyst
Emperor
TIL: Explorers cannot walk on the walled tiles of civ you are on war with.
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.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.
I think it is a design choice. Otherwise you could not get artifacts from continents on which you have no cities.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 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.I think it is a design choice. Otherwise you could not get artifacts from continents on which you have no cities.
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.
This is it. Design choice to make Indiana Jones possible.I think it is a design choice. Otherwise you could not get artifacts from continents on which you have no cities.

This sounds funny.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.
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!"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.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.
(at least visually, the yields seem to be ok. Hopefully will be fixed eventually
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(fortunately the same ones match visually between cities, I think the yields do too, but I'll double-check)
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.It's a shame that Han and Ming great walls don't match together(at least visually, the yields seem to be ok. Hopefully will be fixed eventually
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Spoiler they don't connect :( :
But I built a pretty decent one earlier so that's a good feeling(fortunately the same ones match visually between cities, I think the yields do too, but I'll double-check)
Spoiler I'm proud lol :
Yeah, I love this change.Buying repairs is way way more worth it than a turn to do them (12-44 gold vs 1 turn of full production).
I toyed with it only briefly, but I couldn't figure out how creating roads with a Merchant is supposed to work.If people are struggling with railroad connections for factories, consider using merchants to make new road connections between cities. The connections are sometimes very circuitous.
The trench fighter looks like a Bristol F.2The 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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