/r/civ
A subreddit dedicated to Sid Meier's Civilization, the popular turn-based game.
“We are all apprentices in a craft where no one ever becomes a master.” – Ernest Hemingway
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/r/civ
Good news, for anyone that missed the Twitch Reward: The "Exploration Age Banner" is back.
(6th Dec - 1st of January)
Cheers
I keep struggling to survive when playing Marathon. The latest attempt had me start with 3 barbarian camps within 10 tiles that I had to chase down (and at least 1 of them would get a scout to find my city and thus start spawning crazy amounts of them). I did manage to eliminate the 3 of them while losing my starting warrior. That left me with just my slinger that was the first unit I built and a scout.
In the time it took me to eliminate the 3 surrounding barbarian camps, 2 more camps had spawned near my city. For my third unit I built was a settler so I settled my second city. But the very next turn my neighboring ai civ declared surprise war and attacked me with 4 units. I had raced to unlock archer so I quickly bought an archer to defend my second city which I had barely succeeded at first. But then the second ai civ near me declared surprise war and attacked my capital with 4+ units. So I had managed to buy a hoplite to defend, but that wasn't enough. And while I was trying to defend my capital, the first Ai civ somehow created another army of 4+ units to attack my second base again. At that point I couldn't keep up because I was also still fighting the 2 barbarian camps too. And I ended up losing.
This was on King difficulty, but I'm curious to hear of any tips of handling Marathon matches. Since it takes so long to build units, I struggle to keep up with the huge numbers of barbarians and the constant surprise wars by ai civs.
Ex: I like science and domination- they're straight forward... I avoid culture because the requirements and strategy confuse me, and religion I don't know how to play aside from spamming apostles so I avoid that also
Marathon, Vietnam Dom/Rom Com.
Things are going pretty good w my gf Cleo atm. She quickly forgave me for stealing her one friend in the beginning of the game once she saw how beautiful Hué is and probably also how many units I am amassing near her cities. A wedding party fit for a queen, of course.
I think once this golden age starts she’s going to move in with me permanently aka me burning Thebes to the ground and changing the colors in her capital city. I have a nice vision of twin sister cities on the water that she’ll just die for.
How’s your night?
Literally stuck in the tutorial right now. My builder is standing on flat grassland, I select him, press R1 and then nothing happens. I feel very dumb and don’t know what I’m missing.
I've played this game for like 150 hrs and every game that has Kupe in it, he's always one of the weakest civs. Is there a reason to it or I just haven't playdd enough ?
Hey guys
Is CIV7 worth pre order??
Or should we order after we see some reviews from YouTube?
I have a couple hundred hours on civ 6, (only like 3-400) but it’s one my fave games. Me and my friends have been talking about civ 7 for awhile, and after it got announced I was and am thrilled!
However, this whole changing civs every age on me is completely lost.
I hardly know about ages in civ 6 other than the basics.. (even less than the basics)You get era score (somehow I honestly don’t really know) which puts you in dark normal or light ages, and there’s buffs and debuffs depending on the age you’re in.
Now with civ 7 I’m completely lost. I start as one civ and then a hundred turns later I’m a different one? What? How does that work? Im Egypt but now I’m Mongolia? But if I want to play as mongols I have to pick a certain civ beforehand ? I can’t just start as mongols? What if I have a favourite civ I wanna practice but it’s only available in the modern age, I just can’t? It’s very confusing as a casual player. I tried watching videos and looking at the website but I’m still confused, can someone ELI5? Thank you for reading!
EDIT: thank you so much for the answers! I’m more excited than ever before :’)
He may be too recent and we may want the next American leader to be a proper head of state, but I can't think of a better American candidate for "influential leader that wasn't a head of state" than him.
Gaul: Seriously. why, if with the eras mechanic, they didn't put they as the ancient part of the french civ? this was a missed opportunity.
Returning:Yes
Mapuche: as a Chilean, I really miss the Mapuche. as a big part of our national history, I want to they be back (this civ was the reason why i bought rise and fall)
Returning:Optimistic, but not sure
Gran Colombia: It i liked it, from a colombian grandmother, I want they to return.
Returning:No
That is my opinion. What's yours?
Russia
Unique Ability: Hybrid Warfare Enemy cities within 10 tiles of a Russian city lose loyalty every turn during peacetime, with an increased effect if Russian spies are stationed there. Russian trade routes to other civilizations reduce the receiving city's production and loyalty, while increasing Russia's espionage effectiveness against that city.
Special Unit: Wagner Operative A replacement for the Infantry unit. Can operate in enemy territory without open borders, generates no war weariness when attacking, and does not trigger grievances when used covertly (appearing as a barbarian unit to enemies unless directly attacked). Wagner Operatives receive bonuses when fighting in enemy-controlled territory.
Unique Infrastructure: Resource Oligarchs A replacement for the Bank. Grants additional gold and production for every strategic resource the city has access to. Also increases the loyalty pressure exerted by the city, making it harder for nearby enemy cities to resist Russia’s influence.
Strategic Agenda: Sphere of Influence Russia can demand concessions from civilizations near its sphere of loyalty pressure or strategic resources. Refusal provides Russia a casus belli to declare war with no diplomatic favor loss. Wars declared using this justification grant additional loyalty pressure and bonus gold for 10 turns.
Consider playing Russia with Machiavelli as a leader to elevate your covert operations, resource domination, and territorial expansion into masterful schemes. Use Hybrid Warfare to destabilize your neighbors quietly during peacetime, weakening their loyalty and softening their defenses. Deploy your spies and Wagner Operatives to erode enemy stability and gain control of strategic resources without firing a shot. Justify wars effortlessly with your Sphere of Influence agenda to seize key resources while minimizing diplomatic consequences. Your spies, strengthened by Machiavelli’s cunning, will ensure your enemies crumble from within before your armies march in. Exploit your Resource Oligarchs to turn your economy into a war machine, funding operations while pressuring enemy cities. Use Machiavelli’s manipulative prowess to dominate diplomacy, forging alliances when needed and discarding them when inconvenient.
Remember, build something you believe in.
China
Unique Ability: The Great Firewall China’s cities are immune to espionage actions that target gold or technology. In addition, enemy spies in Chinese territory have a 50% higher chance of being captured or killed. Chinese trade routes provide additional gold and culture but also reveal the location of enemy cities they pass through.
Special Unit: State Monitor A replacement for the Spy unit. State Monitors can operate domestically or abroad and perform unique missions such as Cultural Suppression (reduces loyalty and culture output in a foreign city) or Industrial Sabotage (reduces enemy production and increases China’s). State Monitors gain experience faster and are cheaper to produce than standard Spies.
Unique Infrastructure: Industrial Zone Overseer A replacement for the Factory. In addition to standard production bonuses, it increases loyalty in its city and decreases loyalty in foreign cities within 6 tiles. Provides additional gold for every trade route originating from the city.
Strategic Agenda: Belt and Road China can demand open borders from civilizations that benefit from Chinese trade routes. Refusal gives China a casus belli to declare war with reduced grievances. Each war declared using this justification grants China bonus gold and production for 10 turns.
Consider playing China with Machiavelli as a leader to transform your surveillance state and trade empire into a masterpiece of manipulation and control. Exploit The Great Firewall to shield yourself from prying eyes while gathering intelligence on your rivals. Use trade routes strategically, not only to enrich your empire but also to expose and weaken your adversaries. With Harmonious Society, ensure your neighbors are culturally and scientifically stifled while your own cities thrive. Deploy State Monitors to infiltrate enemy cities, sabotaging their industries and sowing discontent. Build Propaganda Bureaus and Industrial Zone Overseers near your borders to exert immense loyalty pressure and destabilize enemy cities without war. If diplomacy fails, invoke the Belt and Road agenda to demand submission and justify wars on those who refuse your dominance. Under Machiavelli’s leadership, your empire becomes an unyielding force, controlling every aspect of your neighbors’ prosperity while enriching your own.
Remember, build something you believe in.
Mexico
Unique Ability: Peripheral Cartels Deal passive damage every turn to the nearest city's defenses, including your own. Place your border towns wisely to make the most use of this ability, destabilizing your own border towns to damage the nearest enemy city. Use this trait to gain sneaky advantages against your neighbors.
Special Unit: Narcos Replaces Infantry. Spawned with a promotion if enemy units are in the vicinity of your city that was subjected to Peripheral Cartels for the past 10 turns. Narcos gain a free promotion each turn if they remain near a city affected by Peripheral Cartels.
Unique Ability: Unending Migration Civilizations neighboring Mexico will increase their border city populations every turn at the cost of reduced happiness and productivity in those cities. Mexico gains the ability to declare justified war on cities affected by Unending Migration for the past 10 turns. This effect weakens with each level of walls the enemy city has.
Unique Infrastructure: Spring Break Coastal cities in Mexico hold a seasonal entertainment event every 10 turns. When triggered, Spring Break doubles the city's happiness and tourism output, while the closest neighboring enemy city suffers a reduction in population and slowed production for the same duration.
Strategic Agenda: Spice Wars Mexico can destabilize neighboring cities through Peripheral Cartels and Unending Migration, forcing enemy civilizations to cede loyalty or suffer internal strife. Refusal to address these destabilizing effects gives Mexico a casus belli to declare war with reduced grievances. Wars declared using this justification grant bonus tourism and gold for 10 turns.
Consider playing Mexico with Machiavelli as a leader to amplify your scheming and destabilization tactics. His manipulative abilities will complement Mexico’s strengths in stealthy and destabilizing gameplay. Devastate your neighbors using Peripheral Cartels and Unending Migration, destabilizing enemy cities while fortifying your own. Leverage Narcos to handle enemy incursions and dominate through subversive tactics. Strategically time your Spring Break events to boost your own cities while disrupting enemy stability.
Remember, build something you believe in.
USA
Unique Ability: Proxy War Spawn mercenary units that attack the nearest enemy city if the enemy city is located on a distant landmass. Proxy War can be triggered once every 10 turns, halting the enemy city’s growth and reducing its production by half until the mercenaries are defeated. Mercenaries cost double the gold of a regular unit of their era.
Unique Ability: Collateral Damage Your long-range missiles, bombers, and artillery can bomb an enemy city twice in one turn. Repeated bombing of enemy cities no longer generates grievances. However, captured cities suffer halted growth, reduced stability, and stopped production for the next 10 turns.
Unique Ability: Rigged System The US can veto any collectively decided resolution in international sittings without penalty. It does not suffer diplomatic attrition for declaring wars. Additionally, the US can force one allied civilization to vote in favor of its resolutions once every 5 turns.
Special Unit: Foreign Agent A stealth unit that can be paradropped to distant hexes. Foreign Agents can sabotage neutral or enemy city projects and fabricate scandals, reducing the city owner’s international influence. These units cannot be targeted by military units, only by counter-intelligence projects, which the enemy can execute once every 10 turns.
Strategic Agenda: American Exceptionalism The United States can veto international decisions or demand support from allied civilizations in diplomatic resolutions. Refusal grants the U.S. a casus belli to declare war with reduced grievances. Wars declared using this justification provide bonus diplomatic favor and production for 10 turns.
Consider playing the USA with Machiavelli as a leader to masterfully execute diplomatic and military schemes. His abilities will complement your covert operations, allowing you to manipulate, conquer, and dominate the game with unmatched precision.
Remember, build something you believe in.
Germany
Unique Ability: Industrial Titan Germany receives bonus production from Industrial Zones and Factories. Industrial Zone buildings cost 50% less to construct and provide double adjacency bonuses. Trade routes originating from German cities grant additional production to both Germany and the target city.
Special Unit: U-Boat A replacement for the Submarine. The U-Boat is cheaper to produce and has increased movement and combat strength in coastal and ocean tiles. Gains an additional attack if stationed within two tiles of an enemy coastal city, making it highly effective for disrupting enemy naval trade and blockading ports.
Unique Infrastructure: Autobahn A replacement for the Railroad. The Autobahn costs less to build and provides bonus movement for military and civilian units alike. Cities connected to the Autobahn network gain additional production and gold, enhancing Germany’s economic and military logistics.
Strategic Agenda: Economic Supremacy Germany can demand resource trades and economic cooperation agreements from neighboring civilizations. Refusal grants Germany a casus belli to declare war with reduced grievances. Wars declared using this justification provide bonus production and gold for 10 turns, boosting the nation’s war economy.
Consider playing Germany with Machiavelli as a leader to elevate your economic dominance and military precision to new heights. His abilities will complement Germany’s focus on production and logistics, enabling you to build an industrial and military powerhouse. Use Industrial Titan to outproduce your rivals, constructing wonders, units, and buildings at lightning speed. Deploy U-Boats to control the seas, disrupt enemy trade, and dominate coastal cities with ruthless efficiency. Expand your Autobahn network to maintain a highly mobile and resource-rich empire, ensuring quick deployment of your forces. Leverage Economic Supremacy to coerce neighbors into economic partnerships or justify wars to seize strategic resources. With Machiavelli’s cunning, manipulate diplomatic resolutions to further your industrial ambitions and maintain control over global trade.
Remember, build something you believe in.
Britain
Unique Ability: Sun Never Sets The British Empire's vast colonial reach allows it to benefit from cities and territories spread across the globe. British cities on different continents receive additional production, gold, and culture for each foreign city they control or have trade routes to. Additionally, units trained in British cities gain a movement bonus when stationed in foreign territories.
Special Unit: Commando A replacement for the Infantry unit. Commandos are specialized units that excel in amphibious operations and covert missions. They receive bonuses when attacking or defending near coastal cities or in enemy territory. Commandos gain a unique promotion to operate undetected behind enemy lines, increasing their strength against enemy cities and units in foreign territories. They also have a movement bonus when moving through foreign territory.
Unique Infrastructure: Colonial Offices A replacement for the Bank. Colonial Offices provide additional gold, culture, and loyalty. They also reduce the cost of purchasing tiles and increase the loyalty pressure exerted by the city on nearby enemy cities, making it easier to maintain control over colonies. Furthermore, Colonial Offices increase the strength of British trade routes, providing extra resources from foreign cities and increasing the effectiveness of British naval trade routes.
Strategic Agenda: Royal Hegemony Britain seeks to establish and maintain dominance over its empire and its allies. Britain will attempt to maintain a large network of colonies, alliances, and trade partners. If a civilization controls fewer territories on other continents or does not have a significant navy, Britain gains a casus belli to declare war with reduced grievances. Wars declared with this justification grant extra gold, production, and loyalty pressure for 10 turns.
Consider playing Britain with Machiavelli as a leader to elevate your diplomatic maneuvers and global dominance to unparalleled heights. His abilities will complement Britain’s focus on empire-building and naval supremacy, enabling you to manipulate, conquer, and control with precision. Use Sun Never Sets to expand your empire across continents, ensuring that your cities on distant lands reap the benefits of British rule. Commandos, with their covert operations and amphibious prowess, will disrupt your enemies and keep them guessing about your next move. Leverage Colonial Offices to solidify your control over your colonies, boosting your economy and loyalty pressure to keep your empire intact. With Machiavelli’s cunning, employ Royal Hegemony to twist alliances, manipulate international diplomacy, and justify wars with ease, ensuring Britain’s supremacy over the seas and the world.
Remember, build something you believe in.
Mughals
Unique Ability: Timurid Legacy The Mughals gain a unique advantage when expanding into new territories. Each newly conquered city or region provides a bonus to culture, production, and loyalty for 10 turns, while reducing enemy loyalty in neighboring cities. This makes it easier to integrate newly acquired lands into the empire, turning them into loyal and productive provinces that can fuel further expansion.
Special Unit: Rajput Cavalry A powerful replacement for the Cavalry unit, Rajput Cavalry has increased combat strength when fighting in or near enemy-controlled territories. Additionally, they can move through enemy terrain without penalty, representing the Mughals’ skilled light cavalry used for swift strikes and raids. Rajput Cavalry can also gain promotions faster when fighting against civilizations with different religions or ideologies.
Unique Infrastructure: Red Fort A replacement for the Castle, the Red Fort provides increased defense and loyalty for the city in which it is built. Additionally, it grants bonus culture and production for every great person point generated in the city, representing the Mughals' strategic and cultural fortresses. Cities with the Red Fort also exert greater loyalty pressure over nearby cities and can host special events to boost cultural output for a limited time.
Strategic Agenda: Imperial Integration The Mughals can demand vassalage or loyalty from civilizations bordering their empire. Refusal to submit to Mughal influence provides a casus belli to declare war with reduced grievances. Wars declared using this justification grant the Mughals additional gold, culture, and loyalty pressure for 10 turns. This agenda reflects the Mughals' strategy of maintaining control over vast territories through a blend of diplomacy and force.
Consider playing the Mughals with Machiavelli as a leader to elevate your imperial ambitions and strategic expansion to new heights. Machiavelli's abilities will complement the Mughals’ strengths in resource control, military dominance, and cultural influence, enabling you to manipulate and conquer with unmatched precision. Use Timurid Legacy to establish a vast empire, blending military might and cultural grandeur to attract allies and intimidate rivals. Build Red Fort to solidify your defenses while also increasing your cultural and economic output. Leverage Imperial Integration to consolidate power in newly conquered territories, turning them into loyal, resource-rich provinces that fuel your empire’s growth. With Machiavelli’s cunning, twist diplomatic relations to create a facade of peaceful rule, while secretly preparing for expansion through strategic wars or covert operations.
Remember, build something you believe in.
Turkey
Unique Ability: Coup d’État Coup d’État allows Turkey to change their government type in a single turn without experiencing the usual instability that typically accompanies such a transition. This rapid shift lets you quickly adapt to the changing tides of the game—perhaps a switch from a more democratic form of government to a militaristic or autocratic regime in the face of emerging threats. However, such abrupt changes come at a cost. While there’s no immediate fallout, long-term consequences include severe unhappiness across the empire, with cities experiencing significant unrest and reduced productivity for several turns as the population adjusts to the new regime. If you're willing to endure the potential riots and protests, your government can shift dramatically to suit your needs. Just don’t expect a smooth ride.
Special Unit: Artillery Overseer The Artillery Overseer is a replacement for the standard Artillery unit. This elite unit enhances the effectiveness of artillery units by granting them additional range and a unique ability to provide bombardment support to nearby units. When stationed next to Artillery, the Artillery Overseer boosts the damage output of those units and provides a defensive bonus to the surrounding units, allowing them to withstand counter-attacks more effectively. Additionally, Artillery Overseers can reposition artillery on the battlefield, enabling faster redeployment to more strategic positions. These units increase the tactical flexibility of your artillery, making them more formidable in both offense and defense.
Unique Infrastructure: Mausoleum The Mausoleum is a replacement for the Monument. This grand structure commemorates the nation’s most influential figures and military leaders, enhancing culture, loyalty, and military strength in cities nearby. While cities around the Mausoleum are boosted, Turkey’s military units gain a significant bonus to combat effectiveness when fighting to defend or expand their borders. The Mausoleum also generates additional loyalty pressure on enemy cities, helping to facilitate Turkey’s expansionist strategies or subvert enemy cities.
Strategic Agenda: Dream of an Empire Turkey’s leaders harbor a Dream of an Empire, pushing to reclaim or control territory once belonging to a greater imperial past. Turkey can justify wars against neighboring civilizations or independent city-states using a historical claim casus belli, causing minimal diplomatic fallout. Those who refuse Turkey’s demands for expansion are met with swift, calculated actions. Wars declared with this agenda grant Turkey additional loyalty and production in newly captured cities, and the possibility of using Coup d’État to change government types and consolidate power quickly after the conquest.
Consider playing Turkey with Machiavelli as a leader to embrace your nation’s turbulent politics and covert operations. Machiavelli’s ability to manipulate both domestic and foreign affairs makes him the perfect leader for Turkey’s Coup d’État and Artillery Overseer strategies. Use the Coup d’État to swiftly change governments to suit your needs without suffering instability immediately, though expect the long-term consequences of unhappiness to make managing your empire more difficult. The Mausoleum will solidify your cultural and military dominance, providing valuable boosts in critical areas. The Artillery Overseer will help you control the battlefield with enhanced artillery support, ensuring that your empire remains resilient and formidable in war.
Remember, build something you believe in.
France
Unique Ability: Francophile Dominance France’s Francophile Dominance reflects its imperialistic cultural influence and diplomatic power. French cities generate increased culture and tourism output, and French cultural influence spreads faster than other civilizations. Neighboring civilizations are more likely to have their loyalty swayed by France’s cultural dominance. Those civilizations with high amounts of French influence suffer a decrease in their own cultural output. Additionally, France’s diplomatic favor is bolstered in trade, alliances, and resolutions, as other nations respect its cultural hegemony.
Special Unit: Resistance Fighters Resistance Fighters spawn automatically in cities that have been captured by enemy forces. These fighters specialize in guerrilla warfare and sabotage, operating behind enemy lines to disrupt operations and instigate rebellion. For the first 10 turns after the city’s capture, they receive a combat bonus, making them particularly effective at causing unrest and reducing enemy loyalty and production. Resistance Fighters can disrupt enemy infrastructure, lower loyalty, and create discontent in the occupied city. Their presence weakens the enemy's hold on the city, encouraging rebellion and aiding in the eventual recapture or destabilization of the occupation.
Unique Infrastructure: Grand Winery The Grand Winery replaces the Workshop and produces double the amount of the Wine resource. It generates additional happiness for the city and contributes significantly to France’s tourism output. However, the Grand Winery comes with a trade-off: it reduces productivity in the city due to the resources and attention required to maintain such a grand operation. If France experiences a budget deficit, rebellions will erupt across its capital for the next 10 turns. These rebellions cause widespread destruction, pillaging everything in their path and severely disrupting production and stability. The uprising will drain France’s resources, temporarily weakening the nation, but can be recovered from once it subsides.
Strategic Agenda: Parisian Attitude France’s Parisian Attitude agenda is all about exerting cultural influence and demanding respect. France expects other civilizations to acknowledge its refined culture and will often demand support in resolutions, alignments in trade, or other diplomatic moves. If a civilization refuses these demands, France’s relations with that civilization suffer. France becomes displeased when rejected, causing a diplomatic penalty and potentially justifying war with reduced grievances. When rejected, France can use its cultural influence to destabilize and pressure the offending civilization, leveraging espionage and diplomatic tactics to undermine their standing. War declared using Parisian Attitude results in additional cultural and loyalty benefits for France in captured cities, making assimilation of conquered territories easier.
Consider playing France with Machiavelli as a leader to master cultural diplomacy and subversive tactics. Machiavelli’s strategic brilliance amplifies France’s abilities in manipulating, controlling, and destabilizing through its unique cultural dominance. Leverage the Resistance Fighters to destabilize enemies while maintaining your cultural empire’s control. Use the Grand Winery to maximize tourism and happiness while balancing the costs in productivity. Ensure your influence through Parisian Attitude and dominate diplomacy—wielding France’s cultural power with force when diplomacy fails.
Remember, build something you believe in.
432 hours later, I finally managed to get this game's Platnium trophy! My gaming journey has been quite lonely so far, I have no friends so nobody will notice this achievement. Hope the yield p*rn can justify the Platnium flex lolol. The last two achievements were the luftballoons and the Pizza party! I still have DLC achievements left ( over all currently at 68% ) but I don't think I'll do them. Currently I'm done with this game until civ 7 comes and goes on sale. Gotta do touch grass in the mean time.
Meets 4 civs by turn 10, curtain immediately denounces me, my one respite is pingala giving my a quick boost in science to pivot to archers thanks to high pop, forward settled before Akhenaten could be placed, no iron, poor production, curtain puts up walls the moment my troops reach him. Fuck this game sometimes
Hey everyone, looking for help with this issue. I have the samsung z fold 5, and looking for ways to get around this issue.
I'm excited about my newly arrived Industrial Era. I got a Great Scientist and unlocked Industrialization wicked early. I've had a productive Renaissance with Monumentality Golden Age activated. My tiles are pretty. I've got a bunch of good cities, good science output, and I'm focusing on a core city with +9 IZ adjacency, thinking maybe Domination, maybe Space Race.
I've even saved up a bunch of gold, so when Industrialization is unlocked, I buy the Factory with Gold, and I'm hard-building the +18 production Coal Power Plant. My dam and my aqueducts are finished. I feel good.
Then comes the flood. I look at it, and I think to myself, "aha, free era score! nice nice." Not so fast.
As it happens, the river I have dammed is not a river, but it is two rivers. I dammed the river on the right, and the river on the left flooded.
I"ve spent the last 7000 studying where Dams can go, and being pleased that I actually placed and built a dam, with the assistance of an advanced game mod of map tacks, only now do I learn that this serpantine thing can fool me into needing TWO dams and cam blow up all my plans for life.
To make it worse, had I known i was eligible for two dams, I could have put them both adjacent my IZ for +11 adjacency.
But I should have noticed that, right?
From my understanding you keep unique quarters throughout the eras. Does anyone know if you can get their respective unique great people in later eras? My gut feeling is no, but I was wondering if there had been a confirmation yet.
I'm getting the suzerain bonus from it too, I've never seen this before
All the civs of this edition were leaked or revealed.
Deserved and entered: The Khmer had only appeared on two civ games before civ VII, and as a DLC. This is too short for a significant part of southeast asian history. now they have the position they deserved
Deserved and NOT entered: Although the aztec civ is so important to the saga, a unique unit would be so difficult to make it as powerful as exploration age european unique unit without don't having sense. Babylon was a very important civ to ALL the world's history and didn't make it. The astronomy, Architecture, and Legacy of this civ has not entered the civs that have changed the world.
Not deserved and entered: the Aksum empire. This is the ONLY civ I didn't know before it's reveal. Carthage would be a better option for an african civ.
Not deserved and NOT entered: The list would be large
This is my opinion. What is yours?
Edit:
1-Aksum is a great option, but I think Carthage it is better. aksum has to have a slot, but in a DLC
2-It is not disapproving a culture, but Firaxis says that a civ that enteres the game has "changed the world" the base game has to have civs that did that
Pretty much as the title says. I made a custom map in WorldBuilder and am trying to play it with the secret societies game mode. I know that advanced mode is buggy, but the map starts fine UNLESS I turn on secret societies, after which the game gives me the lua.log error. Any known fixes? Is it just impossible to play WorldBuilder maps with game modes?
Any thoughts on the Attributes and Traditions? Unique Infrastructure? Unique Units?