FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
edited July 2020
My problem with Civ in general is that I tend to ignore the military stuff, so things do not go well for me. So I was like "why don't I just try and do something different?"
One fun way to cheese with them is play on the "terra" map type, where all civs start on the same continent, and there is another large continent with no one on it. Since you start on the ocean, you can make your way to the vacant continent and claim the whole thing!
It might take save scumming to get to the actual uninhabited continent though.
Maori is my only Civ 6 highest difficulty win. Mostly because high difficulty wins/ AI boosts are absurdly cheesy.
I had 12 civs, made the other 11 female leaders, and I Kupe'd up a bunch of islands outside the Pangaea these warrior women fought horrifically over for millennia.
I had 15+ trade routes and Wilhelmina's ear and cash for a science victory. It was absolute joy to send scouting ships and parties into this swirling maelstrom of Deity-level Civilizations literally crashing into each other through the centuries while I floated not-so-far away with my merchant fleets, hoping for market openings.
Like Rough Rider Teddy or Tamar with owls of Minerva can literally get hundreds of emvoys over the game. And the Voidsingers are broken as hell with many religious civs, but Kongo and Khmer especially.
One thing I wish they would do, if you look at the 5 new leaders added in new frontiers, it seems like they are balanced towards the A and S tier civs of thr game like Persia, Kupe, Russia, etc. Thats fine but I wish they would go back and bump up a few of the weaker old civs and leaders. Some of them are pretty bland and/or weak.
Edit: to clarify a bit, I don’t think every leader/civ combo needs to be s tier - I would throw out Mansa Musa, Elanor, and Tamar as great, fun leaders that just aren’t optimized for diety wins and they are fine just like they are. But there are a few that either fall flat or just are too generic and that’s what I feel like they could work on.
I don't like what they did to Teddy. Rough Rider Teddy seems fine, but Bull Moose seems terrible. He lost his fighting edge on his home continent, he lost his unique units to defend himself, and breathtaking tiles are too niche. He went from a flexible jack of all trades to a very narrowly focused leader that can very easily end up with a starting location with 0 benefits to him.
I'll have to play with the two new variations, I keep forgetting they exist. Current game is a Minerva game where I spawned with a +5 adjacency harbor. So I just have a ton of money and envoys. Have an entirely levied army just running roughshod over people. It's pretty amusing. If only I were Hungary (Indonesia).
Self-righteousness is incompatible with coalition building.
I don't like what they did to Teddy. Rough Rider Teddy seems fine, but Bull Moose seems terrible. He lost his fighting edge on his home continent, he lost his unique units to defend himself, and breathtaking tiles are too niche. He went from a flexible jack of all trades to a very narrowly focused leader that can very easily end up with a starting location with 0 benefits to him.
Rough rider Teddy just ends up basically being old Teddy with one ability that didn’t really synergise switched out for an ability that does (and is pretty strong). He is a really good diplo leader and a decent culture and conquest leader, much like older Teddy with a diplo boost.
Bull moose Teddy is just totally different. High risk high reward like Mansa Musa. 2 science and 2 culture is a massive bonus. You should be seeking out and settling wonders and mountain ranges with him. Chop the hell out of marsh and rainforests, plan out your mines and industrial zones so they are clustered together and interefering as little as possible (this may occasionally mean delaying or forgoing a mine in certain situations if it will spoil several other tiles), don’t chop woods and plant woods when you get the chance, etc.
Remember theater squares and entertainment complexes boost appeal. If you have some mountains and woods and drop a theater square nearby often that in itself will be enough to get a bonus.
A lot of this gets easier in late game, but if you plan you can absolutely have a lot of free science and culture yields in classical or medeival era. Also don’t forget to pick up earth goddess to get +2 faith from those tiles as well.
I wonder if unlocking these secret societies is bugged sometimes.
I'm playing a game as the Ottomans, I've unlocked 3 out of 4 of the secret societies, but not the one I actually want - Sanguine Pact - despite having cleared 5 or 6 barbarian camps.
I don't like what they did to Teddy. Rough Rider Teddy seems fine, but Bull Moose seems terrible. He lost his fighting edge on his home continent, he lost his unique units to defend himself, and breathtaking tiles are too niche. He went from a flexible jack of all trades to a very narrowly focused leader that can very easily end up with a starting location with 0 benefits to him.
Rough rider Teddy just ends up basically being old Teddy with one ability that didn’t really synergise switched out for an ability that does (and is pretty strong). He is a really good diplo leader and a decent culture and conquest leader, much like older Teddy with a diplo boost.
Bull moose Teddy is just totally different. High risk high reward like Mansa Musa. 2 science and 2 culture is a massive bonus. You should be seeking out and settling wonders and mountain ranges with him. Chop the hell out of marsh and rainforests, plan out your mines and industrial zones so they are clustered together and interefering as little as possible (this may occasionally mean delaying or forgoing a mine in certain situations if it will spoil several other tiles), don’t chop woods and plant woods when you get the chance, etc.
Remember theater squares and entertainment complexes boost appeal. If you have some mountains and woods and drop a theater square nearby often that in itself will be enough to get a bonus.
A lot of this gets easier in late game, but if you plan you can absolutely have a lot of free science and culture yields in classical or medeival era. Also don’t forget to pick up earth goddess to get +2 faith from those tiles as well.
I mean, yeah, that's how to play the hand he's been dealt, but I don't think it's a particularly good hand. I feel that the +5 strength on the home continent was the straw that stirred the drink. Without it, he's at the mercy of any civ with an early UU.
I don't like what they did to Teddy. Rough Rider Teddy seems fine, but Bull Moose seems terrible. He lost his fighting edge on his home continent, he lost his unique units to defend himself, and breathtaking tiles are too niche. He went from a flexible jack of all trades to a very narrowly focused leader that can very easily end up with a starting location with 0 benefits to him.
Rough rider Teddy just ends up basically being old Teddy with one ability that didn’t really synergise switched out for an ability that does (and is pretty strong). He is a really good diplo leader and a decent culture and conquest leader, much like older Teddy with a diplo boost.
Bull moose Teddy is just totally different. High risk high reward like Mansa Musa. 2 science and 2 culture is a massive bonus. You should be seeking out and settling wonders and mountain ranges with him. Chop the hell out of marsh and rainforests, plan out your mines and industrial zones so they are clustered together and interefering as little as possible (this may occasionally mean delaying or forgoing a mine in certain situations if it will spoil several other tiles), don’t chop woods and plant woods when you get the chance, etc.
Remember theater squares and entertainment complexes boost appeal. If you have some mountains and woods and drop a theater square nearby often that in itself will be enough to get a bonus.
A lot of this gets easier in late game, but if you plan you can absolutely have a lot of free science and culture yields in classical or medeival era. Also don’t forget to pick up earth goddess to get +2 faith from those tiles as well.
I mean, yeah, that's how to play the hand he's been dealt, but I don't think it's a particularly good hand. I feel that the +5 strength on the home continent was the straw that stirred the drink. Without it, he's at the mercy of any civ with an early UU.
There are tons of civs without an early uu or combat bonus though?
I mean diety players are constantly stanning Peter and Seondok and they do not have a particularly strong rush defense.
I mean ranged units are a must but at the top two difficulties you definitely need to spend time pumping out some warriors to not be overwhelmed unless you just happen to get lucky and have a natural choke. Luckily the AI is super bad at fighting.
Begin the game, realized that Russia is really weak, probably because they built Stonehenge. I conquer them with just 2 archers and a warrior. I had build a a large army and gone with the Sanguine Pact, so I glance over and the Ottomans and figure why not. The war against them is long, but eventually won with the help of Kandy.
Now I'm sitting alone on my continent while Germany, Georgia and Mali are on the other. I managed to get my own faith (a big reason why I rushed down Russia was they had another, I wanted to be the sole religion on my continent), which I'm investing into science buildings and great people. Trying to decide if I want to got to space, conquer every one else or spread my religion to the second continent.
I’ve decided default continents is kind of crap as a balanced map because it doesn’t have any islands or other expansion territory that doesn’t get snapped up in the initial rush and ends up being just two independent Pangea , which really hurts naval civs.
Continents and islands seems to be a decent replacement but not quite ideal.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I couldn't imagine ever using anything but fractal
maybe fractal islands
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SerpentSometimes Vancouver, BC, sometimes Brisbane, QLDRegistered Userregular
I almost always play Fractal.
I've tried them all and think all of them create a new spin on the game.
I've tried them all and think all of them create a new spin on the game.
A couple I have found that I thought were pretty neat for one-off games were tilted axis and seven seas, Tilted axis ends up being like discworld, flat with cold in the center, but it seems to have a lot of rainforests and deserts around the coastal areas. Seven seas is like an inverted land/water map.
Since then, Gaia Map Script only, it's REALLY good. at least for what i'm looking for (Interesting terrain, feels believable, often but not always navigable entirely by boat.) Highly recommend to give it a try!
On a Continents map, you'll usually only have one or two neighbors at most. Tends to make border diplomacy a little too boring.
On a Pangea map, naval trade bonuses become irrelevant because you don't have any coastal cities.
Seven Seas map gives you more neighbors than Continents and more coastal settlement locations than Pangea. Best of both worlds.
Yeah that is something I noticed in my last two games on continents and continents with islands. Even on normal or large maps there tends to be an issue with just being next to one or two civs, and only a couple of ai get enthusiastic about naval invasions so if you get next to a peaceful civ you can safely ignore military.
Pangaea is nice but screws naval civs, island plates/archipelago/small continents are the reverse, you end up on your own a lot with no land borders at all.
I will need to try fractals more and see about that gaia script. 7 seas seems like a great pangea substitute.
Hmm, wonder if I should pop up to emperor. I used to have a lot of trouble on king but the last 3 games I have won pretty handily. Extra AI settlers make me nervous though.
Man, the higher difficulties are no fun. I just won on immortal with two deity enemies mixed in, but all the stuff I just couldn't build because enemy civs start with free tech, cities, and bonus production just makes the first 100 turns or so a chore.
The real fun was designing and building super district clusters with the government center in the middle of a city triangle as Japan.
Posts
Like an idiot.
One fun way to cheese with them is play on the "terra" map type, where all civs start on the same continent, and there is another large continent with no one on it. Since you start on the ocean, you can make your way to the vacant continent and claim the whole thing!
It might take save scumming to get to the actual uninhabited continent though.
I had 12 civs, made the other 11 female leaders, and I Kupe'd up a bunch of islands outside the Pangaea these warrior women fought horrifically over for millennia.
I had 15+ trade routes and Wilhelmina's ear and cash for a science victory. It was absolute joy to send scouting ships and parties into this swirling maelstrom of Deity-level Civilizations literally crashing into each other through the centuries while I floated not-so-far away with my merchant fleets, hoping for market openings.
1) Duel map
2) Opponent = Kongo
3) Pick Russia
Like Rough Rider Teddy or Tamar with owls of Minerva can literally get hundreds of emvoys over the game. And the Voidsingers are broken as hell with many religious civs, but Kongo and Khmer especially.
One thing I wish they would do, if you look at the 5 new leaders added in new frontiers, it seems like they are balanced towards the A and S tier civs of thr game like Persia, Kupe, Russia, etc. Thats fine but I wish they would go back and bump up a few of the weaker old civs and leaders. Some of them are pretty bland and/or weak.
Edit: to clarify a bit, I don’t think every leader/civ combo needs to be s tier - I would throw out Mansa Musa, Elanor, and Tamar as great, fun leaders that just aren’t optimized for diety wins and they are fine just like they are. But there are a few that either fall flat or just are too generic and that’s what I feel like they could work on.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Rough rider Teddy just ends up basically being old Teddy with one ability that didn’t really synergise switched out for an ability that does (and is pretty strong). He is a really good diplo leader and a decent culture and conquest leader, much like older Teddy with a diplo boost.
Bull moose Teddy is just totally different. High risk high reward like Mansa Musa. 2 science and 2 culture is a massive bonus. You should be seeking out and settling wonders and mountain ranges with him. Chop the hell out of marsh and rainforests, plan out your mines and industrial zones so they are clustered together and interefering as little as possible (this may occasionally mean delaying or forgoing a mine in certain situations if it will spoil several other tiles), don’t chop woods and plant woods when you get the chance, etc.
Remember theater squares and entertainment complexes boost appeal. If you have some mountains and woods and drop a theater square nearby often that in itself will be enough to get a bonus.
A lot of this gets easier in late game, but if you plan you can absolutely have a lot of free science and culture yields in classical or medeival era. Also don’t forget to pick up earth goddess to get +2 faith from those tiles as well.
I'm playing a game as the Ottomans, I've unlocked 3 out of 4 of the secret societies, but not the one I actually want - Sanguine Pact - despite having cleared 5 or 6 barbarian camps.
I mean maybe I'm just unlucky.
I mean, yeah, that's how to play the hand he's been dealt, but I don't think it's a particularly good hand. I feel that the +5 strength on the home continent was the straw that stirred the drink. Without it, he's at the mercy of any civ with an early UU.
There are tons of civs without an early uu or combat bonus though?
I mean diety players are constantly stanning Peter and Seondok and they do not have a particularly strong rush defense.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Encampments help a lot, too, and show up sooner than workshops.
Begin the game, realized that Russia is really weak, probably because they built Stonehenge. I conquer them with just 2 archers and a warrior. I had build a a large army and gone with the Sanguine Pact, so I glance over and the Ottomans and figure why not. The war against them is long, but eventually won with the help of Kandy.
Now I'm sitting alone on my continent while Germany, Georgia and Mali are on the other. I managed to get my own faith (a big reason why I rushed down Russia was they had another, I wanted to be the sole religion on my continent), which I'm investing into science buildings and great people. Trying to decide if I want to got to space, conquer every one else or spread my religion to the second continent.
I’ve decided default continents is kind of crap as a balanced map because it doesn’t have any islands or other expansion territory that doesn’t get snapped up in the initial rush and ends up being just two independent Pangea , which really hurts naval civs.
Continents and islands seems to be a decent replacement but not quite ideal.
maybe fractal islands
I've tried them all and think all of them create a new spin on the game.
Though I've been messing around with some of the easily exploited ones lately. Indonesia island plates and now Maori Terra.
A couple I have found that I thought were pretty neat for one-off games were tilted axis and seven seas, Tilted axis ends up being like discworld, flat with cold in the center, but it seems to have a lot of rainforests and deserts around the coastal areas. Seven seas is like an inverted land/water map.
On a Continents map, you'll usually only have one or two neighbors at most. Tends to make border diplomacy a little too boring.
On a Pangea map, naval trade bonuses become irrelevant because you don't have any coastal cities.
Seven Seas map gives you more neighbors than Continents and more coastal settlement locations than Pangea. Best of both worlds.
Origin: KafkaAU B-Net: Kafka#1778
Since then, Gaia Map Script only, it's REALLY good. at least for what i'm looking for (Interesting terrain, feels believable, often but not always navigable entirely by boat.) Highly recommend to give it a try!
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Yeah that is something I noticed in my last two games on continents and continents with islands. Even on normal or large maps there tends to be an issue with just being next to one or two civs, and only a couple of ai get enthusiastic about naval invasions so if you get next to a peaceful civ you can safely ignore military.
Pangaea is nice but screws naval civs, island plates/archipelago/small continents are the reverse, you end up on your own a lot with no land borders at all.
I will need to try fractals more and see about that gaia script. 7 seas seems like a great pangea substitute.
not only for balance, but just bc it's very fun to start with two cities
The real fun was designing and building super district clusters with the government center in the middle of a city triangle as Japan.