▲ 21 r/CivVI

How often do you reload for combat related reasons?

I find it really easy to be surprised when wondering around and sucks to lose a unit that you’ve spent so much time exploring with. It’s also easy to make movement cost mistakes when trying to move and attack. For these and other reasons, like getting a little too aggressive or really wanting to save that unit you worked hard to get 3 promotions on, reloading is an easy crutch in a turn based game.

But some may find this unsporting and ruin the game (not to mention slow it down). What HONESTLY is your policy?

View Poll

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u/Hfcsmakesmefart — 7 days ago
▲ 9 r/CivVI+1 crossposts

Favorite Heroes?

I’ve played 1.5 games with heroes and have gotten Hercules both times. Love the instant districts for new cities.

Anansi is cool but can sometimes regret removing luxuries cause makes me less likely to settle there.

Hippolyta is great for domination. Theres no limit on her ability and can make seiges move and attack or attack twice.

The twins seem awesome but alas someone always beats me to them.

I just got Maui and i don’t know if I got lucky but he gave me 3 luxuries that i don’t have. Only issue is I only got 5 charges and the hero card seemed to promise 8 so I was kind of underwhelmed (perhaps I read it wrong but still)

So my answer is Hercules, but my guess is Himiko will win this one.

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u/Hfcsmakesmefart — 15 days ago
▲ 227 r/CivVI

Is this bitch calling me stupid?

"Brass shines as fair to the ignorant, as gold to the goldsmiths"

What is Queen Elizabeth trying to say?

If she's dissing me, Ima sic my battleships on her billowy ass!

u/Hfcsmakesmefart — 16 days ago

I spent all day playing Civ6 instead of working on my game

I suck.

The thing is it’s not for lack of excitement about my game, more so just addiction to civ6.

Shame me!

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u/Hfcsmakesmefart — 17 days ago
▲ 20 r/CivVI

Where settle to get coal?

Industrial era

Must settle next to coast to reap Phoenicia's no loss of loyalty city benefit

I've been eyeing this coal for a good 20 turns. Still working on clearing out barbs. Its been so long that I've discovered oil all ready, but coal would still be nice for the battleships, no other civ will trade with me. Originally was thinking green circle but y'all are the experts. I'd also like to include the juicy 4 mountain possible campus tile. Left of the yellow line marks the extent of a future water park amenity level. Its not necessary to be there but might be nice.

edit: sorry about the settler overlay but was the only way to get the loyalty numbers in there which I figured are relevant (byzantines capital is in top right corner)

u/Hfcsmakesmefart — 18 days ago
▲ 210 r/CivVI

Byzantium just built Potala Palace out from under me, how? (they have no great engineers)

The Better Wonders pack showed they had 7 turns left and I had 2. On the next turn it shows that we each have 1 turn left and then they obviously built it. They have won no great engineers the entire game and the next great engineer is Ada Lovelace who has no production adding charge. How the hell did they do this? Is the mod busted? Is there some other way to boost wonder production that I'm unaware of? Playing on immortal.

Edit: I guess they could have "chopped" something. Fuck me!

u/Hfcsmakesmefart — 18 days ago
▲ 20 r/discgolfcirclejerk+1 crossposts

Help me to throw straight

With all the backwards looking on the run up and the Power gripping and supposed to not “let go”, I’ve lost the ability to aim. It’s rough out there on tree courses often hitting the closest tree. How am I supposed to throw straight if I can’t even look where I’m throwing or release when it makes sense? Please help

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u/Hfcsmakesmefart — 17 days ago
▲ 5 r/CivVI

Fishery Bug?

It appears that the production bonus from Liang’s fisheries doesn’t stack with Shipyard bonus, I’ve got her established in my city and all my sea tiles have 1 production from shipyard but I expected the fishery tiles to be +2.

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u/Hfcsmakesmefart — 19 days ago
▲ 9 r/CivVI

Why do my trade routes take so many turns?

Even a 5 hex sea route to the city state next to me is 40 turns! Its like they all start at 30 turns minimum. Is this normal for standard speed? Land routes arent better.

(playing as phoenicia, renaissance era, Standard speed, most of the sea navigation techs unlocked)

Edit: Thank you for pointing me to the wiki, it’s so long I’d never scrolled that far before to read the trade route part!

I think i understand the real issue. This is my first time playing with the better trades mod which tells you the real trade route turns, vanilla just gives city distances according to the WIKI so routes look shorter I guess but aren’t

u/Hfcsmakesmefart — 24 days ago
▲ 22 r/CivVI

Buy or build Traders?

Current cost is 94 prod, 375 gold

I'm creating 352 gold per turn, almost enough to buy 1 trader per turn.

However, just holistically it seems that spending 375 gold on a thing that is primarily there to get me more gold seems silly!

My current highest yields from trade routes are 10 to 12; so would take 35 or so turns to recoup the money spent, but I know that trade routes provide many other yields and I even have the +2 food +2 prod card for allied trades slotted. Trade routes also help with diplomatic relations so I want to get them out there.

I somehow have 4 more trader slots, and I have a lot of low production coastal cities 10-20 max. What should I do.... disrupt cities production and just produce traders or buy them?

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u/Hfcsmakesmefart — 26 days ago
▲ 14 r/CivVI

Buy or build settlers?

Playing as Phoenicia in true Mediterranean

Phoenicia has the Cothon Harbor replacement which gives a 50% boost to Settler production. I messed up and did not put my governor tile in a city by the sea so I can’t double the bonus with Ancestral Hall.

I’m in Middle Ages. I can still expand to much of North Africa and figure I should do so soon before the rest of Europe figures it out.

Problem: most of my cities have low production (they are by the sea without hills to build mines or forest to build mills)

Production for a settler is at 230 rn and 920 gold to purchase. My civ is making 350 gold per turn.

the city that has the highest production that is near where I want to expand would take 9 turns to build a settler and 7 if I slot the policy card. Obviously slotting this policy card means I can’t slot others which may be more beneficial on a whole, so it seems like a waste just to make 1 city produce something 2 turns faster!

I just built an industrial zone in this city and it needs a workshop and factory to help itself and future cities. For comparison a workshop is 780 gold and a factory is 1320. Could also get a shipyard for 1160.

So at my income rate I could pump out a new settler every 3 turns or so. (I want to make 6 new ones) or I could sink that money into infrastructure like the aforementioned industrial buildings and maybe settler production time decreases a little but will still be slower than 3 turns but then when they settle they’ll get a boost from the nearby factory.

TLDR: It seems obvious that I should just buy settlers but I feel like I should lean into the Cothons unique 50% off settler production bonus, or maybe I should use the money to improve city production instead. WWYD?

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u/Hfcsmakesmefart — 26 days ago
▲ 132 r/CivVI

Quick Deals is a cheat code

You can use the purchase screen to buy low on civs luxuries and then sell your own luxuries at a higher price even ones you only have 1 of

Can literally print money this way

I guess without this screen you could keep tabs on which luxuries civs have too many of to sell and work it that way, but this screen makes it so easy!

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u/Hfcsmakesmefart — 26 days ago
▲ 30 r/CivVI

All the AI civs keep dissing me, it’s starting to get me down

Playing immortal, and went for an early hero rush to help capture a neighbor. Not sure I made the correct choice cause these leaders keep saying my civ is pathetic

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u/Hfcsmakesmefart — 1 month ago
▲ 14 r/CivVI

Just won my first science victory! (Addiction confession)

With Genghis Khan in Emperor. Was also my first victory WITH all the DLC. I love love the DLC, the rising storm especially, I played heroes, secret societies and corporations. I spent 200 hours in the one game with 30 cities by the end. I. The last 30 turns, even though I was fairly certain I’d win. I still couldn’t help but maximize each city and learn about new things that I’d never built before like the giant death robot, solar power, jet airplanes, preserves, etc.

In the process I almost lost all my hair. I didn’t work on my self employed project for more than 5 hours and only applied to one job. My sleep debt is over 12 hours. And I just kept telling my wife that I would stop playing once I finished.

But now that I’m done, I really need to try to win on Immortal, right? Talk me out of firing it up again tomorrow, anyone? I’ll give you 10 hours.

u/Hfcsmakesmefart — 1 month ago
▲ 49 r/CivVI

Why do y’all love doubling up on industrial zones when a mine will give you about the same production?

Since factories and power stations give their bonuses to every city within 6 squares and the bonus can’t be doubled except through a 5th promotion magnus, doubling up an industrial zone is basically only worth an adjacency bonus and 3 for the workshop. A mine or lumber mill will typically be worth the same or even more (especially late game) and only costs 1 builder charge. Not to mention it doesn’t steal a district slot.

I will admit that my factory based cities tend to have more prods than others but I think that’s bias on my part-to produce Wonder/military unit creating cities and throw a bunch of mines in there too. I realize an industrial zone can give that production without a citizen working there but that’s sorta minor mid/late game.

What am I missing here? Are yall just settling on flatland and harvesting all the forests right away?

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u/Hfcsmakesmefart — 1 month ago
▲ 11 r/CivVI

Why is Qaraqorum still underpowered?

In Qaraqorum, I have a stock exchange and a broadcast center, each takes 3 power. I've build 3 solar panel squares which produce 2 power each. 6=6 but its still underpowered. Qaraqorum does own all of the hexes with solar panels on them.

What's the issue, do the solar panels have to be within 3 squares of the city (2 of them aren't)? Do they have to be worked to give power?

Sorry for the NOOB questions, first time playing with power grids.

u/Hfcsmakesmefart — 2 months ago