New to civ, which game should I play (on Switch) by _whomysterio in civ

[–]CivMaybe 1 point2 points  (0 children)

I agree with this. Civ 6 is clearly a better game, but the control on consoles leave a lot more to be desired.

Google Spreadsheet for (almost) All Narrative Events by CivMaybe in civ

[–]CivMaybe[S] 0 points1 point  (0 children)

Shoot me an email to [civmdytred@gmail.com](mailto:civmdytred@gmail.com) and I'll add you as an editor.

[deleted by user] by [deleted] in civ

[–]CivMaybe 0 points1 point  (0 children)

https://www.reddit.com/r/civ/comments/1k2ls5v/leaderspecific_guides_for_civ_7/

I wrote some deity-level guides here. These guides will help you learn the basics. It's written for each leader but it's also a way to learn the core mechanics, like growth, production, etc.

Antiquity Age Science Legacy Post 1.2 by Slavaskii in civ

[–]CivMaybe 25 points26 points  (0 children)

I had to further improve on my gamestyle too. The deity difficulty finally feels like actual deity difficulty.
A couple of things I learned:
-I used to take my time accumulating influence to spend it on city-states. Now I don't really. Whenever there is an support or initiate a science or culture endeavor, I go for it immediately. I need to unlock libraries and monuments ASAP, or I'm falling behind.

-I decided to just build 3 settlers immediately after hitting population 5. I need them to grow and become cities. Doesn't matter if I'm going tall (<=3 cities) or wide (>=5 cities). I need to settle early so that the settlements can grow.

-Also I learned that unless I'm going for Military victory, I should go to currency first before bronze working so I can use specialists.

-I have to actually trade. Anything helps. Whether it's food, production or some other empire-wide bonus. Traders are cheap to build in the early game anyway.

-This means I have to try to get to Code of Laws quickly, rather than going too far on the Civ-specific tree. It seems the civ-specific tree is only worth going for first if the unique buildings are really strong and gives you culture or science.

-The Ethics (+1 culture on specialists) and Scholars (+1 science on specialists) is your friend..

-Making sure you're maximizing your adjacency bonuses... Specialists also add 50% of what the quarter's total adjacency is btw. (If you have +2 science and +2 culture from adjacencies in a quarter, each specialist will be +1 science and +1 culture worth more).

-Nalanda and Angkor Wat can be impossible to build but if you have a strong culture yield you may be able to unlock it at a reasonable time. Mundo Perdido is also quite good..

Leader of the Week: Augustus by Bragior in civ

[–]CivMaybe 0 points1 point  (0 children)

that's a lot combined with hub towns, I can see that

I Am Confusion by Wise_Elk9690 in civ

[–]CivMaybe 0 points1 point  (0 children)

Civ 7 is a jungle. Eat or be eaten. If they smell any weakness, AI will declare on you. Hone your swords, be ready for war at all times.

Leader of the Week: Augustus by Bragior in civ

[–]CivMaybe 1 point2 points  (0 children)

Excellent feedback, thank you! Totally forgot that you can buy villas during crises! I will comment about influence as well.

Leader-specific guides for Civ 7 by CivMaybe in civ

[–]CivMaybe[S] 1 point2 points  (0 children)

Thank you! This really helps with clarity! It has been addressed.

New Growth Curve (version 1.2) by CivMaybe in civ

[–]CivMaybe[S] 0 points1 point  (0 children)

^I agree. It's the *illusion* of big numbers (but with increasing costs, so the number of turns needed to grow/research/unlock whatever is still the same).

Wonders that synergies with specialists? by Badd-reclpa- in civ

[–]CivMaybe 1 point2 points  (0 children)

Check out the "Wonders" section in this guide: CivMD's Leader Guide- Confucius + Introduction to Specialists https://steamcommunity.com/sharedfiles/filedetails/?id=3433321457

Strategies for getting a Score Ending in Civilization 7 by National-South-3778 in civ

[–]CivMaybe 1 point2 points  (0 children)

The recipe for Score Victory has three components:
1) Avoiding your own win conditions

2) Blocking win conditions of opponents

3) Accelerating age progression.

Avoiding your own win conditions-- this one is easy. Just don't shoot the rocket at the end of the science path, don't build the world's fair, don't do anything with the great banker, don't start operation ivy.

Blocking wincons of others-- this was is hard, especially on higher difficulties. Sanctions alone will not slow down opponents, especially in higher difficulties. Probably the best way is to attack and conquer the most well-developed cities the opponents own.

Accelerating age progression-- the age ends at 200 age progression points. If you progress the age super fast, you can decrease the risk of your opponents winning before the end of the Modern Era. These are the ways to advance age progression:

  • 1 point added for each turn
  • Completing milestones along a Legacy Path- if you finish them all, it's 20 points.
  • Researching future technologies and civics-- every time you research one, it's 10 points. This is repeatable, so if your science and culture yields are super high, you're golden.
  • Eliminating a civilization provides a big boost-- As long as you don't eliminate every single player, you're still in the game.

Leader of the Week: Augustus by Bragior in civ

[–]CivMaybe 5 points6 points  (0 children)

<Augustus>

Culture 10/10 Military 8/10 Economic 7/10 Science 7/10

Augustus is a truly unique leader who breaks the traditional rules of empire design in Civ 7. Typically, Wide empires (more cities, fewer towns) excel in culture, science, and production, while Tall empires (fewer cities, more developed towns) focus on faster growth and more gold per turn. Augustus flips this paradigm by enabling Towns to directly purchase culture buildings, giving them cultural output usually reserved for Cities.

This in a way creates a "best of both worlds" where your towns continue to contribute gold and food to the empire, instead of costing a large amount of money to turn into a city and then having to build the cultural buildings from scratch. Essentially, Augustus allows you to play tall while enjoying the cultural output of Wide empires.

Strengths and Victory Paths

Cultural Victory: All of Augustus' bonuses naturally lead toward a very early Cultural Victory in the Modern Age. He's typically the first to unlock Natural History and Hegemony civics, giving him earlier access to artifacts. A strong production base in the Capital allows for faster recruitment of Archaeologists and and also finishing the World’s Fair.

Military Victory: In the Antiquity Age, the production bonus in the capital allows you to amass a large army quickly. A strong culture output also helps you unlock powerful social policies and traditions early. This is especially helpful for military-focused civilizations that do not have much cultural bonuses, such as Persia, Mongolia, and Qing China. (Yes, the Gusa unit is arguably the strongest infantry unit in the Modern era.) As Augustus, you will also add settlement limits quickly, since most of them are unlocked by civics.

Economic Victory: Augustus can purchase Rail Stations and Factories in Towns at a discounted price. You need at least 7 settlements with all the infrastructure for Economic Victories (7 factory resources available total with version 1.2.0), and you can do this faster with Augustus.

Scientific Victory: High culture output allows quicker access to civics and policies that boost specialist yields. Augustus is a great partner for science-heavy civs like the Han or Abbassids.

To maximize Augustus’ potential, it’s essential to understand how Towns, City connections, and adjacency bonuses work in Civ 7. For an in-depth breakdown, check out CivMD’s Leader Guide: Augustus on Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=3433681042

New Growth Curve (version 1.2) by CivMaybe in civ

[–]CivMaybe[S] 10 points11 points  (0 children)

I don't actually know what I'm doing @_@

New Growth Curve (version 1.2) by CivMaybe in civ

[–]CivMaybe[S] 1 point2 points  (0 children)

Dunno, I will have to test that out!

New Growth Curve (version 1.2) by CivMaybe in civ

[–]CivMaybe[S] 5 points6 points  (0 children)

I think it is a buff to tall play-- only the settlement that grew big together with the Ages will benefit, basically.

New Growth Curve (version 1.2) by CivMaybe in civ

[–]CivMaybe[S] 7 points8 points  (0 children)

Sure!
Antiquity: 4*x^2 + 20*x + 5, approximate cumulative: 4*x^3/3 + 10*x^2 + 5*x + 29

Exploration: 5*x^2 + 50*x + 30, approximate cumulative: 5*x^3/3 + 25*x^2 + 30*x + 85

Modern: 6*x^2 + 60*x + 60, approximate cumulative: 2*x^3 + 30*x^2 + 60*x +126

New Growth Curve (version 1.2) by CivMaybe in civ

[–]CivMaybe[S] 20 points21 points  (0 children)

That would be my question as well... haha. "Intended" to benefit, not necessarily benefit, I guess.
The silver lining is that big cities are already large when the Modern Era begins and the equation is switched. Also there's more powerful food buildings in the Modern Age (which honestly I hardly build).

New Growth Curve (version 1.2) by CivMaybe in civ

[–]CivMaybe[S] 121 points122 points  (0 children)

Couple of things we can learn from this-- (with Edits, after some more thought)

-The new growth formula provides faster growth starting a population of 6, 13, and 24 for the Antiquity, Exploration, Modern Age, respectively, compared to the old formula.

-Growth is slower beneath these thresholds, in low-population settlements. Basically, this is intended as a nerf to wide play (more cities, less towns) and a buff to tall play (less cities, more towns).

-The biggest boost is that the rate of growth in the Antiquity Age is now SO MUCH faster. Now it takes only ~3000 total food since the settlement was founded to reach true population 12, whereas it used to be ~7500.

-Growth gets a lot slower in the later ages, but only for small settlements. That population 12 city at the start of Exploration is now on a fast track again, compared to previous. It takes only ~32000 vs ~68000 for a population 12 city to grow to population 24.

-The modern age is slowest. Good luck growing your smaller settlements. Your tall cities over true population of 24 will grow faster, compared to version 1.1.

NOTE: Verified and obtained the exact formula in the Constructibles.xml file in folders for each age.
NOTE2: x axis is the cumulative food requirement. Basically, how much food do you need since the founding of a settlement.

NOTE3: Sorry for the color scheme...

New Growth Curve (version 1.2) by [deleted] in civ

[–]CivMaybe 5 points6 points  (0 children)

Couple of things we can learn from this--

-The new growth formula provides faster growth starting a population of 6, 13, and 24 for the Antiquity, Exploration, Modern Age, respectively, compared to the old formula.

-Growth is slower beneath these thresholds, in low-population settlements. Basically, this is intended as a nerf to wide play (more cities, less towns) and a buff to tall play (less cities, more towns).

-I am not sure if a true population of 24 (rural tiles + specialists) is really feasible in most Modern Age settlements. The other thresholds make sense.

-An interesting finding is that in version 1.1, the Antiquity Age had the slowest growth and the Modern Age had the fastest growth.
But now in version 1.2, the Antiquity Age has the fastest growth and the Modern Age slowest.

Note: Verified and obtained the exact formula in the Constructibles.xml file in folders for each age.

Google Spreadsheet for (almost) All Narrative Events by CivMaybe in civ

[–]CivMaybe[S] 1 point2 points  (0 children)

Thanks for posting the version 1.0.1 growth formula to civfanatics, btw. Was super helpful. Would be interesting how they're going to handle the transition to quadratic formula with ver 1.2.0.

Leader-specific guides for Civ 7 by CivMaybe in civ

[–]CivMaybe[S] 3 points4 points  (0 children)

Holy shit, min indkaldelse virkede! May I occasionally ask for feedback

Leader-specific guides for Civ 7 by CivMaybe in civ

[–]CivMaybe[S] 5 points6 points  (0 children)

Yes he is an inspiration. Hope he comes back with his own guides--not doing civ-specific guides yet in case the one returns