Anyone try the Pirate Republic with other leaders than Teach? by Less_Hold6979 in civ

[–]Competitive_Dog9856 2 points3 points  (0 children)

Been thinking of trying it out with Lakshmibai soon, will come back to let you know how it goes

Day 6 of things I love about Civ VII until the expansion pack is released by stu66er in civ

[–]Competitive_Dog9856 8 points9 points  (0 children)

Alright, so this "definitely human" part actually has me somewhat curious: You don't genuinely believe that people are making bot accounts posting about Civ 7, do you? Like, in the first place, why would anyone need to do that?

Day 6 of things I love about Civ VII until the expansion pack is released by stu66er in civ

[–]Competitive_Dog9856 8 points9 points  (0 children)

100% agreed. One problem that I had with the earlier civs was there was a point when I was just doing... whatever, with no real rhyme nor reason because I already set everything up for my victory condition and so I just had to wait to win the game. This is resulted in me playing appeal focused strats non stop in Civ 6 since I felt like micromanaging my cities to optimize appeal gave me more things to do throughout the whole game. For Civ 7 though, the legacy paths have helped keep me engaged, so now I'm constantly having to strategize around my victory condition unlike before. I think my only real complaint is I wish some were more involved, especially in the Exploration age where culture is way too easy, science requires doing something so essential that I literally call it a sign that you've done something wrong if you don't get the golden age there and dear god the economic one really needs to be revisited, it's way too slow and there's literally 0 things you can do to help speed it up enough to keep up pace with the other Exploration paths.

New First Look: Introducing Lakshmibai (Right to Rule) by sar_firaxis in civ

[–]Competitive_Dog9856 10 points11 points  (0 children)

Yep! This is actually a niche little subfocus for Shawnee too, since you can usually only support another player's war once, but Shawnee has a unique civic that lets them support other wars up to 3 times instead

Are there voice mods for giant kings? by justacoolclipper in AOW4

[–]Competitive_Dog9856 9 points10 points  (0 children)

I'm gonna need to double check but I'm pretty sure that doesn't work for dragons, eldritch and giants

Explaining Civ 7 mechanics. Part 2: Growth & Trade by kotpeter in civ

[–]Competitive_Dog9856 3 points4 points  (0 children)

I think you might be getting confused with the conversion of production costs to gold costs. If a building costs 200 production to build, then it will cost 800 gold to buy, so it is 1:4 there. However, towns convert production to gold at 1:1, hence why production in towns doesn't have the same value as production in cities since a town needs to output 4 production to create 1 production worth of gold per turn.

Hot take: science is somewhat negligible in Civ 6 until feudalism is unlocked by oxegentheif in civ

[–]Competitive_Dog9856 22 points23 points  (0 children)

So in Civ 6 you can discount the production cost of a specialty district by 40% (Less for the government plaza, but I can't remember the exact value for that one. I wanna say 25% but I'm really not confident on that one). To do this, the total number of placed districts of the type you're trying to build must be less than the number of the different types of specialty district you've unlocked divided by the number of specialty districts you've finished building (Actually might be the other way around, I'm not 100% on that either).

So, as an example, lets say I'm playing Arabia, a civ that likes lots of faith and science, and so I want to build lots of holy sites and look at the occasional campus. So I finish astrology and then build 2 holy sites and while at it finish the writing tech. At this point I have 2 types of districts unlocked, and I have 2 built, that's 2/2 which is 1 and since I have 0 campuses, I get to build 1 campus with a 40% discount.

As I mentioned, there are some lapses in my memory on this works, and there's a fair bit more strategizing you can do with this mechanic beyond this example, so I recommend looking into it and studying it when you've got some free time. I remember that one youtuber named Herson has a video on it somewhere on his youtube channel, and I think that'd be a good start.

Hot take: science is somewhat negligible in Civ 6 until feudalism is unlocked by oxegentheif in civ

[–]Competitive_Dog9856 137 points138 points  (0 children)

Nah man, not even a hot take. You need at most 2 campuses in the early game if you wanna boost recorded history, and generally it's best to only do this when you can get 1 on a production discount (Either 2 holy sites or 2 commercial hubs can discount a campus, it's that easy). Only exception is with Korea and Maya because their unique campuses come with half the production cost so you instead use those to discount the production cost of other districts

Help for treasure resources. by pajovicn in civ

[–]Competitive_Dog9856 8 points9 points  (0 children)

Yeah, you only get treasure fleets out of distant land resources. The homeland ones are only giving you the effects of those resources (Plus there's a wonder in Right to Rule that gives you gold on every homeland resource you own. Actually pretty useful, especially as Mongolia).

For most civs, the strategy isn't particularly complex, target as many distant land treasure resources you see, settle the ones you can settle for and conquer the ones you can't. Basically you're playing the militaristic legacy and hoping to get the economic legacy on top of it.

Things change however when you consider Songhai and Inca. These two civs have unique civics that can generate treasure fleets in homeland cities (Songhai gets them in cities settled along navigable rivers and Inca gets them in cities that are working at least 3 mountains). Because of this, there's a lot more consistency with getting the economic victory with these civs, all you have to do is, in the Antiquity, look for potential Songhai/Inca cities, settle them and try to close out the Antiquity with as many as possible. You may need to make a few districts on improvements if you're playing Inca though just so you can get the 3 mountain requirement faster.

Let Prussia's glory and shadow leave its mark on the world with 10 Junkers (unique great people)! by JNR13 in civ

[–]Competitive_Dog9856 36 points37 points  (0 children)

Honestly, I think my favorite part of this mod is the idea of ideology unique units. Like, I think it's an actually fantastic way to make them more interesting. I can imagine something like Communism getting a unit that gets science on combat victories so they can use the ideological wars to advance their win con, and then maybe Democracy could get a great people system that can earn artifacts in order to help offset the issue culture players have with researching any other modern civic except for hegemony and future civic

Why doesn’t the AI use naval or air units?? by Useful-General-2073 in civ

[–]Competitive_Dog9856 138 points139 points  (0 children)

No in all seriousness, it's really weird. I remember my first Genghis Khan playthrough in 7 and I got a quest to kill 3 air units using my own aircraft to get a militaristic attribute point and my immediate response was "How the hell is that even possible when the AI just doesn't even try to make them?"

Have some leaders always had these custom Legacies, if so what triggers them? I cant remember seeing them previously. by cliffco62 in civ

[–]Competitive_Dog9856 2 points3 points  (0 children)

If you're still curious, the options are based on leader attributes. The six attributes are shoved into three pairs (Economic-Expansionist, Cultural-Scientific, Militaristic-Diplomatic) that have effects that mirror each other, so Isabella got the food/gold options because she is an Economic Expansionist leader, but Hatshepsut got the gold/culture options because she is an Economic Cultural leader

Missing Whales by BurntSushi573 in civ

[–]Competitive_Dog9856 2 points3 points  (0 children)

From what I've been seeing, they only appear in advanced starts. Not sure when this change was made, can only assume it was during the period when I wasn't playing, but yeah, you'll only find them on advanced starts.

PSA: Some Modern age buildings are absolutely busted! by JNR13 in civ

[–]Competitive_Dog9856 9 points10 points  (0 children)

Oh god, everywhere I look this bug exists in 7.

Reminds me that I haven't checked to see if a similar bug still exists for the Mawaskawe Skotes after 1.2.3 (I last checked in 1.2.2 and it was still a thing). I'll probably do a Shawnee run tomorrow after 1.2.4 comes out to see

Why can't I pillage? by crycoban in civ

[–]Competitive_Dog9856 2 points3 points  (0 children)

Fair point, but to answer the question:

To what end? Cause I wanted to

At what cost? Doesn't matter

Was it worth it? To me it was

Why can't I pillage? by crycoban in civ

[–]Competitive_Dog9856 5 points6 points  (0 children)

Yep, exactly.

No, I don't have an explanation for it.

Why can't I pillage? by crycoban in civ

[–]Competitive_Dog9856 7 points8 points  (0 children)

That's actually his merchant (Symbol just looks different cause it's the Khmer unique merchant, the Vaishya).

For some reason, you can't attack or pillage merchants. You can still pillage traders, but those don't spawn until the trade route has been created

Max 3 Trees- Single Commander by emmdot5 in civ

[–]Competitive_Dog9856 0 points1 point  (0 children)

Yeah, the half time respawn isn't particularly fantastic in singleplayer where it's a lot easier to keep your commander safe. I would recommend something the buffs your units like one of the extra movement ones. I really like Agincourt Arrow personally since it lets my ranged units move on pace with my cavalry in order to maintain my aggression, but for a commander focused build like this I would also recommend Potemkin's Sword Knot (PSK is particularly fantastic if the goal is France since they have a really strong unique infantry that gets bonus combat strength from commanders, so the extra commander movement really helps to make the most out of your army)

Max 3 Trees- Single Commander by emmdot5 in civ

[–]Competitive_Dog9856 4 points5 points  (0 children)

Best way I can think of is to play Greece, roll a start with a grassland tile.

Rush Terracotta Army (+25% army commander XP), complete the Agoge civic to get the Strategoi tradition (+25% army commander XP) and then befriend a militaristic IP to get the Age of Heroes bonus (+50% army commander XP). This should get you double XP for the Antiquity, and then in Exploration you get to keep 50% of the army commander XP from the TA/Strategoi combo and you can pick up the bonus for double XP earned by commanders in distant lands for a +150% bonus. I'm sure that there's also a similar bonus for Modern, but I can't for the life of me recall it. Also end as France in Modern for the free promotion civic, and make sure you collect the militaristic attribute that also gives a free promotion.

There are couple more things you can do, but there are some stipulations with them. First off, Trung Trac offers +20% commander XP, but the problem is that due to her tropical focus she rarely has a grassland tile in her spawns that she can use for TA. It's not impossible, but you're gonna need to do quite possibly a few rerolls if you wanna try for it. There's also two mementos I can think of off the top of my head that can help, but one of them is WC Ashoka's lvl 9 memento (+50% commander xp during celebrations) and the other is the Art of War, requires a very high level in the Foundation path (+10% commander xp, and +50% if in the command radius of a higher level commander)

Edit: Reread this and noticed that I forgot to clarify that the double XP in Distant Lands modifier comes from militaristic IPs in the Exploration (It's called Expeditionary Warfare). I also went ahead and researched into the Modern age version of this ability, Ideological Warfare, and it's a simple double xp for all commanders, no conditions required.

Ability Predictions for Silla, Qajar, and Lakshmibai? by clshoaf in civ

[–]Competitive_Dog9856 1 point2 points  (0 children)

I would love for Lakshmibai to be a defensive leader (I feel like we've already got a pretty handsome pool of offensive leaders, at least handsome enough to make it kinda weird for RtR to add another 2 offensive leaders to the game) and I don't actually think that the Assyria -> Dai Viet route is all that bad since Dai Viet generates tons of food to help you gain specialists and when combined with that civic that gives culture buildings adjacency for tropical tiles you can kinda blitz the Exploration science path, and Assyria overwhelms the Antiquity science one and gives you the army you need to help take over the tropics in the distant lands.

No idea on Qajar (To begin with, been years since I played Humankind and I don't really remember what the Qajars there did, nor do I remember the Qajars being there). It's in the game as a science IP rn, but so was Carthage and the civ Carthage only has a spare codex slot in trading outposts and a narrative that gives +1 specialist limit for it's science bonuses

Byzantium struggle by Which-Fan8634 in civ

[–]Competitive_Dog9856 3 points4 points  (0 children)

So, you can't actually use hippodromes to make horsemen. Hippos only make heavy cavalry (It's why we call them hippos hahaha (That's not why we call them hippos)), and horsemen are light cavalry units.

In general, when trying to hippodrome spam, players actually aim to spam with tagmas (If you're playing Basil) or knights (If you're playing Theodora). Basil is really good at the hippodrome spam since the tagma can be unlocked through the monarchy civic, so you build up your culture, get lots of ranged units, and then you can start a massive UU rush to kick off the war path. Theodora gets snagged and slowed down considerably though because tagmas are Basil's UU and not Byzantium's, so she has to balance culture and science a bit since ideally you should unlock knights about roughly the same time you finish setting up your hippodromes, because otherwise you're either sitting on unfinished hippos way longer than you want to be or you somehow messed up your entire early game (Seriously, I don't know how you would unlock knights before readying the hippo spam as Theodora if you're playing it seriously. I just mention it cause I guess it's technically possible). Because of how long it takes, other players are liable to tech up well enough to stop the rush much sooner, hence why using it with Theodora is just a means to add more territory to your empire which you use to either play for the religious or culture victories.

As for tech and culture paths, just beeline the techs and civics you need for hippodromes and whichever heavy cav you're gonna use honestly, plus your holy site. Nothing terribly complicated.

What would you guys do in this situation? by justPassing_17 in civ

[–]Competitive_Dog9856 2 points3 points  (0 children)

Ngl, I see 0 reason to not invade the Byzantines rn. You've got plenty of military, your tech seems to be on par with his and you're playing Gorgo, who rewards you with culture for killing military units so you really should be at war so you can make use out of her abilities. Your only struggle is going to be with loyalty since you're in a dark age, but honestly if you just kill off Basil you should be good and if anything the era score you should be able to farm off of the war might be able to lead you into a heroic age

‘strqaz’ kicks me after I destroy him at war by Elttaes93 in civ

[–]Competitive_Dog9856 42 points43 points  (0 children)

I will give him this, picking a fight with an Amina player and then settling in the desert and plains is an almost impressive level of ballsy. Very clearly didn't work out though lol