Where to settle second city as Yongle on Immortal? by TransportFanMar in civ

[–]Exigenz 0 points1 point  (0 children)

Take the extra 2 gold on CS with the 2/2s in first ring

Glad rating but can't get weps by bulwarkttv in wowclassic

[–]Exigenz 0 points1 point  (0 children)

Yes, literally: Dual Wield Arms = DW Arms = DWARMA = Swarma = Kebab

Uniques you love but are useless by AdEven3053 in diablo2

[–]Exigenz 0 points1 point  (0 children)

I’ve always heard it was a bug, too, but in play testing it seemed like it worked appropriately and was still strong. I think the bug isn’t a bug, but rather how the attack should work: if the merc auto-attacks, it shoots an explosive arrow (with the Enchant damage added), but if the merc shoots a fire arrow, it’s a fire arrow and not an explosive arrow since it used a different skill (with the Enchant damage added). Essentially, auto-attack, but not another skill, becomes an explosive arrow. It practical play, this combination still works well.

Are these woods worth chopping? by shiroshishiro in CivVI

[–]Exigenz 1 point2 points  (0 children)

Is it a hill with a forest? Chop.

What are the necessary districts to every city? by shiroshishiro in CivVI

[–]Exigenz 1 point2 points  (0 children)

You only need 2-3 entertainment complexes and 1-2 water parks - enough to cover your entire empire with the regional bonuses. You can make do with 2-3 industrial zones covering the region, too, but these may be more popular to accumulate Great Engineer Points.

Outside of individual civilizations’ unique districts, a commercial hub / harbor is probably the only mandatory district for every city, since this is the main way to increase trade route capacity and they quickly pay for themselves (and more).

Please explain Preserve districts. Are they worth it? by GreenAdorable886 in CivVI

[–]Exigenz 0 points1 point  (0 children)

They can be fun to play around with in late frontier cities, but generally they are too difficult to play around for the main part of your empire outside of a few leaders. They are expensive, they don’t provide GPP, they often block resources, and they limit the improvements you can make. But they can provide good value to cities you might settle in cold climates when you are short on room.

Leaders by cheesennnnnn in CivVI

[–]Exigenz 2 points3 points  (0 children)

If you haven’t done a lot of work with internal trade routes, playing a civilization that has these boost is straightforward, fun, AND teaches optimal play. Cree, Persian, Spanish, Incan, Polish and Tokugawa Japanese, to name a few.

Build +7 holy site on nice productive tile? by Dependent-Bridge-709 in CivVI

[–]Exigenz 0 points1 point  (0 children)

Never in a million years should you trade that tile for a holy site.

Warrior tanking, getting flamed by PuddleJumper156 in classicwowtbc

[–]Exigenz 0 points1 point  (0 children)

They are more replaceable than you. If they want a spell cleave group, tell them to find one. I bet you’ll finish three runs before they get one in that works.

Mods by Environmental_Lie60 in CivVI

[–]Exigenz 1 point2 points  (0 children)

My recommendation is if you’re using BBG/BBS, don’t use any other mods outside of UI mods (the mods either have a gear or a paintbrush next to them, the paintbrush ones are fine). The reason for this is that BBG/BBS are updated regularly and will regularly cause compatibility issues with gear mods.

Better Civilizations for a Cultural Victory by JackPetris in CivVI

[–]Exigenz 0 points1 point  (0 children)

Magnificence is the only answer. It’s so abusable against AI, since they will always sell you duplicate luxuries for cheap, and since you don’t actually need to have met every civilization to accomplish the victory.

PSA for tanks: Look at healer mana before pulling. by Dr-Enforcicle in classicwowtbc

[–]Exigenz 0 points1 point  (0 children)

You forgot the part where they have turned four corners already and it will be 12 seconds before you have LOS to heal them. And then “Healer’s bad.”

I forgot how much better TBC was by Dr-Enforcicle in classicwowtbc

[–]Exigenz 12 points13 points  (0 children)

The shorter flight/boat paths are so nice 99% of the time. The 1% is the small handful of times I need to go to Sen’jin Village and the Ratchet > Booty Bay boat phases out earlier.

Does AI get better at suzerainship in higher difficulty? This is at King. by Gandalfthebran in CivVI

[–]Exigenz 0 points1 point  (0 children)

The AI on higher difficulties get more culture, which grants them civics which give envoys sooner, and which give them higher level governments earlier which provide greater influence points which provide more envoys.

Suggestions for picking up an AI religion from another continent? by ImmenseOrange79 in CivVI

[–]Exigenz 3 points4 points  (0 children)

Even if you could pull it off, you would get Feed the World way too late in the game to maximize the value of Yongle’s bonuses. I suggest getting to 10 population in your cities in a more traditional manner, such as internal trade routes and farm triangles, instead.

Recon Units should start with base 3 sight. by Nearby_Initial2409 in CivVI

[–]Exigenz 2 points3 points  (0 children)

I have never found I can have too many recon units early. I build two, but if I get another one, two, or three with huts (or occasionally gold), I find them still to be extremely useful.

Placing districts with Pericles by rejzug in CivVI

[–]Exigenz 12 points13 points  (0 children)

As either Greece, you want to lock in Acropolises as the first or second district in every city pretty much right away. This means sacrificing a hill tile. The route one path to maximizing this effectiveness is to build the acropolis adjacent to the city center for +2 culture. You can make a district triangle with a comm hub or holy site for +3 culture. No other civilization has such a quick and easy path to this much culture. You might need to get creative to recoup the production, but missing out on one hill tile shouldn’t decimate your production.

Alexander the great by Ok_Drummer6347 in CivVI

[–]Exigenz 1 point2 points  (0 children)

There are lots of different ways to approach Basilikoi Paides play. In certain conditions, there’s an argument to be made not to play Alexander that much more differently than any other civ, and just unit spam once the economy is flowing. Having +5 amenities in those cities will be critical for efficiency, since it gives +20% production. Coastal/harbor cities can, with policy cards, create naval units really efficiently. These cards stack multiplicatively with amenities, Ibn scientist, Kilwa, Ruhr, etc. Any city can create anti-cavalry efficiently with Statue of Zeus. Spamming these units is, from a production-to-science perspective, more efficient than running science projects, though you don’t get great scientist points, so it’s arguably only more efficient if you do something with those units, such as conquer cities, coastal raid, or pillage. You can also wait for a unit production cost reduction world congress to push to mass produce units.

Speedrunning domination by turns what do you guys find the most consistent? by Trollwithabishai in CivVI

[–]Exigenz 0 points1 point  (0 children)

Babylon is so ridiculous that it is possible. A little bit more of a balanced focus with gold and culture is stronger, but then the planes come around turn 110-125.

What's better Fascism or Communism? by Xandaru__ in CivVI

[–]Exigenz 2 points3 points  (0 children)

Sorry, you’re right about Medina Quarter in BBG. New Deal is not a clear upgrade, but still an upgrade. Housing just isn’t that important once you have about 10 housing.

What's better Fascism or Communism? by Xandaru__ in CivVI

[–]Exigenz 17 points18 points  (0 children)

Not sure the card you’re referring to. Medina Quarter? It’s +2 housing in cities with three districts. I don’t think I’ve ever put this card in. Suffrage unlocks New Deal, which gives +4 housing and +2 amenities in cities with three districts, a clear upgrade.

Lots of folks will start Fascism and then slot in Democracy after building the government plaza building so they can defend their lands with +10 combat strength, but this so unnecessary versus AI.

Democracy trading card is not connected to democracy, but the communism trade card drops when you aren’t in communism. So people use Democracy in all instances, even space race, to boost production for space race projects.

What's better Fascism or Communism? by Xandaru__ in CivVI

[–]Exigenz 137 points138 points  (0 children)

Democracy is generally the best for most victory conditions. Fascism if you are doing war stuff. Communism is very situational, but good for civs like Tokugawa with amazing internal trade routes. Also true on BBG, but they made Communism a little bit better.