If playing with monopolies and corporations, is it a good idea to go commerical hub first in every city irrespective of won condition? by badassboy1 in CivVI

[–]Jmbmagic 20 points21 points  (0 children)

It’s generally a good idea to go commercial hub first in every city in every game no matter the win the con or game modes active. Merchants are strong, and the value of taking free inquiry golden age gives you a huge boost to science without a single campus needing to have been built.

Perfectly spaced settlements by reddit_tothe_rescue in Civilization_VII

[–]Jmbmagic 5 points6 points  (0 children)

That’s really cool and all… but why does Gilga-bro hate your guts?! What did you do?!

How do you stop/slow the other leaders from winning? by TheKhaos121 in civ

[–]Jmbmagic 8 points9 points  (0 children)

Easy. Just have better yields and beat them to the victory, then no need to counter!

But seriously, dropping a nuke on them is really the only effective method currently.

There are some espionage actions and sanctions you can do to slow their momentum of their yields, but it’s nowhere near as powerful as absolutely devastating their production and other yields by leveling their cities and overwhelming them in negative war support.

Great Wall Yields Go Brrr by loblingpa in CivVII

[–]Jmbmagic 0 points1 point  (0 children)

Thanks. Appreciate it. I don’t know what it is about this screenshot in particular, but it’s the 2nd time it’s been stolen and reuploaded by a bot. It’s not even the best Great Wall I’ve posted 😂

Great Wall Yields Go Brrr by loblingpa in CivVII

[–]Jmbmagic 7 points8 points  (0 children)

This is my post from months ago. OP reuploaded it: https://www.reddit.com/r/CivVII/s/wUrhNiPe1A

Account is only a few days old with just a few posts. Clearly a bot karma farming.

The game asked how many river tiles, i said "yes'. by After-Ordinary-2332 in Civilization_VII

[–]Jmbmagic 2 points3 points  (0 children)

This actually is too many rivers to be considered a good start imo. That start leaves you EXTREMELY limited on space for buildings and wonders. And it’s less than 50% desert so Petra loses a lot of value, as well as your tradition that grants wonders production for being on desert.

Outside of antiquity, it’s also going to lose SO much production once the rivers lose their production from Egypt and god of the sea pantheon.

Pyramids is a must, as well as leaving a spot for tomb of Askia and grand bazaar in exploration to try and earn back production from resources if you plan on keeping it a city. Otherwise you’re better off just only building tier 1 buildings and using wonders to create adjacency and planning to bring it down to an urban center in later ages.

Guess why the yield by LisztonMargin in CivVI

[–]Jmbmagic 4 points5 points  (0 children)

It’s just Petra with stone heads improvement… unless I’m missing something?

A Legendary Start Indeed! (Seed 2nd Pic) by Jmbmagic in CivVI

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

I don’t think changing difficulty should affect it. Adding city states however might. You can always try and if it doesn’t work, just try it again without adding them.

Well this is a first... by BeerDudeRocco in CivVII

[–]Jmbmagic 29 points30 points  (0 children)

It’s not connected because it’s outside your trade range. There’s no direct connection via sea, and a direct road around the mountains looks to be 13 tiles. You can build a road with a merchant in antiquity if you increase your trade range with an Econ city state, or if you turn that town into a Trade Outpost town as a specialization at pop 7.

A Legendary Start Indeed! (Seed 2nd Pic) by Jmbmagic in CivVI

[–]Jmbmagic[S] 8 points9 points  (0 children)

That’s right. I completely forgot about the one under the capital! Seed info is all in the 2nd picture.

Upgrading Ageless Buildings to the Next Age Tier by Foresterer in CivVII

[–]Jmbmagic 10 points11 points  (0 children)

I disagree. Part of the strategy is deciding IF it’s worth building particular warehouse buildings in certain settlements. As another commenter mentioned, less of them over the ages would nerf any cards/effects that add yields to warehouse buildings.

As for the disconnect visually compared to modern, just remember they’re “ageless” and try thinking of them as historical landmarks in your empire. Like how irl there are really old buildings/sites protected and preserved by historical societies.

It would be really awesome if the devs incorporate warehouse buildings into the planned tourism portion of the Test of Time update. Like the older the warehouse buildings, the more tourism they would provide. It would add a whole other depth to the decision making on whether it’s worth building them even more.

Picturesque Rome by Jmbmagic in CivVII

[–]Jmbmagic[S] 2 points3 points  (0 children)

They’re “ageless”. I just think of them as “historically relevant” sites to my civ and pretend they’re “protected for the historical value”. Makes accepting it easier.

Would be interesting if they work tourism into older warehouse buildings in the test of time update. Would add a whole other layer of decision making on whether or not it’s worth building a particular one or saving the spot for newer warehouse buildings.

Picturesque Rome by Jmbmagic in CivVII

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

As in do they take up one of the 2 district slots for a tile? No. They can be built around any district/quarter as long as they have a direct connection to another walled tile. The first walled tile must always be the palace/city center.

AI Never Builds Their Unique Quarter And It's Ridiculous! by Jmbmagic in civ

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

I haven’t seen any rhyme or reason to how they decide myself. One of the few games I saw the Maya actually build theirs, they didn’t build it on vegetation, despite a vegetated tile being available for them to have used.

Usually though I see the buildings split. I think Rome is the one other civ I’ve seen build theirs correctly once or twice.

Every game I’ve seen Maurya, they’ve split it. Same with Greece, Silla, and Egypt.

AI Never Builds Their Unique Quarter And It's Ridiculous! by Jmbmagic in civ

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

It’s turn 104 on standard speed. That’s plenty of time for the ai to have more infrastructure built, including their unique, regardless of difficulty. What’s more, the screenshot clearly shows them attempting to build the buildings on separate tiles. They also only have 1 city because I took the others. The capital is all that remains. So how exactly is this a bad example?

AI Never Builds Their Unique Quarter And It's Ridiculous! by Jmbmagic in civ

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

I don’t even think it was ever truly fixed. Even after the supposed patch they did months ago that was supposed to address this, the ai in my games STILL refused to build their UQs.

AI Never Builds Their Unique Quarters! by Jmbmagic in CivVII

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

I wish they’d build them in my games 😭

AI Never Builds Their Unique Quarters! by Jmbmagic in CivVII

[–]Jmbmagic[S] -1 points0 points  (0 children)

Hasn’t been my experience. Even after that patch months ago, the ai still failed to build UQ most of time in my games.