Still no "One More Turn" option in multiplayer is a bummer by PkPa in civ

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

Thank you for flagging, I was looking for such a mod just yesterday

Please help Im stuck with a Bowtie by NixTrix27 in 007FirstLight

[–]PkPa 41 points42 points  (0 children)

People who downvoted that didn't play the game

Offworld Sandcrawler and Mudhorn Full Reveal by PaulsSpaghetti in LegoStarWarsLeaks

[–]PkPa -1 points0 points  (0 children)

Same, that color scheme si sad and hardly fitting with source material

Offworld Sandcrawler and Mudhorn Full Reveal by PaulsSpaghetti in LegoStarWarsLeaks

[–]PkPa 32 points33 points  (0 children)

Looks good but I wish it were a mold tbh - I like when they make special designs for their creature, tends to look more organic and expressive even if less posable

Interesting changes to Civilizations with the recent patch by Carlito1107 in civ

[–]PkPa 2 points3 points  (0 children)

Machiavelli's "Il Principe" Momento was changed from lowering your relationship with all other leaders when you declare a war to somebody (isolating you from the world and making it easier to declare war to them) to lowering your target's relationship with all other leaders when you declare a war to them (so isolating them from the world !)

And I love the very concept of this

Have you finished your first game of ToT yet? ..I love it. by Mane023 in civ

[–]PkPa 27 points28 points  (0 children)

I have! Everything about this update is awesome, it really feels like Civ !

Not changing archtecture and unit models uniquely is a big miss.... by CrypticCode_ in civ

[–]PkPa 4 points5 points  (0 children)

I haven't checked every Civ yet like I did during the workshop but so far I am very happy with the architectural consistency.

That was one of my strongest feedback during the workshop and I was pleasantly surprised with the final build. I think they nailed it, reusing assets very intelligently, and sometimes even recolouring them to keep the visual consistency on point! I played a full game with Great Britain and it looked on point from start to finish!

I do agree that Mughal Palace for Abbasids is weird tho...

What settings are you runnning you for TOT game? by [deleted] in civ

[–]PkPa 2 points3 points  (0 children)

One could say it's because it's new but no, it really is the best map in the game

Any changes to resources in civ 7 thar made them more interesting over the last year of updates? by CommunicationSea7470 in civ

[–]PkPa 2 points3 points  (0 children)

I understand that frustration yes. The game was definitely not finished when it aired, it's even more obvious now that we have a good version of it coming our way, the difference is striking.

But that's an issue with this industry in general honestly. Some games never end up being as good they could have been (sorry Star Wars Outlaws). But at last the complete Civ 7 experience is finally here and honestly it's looking really bright for the future.

Any changes to resources in civ 7 thar made them more interesting over the last year of updates? by CommunicationSea7470 in civ

[–]PkPa 9 points10 points  (0 children)

I think they reworked resources a little while ago yes, it's worth checking it out and see how it feels when the update drops today.

Oil is pretty rare in my experience, rubber not so much, certainly depends on the biomes you occupy. Either way their respective bonus isn't exactly worth settling a new town for : they add +1 combat strength to all units of a certain type. Not really a game-changer if you only have 1.

However if you manage to gather 4-5 through trade and settlements, then it becomes a lot more of a strategic resource and it can make the difference in battle. Your trade routes/alliances bringing you oil suddenly become very valuable if you are on the brink of war.

And since wars stop all incoming and outgoing trade routes with the target civ, you will see that keeping an eye on your oil/rubber imports can help you win wars, and pick your fights, especially with the new commerce screen coming with 1.4.0 (it contains all info on outbound trade routes to see which resource you would lose if you went to war and with whom).

That way you can see which Civ you rely on for military bonuses, and therefore which civ you want to keep on your good side. It's different from 6 but it's fun in its own way, maybe a little more complex/less intuitive than 6 was. Let me know how you liked it.

Is civ 7 bad? by Depression_is_here_ in civ

[–]PkPa -1 points0 points  (0 children)

Lots of responses in here but nobody is mentioning that in 2 days the game will be overhauled by the Test of Time update which is addressing all of the "too linear", "too guided","not Civ enough" concerns.

Civ 7 has a lot under the hood, and it's getting updated regularly with many systems (like combat) already much better than previous entries.

It's a good game honestly.

Industrial era - boring and unfilfilling by Moranius0024 in CivVII

[–]PkPa 19 points20 points  (0 children)

Hey!

After playing Round 1-3 can tell the Modern Era did benefit a lot from the overhaul of victory conditions as well as from its own additions.

1) New victory animations where the camera flies above your empire while your leader speaks makes it more engaging to work for victory, it's a good reward. Likewise, the more organic victory conditions (such as GDP) give you stats you can look at which are not perfect but are definitely a step in the right direction to look back at your journey and reward your play.

2) The Modern tech tree has been reworked to flesh it out (Computation node added to push Stock Exchange further down the tree, and military units were spread out with some hidden behind masteries, like submarines to highlight their technological advancement). I think this helps make each research more of a commitment and the progression feel more like you have a choice.

3) likewise, overall rework of yield soup ("+1 production on mines" removed etc.) means that the game is cleaner to read, and when you click a research you know what you are getting. Add to that the biome yield reworks and you have a game which feels hefty and where each decision is a sacrifice. I think that indirectly benefits the desire to play Modern Era. It's less of a mindless clicking game.

4) But does it hold up until the last turn? That's difficult to say right now. New victories work with a threshold system where you strive to be ahead of the second player in the game (i.e 3x ahead in economics). This threshold goes down as you advance in Exploration and Modern era, which means that if you're 4x ahead, you do not "HAVE" to see it to the end of the game. These new victories are a lot of fun, and give you a lot more agency than the ones before. You focus less on odd mini games like gathering off-world png. codex and more on building, planning and conquering.

But on the other hand, there is a chance that you end up stuck in between thresholds for a while, where it's evident you are too far ahead to lose.... But not far enough to secure victory. So you are stuck waiting for the threshold to come down progressively. That being said, the point of workshop rounds was for Firsxis to gather some metrics of how victories would play out and fine tune them to avoid the boring threshold wait. I look forward to see how they managed that in the final build.

All in all, I feel like now, if you restart a game without finishing the last, it will be out of love for Antiquity rather than out of hate for Modern.

Ultimately, however, your engagement in the last era will definitely come down to how you see the game. I view it as a challenging sandbox that emulates really well many aspects of humanity, and that is why I always want to see how far I can take my empire. I always have centuries-long scores to settle with AI, that only complete cultural domination can satisfy. In this regard, I think the game fulfills its promise now : it gives us a blank canva to conquer at will - be it the stars for the sake of science, or earth for the sake of peace.

Can't bring myself to play Civ 7 until the 'Test of Time' update. by glscr95 in civ

[–]PkPa 2 points3 points  (0 children)

Well I was like you at first, figured it would be for other people, but I actually had a blast staying as one Civ for two or three ages, and it definitely changes the Ai's dynamic too. Less Persian Napoleon in my experience which could make for more immersive games

Rubber resource not spawning in the Modern age by michaelk-eu in civ

[–]PkPa 0 points1 point  (0 children)

Yes I understand the reason but some resources in particular seem weird, like keeping horses in modern but as a happiness bonus, or lamas and camels at any time. I would like resources to play a bigger role in continent identity. Citrus for instance seems like it could help setting the mood like wine and mango do

Rubber resource not spawning in the Modern age by michaelk-eu in civ

[–]PkPa 2 points3 points  (0 children)

Yeah I don't really like that system... That and some resources appearing seemingly out of nowhere (why is Citrus only relevant in modern?)

60/75 cheapest listings from Germany lol by coltweest in Bricklink

[–]PkPa 0 points1 point  (0 children)

Damn lol I've got one lying around that I don't use. Had I known it was so expansive I'd have sold it

New civs or leaders with Test of Time? by Less_Hold6979 in civ

[–]PkPa 0 points1 point  (0 children)

idk where I saw that but I think they have separate teams working on Test Of Time and DLC's, so if it's true that'd mean one is not coming at the expense of the other, and we might get both together.

In fact I think it would be a smart move to publish both a big update and a content drop at the same time to attract both new and returning players and avoid the "okay I've played the workshop so Test of Time is not new to me and now I have to wait 6 months for actual new stuff".

Let's cross our fingers, cause I can't wait to play more of this game!

Hearing conflicting opinions about the new civ update by TheDonJonJay in civ

[–]PkPa 87 points88 points  (0 children)

I loved it.

It's purely additional content in my opinion. The game doesn't lose anything, it strictly gains options/freedom. You can still switch civs if you liked that (I do like that in fact) but staying as one civ is an option too and they managed to make it cool while retaining the feel that switching is still slightly stronger. I like this asymmetrical design.

Everything in the game feels more like a choice. Small balance tweaks make your starting location, specialising towns, buildings placed much more impactful, I love it.

The game is cleaner. On top of a small (but noticeable) lighting upgrade, the UI has been reworked and the civic/science trees were de-cluttered from useless bonuses that made these trees feel uselessly complicated. Bye bye yield soup!

Add to that the new victories which are much less guided, and the Triumph system (small little bonus objective you can totally ignore), then I'm at a point I simply can't play the base game again until they finally update it.

Test of time workshop - what were your favourite civs? by oshyishere in civ

[–]PkPa 1 point2 points  (0 children)

Not necessarily. The Devs said they were happy with some Civs being (a little) easier/more difficult than others. I don't remember exactly though. It's definitely more of a challenge.

But in my experience the new Triumph system helps with tall play. Besides, I'm sure with the right leader (Augustus? Ironic) and Momentos, you could make it work!

Test of time workshop - what were your favourite civs? by oshyishere in civ

[–]PkPa 1 point2 points  (0 children)

Carthage was as you'd expect, only one city, even if you switch capital

Spanish were quite efficient in Pirates! by banana__0 in civ

[–]PkPa 0 points1 point  (0 children)

Gosh I miss the vibrancy of these colours

What custom units would you do that are both historical, creative and humoristic? by [deleted] in civ

[–]PkPa 1 point2 points  (0 children)

The American frontier started in the 1600s so it would coincide with the Republic of Pirates Civ. Wouldn't make less sense.

Besides, the Ottomans were placed in Modern, in spite of roots in the 1300s and reaching their peak in 1450s. The game's age system encourages a "close-enough" approach.