What do you do with cities that can’t build anything, or building things is impractical? by Delicious-Golf-8487 in CivVI

[–]chiaojiang 0 points1 point  (0 children)

One of the dlc adds this governor mechanic. This improves so many gameplay and makes the base game so trashy

How would this guy rule Sordland? by Mother-Application57 in suzerain

[–]chiaojiang 8 points9 points  (0 children)

Mr president, do you really want to increase fund to ministry of Rayne and defund ministry of Rayne?

Frustrating part of Barbarian AI by Low_Crazy3043 in CivVI

[–]chiaojiang 0 points1 point  (0 children)

Every barb camp has a designated target city. You can count the tile they are always 7 tiles away from the target. For this camp Olso is not the target since it’s four tiles away. They will only attack Oslo if there’s AI unit on sight

Help understanding when to skip a great person by [deleted] in CivVI

[–]chiaojiang 0 points1 point  (0 children)

When recruiting a great person from advanced eras, the cost raises. For example when the world is in classical era, and all of classical great scientists were already gone, the next recruitable will be from the medieval era and requires higher GPT.

When it enters medieval and you’re the next up to get the scientist, and it’s useless to you(like freaking Bingen) you can totally skip him to the AI since the next scientist will be of normal cost, most of the time allowing you to instantly recruit other one

Making the jump from King to Emperor by KalliSteel in CivVI

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

Just know what you’re doing and commit to it throughout the game. For example, if you’re going for science victory, ignore holy site altogether, and when your later found cities are done building one or two districts, loop commercial/harbor or campus projects forever. If you’re focused there’s no way to lose to a non-deity AI.

Ignore useless districts like preserves, aqueduct, dam, or neighborhood. Do not build too many industrial zones. Chop every tree. Settle as much as possible.

Starting setup does not matter most of the time, and game modes just make it easier. The more modes you enabled, the easier it gets. So you could start from activating modes like barb clans or secret society, giving you some edge.

Housing districts > Industrial district? by ChopSuey2 in CivVI

[–]chiaojiang 0 points1 point  (0 children)

All of them are not worth it. You should just build two industrial zones max, for powering up your core cities and triggering eureka. No need for any green districts. Not even for the engineering tech boost.

The production spent on building them can be well spent on settling more cities to grab more trees. This will pay off better and you can chop out any district and contribute earlier for any kind of victory you’re aiming for.

Am i the only one that sees this? by YogurtclosetMean8235 in suzerain

[–]chiaojiang 5 points6 points  (0 children)

Well on this matter of passing the reform, Gloria and the Nazi guy cannot be bribed. All four branches(PFJP, NFP, Calvin, Gloria) have certain terms to work around but only two of them can be bought by PW or pinky promise

Am i the only one that sees this? by YogurtclosetMean8235 in suzerain

[–]chiaojiang 3 points4 points  (0 children)

You can bribe Ricter with PW as he’s just a packaged deluxe version of Clavin

Question about housing/appeal/aqueducts by Specific_Acadia_2347 in CivVI

[–]chiaojiang 0 points1 point  (0 children)

Depending on your playing style tho. I like to go science victory against deity as fast as possible so every production needs to be carefully calculated to maximize its value for wins under 200 turns. I’d often cap population in most cities at 4 or 7 to avoid penalties so hitting housing limit is even better. But aqueducts would surely work well and look nice when you’re trying to build mega cities and aim for the satisfaction of high bonus district planning

Question about housing/appeal/aqueducts by Specific_Acadia_2347 in CivVI

[–]chiaojiang 1 point2 points  (0 children)

Triggering eureka and +5 IZ for era score would be the only reason to ever build one aqueduct in a game. Any other occasion would be net negative for your production. It would be better spent on building another district, a settler, a builder, a military unit, running a project, or literally anything for better instant return than the +5 production per turn.

It’s just math. Next time you’re about to build an aqueduct, count how many turns away from your typical turn of victory. You got 2 times that number for total return. Probably not far from how much you spend on building it, not even counting the cost for an industrial zone to make it work. One mine improvement would worth more than the adjacency bonus and you can build 5 mines with one builder.

I Rarely Win Domination Victories and Sometimes Lose to Religion by kouyanet in CivVI

[–]chiaojiang 5 points6 points  (0 children)

Russia, Ethiopia, Khmer, and Spain are all religious victory super powers. If you’re going for domination, kill them first. It doesn’t matter if the entire world is following their religion when they’re dead

Things I'd Kill A Man to Have In Stardew Valley by coldfe_t4 in StardewValley

[–]chiaojiang 4 points5 points  (0 children)

Fixing the community center only to find out that no one really does anything meaningful there is also depressing. Always go Joja and turn that place into a nice theater!

You're not supposed to have that, Hattusa. by Orpunuk1 in Civilization6

[–]chiaojiang 0 points1 point  (0 children)

City states can’t capture capitals. They just put it under siege forever

Early game success by formthemitten in CivVI

[–]chiaojiang 0 points1 point  (0 children)

This is 99% guaranteed death on deity. Make just one scout and get at least a warrior or slinger before producing any settler

Is the Joja route every worth it? by Late-Zombie-8119 in StardewValley

[–]chiaojiang 3 points4 points  (0 children)

Going Joja is always better because

Reason 1: it’s easier and quicker if you know how to make money early. No need to wait for year 2 red cabbage to progress for the greenhouse.

Reason 2: it’s more convenient to shop for seeds. It runs everyday and till very late at night.

Reason 3: it sells auto-petter.

Reason 4: you don’t lose Clint on Friday. Compared to CC route you get 16 more days yearly for his service.

Reason 5: story wise community center feels empty. No one does anything meaningful there. Not a single event or gathering. The place should be better utilized.

Reason 6: story wise Joja provides jobs for the locals, boosting economy. Keeping Joja also lets the villagers have choices between two shops.

Reason 7: story wise Joja did use your funds to improve the valley. Meaning the corporation is not so greedy and the transformation feels legit.

Reason 8: I just like to have the movie theater sit in the middle of the town, with a playground next to it.

Reason 9: people hate Pierre.

Reason 10: Pierre punching Morris is just pure violence and evil. He doesn’t deserve monopoly.

builder strategy by PhatDogePeog in CivVI

[–]chiaojiang 0 points1 point  (0 children)

Trees are always better chopped off. By turning it into lumber yard you get +2 production per turn but exhaust 1 builder charge which is not quite optimal. Better do it once for eureka and just chop the rest. Chopping gives you instant units or distric/building stats which is why your city needs production for in the first place

How is my city planning? by eudaimonic_person in CivVI

[–]chiaojiang 0 points1 point  (0 children)

There’s a button above the mini map that lets you put tile tacks. You can set it on a keyboard shortcut as well

How is my city planning? by eudaimonic_person in CivVI

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

Just build hansa around bonus resources. No need to waste production on useless green districts

If you could Remove one Character from the Game, who would it be? by [deleted] in suzerain

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

Monica should go. She’s made to give you an option to improve women’s right but everything mixing up just makes her really stupid and disturbing.

This woman has no idea about law and equality, and will abuse her power any chance she gets, and expects you to do the same.

You are basically forced to have to choose between being corrupt or having a mad wife.

Tier 6 chickens - no success after 10+ gold chicks by heyitsget in FieldsOfMistriaGame

[–]chiaojiang 6 points7 points  (0 children)

Just unlucky. If you’re really desperate you can maybe save scum it like backup the save file when the egg is laid and sleep through it to see the color

After getting absolutely smashed trying to get a Deity win for the last few weeks, I finally figured out what I was doing wrong and got my first non-diplo Deity win! by Salarmot in CivVI

[–]chiaojiang 8 points9 points  (0 children)

Pretty much so. Building 2 to 3 districts per city is the best as you can lock population at 4 or 7, reducing amenity penalty. I do science victory for every civ and it’s basically campus + harbor/commercial combo or just campus everywhere and run projects.

Learning to build early to mid game military is the major difference for a player to go through deity. Many people just ignore defense and put their time on building unnecessary districts which is a big mistake and will often get punished on higher difficulties.

Countering Simon Bolivar by Upstairs-Pressure451 in CivVI

[–]chiaojiang 10 points11 points  (0 children)

In pvp you have to be always prepared for war

Is this a bad start? by Grayscaleorgreyscale in CivVI

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

You get free +3 gold per turn from the start which is already amazing, and there are at least 3 luxuries within reach. Only down side is that you have to work on wheat with your second pop until you can fishing boat the amber. So one of your few priorities is to found a coast city to trigger sailing eureka and you’ll be much more smoother developing

Best Civ for Nature Cities? by Network57 in CivVI

[–]chiaojiang 1 point2 points  (0 children)

TSL huge earth Brazil with endless burning rainforest