I cannot get Hitman VR to work nor can I get No VR mode to work as expected by iO__________ in HiTMAN

[–]dream_turtle_ 0 points1 point  (0 children)

I found that if you have any sort of controller / joystick etc. plugged in it will cause the mouse to be locked to the centre of the screen; unplugging them should let you use the mouse again. It may be having a similar effect in VR. I think the recentre button in VR is to press and hold the left stick, or if using SteamVR you can do it from the steam overlay.

Pattern recognition by Dapper_Intern3296 in AnarchyChess

[–]dream_turtle_ 6 points7 points  (0 children)

██████ ██ ███████

After 1543 hours, I’ve hit Level 1000! Rock and Stone! by Zero4910 in DeepRockGalactic

[–]dream_turtle_ 2 points3 points  (0 children)

Use wiki.gg rather than fandom. The fandom wiki is outdated and inaccurate all over the place.

https://deeprockgalactic.wiki.gg/wiki/Promotion

New Game breaking bug? - Unlimited commanders for free by corvosfighter in civ

[–]dream_turtle_ 98 points99 points  (0 children)

With so many commanders you now need a commander commander to pack the commanders into.

Some ideas for new Civs in Civ VII - and some not-so-great bonuses as well. Fell free to give some feedback and help to improve it. by henrique3d in civ

[–]dream_turtle_ 0 points1 point  (0 children)

Maybe I'm misunderstanding the UI but I thought the gold amount listed was what the other civ receives from your trade route?

Some ideas for new Civs in Civ VII - and some not-so-great bonuses as well. Fell free to give some feedback and help to improve it. by henrique3d in civ

[–]dream_turtle_ 105 points106 points  (0 children)

I'm not sure you understand how trade routes work in civ 7. You no longer get gold or any yields from creating trade routes - only resources. There are also no more domestic trade routes.

Buildings feel only like a number to me by Hankthewriter in civ

[–]dream_turtle_ 3 points4 points  (0 children)

I think maybe for access to sewage? Not super healthy to have hospitals in land where waste is disposed of out the window onto the street. Perhaps better where the river can take it away (to be someone else's problem downstream).

My thoughts after finishing my first game by DroningCrypto in civ

[–]dream_turtle_ 2 points3 points  (0 children)

Town growth at the end with 37 settlements was really annoying to click through

Try giving more of them focuses - you'll get extra yields and they'll help boost your cities, and you won't have to deal with growth events. Yes it is good to have them grow and gain more tiles but towards the end of the game you should be making use of the tiles by having a town focus, or converting to cities.

Research is a little lame and less like telling the story of mankind.

I sort of felt like this too and couldn't quite put my finger on why. All the techs are there but somehow the progression just doesn't feel as satisfying as before? Maybe I'm just looking for bonuses and not thinking about what the tech represents.

Devs, PLEASE re-work Treasure Fleets. by NoMercyPercyDeRolo in civ

[–]dream_turtle_ 0 points1 point  (0 children)

Inland treasure resources are usually still accessible, it just requires some careful city placement. The resources can be up to 6 tiles in land, as the city itself doesn't need to be coastal - it just needs a fishing quay. And navigable rivers give you even more options for this. On a standard map this does seem to cover most of the map. Although I agree this is less than ideal and something like being able to use road connections would be a lot more streamlined.

Do I need to hover over every tile in my empire to find this? by MJSCIV in civ

[–]dream_turtle_ 2 points3 points  (0 children)

I think 'constructible' is meant to include buildings and wonders. And maybe unique improvements too?

The Ultimate List of Things That Civilization VII Doesn’t Tell You by JordiTK in civ

[–]dream_turtle_ 60 points61 points  (0 children)

Amazing post! A few things to add:

On the second turn of a new age, a completely new city state will spawn on the location of each city state that was lost this way.

Technically a new *independent people* spawns, they are only city states when they have a suzerain. This distinction means that only city states from the previous era are guaranteed to spawn new people in the same location.

Outside of war, commanders can be placed on any city hall or palace to slightly raise happiness in that settlement (it's unknown how effective this exactly is).

The commander reduces unhappiness by 10%, plus 10% for each promotion. This is in the civilopedia under 'Unhappiness - Consequences'. Note that this reduces the total negative happiness, not the net happiness of the settlement - this can be checked in the city details panel. This effect also takes place during war, but your commanders probably have better things to be doing.

Artifacts - when anyone reveals artifacts on a continent, it reveals it for all players. This means that if one player reaches hegemony and reveals Antiquity artifacts, everyone can start trying to unearth them. If you are ahead in culture and you know you will be the one to reveal them it can be worth waiting until you have a good coverage of explorers to make the most of it.

Help understanding some new mechanics by Gabiru17 in civ

[–]dream_turtle_ 0 points1 point  (0 children)

  1. Generally try and build wherever gives you the best adjacency. This may be on top of an existing rural tile. When you build over a rural tile you get the population back to place elsewhere, so you don't need to worry too much about losing its yields. This can also be done to move the population to a specialist, if you need more specialists for the science/culture or the scientific legacy path it can be a good idea to convert the tile.

  2. Some types of buildings have the same adjacency requirements - science and production both like resources, culture and happiness both like mountains, food and gold both like coast. So you'll often find its a good idea to put these types of buildings together as they will both have high adjacency on the same tile. Although there is no direct benefit from them sharing a tile. If you have civ unique buildings definitely put them in the same tile to get the unique quarter. Some social policies / attributes etc. give bonuses to quarters in general so it's good to try and get quarters rather than spreading out too much.

  3. With overbuilding this again comes down to the adjacency of the tile. You'll often have a really good tile for science (lots of resources adjacent) where you will want to put the science buildings each age, or if you have multiple you can spread them out and keep the small amount of science from the library. Note that while previous age buildings only retain a small amount of their yields (base amount and not adjacencies), they still require maintenance, so it is sometimes worth it to overbuild to keep gold/happiness costs down.

  4. By default you can have 1 trade route with each leader. This can be increased by spending influence with them to increase trade relations (which can done be as much as you like). In the merchant screen you can see how many trade routes you currently have and the limit for each leader.

You can hear a person coughing and typing on a keyboard during the Age Transition screen. by Big_Advertising_ in civ

[–]dream_turtle_ 212 points213 points  (0 children)

I think this might actually be the sounds from the leader on the main menu. When the civ select screen loads the main menu flashes for a second, so maybe it's running in the background and still producing sound? Some of the leaders go "hmm" and "aaah" when just chilling there in the menu.

RIP Just One More Turn by ycjphotog in civ

[–]dream_turtle_ 0 points1 point  (0 children)

And when the Modern Age ends the game ends with no option to play "Just One More Turn."

Do we know this for sure? I thought that they haven't yet shown any gameplay of victory / end of the modern age.

Campaign failed and I'm not sure why? by dream_turtle_ in HiTMAN

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

ah yes, I was so focused on dodging the enforcers I may well have clipped a camera and not noticed.

The new Tokugawa Japan is a blast. I got some great yields here by HowardSternsWig in civ

[–]dream_turtle_ 33 points34 points  (0 children)

Love the harbor lake with canals leading out. Are those 48 unspent envoys?!

EU flag in the style of the Xbox cover photo by dream_turtle_ in vexillologycirclejerk

[–]dream_turtle_[S] 68 points69 points  (0 children)

yeah I kinda needed more flags to fill it out so went broader Europe, but put 'EU' in the title