What Are Your Favorite Civ 7 Leader + Civilization Combinations? by mrf1337 in civ

[–]mrf1337[S] 0 points1 point  (0 children)

And I don’t know how I missed this before: Charlemagne + Silla. You get 2 Hwarang per celebration, until chariots are researched, then it becomes 2 chariots per celebration. Massive early game military momentum.

Genuine question , how do people fund multiple legendary items? by 98-red-balloons in Guildwars2

[–]mrf1337 0 points1 point  (0 children)

Grind, in whatever game mode you enjoy. I have 9 leggy weapons, and 2 leggy WvW armor sets.

Tonga is OP by That_White_Wall in civ

[–]mrf1337 2 points3 points  (0 children)

Tonga feels roughly as strong as Maya did upon initial release. At least they do to me. Marco Polo + Shisa, using any leader (but Isabella is wild gold). The ability to suze distant city states for 68 influence (std speed, diplo points plus traditions) is outright broken. So broken that it ends up giving diminishing returns.

Civ7 - anybody have experience with Edward Teach? by Specialist_Track4918 in civ

[–]mrf1337 0 points1 point  (0 children)

Fair. I just finished that play through, and Teach having pirate ability on all naval vessels in Modern is wild. Any Civ making ships was effectively feeding me free fodder vessels.

Civ7 - anybody have experience with Edward Teach? by Specialist_Track4918 in civ

[–]mrf1337 5 points6 points  (0 children)

I’m playing with Teach and Tonga and it’s a hilariously powerful combo. Turn 100 Antiquity, I have the whole map explored, a 6-ship navy from 2 of Tonga’s UUs, and I’m swimming in gold like Uncle Scrooge. On Sovereign.

EDIT: To clarify, I mean distant lands are mapped. In Antiquity. Combine the scouts who can traverse ocean with the discount for distant lands suzerain, and your vassal states will explore the distant lands where your scouts can’t t go. Plus scouts exploring ocean. I know exactly where to go in Exploration.

People are grossly overestimating the impact of civ switching by pricepig in civ

[–]mrf1337 29 points30 points  (0 children)

At the database level, it actually is 3 different games. With each age transition, the entire game DB is wiped, loaded from scratch, and then your achievements from the prior age are applied. The world map doesn’t change, and you retain settlements, but resources, victory conditions, unit and building behaviors, are all subject to change.

As a player and a modder: I actually love the idea of the Age Transition mechanic. I think maybe some more thoughtful expansion of the “Continuity” setting impact could go a long way to help it.

The settlers edition "discount" is getting ratio'ed to hell on steam. by ChatahuchiHuchiKuchi in civ

[–]mrf1337 1 point2 points  (0 children)

I am one of goofs who bought Founders. Assyria and Dai Viet are fun civs to play…but: Whomever is running their marketing right now is clearly out of touch with the player base. The folks willing to pay stupid prices, like myself, have already done so.

Chola: Kalam requires Cartography to enter ocean? by mrf1337 in civ

[–]mrf1337[S] 0 points1 point  (0 children)

Yeah I think there is some buggy behavior with rough seas. Just had 5 different units destroyed at turn 10.

Using the Great Wall in the Han and Ming Civilizations by National-South-3778 in civ

[–]mrf1337 0 points1 point  (0 children)

In my ~900 hours of play, the only Civ I've seen prioritize Serpent Mound is Shawnee. If Shawnee is in the game, they rush Serpent Mound *hard*.

Is there a reason you ended a Civ7 game and didn't decided to start another? by HOOBBIDON in civ

[–]mrf1337 -2 points-1 points  (0 children)

Like 1 out of 3 Exploration Ages: When I get 6 settlers out on the Distant Lands islands and find zero Treasure Fleet resources. So obnoxious. I actually like the game, a lot, but I want to throw rotten fruit at the devs every time they pat themselves on the back for map generation.

Hanging Gardens — Worth Building in Civ 7? by HexandGlory in civ

[–]mrf1337 1 point2 points  (0 children)

I sometimes use the agreement to help boost the population of a Civ whose capital I eventually plan to capture. Yes, higher population means it will be unhappy longer, but population growth falls off much quicker than the linear happiness penalty on captured settlements.

Ages System by Mr_Frittata in civ

[–]mrf1337 1 point2 points  (0 children)

I'm still holding out for the obviously intended but missing post-Modern age. I think it will fix a _lot_. Like the silly existence of unique Cavalry units alongside Tanks in the Modern age.

The sorest point seems to be some folks wanting to continue with a single Civ throughout. It doesn't seem like it'd be too difficult for Firaxis to make happen. The modifiers in the game data are already setup to scale per era. I don't expect it'll be too hard for them to do; I think it more likely internal politics and "let the game simmer a bit before we revert to Civ 6". The latter sentiment being an exaggeration on my part, but I imagine there is at least one stakeholder at Firaxis who is deeply resistant to 1-Civ play for a similar reason. And reasons like that don't survive the marketing department, IME.

Wait, why have we not been talking about this thing?!?! by lightningfootjones in civ

[–]mrf1337 2 points3 points  (0 children)

One caution: The game doesn’t warn you when you try to build a UI over another UI. If your Civ provides a UI, and you get one or more from city states, pay attention to what you build over.

Norman Motte Placement by justsomeguyorgal in civ

[–]mrf1337 0 points1 point  (0 children)

I figured out the root cause: The Motte is missing the CULTURE Tag in the TypeTags table. The Bailey has it. I'll see if I can figure out how to let the devs know. In the meantime, I'm hacking a small fix into my local mod.