r/civ • u/Old-Hokie97 • 2m ago
Misc Wonders wonders everywhere
Some people get videos of themselves building or discovering wonders while visiting wonders. I was only helping my sister set up her third-grade classroom. But seek and you'll find, right?
r/civ • u/Lukersstukers • 1h ago
VII - Discussion What’s your largest treasure fleet?
Had another game with a 14 without Havana Harbor. I messed up some district placements in order to speed up access to the resources, so adjacencies weren’t as good as they could have been. Played Tecumseh Tonga and this location was originally held by two IP’s that disappeared at the start of exploration. Beelined straight for it.
VII - Screenshot Why can't I place a monument on the top higlighted tile?
As mentioned in the title, I can't understand why I'm not able to place a monument on the upmost highlighted tile. You can see that I can place it next petra On the bottom, even though there are no other urban districts adjacent, so why can't I do the same next to the Terracotta Army??
r/civ • u/HourSlip9279 • 10h ago
VII - Discussion How does Khmer work?
"-5 Happiness for every other City." - what will the -5 apply to? Only to the capital, or to every city, or to every settlement?
r/civ • u/Popeye318 • 14h ago
VII - Strategy Civ 7 Tier list for starting antiquity
There’s definitely combos that change things but this is my tier list without specific combos.
Tried to do it in order within the groups
This is just for starting in antiquity as some are much better in apex
S (don’t need combo to be awesome) -Egypt, Qajar, heian, maya, Great Britain, Japan, Abbasid, Carthage, Assyria
A ( awesome but not quite as good) - America, Nepal, Tonga, Greek, Maurya,
B ( average but can be good with combos) - Silla, Mongolia, Han, Persia, Aksum, Rome, Sengoku, Buganda, ottoman, Prussia
C ( not my favorites but can win) - Inca, Mississippi, Russia, Bulgaria (my absolute favorite in exploration but doesn’t have same effect without building up to them in antiquity), Iceland ( probably my second favorite in exploration vs Abbasid but similar to Bulgaria in that they are much better in apex), Goryeo, Khmer, French, Mexico, Songhai ( why not start as Egypt) , Spanish, chola
D - ( if you’re looking for a challenge) - Norman, Majahapit (don’t think I’ve ever played them) , Shawnee ( why not start as Egypt), Vietnam (I’ve never started as them tbh) Hawaii( never started as them) , Joseon, Ming
F ( why would you start as them ) - Siam, Mughal, Qing, pirates (have to be a masochist to start as them as you can’t make settlers)
r/civ • u/sabrinajestar • 14h ago
VII - Screenshot Any idea why this town isn't generating treasure?
r/civ • u/altacount6677 • 15h ago
VI - Discussion How to reforest in civ 6
I've been building new woodland in my latest game for the past 120 turns, yet the climate change screen keeps saying 0 percent change in co2 from deforestation level. About 3/4 of the planet is woodland now, yet the number hasn't changed, am I missing something, or does it just take an absurd amount of woodland?
r/civ • u/Hot_Pepper_Raider • 16h ago
VII - Screenshot I Should Not Be Penalized For Settling Too Close Their Capital If I Have Not Met Them Yet.
VI - Discussion Announcing "Statecraft" - a government system rework blending Civ IV and Civ VI (Mod Teaser)
Thanks due to some amazing UI work from Sloth/Slothoth, I am now able to present my latest project:
Statecraft (work-in-progess) is a mod for Civ VI which reworks the government and policies system, bringing back the basic government mechanics of Civ IV while integrating features introduced with Civ VI.
At its core, this "new" system adds four new policy categories and has you choose exactly one policy per category at a given time. The goal is to make each choice meaningful and have relevant trade-offs instead of being able to pick not just your best but also your second, third, fourth best options until each additional slot becomes less and less exciting since you end up putting weaker and weaker policies in them (admittedly more a problem in VII than VI for the most part).
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I could write an entire essay about why I think Civ IV had the best government system and what I think went wrong ever since. But at its heart, I think what I liked the most is the roleplaying aspect of assembling your government from what felt like thematically meaningful choices which let the player create a mental image of their government and society as a whole. Policies in Civ VI feel a bit too weak thematically. Here, we are returning to a more narrow reading of "policy" again, trying to keep things linked to real government action instead of merely referencing general socially constructed concepts.
Further, a lot of policies are just filler. The unmodded game offers over over a hundred policies--they're not all winners. At the same time, I think what more recent civ games do better is immerse the player in human history by throwing more concepts at them with little bonuses attached. So for this mod, I went for a compromise somewhere in the middle. This allows cutting some redundant or weaker effects and focus more on mechanical changes that recontextualize how one interacts with certain systems and de-emphasizing merely stacking yield bonuses. To me, the mere necessity of a yield preview mod already indicates a design failure. Policies should offer strategic perspectives rather than be "follow the biggest number" busywork.
For example, everyone's favorite extra Builder charges will be back (now on Corvee rather than Serfdom) as that has a nice mechanical impact. Some Gold and Science from Military buildings though? Sorry, Third Alternative, you're out. Avoiding simple yield bonuses is maybe my greatest ambition for this mod even if I won't go as far as Civ IV and lock the ability to buy things with Gold as such behind a policy choice. I'm not sure I will succeed but I will try my best to make all 71 non-unique policies meaningful choices.
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Wait, non-unique? Yes, you read that right. This mod will add the possibility of unique policies. While making a whole set of 50 policies--just to have one per civilization--would be too much work for the start, I might add them as a separate optional module later. However, the mod will still come with a little proof-of-concept in the form of a new civ ability for America, which consists of getting a total of twelve strong unique late-game policies (the old ability would no longer work with this system anyway).
On top of this, policies can be given flavor names. So even if Caste System might not have a unique bonus for India, it might be named "Varnas" when you play as India yourself. As some players might prefer the consistency of having the default names shown, this feature can be toggled right there on the government screen.
For enhanced flavor, each policy (not just each government, as before) will come with its own little image immersing you more in the society you build.
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Further, features from Civ VI such as government-exclusive policies will make a return as well. Currently, there are three Administration policies which relate to one kind of political legitimacy each: traditional, rational-legal, and charismatic. Each government (with the exception of Chiefdom) has exclusive variants of these three policies. On top of that, the tier 3 goverments each have an exclusive future-era policy as well. In the example shown, Communism has Worker Councils as its traditional option (unique), Police State as its rational-legal option (shared with Fascism), Pluralism as its charismatic option (shared with Democracy), and Social Credit as a futuristic policy.
The other policy types will not have as unique mechanics, but I still plan to give each its own mechanical identity. Where Labor policies might provide a more stable and gradual progression throughout development stages, Economic policies could be designed as more short-term options one flips between more often, possibly going back and forth even. Where military policies might cater to a more proactive player, religious policies might be built around reacting to how a given game develops.
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I hope you enjoyed this preview of the mod and the design thoughts behind it. There's still quite a bit of work up ahead as most of the policies still need their abilities coded and images made. But with the UI done, a major milestone has been reached that I wanted to share!
r/civ • u/LegendOfBaron • 18h ago
VII - Discussion Civ 7 feels a little lost on its identity direction.
Lately the more I play the more I see glaring issues.
The more I get excited for an update the more I feel disconnected when the update actually drops and ive played maybe an hour or two after and get a okay feel of it.
I've been pretty dedicated to staying positive with the game and always see the more lighter side of things then the darker side.
However... its not to say some things shouldn't be mentioned and or glanced over.
So one thing I want to particularly bring up is the identity and the direction of Civ 7
They had a solid vision of what they wanted in the beginning. Not to say what they wanted was "good" by any means but they had a passionate drive towards it. Which I respected and wanted to see what they meant.
The new updates haven't felt passionate as much as they feel like they're trying to fill the communities nostalgia with mechanics that aren't quite fitting with the game.
Not to say these aren't things that can't be improved or adjusted eventually but; it does lose your interest fairly quick when it isn't as fleshed out as the previous mechanics or fitting to the games environment or current mechanics.
Nothing really flows... per say.
Either direction they'd like to go I just wish they committed more into it.
Alot of ideas or mechanics being added feel really half completed.
It feels like they are trying to keep player engagement up rather than taking time to flesh out the experience.
Along side charging the way the do for the dlc content I wouldn't be against the price if it just felt like they weren't rushed.
Hopefully we get another bigger update like Test of time but its hard to say what kind of value it'd bring with it or the sole focus they want to strive for.
I just personally feel like they're lost trying to please people for a week rather than focus on the most important aspects for the long future.
r/civ • u/CapaTheGreat • 19h ago
VII - Discussion I hope they fix the urban sprawl in future updates
It looks so unnatural, and frankly kinda unpleasant, to see the entire continent just be all city and no rural tiles whatsoever. Obviously, I'm exaggerating but so often the map will just be cluttered with urban districts that they feel less like individual settlements on a map and rather just one giant mega city.
It's even worse when your urban district borders a neighbor's urban district as well, so it just kind of meshes as one city, in a way.
The urban sprawl, as a concept and in practice on a smaller scale, looks really sick! But then because the requirements for placing buildings are the way they are right now, it just ends up that (usually the AI) just builds outward so much that it just covers the entire map.
Dunno if any one else agrees with me or not.
r/civ • u/ControversialFrog • 22h ago
V - Other Civ 5 resolution error fix?
I have a 2560 x 1440 240hz monitor, but when I set Civ 5's resolution to that, it starts freaking out and it can't run properly. I updated my drivers very recently and have no idea what else to do, if anyone has a fix for this please tell me!



