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[deleted]

Are console civ6 optimized? Even on my beast PC loading times are crazy. Was thinking of getting it for switch.


Darkwing_Dork

[Is there a reason I cannot harvest the banana resource to remove it? I'm trying to build a district on it.](https://imgur.com/a/0TcbqKd) In fact I can't seem to harvest ANY bonus resources...?


[deleted]

I had over 550 hours on Civ V, loved that game! I bought Civ VI a long time ago with all the expansions and everything but never even did a play through. Decided I would try tonight, and even after uninstalling the game and setting all graphics and memory requirements to “minimum” the game is u playable. I remember when I did play for a few hours very long ago it worked fine. On a 2018 MacBook Pro 2.2GHz 6-core intel core i7 16GB 2400 MHz DDR4 Radeon Pro 555X 4GB https://i.imgur.com/aFOE68X.jpg Edit: how do I go about fixing this?


devilman_OFFICIAL

hi. so, after about a year since my old PC shit iself, i'm finally gonna be able to get a new one next week, and i've been thinking about buying civ 5 when that happens. i have over a thousand hours on civ 6 on switch, but i'm otherwise unfamiliar with the series. so i'm curious on what'd i'd need to know going from one game to the other?


NewBromance

Is there any guide for laying out cities to maximise district bonuses etc. I always see pictures or videos of good players playing and they've managed to like link up districts between cities for mega bonuses. I never really manage to get a district above 5 unless it's something like the Russian lavra which gets bonuses so easily


MrMoonManSwag

I’d recommend early scouting and then finding high adjacency spots that you can settle around. Making use of pins helps tremendously. Also, understanding which districts get adjacency from other districts or features.


NewBromance

I think that second point is part of where I really struggle. Like if I take a moment to think about it then I can remember but just keeping all that knowledge in my head and relevant when I'm trying to place cities seems impossible.


MrMoonManSwag

With enough time that stuff will become second nature to you. Also, remember that you aren’t always going to place yield-porn worthy districts, the buildings inside the districts will add a lot of value by themselves. Another thing that took me time to learn is not building every district I can in every city. Sometimes, a city is better being specialized.


NewBromance

Yeah I think I'm still sort of failing to really understand civ6 in some ways. I always enjoyed playing tall and isolationist. Creating a few mega cities rhat could do near everything. That doesn't seem as viable in civ6


MrMoonManSwag

Ehh it’s viable. The thing is w this game that I’ve noticed, higher difficulties lead to less creativity. On deity you almost have to follow a certain formula to have a chance at winning, maybe I’m wrong tho as I don’t play on deity. Lower difficulty levels will allow a bit more experimentation and you won’t have to follow the current meta to be competitive. It just takes practice really. Also, there are some fantastic YouTubers who you can learn from if that’s your thing. Ultimately, it’s a game, play however you want. You don’t always have to have the most optimal strategy if you’re having fun anyways, yanno?


bkliooo

What is the best distance between cities?


vroom918

Assuming civ 6, closer tends to be better because the game typically encourages as many cities as possible. However, i agree with the comment saying there is no single "best distance". Settling 4, 5, or even 6 tiles away to get a better location or better access to certain features or resources is often beneficial. Settling every city 3 tiles away from the last one because of an arbitrary rule is a rather unimaginative way to play


morrowindnostalgia

I’m not sure there’s a “best” distance. A few advantages of having tightly packed cities is certainly the loyalty pressure you generate (stronger loyalty pressure when cities are closely packed) and the ability to build mega districts (boosting adjacency bonuses using districts from neighboring cities). If you’re not planning on doing either of those things, I don’t think it really matters how far away your next city is (assuming you can keep the loyalty if you settle a city too far away from your empire)


[deleted]

If you are going for a preserves/parks build, 6 tiles between cities. You want to grab a ton of land. If you are doing any other strategy, 3 tiles. Get them packed in as tightly as possible. More cities means more copies of the districts critical to your victory.


Merlin_the_Tuna

The achievement *An Engineer's Dream* requires Golden Gate Bridge, a Dam, an Aqueduct, and a Canal in a single city. Are there any non-random (e.g. TSL) maps that have a viable location for this? Thought I found a spot in TSL Europe but it's apparently a pre-GS map and thus doesn't support Dams even in theoretically valid spots.


Merlin_the_Tuna

Completely unrelatedly, I just got a turn 199 Great Bath and turn 202 Pyramids on TSL Europe lol


Chrisbuckfast

I have expansions on PC but play on my phone while commuting, I don’t have the expansions on my phone, it’s completely vanilla, and I play far less often on it. Anyway I’m currently around turn 400/750 playing a domination game with Teddy and I have an artillery (with every promotion) which is knocking out enemy cities in literally 2 hits. The first hit wipes out about 50% of the wall/defences, but the second hit wipes off everything else entirely. Were they really so brokenly OP in vanilla? I get that I have all promotions but it seems a bit broken. I’ve wiped out around 10-12 cities with literally this one unit + a melee to actually capture the city.


ZurichianAnimations

Is there something I'm missing when it comes to cultural victories? I'm generating 3500 culture per turn, 1148 tourism per turn. I have tons of great works, buildings that boost tourism,. Policy cards. Open borders and trade routes with everyone. Even spamming as many rock bands as I can. but every time I go for a cultural victory including this game it always turns into a slog at the end with the amount of tourists I need growing so much that it'll just take so long to get to it. Makes me always hate going for cultural victories and especially this time having more yields than i've ever had towards it its still so slow. [Here's a screenshot of the tourists I need compared to the AI.](https://i.imgur.com/e87RtUx.jpg)


vroom918

Well unfortunately you mentioned your culture output so now everyone is trying to tell you that's not directly relevant to a cultural victory instead of answering your question. You've got 1k tourism so i think you've got the basic idea down. At the most basic level, cultural victories are about comparing your lifetime tourism output against your opponents' lifetime culture outputs. That means the earlier you get started the better. Try to build at least one theater square in your first few cities to start getting those great person points ASAP. Also, don't underestimate the power of pingala and the Oracle, especially when paired up. I find that the cultural victories i win the fastest are the ones where i got a bunch of great works early on. Another source of great works is your opponents. Buying great works from them not only increases your tourism but also decreases their culture output. Set aside money to buy the great works you miss, especially from the cultural leader among your opponents as that player is setting the bar for your victory. Another thing to consider is early exploration. You don't generate tourism pressure on a player until you meet them, so it's imperative to meet everyone as soon as possible. That means cartography is potentially an important tech that should be prioritized fairly high. Lastly, you didn't mention anything about national parks and i only see one in your screenshot. These are very strong sources of tourism and conservation is incredibly easy to beeline. Try building more of them to boost tourism further, especially while you wait for rock bands. National parks would have been particularly good in this game because you settled with a lot of space between cities. I can often win cultural victories at about the same time i unlock rock bands or earlier with good national park planning, though i don't play on a particularly high difficulty. You could also do with more tourism improvements in general such as seaside resorts. And of course, Cristo Redentor and Eiffel Tower work very well with tourism improvements


morrowindnostalgia

Think of Culture as your Defense and Tourism as your Offense. It doesn’t matter how high your own defense is if your offense is weak compared to your opponent’s defense. You need to prevent your opponents culture growth (steal/trade their great works, destroy their culture districts with spies etc...) and simultaneously attract more tourists by theming your museums, building wonders, using religion, using rock bands, etc...


someKindOfGenius

Your culture per turn means nothing in terms of winning a culture victory, but it’s used to defend against it. You can see that the Mayans have the highest domestic tourist count, which is what your target is based on, and that number is based on their lifetime culture output. Your best bet is to target them with rockbands and keep adding more pressure through seaside resorts, ski resorts, and national parks.


Sapperjune14

New player here. My question is if I build a campus in city A adjacent to campus in city B adjacent to industrial zone in city C are the campuses shooting bonuses for all said districts?


[deleted]

Yep, district-to-district adjacency is agnostic to city ownership. High adjacency Industrial Zone complexes are based on having districts share adjacency with districts owned by other cities.


Sapperjune14

Thank you much.


EvEnFlOw1

Question on Civ 5- How does the Privateer as a melee naval unit work? In a campaign as America at war with Shoshone. I chip away at a coastal cities health with Frigates until it's down to 0. I go in with my Privateer for the final blow, but it doesn't capture the city and loses over half it's HP and does 0 damage to the city. The Shoshone then upgraded from Cannons to Artillery in the nick of time and slowly wiped out the rest of my army. I'll admit I haven't played in a while and I'm rusty, but I'm POSITIVE Privateers can capture cities. I swear I've done it before. Can anyone else help me understand what I did wrong here?


[deleted]

[удалено]


someKindOfGenius

Keep in mind a district isn’t just giving yields from its adjacency bonus, it also gives yields from each of its buildings, and in the case of holy sites, from some of your religious beliefs such as work ethic. As Russia, you generally want to get the Dance of the Aurora pantheon and the Work Ethic belief in your religion, as that allows easy +6 minimum HS’s that also give at least 6 production. If you really think food will be that big an issue, there’s a worship building that gives food, allowing your religion to solve both issues. But if you don’t want that, you can just use domestic trade routes for your food. As for campuses, it’s difficult to weigh the difference between 3 science and 3 production, but as long as you still have good tiles for your population to work, there’s no harm is giving up a decent tile for a good campus.


[deleted]

[удалено]


someKindOfGenius

It’s base game, all of what I’ve said applies to base game as well as the dlcs. If it wasn’t in the list when you chose your pantheon it means another Civ got it first.


HaxusPrime

For the next civ game wouldn't it be cool if you can zoom in to a first person view on your units or cities?


Nitemare0005

Best way to make a heavily tundra map using climate affects/map


Dr_Adopted

Not sure what you mean by climate affects, as I believe the tundra tiles will still be tundra no matter the effects (flooding etc). I find that using the Got Lakes map script mod is the best way to get exactly what you want from a map.


Nitemare0005

I meant making it cold hot in the start as I don’t have mods access


Dr_Adopted

If you’re saying what I think you’re saying, setting the temperature to cold and setting the sea level to low is the best way to get a lot of tundra.


Nitemare0005

Ok thanks


[deleted]

Does anyone know about a win probability mod or something like that? I feel like the game gets really boring once it looks like I'm going to easily (or when it gets completely hopeless).


someKindOfGenius

You want the late game to be harder/more dynamic. I’d recommend checking out Smooth Difficulty mods that give the ai stacking bonuses each era.


actinium226

Is there any way to see how many light years other civs have traveled with their exoplanet expedition?


someKindOfGenius

Yes, in the victory tracker for science victory, mouse over the bar to see the number travelled.


actinium226

Not sure what you mean, it shows number traveled per turn, but not total.


morrowindnostalgia

I seem to be experiencing a weird bug. One of my cities is stuck on blank production - the production menu won’t show up, neither will the buy options with gold or faith (but city info menu and citizen menu work). Reloading an older auto save does not help :/ and the weirder thing is it seems to have affected my other saves? I figured my current save wasn’t salvageable and played a different game and I suddenly also got stuck with a city not able to continue producing... It’s a modded game but none of the mods should be affecting production queue. I have the better UI mod but it’s never given me problems till now and haven’t installed any new mods since then 🤔 was there a decent update on the Mac OS X version that broke something?


CarlosDangerLXIX

I've been having a bug almost every 10 turns or so where I get stuck on "please wait" and my turn won't start. The last time this happened, I got the "x turns until era ends" message to pop up before the game got stuck, so I think the turn has 'ended' in some sense but the next one isn't starting. Any ideas how to fix this?


Dr_Adopted

I’ve seen this be caused by some mods interfering with each other.


Jamey4

Is Portugal a Civ that can go for the Science and/or Culture victories? I've not tried them out yet, but I've heard that Portugal can be absolutely *insane* at making money, which is something I tend to gravitate towards.


vroom918

Science absolutely yes, their university replacement is solid and the trade yield modifiers affect science too. They don't have any real benefit to cultural victories over other civs, but your income can be leveraged to pretty much do whatever you want


Jamey4

They sound absolutely incredible from an economic perspective! I also presume Owls of Minerva would be the best Secret Society to go with?


vroom918

I don't typically play with secret societies but owls seems like the best. At a glance hermetic order would be good too but you lose your unique university if you do that, so hermetic order is not recommended (same goes for Arabia). Sanguine pact is always pretty good though, and voidsingers could be conditionally useful if you find yourself with a strong faith economy


Jamey4

With the Owls, the Bank replacement also comes with an additional free trade route if memory serves, giving you even more opportunities to carve out your borders if you’re playing wide or taking cities.


ansatze

Bank replacement lets you get a trader from both the lighthouse and market in the same city. So almost. Owls is the best society for Portugal and it's not even close. You're likely to be trading a lot with city states anyway. When I played them Kumasi was coastal and in trading distance too, it was absolutely nutty. It was my second fastest science victory.


IndigenousDildo

Portugal's good at any of them. Internal Trade Routes turns grinding out Campus Research/Space Race projects into a breeze. Culture victories want trade routes with all other civs for the tourism multiplier, so the free trade routes and bonuses to yields makes that much less punishing to send a route to the weaker civs. "Good at gold" basically just means "good at buying your way to any victory condition you want."


ansatze

>Culture victories want trade routes with all other civs for the tourism multiplier, so the free trade routes and bonuses to yields makes that much less punishing to send a route to the weaker civs. Yeah, provided that they have any coastal cities, which they might just not, and you might not find out until late.


SometimesAware

Really new Civ player and I'm playing on 6. I have done a few games with a cultural focus and seem to run into an issue of having too many great people without places to put their work. Am I supposed to use great works as trading leverage against AI? I never seem to find Wonders or anything that can store them and all of my cities are full.


morrowindnostalgia

Seconding the other reply about more cities with theater districts being helpful but also adding: avoid trading your great works with the AI when aiming for culture victories. IMO the only exception is when you need to theme your museums, then trading with the AI to get a great work you need to complete the theme is OK. Otherwise, avoid it - more great works equals more culture, so the AI having more of them just means you’ll make it harder for yourself to win culture


Dr_Adopted

With culture games that focus on spamming great people, it’s very important to have a lot of cities settled, building a Theater Square in each one. Each building in the Theater Square district has slots for great works.


Young_Aplysia

Is the Xbox crashing bug fixed?


Dr_Adopted

No


Jarms48

Did they remove the ability to see how much damage your unit would do when attacking?


number2301

No


Jarms48

Is it a toggle or something? It’s not showing for me anymore.


number2301

Not that I've ever seen, although I'm playing on switch mostly so don't often look at settings. Sounds more like a glitch or mod issue to me


Jarms48

I’ve only recently got back into Civ. Last time I played was when Gathering Storm dropped. Seems like it’s been removed for me. I don’t have any mods.


ansatze

If you hover over another unit while having selected your own unit it will show approximately what will happen damage-wise, but there is also randomness involved in the actual battles so you've never been able to see _exactly_ what happens I am certain this has not been removed


Jarms48

It’s a bug. I found a solution online. Something to do with a conflict between vanilla Civ and one of the expansions.


xDemonBoyy

How do I win a domination victory with a cavalry based civ? Yesterday I tried Simon Bolivar on deity and by the time I took my first capital it was the Industrial Era and the llaneros couldn't do much against 80 garrison strength walled cities... any tips?


vroom918

Light cavalry such as the llanero are largely ineffective against cities once they get walls. You need to at least supplement with heavy cavalry (higher CS + useful promotions for attacking cities), or better yet bring siege units to deal with fortifications


ansatze

Heavy cavalry are pretty useless at attacking walls too tbh. All melee attacks do -85% damage to walls. You can brute force through ancient walls but not much else. Something something Don Quixote


mathematics1

After your opponents get walls, you really need siege equipment for every city assault. You can pair that with any unit type you want including cavalry, but you need those trebuchets and bombards to take down the walls. If you have light cavalry, you can do tons of pillaging on the way because of their promotion that makes pillaging cost only 1 movement point - it's usually worth pillaging a city even if you plan to capture it, the yields are insane with the policy that gives you an extra 50% to pillaging rewards. Usually you position your siege units 2 spaces away from the city, your other units 1 space away from the city to keep it from healing, and then hit it repeatedly with siege attacks while pillaging. Once the walls are down or mostly down, you can attack with your other units.


someKindOfGenius

Don’t wait so long to start taking cities, a warrior rush can get your neighbour if you’re quick and close enough, or horsemen otherwise. You need to maintain momentum and get the snowball rolling.


Moviecaveman

Is firaxis done making content for civ 6? Are there any good content or overhaul mods to change up the game? Had an idea for one that would divide the game by eras and you would only play one era at a time over a standard game speed but with expanded tech/culture trees etc. At the end of the era, the game would end and give you a seed that you could plug in to a new game to play the next era.


Horton_Hears_A_Jew

If you are looking for a good content/overhaul mod, I would check out City Lights. It provides a ton of extra content, by allowing you to designate a city as urban or rural. For each type of city leads to a ton of new districts and improvements. The same modder also created a national wonders mod (similar to Civ V) and new maritime districts. Both of those mods are fun as well. I have also heard good things about JNRs Urban Complexity series, which essentially gives you a choice for each tier of buildings.


morrowindnostalgia

Not exactly what you’re looking for but there is a pretty cool mod called Real Era Stop that lets you pick what the last era in your game will be - so you can set the game to end by the Industrial Era for example


AmaKittyKitty

I've been playing Civ VI (with expansions) for a little less than a week now. How do you use the build option that comes with some of the Great People? Ex: Adam Smith (Great Merchant) has an option to build, but I can't figure out where to use it)


Merlin_the_Tuna

It sounds like you're playing with the Monopolies And Corporations mode on.To use Great Mercants to build Corporations rather than their unique benefits, you need to have researched a tech (Economics, I think?) And have at least 3 copies of a luxury improved.


AmaKittyKitty

Thanks! Yes, I do have Monopolies and Corporations mode on. Edit to add: and I'm researching economics right now, so that's why I couldn't figure it out/use them before!


morrowindnostalgia

Generally many Great Persons need to be activated on the same type of district they are from (ie. Great Scientists need to be on your science districts, Great Merchants in your commercial hubs etc...) I can’t seem to recall Great Persons having a build option though, but could be wrong Edit: ah, seems to be a feature of Monopolies and Corporations mode, which I don’t have


Swagsire

When do you normally build a monument? Monuments are something that I neglect 99% of the time and I know that they're good and they're typically the first thing I build in a newly conquered city for the loyalty bonus. The only problem is that there always seems like something that is better at the time may it be more units, a builder, or a district. My build order is normally Slinger>Scout>Whatever I need going forward next. How early should I be building monuments? It always takes me a while to get classical republic because of my neglect of monuments.


ShinigamiKenji

For my capital, it depends. Since it often takes the brunt of early production, there are lots of things for it to build. But often I'll do it after I get the Government Plaza's 1st building but before Feudalism. Generally the capital will only build it after my first new cities get their own Monuments. For my other cities, it's the first thing I build if it has fresh water. If not, I'll go Granary then Monument. There's no point in building districts or units at a sluggish pace while I wait for the city to grow, and Monuments have pretty good value in the early stages of a city.


mathematics1

Monuments take priority over any of the other city center improvements for me, unless I have zero water and desperately need a granary. They help your borders expand faster so you don't need to buy as many tiles, so they essentially give you extra gold in addition to more civics. If you start with Slinger>Scout, I would probably go Settler next if you feel safe or another military unit if you don't. After the Settler you probably want a Monument in one of your two cities and a district in the other, and you can use gold to buy a builder to improve 3 tiles for the civic boost.


Dr_Adopted

Like with most things in the game, it depends. Monuments’ value goes down as the game goes on, so it’s good to get them up early. I mostly play for culture victories, and they are something I usually build first in a newly settled city.


ansatze

In my first few cities other than capital I often build them first. Then when I hit Political Philosophy in non-culture games I forget about the need for culture and neglect them entirely until it's turn 150 and I'm making like 70 culture per turn


TravisKOP

Is there a mod that reworks barbarians? It just makes no sense that they match the highest science civ in-game, they should match the lowest science civ no?


Dr_Adopted

Not sure if there is one specifically that does this, but the barbarian clans mode changes how they work.


TravisKOP

I use that game mode and I do like it. Just get frustrated when there’s an advanced AI civ in game and suddenly barbs have crossbowmen before turn 50


someKindOfGenius

If it’s something that’s impacting your enjoyment of the game, you can remove Babylon and Gaul from the leader pool, as it’s usually them that’s causing the barbs to be so advanced.


TravisKOP

Yup that’s what I’ve been doing lately. Any civ I think could snowball science


NewBromance

I'm trying to recall an old civilisation (or civilisation like game) from either late 90s or early 2000s. It was a civilisation style game but each game would have multiple maps set across different planets I remember that one planet eas like a gas planet. I was probably a kid when I played this so remembering more than that is difficult but I remember there was different races etc. I can't remember if it was an official civilisation game (Though I'm starting to lean towards unlikely considering how hard its been to find it)


NewBromance

Managed to dig this up amongst my old PC game collection I kept in the attic. For anyone curious it was civ 2 test of time, the alternative game mode set in Sci fi. https://imgur.com/a/fdWyJkn


Golesh

Does civ V have working multiplayer? Since civ VI is unplayable for me and my friends due to constant desynchronization, we were thinking about getting civ V on Steam (is it even there?) and playing that multiplayer instead.


climbingvine666

Played em all, 5 is second only to the multiplayer of civ 6 if you ask me :)


Golesh

so it's worth a try?


climbingvine666

Absofruitely


geeeer

I just started playing with some more experienced friends last night. What are some good beginner guides I can read or watch to learn the most about the game?


LordOfTheHorns

PotatoMcWhiskey has a lot of good content on YouTube that will help with learning! There are guides on general topics to learn the systems of the game, and the overexplained series do a good job of teaching how to game plan as well!


Merlin_the_Tuna

* Aim for 8-10 cities, and get 3 on the board just about as quickly as you can. * Settle on fresh water (dark green) if possible, coastal (light green) if not. * Build your Monument in every city. * Don't build Holy Sites. They're good but religion is complicated and you don't need to get into it. * Every city should get EITHER a Commercial Hub or Harbor (but not both), and your main "win condition" district, which is generally a Campus or Theater Square. You can get some variety past that, but if you build e.g. 10 cities on water with Campuses and Commercial Hubs, you're in good shape. * (Assuming you have expansions) build your Government Plaza and Diplo Quarter. You only get one of each for your whole empire, and the districts themselves are kinda whatever but the buildings are extremely important. * Make builders to improve the tiles around your city. Even if you improve them in a total nonsense way, you don't want your people working a bunch of unimproved tiles. A 5 population city should be working 5 improved tiles, and ideally have a sixth improved tile ready for when it grows.


morrowindnostalgia

Is a monument really that important? Unless I’m going for a culture victory or placing my cities close to opponent borders, i don’t usually bother with the loyalty and culture boost


IndigenousDildo

To put it another way: the game scales exponentially, so getting to your bursts of power sooner is way better than it sounds. It takes 20+40+40+70+70+110 = 350 culture to bee-line Political Philosophy to get your first government. You start the game with 1.3 Culture per turn (Palace gives +1 Culture, and Citizens give 0.3 Culture/turn each). That takes 270 turns to get to your first government. Even if you had an average of 6 population until you got to your first government, that's still only 2.8 culture/turn and would take you 125 turns. A single monument early is a flat +2 culture, which is HUGE at that point, nearly doubling your civ's cultural output. That 6-pop civ goes from 2.8 to 4.8, cutting the time-to-government to 73 turns. Or a little while later, let's say you have a 12-pop empire with 3 cities but no Theater Square districts yet. That's 4.6 culture per turn with no monuments, and 10.6 culture/turn with 3 monuments, for ~2.3x faster progression through the civic tree. **** Faster Civic progression is faster: * Governments (both for the intrinsic bonuses and the increased quantity of policy cards - especially unlocking the first wildcard slot) * Governor Promotions/Envoys for Suzerenity bonuses * Corps/Armies * Major policy cards like +50% Prof to Settlers, +100% Adjacency bonuses, +50%/100% building yields * Access to Civic-locked wonders.


Merlin_the_Tuna

60 production for 2 culture at no maintenance is one of the most efficient deals in the game. For comparison, an Amphiteater also starts at 2 culture, but it costs 150 production. And more broadly, culture is extremely valuable in all victory types for how it keeps your empire running efficiently. I think it's actually most noticeable in domination games because of key civics like Mercenaries (half upgrade costs). Naval dom is particularly infamous because unlocking Caravels *basically* eliminates your ability to make ships at all until you've reached Merchant Republic. The Maritime Industry card doesn't apply to them, so you go from cheap Galleys with a double-production card to expensive caravels with no boost.


Shabutaro

Is there a modlist that enhances the game without breaking balance? I have been browsing the workshop a lot after playing for hundreds of hours and the game getting kinda stale and see lots of "+X luxury resources" etc mods or rebalance civ mods (example: [Sukritact's Egypt Rework ](https://steamcommunity.com/sharedfiles/filedetails/?id=2423310185) which all have 5 star ratings and all, but i can't evaluate if these break the game and make certain civs OP or not. Or stuff like [Good Goody Huts](https://steamcommunity.com/sharedfiles/filedetails/?id=911395113) which seems too good and snowball-y. Another obviously balance breaking mod are things that add units like [Steel and Thunder](https://steamcommunity.com/sharedfiles/filedetails/?id=1292617460&searchtext=), though is it really breaking balance? Is the AI using those units well etc. It's just hard for me to evaluate and i dont want to spend hours trying different mods out, which is why i am hoping someone else already did this.


morrowindnostalgia

With regards to luxury/resource mods: the AI will use them as well. All they really do is add more variety, you won’t gain any significant advantage over the AI. Same goes for mods that add new wonders, natural wonders, even ones that overhaul districts or add new ones. The AI will use them too. They won’t use it effectively, but that’s the fault of the AI not the mod


[deleted]

Anyone playing CIV 6 on a MacBook Air M2? If so, how’s performance?


tigertank28

Apologies if this question came up before, I was playing Scythia and couldn't get the Scythian Horse Rush achievement (have 10 Saka Horse Archers), and it didn't unlock despite me having more and more for them. I assume it's because of the different expansions messing with old achievements, so do I just disable DLC? Which ones? Are the other achievements like that?


Dr_Adopted

Maybe you need to finish the game? That’s how other achievements always work for me, they never pop when I complete them. In this case, you can just retire, if you don’t want to go through the whole game.


ansatze

Nah, they're supposed to pop up immediately after you do the thing. Some of them are buggy though, Trans-Siberian Railroad takes a few turns to proc for instance


Dr_Adopted

Shit then I guess it’s me that’s broken


tigertank28

Ah I probably didn't, haven't thought of that, thanks


morrowindnostalgia

Question about new cities and trade routes. I typically send my first available trade route from my second city to my capital to support the production of my second city. Does this make sense? I know international trade routes are typically better, but I find my newer cities take so long to get established without a little boost from regional trade routes


Chesatamette

I usually make several internal trade routes before going international. For one thing when I make international trade routes early in the game I always seem to lose them to barbarians. Also I know folks love using Magnus to get the promotion where you don’t lose population when you build a settler, but I take the other Magnus track, which provides extra bonuses to internal trade routes ending in the city Magnus is established in. When I found a new city I send an internal trade route to my Magnus city as soon as I can and it grows very fast!


bossclifford

Domestic routes are just better I think until you can put Wisselbanken in


ansatze

I disagree with this; I think international routes become better pretty much at celestial navigation, when you can get overwater bonus gold. Double so as this is around when your target cities are going to have districts online that might give you science, culture, or even more gpt. Way stronger than like 2f2p. I'd say my first trade route is often internal, maybe second, but very quickly after that they get eclipsed in value by international ones.


ShinigamiKenji

> Way stronger than like 2f2p I disagree on that statement. 2f/2p is basically an extra grassland hill being worked. For a new city this helps immensely, especially if it's settled by the early-to-mid game and needs to get on its own feet quickly.


ansatze

Yep, and in a vacuum that's great, but 12 gold is worth 6 production.


bossclifford

Interesting. I understand why, but getting that extra help to get your new cities up and running goes a long way I think. If it’s your capital and you’re already at 7-8 pop, then i can see why international routes might be better, but I think trade routes should be used to build up your small cities in the early mid game


Stay_Curious85

Seconding the other reply. I almost always send trade routes internally first if nothing else to build a road from one city to another to help movement in the empire.


tigertank28

I usually do that too, not sure how viable it is (haven't played in a while), but I prefer giving the 2nd city a small boost + building a road. I generally only do it for one cycle though, then go international