#How to capture cities in civ 5 mod#
RELATED: Civilization 6 Mod Adds Genshin Impact's Mondstadt However, just because the concept is easy to grasp doesn't mean that it's a cakewalk. But more likely, because it's what I always do with Civ, I'll get to the Renaissance Era and decide to start over with a new stupid rule.Getting a domination victory in Civilization 6 is one of the most straightforward and simple ways to achieve victory in the game, second only to winning a score-based victory. If I manage to win this game without ever founding a city, I'll let you know. Scroll further in the file and you can define starting buildings, governments, civics, and techs as well. I had to do some experimenting because as I mentioned, it mysteriously refused to accept my changes for a while (which probably just means I introduced a typo somewhere), but using the existing lines as examples you should be able to set up any starting units you like. If you want to start an Ancient Era game with an archer, for instance, you'd add the line: Scroll down to the 'MajorStartingUnits' section and you'll find a bunch of lines which define which units players start with depending on the starting era, some with extra variables, such as 'AIOnly' which gives the AI extra units at harder difficulties. Make a copy of it to back it up, then open it in a text editor.
#How to capture cities in civ 5 install#
Find your Civilization 6 install folder, which if it's in Steam's default location will be C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI.įrom there, navigate to \Base\Assets\Gameplay\Data and find Eras.xml. If you want to muck with the starting conditions yourself, it's pretty easy. Now that early wars aren't quite so much of a drain, though, I'm really enjoying being an all out warmonger in Civ 6. But I was always annoyed by city-states hogging land I wanted, so much that I started turning them off altogether.
![how to capture cities in civ 5 how to capture cities in civ 5](https://oyster.ignimgs.com/mediawiki/apis.ign.com/civilization-6/3/32/Cities.jpg)
I never took an aggressive approach in Civ 5, preferring to expand on my own and turtle. My civilization at turn 110 with four cities and my starting Settler hanging out in Toronto. Despite all her big talk, she didn't have much of an army at all (this was on Prince difficulty, so not too hard).
![how to capture cities in civ 5 how to capture cities in civ 5](https://www.carlsguides.com/strategy/civilization5/gamepictures/war/encircle.gif)
Every few turns Cleopatra offers me a deal, even offering to let me keep Shedet, but I ignore her and march toward Râ-Kedet. Instead of settling things at the peace table, though, I've decided to smash the peace table with an axe. And with my rule that I won't found any cities, it's the only way forward. It's lost a bit of Civ 5's nuance-eg, installing a puppet government until the war is over, and then annexing only the best cities when you can afford to buy courthouses to cheer everyone up (when have they ever done that?)-but I feel much more encouraged to expand through war if that's what I want to do. I'm glad Civilization 6 simplifies this: Keeping a city no longer suspends its production, instead making it less productive until the war is over and it's negotiated for at the peace table.
![how to capture cities in civ 5 how to capture cities in civ 5](https://i.imgur.com/KwCdZPn.jpg)
I was always irked by how Civilization 5 discouraged conquering with revolts and unhappiness-not that bombarding a city with arrows and then marching in with axes wouldn't cause those things, but it was such a pain I typically installed puppet governments or razed cities when what I really wanted to do was expand my empire while keeping it under my creative control. To a degree, I think it was Civ 5's wording that turned me off-captured cities didn't really feel like mine, even if I got them up and running again. This is what you get for calling my army puny.