Recent content by Zaldron

  1. Z

    Will Civ6 punish players for expansion?

    I think that in fact new cities need a negative mechanic, something to correspond to the bureaucracy and empire management concepts that exist in real life. Otherwise there is no gameplay balance to encourage you to slow your expansion and creates stale gameplay from simply managing hundreds of...
  2. Z

    A possible solution to the SP's AI?

    I'll assume that you're exaggerating here to make your point, but I feel obligated to point out that in a game like Civ, AI may be one of the most complex parts of the game and certainly one engineer wouldn't make or break the quality. Just think about the complexity of Civ vs chess, and that...
  3. Z

    Buildings - flat yields, no percentages? Also: 'linear' development of civs.

    I'm actually still not convinced. If you're pursuing a wide strategy it's almost certainly smarter to proceed directly to the fixed-science structure and specialists rather than percentage boosts, then back-fill the % boosts later. Whereas right now in the current situation, tall has no...
  4. Z

    Civs starting with workers.

    I've never felt that starting only with a worker to be a strong disadvantage. You get basically 18 free turns of production, so even if your worker can't do anything for the first 8 turns you're still way ahead by the time it can start making improvements. You can immediately start with a scout...
  5. Z

    [3.16]Siege units

    They don't take damage in return for attacking but at least at one point the city+garrison would destroy one siege unit per turn which was pretty depressing.
  6. Z

    A few notes re: the latest version of CEP

    So wait, are the default minimum yields of a city not 2f/1p/1g anymore? If it's 2f/3p/1g that's totally fine.
  7. Z

    A few notes re: the latest version of CEP

    I'm not arguing for your second and third cities. I'm arguing for your *capital*. Starting with 1 production in your capital is cripplingly slow when an opponent that starts on a hill has TWO production in their capital.
  8. Z

    A few notes re: the latest version of CEP

    I have to ask, but doesn't this pretty much mean you have to reroll the map until you start on a hill so you have production to work with (2 vs 1).
  9. Z

    Caravans

    The significant gameplay problem with nuclear subs requiring uranium is that they're competing with nuke plamts, missiles, and GDRs for that resource. How do you balance a ship competing with those resource consumers?
  10. Z

    A Question Regarding Tactics

    I don't play with policy saving and I can count on one hand the number of policies I've had to pick that I didn't want. If optimal gameplay is to hold back a bunch of policies (and I don't think it is) we should of course address *that*.
  11. Z

    Caravans

    I voted 1-2 because after the initial couple to get early income, I always favor the far more lucrative boat-based trade routes.
  12. Z

    [3.10] City state diplomacy mod incompatibility

    I feel this is beyond the scope of this mod. Between military, great people, trade units, and religious units I already have too many units to manage.
  13. Z

    Cep bnw?

    This is clearly a very strongly opinionated topic because I hated the way every other Civ did this and I love the Civ5 approach myself, like Ahriman.
  14. Z

    Immigration

    For a brief period of time in VEM Thal enabled the emigration mod where if *your* empire was unhappy people would leave. He then implemented better happiness models and removed emigration.
  15. Z

    No gold on river improvements

    This change itself makes starting near a warmonger like Monty or Nappy even *more* devastating because you lose a ton of gold income in addition to having to build up a significant defensive army. I'm not sure what to do about it though...
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