The drama of losing your own cities and/or gaining your neighbors cities can be a little too dramatic. I wish there was a hybrid where each upcoming age has a 50% chance of being announced as "dramatic". That would add a fun tension to the announcement of each new age. Maybe it could be...
Unfortunately, that is not my problem. I have not researched Natural History (i.e. with Archaelogists) yet, and nothing interesting appears on the tool tip.
@charrison can your team examine the save file I posted?
But it can be more than that. Imagine an AI that knows how to bring a mid- to late-game war to you, with tanks, artillery, bombers, etc., enough to make you sweat. I call that tension.
The AI has a hard time capturing cities, but they do know how to pillage, so maybe this will make them more competitive?
In any case, I'm really hoping the AI gets better at city capture.
I like this idea
Upgrading an archer into a crossbowman makes sense. Many of the others mostly make sense. But upgrading a knight into a tank makes no sense at all.
One problem with buffing the current card is that if it becomes a "loyalty guaranteed" card, then that removes the fun of the game. It is more fun when loyalty is at risk because it poses problems that need to be solved in others ways.
I may be in favor of adding an additional loyalty card so...
They could have easily achieved this by using unique different color backgrounds in the portraits, without using gross caricatures. For example, Magnus could be a normal face on a blue background, Liang a normal face on a green backgound, etc. I'm sure there are other design style choices that...
One big benefit (intended?) is that it allows easy discussion of Magnus et al and we all know immediately who it is, instead of saying the chop-master, that science dude, or whatever you would label the others.
Perhaps you can have your mod provide the CS with a free builder after it has been liberated? This may help bootstrapping production (assuming the builder is put to good use).
That is a valid point, but if you haven't already, check out the Civ5 Vox Populi combat AI. If Civ6 combat AI could even be half as good, I would be happy.
It could do that before occasionally.
The real question is: Can it take walled cities?
We need those experiments run. (I forget who did that before...)
As always, new features create new exploits. I probably wouldn't make this the centerpiece of my strategy, but if I happen to have a flippy city, I could see myself doing this. Nice analysis.
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