Al Falah

Skybeach88

Chieftain
Joined
Oct 16, 2015
Messages
5
Hi all, so i have been trying to figure out just what al falahs bonus is. Does it mean that if i build a farm i get 1.5 food increase instead of 1, or does it mean that if i build a vivarium i will get 3 food instead of 2. Thanks everybody. I have been loving rhis game im juat not vwry food at it haha
 
I think the bonus applies to a city uses the production option to convert production to something else (like science, energy, culture, etc).
 
I think the bonus applies to a city uses the production option to convert production to something else (like science, energy, culture, etc).

Yes. Normally cities can choose to turn 25% of its production into gold, food, culture, or science. These are listed under "developments" in the build queue. Al Falah starts by converting 37.5%, upgradable to 50%.

I think this is very useful for three purposes:

- Getting a city to 10 pop quickly so it can get a second caravan running
- Closing out games once buildings aren't worth building (which can be surprisingly early, I think).
- Rushing a key virtue since setting a few high production cities on culture can often have a noticeable impact

It can also be useful to change timings by a turn or two if you're into micro management.
 
Hey thanks guy, im playing a game as al falah now to play with some strategies. I like using the upgraded trait to reaearch
 
Converting production to food can be very nice when you have your trade routes centralized.

In the usual example, you have every city after your capital connected to it. When you switch capital to convert production to food, all your other cities get a very significant food boost. It can be very beneficial to keep the capital converting food for most of the game.

The other cities can use conversion to convert production to science after the key buildings are built. Most of the late game buildings come so late, that they never meet the investment to build them. It is often better to build science.
 
By upgrading her own trait and adding the industrial trait under domestic (I think that's it), she can convert 80% of production. That can easily triple your science rate or quadruple your culture rate.
 
Al-Falah: so optimized in producing it can turn everything into anything efficiently. Makes you wonder how they survived the generations ship. Are they sometimes cannibal?
 
By upgrading her own trait and adding the industrial trait under domestic (I think that's it), she can convert 80% of production. That can easily triple your science rate or quadruple your culture rate.

Couple with the Benthic Auger in a high-pop aquatic city, a water refinery, purity super farms and one of the +1 prod terraforming satellites - you now have +6 production on every single coastal tile. If you have any strategic resources you can add the +3 prod/strat res agreement and whatever improvement. I had a 15 production tile with a titanium mine.

My last game I was growing 1 pop/turn and just exponentially increasing production. I had like 500 production in that city by endgame... and about 40 population.

There are literally so many broken strategies in this expansion pack I don't think they play tested anything at all.
 
Couple with the Benthic Auger in a high-pop aquatic city, a water refinery, purity super farms and one of the +1 prod terraforming satellites - you now have +6 production on every single coastal tile. If you have any strategic resources you can add the +3 prod/strat res agreement and whatever improvement. I had a 15 production tile with a titanium mine.

My last game I was growing 1 pop/turn and just exponentially increasing production. I had like 500 production in that city by endgame... and about 40 population.

There are literally so many broken strategies in this expansion pack I don't think they play tested anything at all.

I actually believe the game was designed that way; to have different strategies we would find "overpowered". If you played starships, it's exactly the same way.
 
Nah, the balance problems we see are just a lack of QA. There is a difference between designing powerful/competetive strategic approaches and plain imbalanced numbers.
 
My last game I was growing 1 pop/turn and just exponentially increasing production. I had like 500 production in that city by endgame... and about 40 population.

There are literally so many broken strategies in this expansion pack I don't think they play tested anything at all.

:lol: One city Cloning Vats. That Benthic Auger is nuts. Euphotic Strand is closer to the mark for an interesting wonder. (+1 Science per Coast, aquatic exclusive). The power differences between Wonders is ... rather large. PAC might make a good Purity faction, I guess.

I get the sense that there isn't much of a coherent design vision here: there must be some voices pushing for powerful effects and others reigning them in. This might be why the game feels so disjointed between phases of exponential growth and phases of idleness.

Most Civ veterans would prefer a tighter strategy game, but maybe we're not the target audience here. Not that this game seems to have much traction with other crowds.
 
Having many broken ideas is better than just having one, and it's impossible to weigh them against each other without extensive public testing (see: Starcraft). The Benthic Augur is very nice, but without Al Falah's leveraged power plus the agreements and a centralized trading route setup to distribute the food, it's not broken. Arguably, given the limited benefits of large cities, it's not broken even then.

Centralized trading networks is what makes Al Falah strong, but I think the TRs are a little insane in BERT. Release BE had maybe 3 per city - and the Autoplant flavor choice of how you want to play. With a centralized growth plan on any Civ, you could get something like 6 in your capital and 4 or so in every other city. It's a lot less in-your-face about is thanks to automation, but it's more powerful than it was at release. Slower, too, since you can't buy the trade depot - that was a reasonable scale-back.

On the plus side, I don't think you need any of that to keep up.
 
It's better to have interesting mechanics that are overpowered than ones that are boring and weak.

Interesting abilities can be patched to be fair. Boring ones can be powered up but they are still boring.
 
I was about to start a new thread and ask the same exact ?? as the OP. some of the explanations are really not clear (at least to me) :undecide::dubious:
 
I was about to start a new thread and ask the same exact ?? as the OP. some of the explanations are really not clear (at least to me) :undecide::dubious:

Okay? But the question has already been answered above (twice).
 
Al-Falah: so optimized in producing it can turn everything into anything efficiently. Makes you wonder how they survived the generations ship. Are they sometimes cannibal?

No, their droppings are more efficiently recycled. ;)
 
One (situational) strategy that I've found for Al Falah is a timing push on an critical affinity level. You can avoid grabbing affinity techs while you build an army, then switch all cities to science production and crank out one or two cheap affinity technologies. I did this with Tacjets when dealing with some very difficult terrain, saved myself 100 production per plane.
 
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