ShahJahanII
Homesick Alien
Seems like a great idea and one that would be easy to balance if it's too strong/weak. Just add or take away bonuses as necessary with patches.
I'm really hoping they give it another look-over as they're basing an entire civ on the mechanic. Right now, yeah, it's not great . . .This mechanic is extremely situational and currently not very useful at all. The AI would have to stop taking city states as often as they do now for that to be even remotely useful. Based upon the livestreams it seems that they still take them. If there is no serious diplomatic penalty or means to dissuade them, what is the point?
The real damage will be wonders, you won't be able to buy those.
They better get a whole lot of money because buildings are very expensive to purchase. Mali get a 20% discount, but that is still very expensive.
A hundred people - a hundred opinions... I felt that Civ V were, with the amounts (I admit it's not much, but they spoke, were able to switch between hate and neutral speech, and had several responds for "yes", "no" and "what do you want") of dialogue they had, much better at subtly presenting the leader's personality than Civ VI's "Hi, I'm Cyrus, I love to scheme and backstab, if you don't do this as well, you are stupid and I, and thus everyone in my empire, will suddenly hate you."I guess? Personally I didn't feel any of that out of Civ V. The animations were nice but I felt like they were the least developed leaders.
It is 4:1. You previously posted in another thread that you play on epic where costs are inflated 50%. I can assure you, it's 4:1 for purchases. Just remember: warriors cost 40 prod, and are 160 to rush buy on normal speed.Gold to production ratio is 6 to 1.
I think a lot of commentators here are not seeing that their mines do not have an appreciable buff. It's just converting from one to another.They get -1 on mines, but mines give +4 gold. Given that the general purchasing power in the game is 1 prod = 4 gold, you're really not any worse off for them. Especially once they get their purchasing economy started, then even that ends up being a bonus to them overall.
The real damage will be wonders, you won't be able to buy those.
I don't think Mali are bad, but i do think getting just 70% production towards units and buildings in exchange for paying 80% of purchase price is "a bad deal." I see what they are trying to do but I don't think they were aggressive enough in the gold upside to justify that.
The real damage will be wonders, you won't be able to buy those.
Should be easy enough to secure Earth Godess which synergize well with the rest. Apart from desert having crap appeal...
They only victory type I can see Mali excel at is domination, because they can field and maintain massive armies.
It is 4:1. You previously posted in another thread that you play on epic where costs are inflated 50%. I can assure you, it's 4:1 for purchases. Just remember: warriors cost 40 prod, and are 160 to rush buy on normal speed.
I think a lot of commentators here are not seeing that their mines do not have an appreciable buff. It's just converting from one to another.
Now, what I like about the civ:
They look good. Mansa himself looks good. They have a unique CH that has some serious potential.
I love how settling a city in the middle of barren desert conveniently gives +6 food, together with the city tile leaves you with 8: just enough to hit 4 pop and put down a CH&HS. Nice.
The UD giving a broad based district buying ability and discounted purchases is really neat. Being able to go CH first in a new city and then not have to worry about Reyna will be really nice.
I really like Mansa's bonus gold to routes.
But...
Gold in game is generated in most places as 2:1 with other resources (3:1 for science and culture.) Look up luxury resource yields to see this.
The CH buildings almost have 2:1. I suspect that they originally planned districts as having +2/3/4 buildings. CH would have been 4/6/8. Then, before release, they decided 1) there wasn't enough science in the game, so they added science to Unis and labs, and increased the base science rate per pop to 0.7; They felt there was too much gold in CHs, so they reduced all the buildings by 1, to 3/5/7.
Okay, what does this have to do with mali? They want to get as much gold as they can. Gold naturally appears 2/1 with other stuff. Purchases are 4:1. CH is less than 2:1. The economic implication is that it is "cheaper" to generate production from terrain than to generate gold from terrain and then buy stuff. Gold can be spent anywhere though, so normally you can think about the fact that gold is found 2:1 as the "flexibility penalty." Mali still has to live with that reality.
Strategy: I think the best use of mali's abilities is cramming a bunch of cities into empty deserts. Get to 4 pop, get you CH and HS down, and you will be set. the cities aren't supposed to do anything other than generate gobs of gold and faith for you.
DO NOT FORGET that the unique CH's bonus with holy sites applies to each holy site: this means we have to dust off our hansa playbook. You can make a diamond of 2 holy sites and 2 CHs and instantly have 5 gold CHs. Not bad for a pair of sandy outposts in the deserts. Use the TRs to get those outposts up to 4 pop then move them somewhere profitable. (If you found in the middle of the desert you're getting +7 gold off the bat anyways.)
So basically you can settle most of the map normally, but really work to cram in desert cities as sort of a "gold and faith farm" you keep in your back pocket. Grandmasters chapel will be huge. Theocracy or merchant republic would be well suited. Big Ben for obvious reasons. Colonial taxes will be a crucial card to try and slot for because that's even more gold from all those mines.
They sort of self cripple because Sahel Merchants only works on international routes.
I don't think Mali are bad, but i do think getting just 70% production towards units and buildings in exchange for paying 80% of purchase price is "a bad deal." I see what they are trying to do but I don't think they were aggressive enough in the gold upside to justify that.
Yes, it will be very interesting to see how much they play out. I would agree it feels like the balance isn't that big, but also, I know right now I tend to buy an awful lot of things even at that 4:1 rate, since that rate applied globally and production has to be local. It's a lot easier to generate a lot of gold in one part of your empire and use that to buy monuments and builders elsewhere. And especially when combined with either Theocracy for faith buying or Democracy for gold buying, You're getting some pretty big discounts. Running the religion game will probably be their biggest edge - once they get to Theocracy, if they can get a religion and choose the -30% apostle cost, they would actually now be buying apostles for almost 1/3 of the base cost (20% from CH, 15% Theocracy, 30% religious bonus = 65% discount), so they're going to be able to spam the world with apostles like a mofo. Whether they last to that point, and whether that actually does anything, we still don't know. The same bonus applies to builders/Settlers during a monumentality golden age.
They'll also have a tough choice during golden ages, too. Honestly, if I'm playing as them, I almost feel that the best strategy for them is try to do Dark->Heroic right off the bat. I know against the AI on higher difficulty levels, the first era ends fast, so I could definitely see myself not getting that commerce hub down in the first era all the time. Grabbing that heroic age could be just what they need to springboard to the lead, and especially with them likely wanting both Monumentality and Free Inquiry for the medieval period. Get both of them, and now you have brutally cheap settlers/builders, and all your high-adjacency commerce hubs are now giving you the science that you need as well.
More or less this.
I'm also concerned by the fact how the leaders' characters changed from Civ V to Civ VI. How they often become way too simplified and flanderized just to fit their agenda. We've gone from Ashurbanipal, a greatly modeled and voiced leader that felt like a strong man and conqueror (I love him being literally enraged in times of war), from Darius, a powerful monarch ruling the most powerful realm in the world, who is well aware of this fact (his shock by him being attacked is great - it just doesn't make sense for him that anybody would dare to attack the glorious and powerful Achaemenid Empire), from playful Theodora that ceases to play and becomes serious and cold to you when in war, to likes of Genghis Khan who doesn't forget to mention his horde or cavarly in almost every cutscene, to Cyrus the Great, who was reduced from a very well respected leader to a mere untrustworthy backstab-loving enemy of Tomyris, to Philip II the dramatic sword-waving maniac (while being historically known as "the Prudent"), and so big religious fanatic that he doesn't forget to mention his faith whenever he has opportunity.
Pedro II is the saddest example of this, turning from this respectable, old, tired man, who was still determined to work to ensure the best for his people and country, to a red-nosed jerk who keeps whining about great people all the time.
I'll admit the reminders aren't that cool, but the general gameplay idea behind them is pretty good. Spain hates civs with Rival religions and when you look at his bonuses, these are the Civs a real player would likely conquer to win or treat as real rivals to win. I think that's more important in terms of behavior from an AI opponent, than a Spanish AI that is more "prudent" but will never properly play to the strength of it's given bonuses.
I know. Mansa Musa is the only leader who makes sense to have that agenda, so I'm happy they gave it to him.
Of course Mansa's may be backwards. He should want to go after people with large sums of gold, not small sums.