I don't know how the message could've been made more clear, Evie was very straightforward in their post:
The post mentioned no civs it could apply to, explicitly described it as an example of the general trend of using faith different from a civ ability, and doesn't get involved in any of the...
Agreed - barring extreme circumstances which occur very rarely (or being Kupe), I do not think the Civ formula as it has existed until now is capable of generating a reason to settle after turn 3 at the latest.
I really don't understand why you're arguing against someone wanting to get a picture-perfect start every time when that does not seem to be the goal of anyone on this thread. The primary example has been a civ that is primarily dependent on naval gameplay not spawning with coast visible, which...
The problem feels like it has gotten worse in more modern Civ games (5-6), and I think that's because the importance of your unique abilities have increased significantly, and terrain plays a bigger role for some of them. The reality is that on a map which has limited coastal starting points...
I didn't say that Civ 6 was always going to sell better than Civ 4 - but if Civ 4 sold a million copies (all numbers 100% made up, to be clear0 but 75% of strategy gamers bought it, and civ 6 sold 10 million copies but 30% of strategy gamers bought it because the market has grown dramatically...
In addition to not knowing what exact aspect of a game made it a success, it's also hard to compare the relative success of two games in the franchise given the difference in time between the two releases. Civ 6 obviously dramatically outsold Civ 4, but given the relative sizes of the gaming...
I don't think that a state with such infamous private-public partnerships as WW2 Germany (see: the history of just about every German company that was around in WW2)'s economy should be described as 'almost indistinguishable' from the Soviet economy of WW2 - that seems a stretch to me. It also...
Fully agreed - I have endless frustration with EU IV in particular for this. CK feels like it tries to force the rest of the world into the same set of mechanics as their interpretation of feudal western Europe and it doesn't always fit; EU feels like it's just outright misleading the player...
I really don't think it's a kind of racism - I think these objections would hold true to trying to create a civilization based on the Greek mythology of Troy, for a more European example. We know that there really was a city in that location, but presuming that everything written in Greek legend...
No-one is asking for all the possible solutions - it is just that your suggestions are completely separate from anything approaching the game we're ostensibly discussing, and you seem unwilling to provide any suggestion for how these could possibly be translated into game mechanics that fit into...
I definitely think there's space for an interpretation of the Incas that isn't entirely focused around the mountains, and I there is an issue with some civs being pigeon-holed into one sort of gameplay. In terms of non-Andes related things about Tawantinsuyu that could be interesting for civ...
In terms of actual practical advice from the situations you've discussed:
If your cities are taking 50+ turns to build a monument, you should probably aim to have good yields in the first ring; the difference between a city founded on a tile that has 2 production and can work a 2 food/2 prod...
I imagine what they might be playing off of is the fact that Tawantinsuyu/ the Incan Empire is one of the largest states (certainly before the 20th century) to have no market economy, and intentionally avoid the use of currency - to the best of my knowledge, the only exception was in the...
I have to agree with Evie here, it's wild to me to call the Paradox games we've moved onto discussing 'very thin' on release. For example, CK3 - it launched with less content than CK2 had at the end of its development cycle, so someone who was used to that version of CK2 might make it feel very...
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