PolyCast Episode 112: "Let It At That"

DanQ

Owner, Civilized Communication
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Moving into the acceptance stage. The one-hundred-and-twelfth episode of PolyCast, "Let It At That", features regular co-hosts Daniel "DanQ" Quick and "Makahlua" with returning guest co-hosts Jon "CanuckSoldier" Ryder, Peter "Emperor Peter", Gloria "condor223"/"Nolan" Carson and Douglas "Rusty Edge" Smith; it has a runtime of 59m59s.

The summary of topics is as follows:

- 02m50s | Forum Talk
In-depth consideration and analysis of the massive February patch notes for Civilization V, and removing city bombardment for cities that are garrisoned.
- 49m58s | Community Focus
All about the oldest and largest Civ multiplayer league, CivPlayers.

- Intro/Outro | Miscellaneous
Civilization IV's theme song wins a Grammy award, not stopping the show and tagline curiosity.

PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; sibling show RevCast focuses on Civilization: Revolution and ModCast focuses on Civ modding.
 
An enjoyable listen. I skipped through some of the latter parts, so apologies of you did go back and address this later, but I'd disagree that the patch is an overall production nerf. If you look at the changes there are big boosts to base production through some tile yields and buildings, just the multipliers have been reduced. There should be more food available from good tiles as well leading to larger cities on good sites.

Overall I feel the move is away from the bland production multipliers and toward stronger production from good sites geared toward hammers with the appropriate buildings; forges and iron deposits more useful, deer gives hammers, hammer producing (rather than just boosting) buildings. City placement should matter more and the model is moving toward the way things where handled in civ IV, rather than in civ v where it doesn't matter so much where a city is founded because base production just doesn't vary that much.

We'll see what happens when the patch hits, but all of this coupled with slower tech speed should make for a more satisfying game. There may be some tweaks to building and unit costs as well we aren't aware of.
 
An enjoyable listen.
:)

I skipped through some of the latter parts, so apologies of you did go back and address this later, but I'd disagree that the patch is an overall production nerf.
Once the patch is released and we're able to play, beyond speculative analysis, all of us as CivV players will be able to see if it yields a production nerf or not as you note later on from the above. Even if it only delays production capacity beyond what we have now pre-patch, that can still be an effective nerf to me. I think it can be argued either way at this point.

There may be some tweaks to building and unit costs as well we aren't aware of.
That possibility certainly cannot be ignored, given that it has been stated that there may be further modifications to what has been documented publicly before the patch is finalized and subsequently released.

Out of curiosity on more of the show side itself, how long have you been a listener?
 
I discovered it recently, actually. I've gone back and listened to some of the past casts and plan on doing so again later on. I love hearing others discussing video games, and pod casts allow for more dynamic discussion than forum boards, I find :) I'll definitely be following your stuff from now on.

I didn't intend to be too critical about your analysis of the patch, hopefully I didn't come across like that. I'm just perhaps a little more hopeful it will yield some real improvement. It seems to be adding more differentiation to tiles so that alone really makes me happy. As you say it's very hard to tell at this stage, they've made some changes that are very hard to predict the outcome of - less multipliers but more (potential) hammers. I'd agree that production will likely be lower early game, so in that sense it is a nerf, and it likely will be for mediocre sites as well - but it should make a well placed specialised city more powerful (imo).

Coincidentally, I definitely agree with most that civ v's production could do with a boost.
 
I discovered it recently, actually.
Further curiosity question then: how did you find the show? :D Thread here on CFC or..?

I've gone back and listened to some of the past casts and plan on doing so again later on. I love hearing others discussing video games, and pod casts allow for more dynamic discussion than forum boards, I find :) I'll definitely be following your stuff from now on.
:beer:

I didn't intend to be too critical about your analysis of the patch, hopefully I didn't come across like that.
Not at all. I found your counter-argument to be constructive in both intent and practice.
 
Further curiosity question then: how did you find the show? :D Thread here on CFC or..?


:beer:


Not at all. I found your counter-argument to be constructive in both intent and practice.

I found it when I noticed a thread here on CFC, so keep posting them :goodjob: And thanks, both arguments have merit for sure, roll on the new patch so we can finally find out. :)
 
Was motivated to whip out Baba Yetu for a quick listen for old times sake. Makes me remember how truly awesome the 'sounds of Civ 4' really were. Baba Yetu is my favorite video game theme song ever, hands down. But I liked the background leader themes as well.
 
Was motivated to whip out Baba Yetu for a quick listen for old times sake. Makes me remember how truly awesome the 'sounds of Civ 4' really were.
The following just seems so appropriate here: :culture:.

Baba Yetu is my favorite video game theme song ever, hands down.
Same.
 
Really like the podcast! LOVE how your talking about the patch when everyone else seems to be quiet about it, well at least the people who make the patch :mischief: but seriously good job!
 
Overall I feel the move is away from the bland production multipliers and toward stronger production from good sites geared toward hammers with the appropriate buildings; forges and iron deposits more useful, deer gives hammers, hammer producing (rather than just boosting) buildings. City placement should matter more .

Deer giving hammers makes sense to me! After all, how can the Brutes have helmets without a source of antlers to build them?:p
 
Really like the podcast! LOVE how your talking about the patch when everyone else seems to be quiet about it, well at least the people who make the patch :mischief: but seriously good job!
Thank you kindly. :king:

How long have you been a listener of the show?

Deer giving hammers makes sense to me! After all, how can the Brutes have helmets without a source of antlers to build them?:p
:lol:
 
For purposes of clarification, I consider the bombardment matrix a problem with unrealistic city crowding rather than a fault with the city bombardment abillity itself.

I think hexes & natural wonders, which I've advocated are the greatest introduction to the series.
Self-defending cities and city tile acquisition, are a most welcome surprise .
 
Coincidentally, I definitely agree with most that civ v's production could do with a boost.

On this topic, I think you can't forget that the Aqueduct alone combined with food buffs from well placed cities will additionally increase production with higher populations. Also, some changes to buildings, such as the Workshop (if i recall?) adds +2 base production. Changes such as these will allow for additional populations to be placed on food (or more production) and allow even larger populations.

Overall, i'd say it's a population buff, which can dramatically increase production.
 
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