The only problem with halyu is exploiting Indie. But that's more about how indie works than anything. Even religious rock - which is hilarious- isn't that good.
Of course, you could use your powers for good and use Indie to force captured CSs to free cities then liberate. That’s been my favorite use so far and I really hope they don’t change it. There’s no other way to peacefully liberate CSs from allies.
Offtopic but I disagree, Civ6 AI is functional fool while Stellaris AI is brain damaged, the latter is incapable of even sustaining its economy (or at least was not long ago, for a month after big update)
So, how should pillaging be adjusted? Just lower the yields? Or maybe do something more graceful like increment it by the difference in tech advancement between pillager and pillagee? Always thought this should work more as a catch-up mechanism than a way to pull ahead.
Offtopic but I disagree, Civ6 AI is functional fool while Stellaris AI is brain damaged, the latter is incapable of even sustaining its economy (or at least was not long ago, for a month after big update)
So, how should pillaging be adjusted? Just lower the yields? Or maybe do something more graceful like increment it by the difference in tech advancement between pillager and pillagee? Always thought this should work more as a catch-up mechanism than a way to pull ahead.
ALL science pillage yields should be based on how much one is behind the pillagee in science.
EDIT: Also, there should be muchgreatertechleakage based on trade routes, diplo visibility & favorable relationships. Leakage could be as much as 5% of remaining cost per turn for a tech that you can currently research. In the case of multiple such techs available, divide the leakage among them (as opposed to getting the hypothetical 5% for each one).
Balance pillaging. Fix trading strategic resources and diplo points (should be tradeable only in bundles of 10 per click and clicking on gold should set to the exact sum the AI is willing to pay).
Fix the Trade Screen. The problems have been covered in other threads. There's no reason for everything being for 30 turns. Let me choose 5,10... Trade resources per turn.
Hey @Eagle Pursuit or @WillowBrook can you enlighten us as to the recent Dev/QA progress you have seen?
Based on this post that @Laurana Kanan has been using to track patches, we are really due one this week.
Hey @Eagle Pursuit or @WillowBrook can you enlighten us as to the recent Dev/QA progress you have seen?
Based on this post that @Laurana Kanan has been using to track patches, we are really due one this week.
There should be one soon based on past patches, but I haven't seen a "finalizing" process where they update the qa builds 3 or more times per week or conversely where they stop updating the qa builds entirely, both of which have preceded the release dates in the past.
There should be one soon based on past patches, but I haven't seen a "finalizing" process where they update the qa builds 3 or more times per week or conversely where they stop updating the qa builds entirely, both of which have preceded the release dates in the past.
There was only one 2kqa update last week while previous weeks saw two. It could mean they're wrapping things up for a patch next week, but they could also just be giving the Mac and Linux branches a chance to catch up, as they were updated several times late in the week.
If there are no more updates by Thursday of this week, I'd say that's a good sign the patch is coming late in the week.
ALL science pillage yields should be based on how much one is behind the pillagee in science.
EDIT: Also, there should be muchgreatertechleakage based on trade routes, diplo visibility & favorable relationships. Leakage could be as much as 5% of remaining cost per turn for a tech that you can currently research. In the case of multiple such techs available, divide the leakage among them (as opposed to getting the hypothetical 5% for each one).
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