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Al Falah

Discussion in 'CivBE - Strategy & Tips' started by Skybeach88, Oct 17, 2015.

  1. Skybeach88

    Skybeach88 Chieftain

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    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
     
  2. gvblake22

    gvblake22 Chieftain

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    I think the bonus applies to a city uses the production option to convert production to something else (like science, energy, culture, etc).
     
  3. Olodune

    Olodune Chieftain GOTM Staff

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    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.
     
  4. Skybeach88

    Skybeach88 Chieftain

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    Hey thanks guy, im playing a game as al falah now to play with some strategies. I like using the upgraded trait to reaearch
     
  5. ZHONN

    ZHONN Chieftain

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    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.
     
  6. NukeAJS

    NukeAJS Chieftain

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    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.
     
  7. Zenstrive

    Zenstrive Arabian King

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    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?
     
  8. hevans900

    hevans900 Chieftain

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    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.
     
  9. sugerdady87

    sugerdady87 Chieftain

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    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.
     
  10. GAGA Extrem

    GAGA Extrem Chieftain

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    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.
     
  11. Olodune

    Olodune Chieftain GOTM Staff

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    :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.
     
  12. Roxlimn

    Roxlimn Chieftain

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    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.
     
  13. Ravenwild

    Ravenwild Chieftain

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    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.
     
  14. Janie

    Janie Chieftain

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    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:
     
  15. Ryika

    Ryika likes cookies and milk.

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    Okay? But the question has already been answered above (twice).
     
  16. GeoModder

    GeoModder Chieftain

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    No, their droppings are more efficiently recycled. ;)
     
  17. Aea

    Aea Chieftain

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    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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