The same, I reading all the posts because I never played with those factions before (except mapuche) so I have no idea what changed and I cannot have an opinion about them
Some sort of a strange continent? An elephant pin? Give me a turtle and a Terry Pratchett quote in this vid and you're going to make me think that Firaxis is working on a Disc World strategy game
I'd have loved something which didn't require builders as Canada still will suffer from occasional extremely slow starts. But I do like the changes and I guess they didn't want an automatic buff in order to differentiate them from Russia?
I agree, but I think it's important to realize just how unique Canada's build order is. With the AI super unlikely to denounce and then formal war you, you can get away with ignoring building an army; I'd absolutely substitute a few slingers for an early builder or two. You still need to scout, as you'll be fairly isolated, but it's not like you have to settle anywhere else immediately to prevent the AI from doing so. With new Canada, you can stay in the tundra and build strong cities, whereas previously Canada needed to immediately find some way to leave.
But regarding their differentiation with Russia, maybe I don't play them right, but I always found them to have a really slow start no matter what. Even if they're not in tundra, there just doesn't seem to be much production or growth potential. Russia seems to be the civ to settle wide, whereas Canada is clearly the tall version of them now. Of course Russia has the Lavra which solves a lot of these problems, but that requires a lot of extra synergy with beliefs that Canada doesn't need to worry about.
Whoever is coming up with phrasing used in the videos over the last couple of months really needs to become a lawyer because they are great with the weasel words.
LINE INFANTRY!!! I've been pining for a unit between Musketmen and Infantry. I know that's a weird thing to focus on, but this pleases me to no end. Also, I'll gladly take Men-at-Arms. The gap between Swordsmen and Musketmen was also a bit odd. And a trebuchet too? Thanks, Firaxis!
Since GS, if you emit too much CO2 (specially with coal), it creates a garbage-plastic continent that falls into the water and makes the rest of the water in the world go higher. Wait, I'm the only one with that feature?
I mean unique units at the start of their line are not really relevant for this discussion though, the main difference between a standalone unique and a regular unique is whether or not you can pre-build and upgrade into them, otherwise, two types are the same for strategic purposes.
I guess this depends on the map you play. If you are at a naval map this could be a nice bonus for domination. You can rush frigates and dont need to spend too much time in the lower techtree to get some good units to fight on islands/other continents.
Eh, most domination civs are land based though so this is a major detour to pick up just one unit when everything is on the lower part of the tech tree.
Some sort of a strange continent? An elephant pin? Give me a turtle and a Terry Pratchett quote in this vid and you're going to make me think that Firaxis is working on a Disc World strategy game View attachment 593585
For those who were expecting more unique abilities for their beloved civs:
Creating a brand new ability more often than not requires a new ModifierType added to the game database (read: C++ code). And C++ programmers are probably working on new content (or even game) right now. Also, modifier game core is a much bigger hassle and may hurt game stability, so personally I'm fine with devs avoiding that for the upcoming free update.
It seems like designers apply existing modifiers in various combinations to balance existing civs and other objects in the game, and I'm very grateful that they've spent (a LOT of) time doing that, instead of just leaving the game for modders to balance. We're going to have a completely new meta in the game provided to us by the devs via a FREE update. Not to mention 3 new units! And probably more updates to come (either minor balance tweaks, or completely new content, who knows?)
Let's get excited for what's coming April 22nd and beyond!
P.S. Congrats to Carl on becoming a game designer! if he's indeed behind some of those changes to existing civs, man, you're doing Lord's work there!
As another person here stated, not as good as Portugal's scaling, but far more useable now. It makes it seems like actual Treasure Fleets are bringing the riches of the New World to Spain.
It opens a religious path for Georgia, which is fine. You can stack it with the Pantheon God of War too, giving you 100% bonus faith equal to strength of unit killed.
So, I feel like they wouldn't be telling us to keep our social media notifications on if they weren't going to have more Civ-related news within the year.
Whether that means another season pass, a spin-off game, or Civ VII is up for debate.
Rony used the words "Civilization Franchise" in the March Update.
Also, some Firaxis employees now have Space related backgrounds. SCHUSPISCHIOUS!!! (They may have had them for a while, I wouldn't know...)
And by some I basically mean Kevin. Also Jack Solomon who worked for Xcom and whose page I never visited but I needed a second person to justify the use of the words "some employees" rather than "an employee" to artificially inflate my claim.
I agree, but I think it's important to realize just how unique Canada's build order is. With the AI super unlikely to denounce and then formal war you, you can get away with ignoring building an army; I'd absolutely substitute a few slingers for an early builder or two. You still need to scout, as you'll be fairly isolated, but it's not like you have to settle anywhere else immediately to prevent the AI from doing so. With new Canada, you can stay in the tundra and build strong cities, whereas previously Canada needed to immediately find some way to leave.
But regarding their differentiation with Russia, maybe I don't play them right, but I always found them to have a really slow start no matter what. Even if they're not in tundra, there just doesn't seem to be much production or growth potential. Russia seems to be the civ to settle wide, whereas Canada is clearly the tall version of them now. Of course Russia has the Lavra which solves a lot of these problems, but that requires a lot of extra synergy with beliefs that Canada doesn't need to worry about.
Yeah, Russia has a problem with food and growth - they really need to get those Lavra down and get Feed the World if they want to grow, or they go work ethic and just live with their cities being stuck at 4 pop forever, basically. They can still outpace everyone in those 4pop city production, since you can easily get a +6 lavra, so with the policy card and work ethic can be +12 production from that, plus their tiles giving them production and faith, can be getting 20+ production there.
But with Canada now able to get 4f farms and 3f camps in the tundra, that gives them at least a little flexibility to build up. Then if you have a few hills or mines that you can add too, you should be able to grow those cities a little better. Yes, it needs a builder to function, and you might still get stuck if you lack freshwater, but it should give you enough yields that with the builder getting the basic infrastructure down, you won't be stuck building a preserve for 40 turns quite as often as you used to.
I also think the changes to Spain's non capital continent cities can be very potent. Cheaper districts and extra builders should mean it's significantly easier to make self sufficient settlements.
I also think the changes to Spain's non capital continent cities can be very potent. Cheaper districts and extra builders should mean it's significantly easier to make self sufficient settlements.
If that does happen, I REALLY hope it's a buff and not a nerf. I don't want Sweden and Kongo to be the only remaining civs with some meaningful bonus to relics and Reliquaries-boosted culture strats.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.