That requires people to declare war on me and, again, if I'm going for a diplo victory I want to be a good terms with as many people as possible so the ability gets worse the more people you are friendly with. Sure, Georgia isn't a diplo only civ and if the ability works with religious units then it's better but I only do religious victories with Mali so I don't really care about that aspect. It's not a bad ability but Georgia isn't the best civ for it.
Ok, so if you want to be on the best terms possible with every civ, why do you care about losing the ability to declare a special type of war? What is the logic behind that?
"Defeating an Enemy Unit within the borders of an Enemy City causes that City to lose 20 Loyalty and 40 Loyalty if that Civilization is an a Golden or Heroic Age."
Through the wording here, it appears that the bonus scales based on the type of Age the Civ is in.
That requires people to declare war on me and, again, if I'm going for a diplo victory I want to be a good terms with as many people as possible so the ability gets worse the more people you are friendly with. Sure, Georgia isn't a diplo only civ and if the ability works with religious units then it's better but I only do religious victories with Mali so I don't really care about that aspect. It's not a bad ability but Georgia isn't the best civ for it.
I agree in principle, (though faith has many, many more uses than religion by now). In practice, sometimes Teddy and John Curtain have other ideas than being friends.
Big Q for Lautaro with the changes is whether that +4 loyalty to nearby cities stacks or not. If it does, and it stacks with Amani, you could potentially get like +10 or +14 easy bonus towards your empire. They basically turn into the "active" version of Eleanor, where you setup your governors, then fight your way to flip to free cities. Especially in dramatic ages mode, free cities can easily turn opposing cities into slightly negative loyalty that your conquest can quickly bring to 0 to flip.
I just tested this again and it seems like you can NOT upgrade units two steps at once if you are missing the tech for the first step.
I took Babylon for the test since it is the best civ to get keep the test short. After getting two xBows I was not able to upgrade my spearman since I was missing the tech for Pikemen.
SpoilerScreens :
After getting a kill on him I could upgrade him directly to a Pike and Shot.
"Defeating an Enemy Unit within the borders of an Enemy City causes that City to lose 20 Loyalty and 40 Loyalty if that Civilization is an a Golden or Heroic Age."
Through the wording here, it appears that the bonus scales based on the type of Age the Civ is in.
The way how I understood is -20 loyalty to enemy city if the owner is in Dark or Normal Age and -40 loyalty if the owner is in Golden or Heroic Age.
(I hope I am not misunderstanding you).
Canada goes from "sneaky good" to "pretty good", IMO.
Key thing to remember is that (unless they FINALLY fix it), the AI will not declare war on you, ever. You can forward settle them, denounce them, make ridiculous demands of them, whatever you want to do and they won't care. This means you shouldn't train any more units than you need to hold barbarians at bay (so like, 1 extra warrior).
I already typically straight for astrology when I play as them... build a warrior or slinger while you wait for it to finish. Once it does, plop down a holy site and run prayers while our two units focus on keeping the barbs at bay (hold off on exploring a bit for now). Run prayer projects after the holy site is done. You have a pretty good chance at getting Dance of the Auroras, and a REALLY good chance at getting first choice of pantheon (be it work ethic or choral music). From there, alternate between settlers and builders and make those tundra tiles strong (especially now that they've been boosted again). You can use the gold that accumulates to buy a scout or two or save up for monuments.
As the game progresses, settle every bit of tundra you can find across the map since the AI will usually avoid those spots until late. You can turn the tiles into ones worth working and you won't ever have to worry about the AI trying to conquer them either.
Finish up with strong hockey rinks and with national parks all over the place (you can now build 2 with one mountie). Sit and wait for your cultural or diplomatic victory to come. Easy peasy!
The way how I understood is -20 loyalty to enemy city if the owner is in Dark or Normal Age and -40 loyalty if the owner is in Golden or Heroic Age.
(I hope I am not misunderstanding you).
You get faith even on defensive kills too. This could turn Georgia into even more of a headache to invade if they grab GMC in their government plaza. I’m looking at it as sort of a more versatile, faith-driven version of Australia’s ability.
That requires people to declare war on me and, again, if I'm going for a diplo victory I want to be a good terms with as many people as possible so the ability gets worse the more people you are friendly with. Sure, Georgia isn't a diplo only civ and if the ability works with religious units then it's better but I only do religious victories with Mali so I don't really care about that aspect. It's not a bad ability but Georgia isn't the best civ for it.
Yeah, I couldn't make any meaningful impact on city loyalty when I played the Mapuche. Ultimately a pointless feature unless the city is already on the verge of flipping... in which case, you can just wait for it to do so naturally.
Ok, so if you want to be on the best terms possible with every civ, why do you care about losing the ability to declare a special type of war? What is the logic behind that?
Never said the Protectorate War ability was that good either. However, it at least has some synergy with their other abilities and you can still get bonus from simply declaring the war even if the CS you want to protect is on the other side of the world or something.
Well, if the new unit is at Military Tactics since the unique units there are replacements of it, then Domination victory will just become worse because the new melee units are nice but not necessary.
I'm glad they took away the Martyr Missionaries, as they were annoyingly finicky since missionaries can't initiate combat, but I wish they had kept the extra relic slot on top of everything else. I love reliquaries but now the only civs with bonuses to relics are Poland and Kongo (and I guess Sweden with Apadana, Mont Saint Michel, St.Basil's, and Giovanni di Medici), and Kongo can't even reliably get reliquaries.
Would keeping the slots in addition to everything else be kinda OP? Yeah. Do I mind? Nope!
Canada goes from "sneaky good" to "pretty good", IMO.
Key thing to remember is that (unless they FINALLY fix it), the AI will not declare war on you, ever. You can forward settle them, denounce them, make ridiculous demands of them, whatever you want to do and they won't care. This means you shouldn't train any more units than you need to hold barbarians at bay (so like, 1 extra warrior).
I already typically straight for astrology when I play as them... build a warrior or slinger while you wait for it to finish. Once it does, plop down a holy site and run prayers while our two units focus on keeping the barbs at bay (hold off on exploring a bit for now). Run prayer projects after the holy site is done. You have a pretty good chance at getting Dance of the Auroras, and a REALLY good chance at getting first choice of pantheon (be it work ethic or choral music). From there, alternate between settlers and builders and make those tundra tiles strong (especially now that they've been boosted again). You can use the gold that accumulates to buy a scout or two or save up for monuments.
As the game progresses, settle every bit of tundra you can find across the map since the AI will usually avoid those spots until late. You can turn the tiles into ones worth working and you won't ever have to worry about the AI trying to conquer them either.
Finish up with strong hockey rinks and with national parks all over the place (you can now build 2 with one mountie). Sit and wait for your cultural or diplomatic victory to come. Easy peasy!
Agreed that Canada didn't need a huge buff to improve them.
Preserves were also a low key buff to Canada. So much easier to get national parks now so the mountie change is very nice.
One annoyance that I can see though is that their improved tundra tiles are going to end up being super specialized into either production or food. The AI already has a bad habit of working the worst tiles possible... Canada is going to be very micromanagey... If that is a word.
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.
I personally think that the changes made to Spain are insane!
If you have Madrid, with a government plaza (+districts), +magnus (logistics) your new cities in other continents will grow like crazy with the production change and the 25% to districts!
The added % to districts is the best change for me, as it helps the production yields to stay useful even at the end of the game. +1 production is not the same at the start of the game as at the end, this allows Spain to make new cities even in late game that can become megalopolis!
You will make naval districts like nothing. I'm a little sad for the lost of the food bonus per traderoute (it helkped a lot making grow your cities) but it makes a lot of sense as they have added faith. This make Casa de Contratación one of the best wonders for Spain. I mean, it was already but now with these insane yields! add the % of la casa and wow!
And the extra builder is the cherry on the top. You will be able to put missions immediatly, gaining the bonuses helping grow, but most important! gaining loyalty if you need it.
Massive changes to Mapuche, Canada and, especially, Khmer, who will now be an absolute faith juggernaut. The ‘major adjacency to holy sites from rivers’ bonus alone has the potential to be amazing, let alone the other buffs alongside it.
More dubious about Spain: they’re still very dependent on settling on foreign continents, which is sometimes entirely out of the player’s hand. Then again, Victoria makes it work, so perhaps Spain will finally glue together.
I also noticed that Georgia’s Khevsur now replaces the new Man at Arms unit – i.e. you can prebuilt Swordsmen and upgrade into it (at Military Tactics, presumably). That’s a huge buff; and I assume the same will apply to Japan’s Samurai, Norway’s Bezerker, and then a few others for the ‘Line Infantry’ unit as well (eg. Redcoats or Garde Imperiale).
I think that the changes made to Spain are very strong. Maybe they should add a start bias to Geothermal Fissures but with the new changes they are not so dependant on starting just close to a new continent (if you are lucky, it's fantastic but now they can survive longer without a new continent for the first new cities).
I'm a little sad they did not add something that force them to colonize different continents. If you find a second continent that is big enough, you do not have to look for new ones
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.