Blue Ghost's Hololive EN Civs for VP

I couldn't reproduce it. I see them going to 80 strength with one tier 3 tenet. The strength update occurs when the unit moves. Did you move the unit?
After replaying from autosave file i can confirm that you're right, i really kept them fortified so they won't be destroyed with 60 strenght.

Well, i've done science victory with CivRyS a few days ago and here's some feedback.

UA1 (Great Musician on Golden Age start): Free Great Person is never a bad thing, but it has a funny downside: using UA1 requires you to start GA's more often, so any wonders & policies which prolong the lenght of your nation's GA are actually obstructing you from using UA1 to its full potential.
UA2 (bonus yields from great works): Significance of UA2 falls off greatly over time, from having a ton of bonus yields early in the game to playing with no UA2 at all late in the game. Being below global median in anything after turn 250 is not a good thing anyway.
UU1 (Bloom/Gloom): Well, I kind of ruined my experience by not moving them for the final buff, but I still have some opinions. The combination of restrictions they have (only one of each allowed & inability to use roads) severely limits their usage as as they can never get in time to where they need to be through the territory of Progress empire. Gloom is more susceptible to this, as his aura dictates that he be on the front lines, and when it takes 6-7 turns to him to get to that front line, you get used to fighting without him. Furthermore, while reading the description may make it seem like a moving citadel, it's not even close, as 10 HP isn't a significant blow to the enemy's forces. Bloom is more interesting, as his aura allows you to heal those units which can't be healed naturally (say mounted units without access to improved horses or bombers without access to improved oil).
UB1 (Concert Stage): It's so packed with bonus stuff so you'll want to build it in any city as soon as you can. Moreover (thanks to CBP event giving 100 GAP) i had my first Golden Age (and first Great Musician which comes with it) a few turns before i was able to built my first Concert Stage so i was coveting it even more.
UU2 (MechRyS): I find the uranium requirement to be a significant debuff: in my game i had 18 oil (+5 from refineries) and 6 uranium, so all uranium has gone to fuel nuclear plants and i've actually hasn't built a single MechRyS. In the very end of my game i've obtained two more uranium but at this point i've already unlocked Giant Robots.
UB2 (Hope Delivery Service): More like Cope Delivery Service, as you can only cope with pitful ammount of faith that it delivers. Anyway fleet-footed diplomats is fun mechanic by itself. Also culture giving Customs House is never a bad thing, since vanilla Customs House has no maintenance fees and you literally never have a reason not to build one.

Overall that was a cool experience and i can't wait to try another civs from this thread.
 
Identical to Polynesia's Moai, except
- Requires Hills instead of Coast
- All :c5production: Production bonuses changed to :c5food: Food
Those Moai are invisible in strategic mode, so you get all the yields Moai should provide, but you see unimproved hill on the screen.
 
After replaying from autosave file i can confirm that you're right, i really kept them fortified so they won't be destroyed with 60 strenght.

Well, i've done science victory with CivRyS a few days ago and here's some feedback.

UA1 (Great Musician on Golden Age start): Free Great Person is never a bad thing, but it has a funny downside: using UA1 requires you to start GA's more often, so any wonders & policies which prolong the lenght of your nation's GA are actually obstructing you from using UA1 to its full potential.
UA2 (bonus yields from great works): Significance of UA2 falls off greatly over time, from having a ton of bonus yields early in the game to playing with no UA2 at all late in the game. Being below global median in anything after turn 250 is not a good thing anyway.
UU1 (Bloom/Gloom): Well, I kind of ruined my experience by not moving them for the final buff, but I still have some opinions. The combination of restrictions they have (only one of each allowed & inability to use roads) severely limits their usage as as they can never get in time to where they need to be through the territory of Progress empire. Gloom is more susceptible to this, as his aura dictates that he be on the front lines, and when it takes 6-7 turns to him to get to that front line, you get used to fighting without him. Furthermore, while reading the description may make it seem like a moving citadel, it's not even close, as 10 HP isn't a significant blow to the enemy's forces. Bloom is more interesting, as his aura allows you to heal those units which can't be healed naturally (say mounted units without access to improved horses or bombers without access to improved oil).
UB1 (Concert Stage): It's so packed with bonus stuff so you'll want to build it in any city as soon as you can. Moreover (thanks to CBP event giving 100 GAP) i had my first Golden Age (and first Great Musician which comes with it) a few turns before i was able to built my first Concert Stage so i was coveting it even more.
UU2 (MechRyS): I find the uranium requirement to be a significant debuff: in my game i had 18 oil (+5 from refineries) and 6 uranium, so all uranium has gone to fuel nuclear plants and i've actually hasn't built a single MechRyS. In the very end of my game i've obtained two more uranium but at this point i've already unlocked Giant Robots.
UB2 (Hope Delivery Service): More like Cope Delivery Service, as you can only cope with pitful ammount of faith that it delivers. Anyway fleet-footed diplomats is fun mechanic by itself. Also culture giving Customs House is never a bad thing, since vanilla Customs House has no maintenance fees and you literally never have a reason not to build one.

Overall that was a cool experience and i can't wait to try another civs from this thread.
Thanks for the detailed feedback! I'm so glad you enjoyed it!
I think based on the feedback the changes I'll be looking at are to enable Bloom and Gloom to use roads, and revert the uranium requirement for MechRyS. I admit my testing of IRyS's war game was limited. I'll see if those changes improve the feel, and possibly implement them in a future update.
Also I could add an on-turn trigger to update Bloom and Gloom's strength in addition to their move trigger.

Those Moai are invisible in strategic mode, so you get all the yields Moai should provide, but you see unimproved hill on the screen.
TBH, I forgot that strategic view was a thing. There are probably other missing icons in strategic view. I'll see about fixing them.
 
Well, i've tried to continue with Fauna as it has so much interesting gameplay options, but hasn't succeded to make much progress. Here are some observations so far:
The Not Pickle promotions minigame is fun and literally forces you to build them to supply limit (and a bit more after that) and hunt any barbarian you can spot. But the fact that all the promotions have the same icon spoils the fun, as you have to hover over the upside-down triangles every time to find which combination of Adaptability promotions each of 10+ units has.
Also Not Pickle shows Lancer icon in strategic view most of the time. Sometimes it shows some unique icon, but it's random and pretty rare.
World Tree is definitely broken, as it never gives me dummy building required to get the bonus food and culture from forests in any city other than one where World Tree is built. I've tried 5 different starts on different maps and with different modmods added and the result has always been the same. Also topiс says that it requires 800 hammers, but 200 is enough in game.
Sometimes game has shown me that forest was grown in some city-state due to UA, but i can't confirm that got any bonus from it. I can't confirm the opposite as well, simply because i have no idea where to check - is it added to total output of empire? or is it added to capital's cultural production? Also Nature's Grace improvement is not shown in strategic view.
I think i'm done with Fauna for now and would try Space Australia next.
Please don't take this as nitpicking, I feel like this thread is missing some feedback.
 
Kronii feels pretty weak and generic right now. Right now she feels like "get rewarded for playing the game normally" and the reward isn't that big either so she feels eh.

Bunkeronii is pretty weak, and only shines somewhat on rounds where you're heavily pressured by barbs/hostile civs and have trouble moving workers between cities. Faster improvement-building speed mostly only comes into play for new colonies, and even then unless it's very early game you can usually afford to just send one of your old workers over from another city anyway. Additionally, I personally feel no civ should really make workers one of its unique component since that overlaps with the Progress tree, and you really don't need two sources of +25% worker speed.
EDIT: Unless the civ is designed to really incenvitize taking the other Social trees (e.g. focus on early aggression or building tall), I guess. Otherwise you're basically saying "this somewhat overlaps with part of Progress' niche" for not much payoff.

The UA is a neat idea but right now it does too little. The science bonus is nice, but doesn't stack up to science civs even if you pick it every time and always have WLTK in your capital. The production bonus is awkward because it can neither cause production to finish nor carry excess production over to next turn (at least as far as I can tell), and the combat time stop isn't super useful early on when combat is often slow and involves lots of sitting around waiting for your ranged backline to get kills. I also feel the strength of this UA is very map- and difficulty-dependent: in an ideal round where everyone loves you and will sell you luxuries you need for WLTK at any time, it's "decent but doesn't match civs that specialize", but whenever you have trouble getting that capital WLTK, you don't have a UA. Really big handicap when your UB also doesn't offer much long-term benefit.

UU is a neat idea, but runs into the same problem her UA suffers from: "if the map doesn't enable its strength then you're pretty much vanilla" (aside from not costing horses I suppose). Its unique mobility is also mostly useful on offense and not really on defense, which...well, you've been playing a civ with underpowered UA/UB and no UU up until Industrial, so good luck finding a good fight to bring these to.
EDIT2: Also when you upgrade the copteroniis, they lose the promotion that lets them fly over water, but they also don't have the ability to embark, so they become permanently landlocked. This turns them from pretty useful on island maps to instantly near-useless. If you don't upgrade them, well, 31 RCS isn't going to do anything against modern era and later military.
 
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Well, i've tried to continue with Fauna as it has so much interesting gameplay options, but hasn't succeded to make much progress. Here are some observations so far:
The Not Pickle promotions minigame is fun and literally forces you to build them to supply limit (and a bit more after that) and hunt any barbarian you can spot. But the fact that all the promotions have the same icon spoils the fun, as you have to hover over the upside-down triangles every time to find which combination of Adaptability promotions each of 10+ units has.
Also Not Pickle shows Lancer icon in strategic view most of the time. Sometimes it shows some unique icon, but it's random and pretty rare.
World Tree is definitely broken, as it never gives me dummy building required to get the bonus food and culture from forests in any city other than one where World Tree is built. I've tried 5 different starts on different maps and with different modmods added and the result has always been the same. Also topiс says that it requires 800 hammers, but 200 is enough in game.
Sometimes game has shown me that forest was grown in some city-state due to UA, but i can't confirm that got any bonus from it. I can't confirm the opposite as well, simply because i have no idea where to check - is it added to total output of empire? or is it added to capital's cultural production? Also Nature's Grace improvement is not shown in strategic view.
I think i'm done with Fauna for now and would try Space Australia next.
Please don't take this as nitpicking, I feel like this thread is missing some feedback.
Thanks for the feedback!
As I said, I did not have strategic view in mind in design, so a lot of the unique components will be missing. I will go around and update strategic view eventually.
Noted, and will add different promotion icons to the Adaptability promotions. I don't have the ability to design my own icons, so I'll have to borrow them from existing promotions.
Will check out the World Tree. I remember it working when I tested it, but I might have overlooked something.
There should a popup notification for the total culture and faith gain from Nature's Grace each turn. It only counts tiles being actively worked. I'm realizing that that's probably not the best design, since you can't control what tiles other players work, so I might try to adjust it. Maybe add +1 culture and faith for every 2/3 Nature's Grace outside your territory?

This project is on hold for now, but I plan to update it eventually, and will take your feedback into account. I appreciate it!
 
Kronii feels pretty weak and generic right now. Right now she feels like "get rewarded for playing the game normally" and the reward isn't that big either so she feels eh.

Bunkeronii is pretty weak, and only shines somewhat on rounds where you're heavily pressured by barbs/hostile civs and have trouble moving workers between cities. Faster improvement-building speed mostly only comes into play for new colonies, and even then unless it's very early game you can usually afford to just send one of your old workers over from another city anyway. Additionally, I personally feel no civ should really make workers one of its unique component since that overlaps with the Progress tree, and you really don't need two sources of +25% worker speed.
EDIT: Unless the civ is designed to really incenvitize taking the other Social trees (e.g. focus on early aggression or building tall), I guess. Otherwise you're basically saying "this somewhat overlaps with part of Progress' niche" for not much payoff.

The UA is a neat idea but right now it does too little. The science bonus is nice, but doesn't stack up to science civs even if you pick it every time and always have WLTK in your capital. The production bonus is awkward because it can neither cause production to finish nor carry excess production over to next turn (at least as far as I can tell), and the combat time stop isn't super useful early on when combat is often slow and involves lots of sitting around waiting for your ranged backline to get kills. I also feel the strength of this UA is very map- and difficulty-dependent: in an ideal round where everyone loves you and will sell you luxuries you need for WLTK at any time, it's "decent but doesn't match civs that specialize", but whenever you have trouble getting that capital WLTK, you don't have a UA. Really big handicap when your UB also doesn't offer much long-term benefit.

UU is a neat idea, but runs into the same problem her UA suffers from: "if the map doesn't enable its strength then you're pretty much vanilla" (aside from not costing horses I suppose). Its unique mobility is also mostly useful on offense and not really on defense, which...well, you've been playing a civ with underpowered UA/UB and no UU up until Industrial, so good luck finding a good fight to bring these to.
EDIT2: Also when you upgrade the copteroniis, they lose the promotion that lets them fly over water, but they also don't have the ability to embark, so they become permanently landlocked. This turns them from pretty useful on island maps to instantly near-useless. If you don't upgrade them, well, 31 RCS isn't going to do anything against modern era and later military.
Kroniicopters not being able to embark after upgrading is a bug. I will definitely fix that.
I've found the UA to be pretty strong myself. Getting a solid 3-4 turns worth of science every 12 turns in the late game feels pretty good. The production bonus falls off later on, but I've found it to be a strong boost in the early game. I could see buffing the numbers a bit, but as of now I'm not sure if it's needed.
 
Updated all civs. Mostly bugfixes and small balance changes, and added strategic view icons. Most notable change is that Fauna's World Tree has been reworked, and is now a late-game wonder aimed at closing out the game.
 
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