[NFP] Civilization VI: Possible New Civilizations Thread

That's basically what I am trying to say
Honestly Kublai to me makes more sense as a dual leader for both Mongolia and China than Eleanor does for England and France, which is why I'll be sort of surprised if that doesn't turn out to be the case.


Well there's also no way around Apocalypse Mode without GS either.

Because important part of Apocalpyse Mode is the Disasters. Soothsayers summon Disasters, it has high disaster intensity, adss new one.
Compare that to Secret Societies which interact with Governors only in that you get 2-4 easy-to-get free Governor Titles early a they saved time not creating new UI.
Create new UI, scratch the Governor Titles for having their Promotions be unlocked right away with actual quests (like the ones to meet them) and it works without Rise and Fall.
How do you do the same to Apocalypse? Soothsayers deal damage to units, districts, buildings and improvements adjacent to Rivers, Moutains and Coasts. Okay now you made The Soothsayer Game Mode. What else will be there? No northern lights, no higher disaster intensity.
 
I mean "fully workable". Berbers could put some improvement there or even their city.
oases function like lakes in regards to standard land improvements and city placement. I don’t really see potential for meaningful design in that regard, unless the berbers have some type of design which involves ‘movable cities’ and migration
 
oases function like lakes in regards to standard land improvements and city placement. I don’t really see potential for meaningful design in that regard, unless the berbers have some type of design which involves ‘movable cities’ and migration
I don't see why they couldn't just get a unique improvement with adjacency bonuses if built next to an oasis, or cities getting bonuses, instead of outright building on top of one.
 
I don't see why they couldn't just get a unique improvement with adjacency bonuses if built next to an oasis, or cities getting bonuses, instead of outright building on top of one.

Two thoughts immediately come to mind:

1. Cities getting bonuses seems about the right flavor, it would encourage Berbers to build close to oases, which although they would probably have an oasis bias, there still wouldn't be too many of them, encouraging a sort of tall-style play.

2. The Maya already completely stole this idea, yet in a way that communicates virtually no water management flavor.
 
Two thoughts immediately come to mind:

1. Cities getting bonuses seems about the right flavor, it would encourage Berbers to build close to oases, which although they would probably have an oasis bias, there still wouldn't be too many of them, encouraging a sort of tall-style play.

2. The Maya already completely stole this idea, yet in a way that communicates virtually no water management flavor.

Oases were great places for people that lived in the desert and gave that extra food (in civ 1) when bonus resources weren't around like they are in civ 6.
 
Two thoughts immediately come to mind:

1. Cities getting bonuses seems about the right flavor, it would encourage Berbers to build close to oases, which although they would probably have an oasis bias, there still wouldn't be too many of them, encouraging a sort of tall-style play.

2. The Maya already completely stole this idea, yet in a way that communicates virtually no water management flavor.
I don't think it would make them a tall civ. I wouldn't make oasis a requirement but just a desert improvement at least, with say added food and gold bonuses if you build it next to an oasis.
 
I don't see why they couldn't just get a unique improvement with adjacency bonuses if built next to an oasis, or cities getting bonuses, instead of outright building on top of one.

I always wonder why commercial hub doesn't receive adjacency bonus from an oasis. Oasis-based caravanseray is such an important feature of Silk Road/Cross-Sahara trades. A unique district/infrastructure dedicate to oasis can solve this small flavor issue.

Although under the current mechanism of map generation, oasis is quite rare even in the "hot" and "arid" settings, which means it can be very hard for you to actual build one in a game. Unless FXS tweaks the map generation, I think an oasis-based UI is far too situational to be implemented.
 
I don't think it would make them a tall civ. I wouldn't make oasis a requirement but just a desert improvement at least, with say added food and gold bonuses if you build it next to an oasis.

I guess I should have clarified. Tall-ish like Venice or the Huns, where the Berbers wouldn't be able to rely on too many cities and have to have other mechanics going for them, like say trade or raiding or other nomadic features. But again my problem is that the Maya are already given a tall-ish limitation based on water management, so I would doubt the Berbers would have something so similar in design.

I always wonder why commercial hub doesn't receive adjacency bonus from an oasis. Oasis-based caravanseray is such an important feature of Silk Road/Cross-Sahara trades. A unique district/infrastructure dedicate to oasis can solve this small flavor issue.

That would have made a lot of sense as something that could be tacked onto the Mali design. Maybe we will get something like that for Kublai's unique ability.

Although under the current mechanism of map generation, oasis is quite rare even in the "hot" and "arid" settings, which means it can be very hard for you to actual build one in a game. Unless FXS tweaks the map generation, I think an oasis-based UI is far too situational to be implemented.

I was thinking this as well, although there is nothing preventing a civ from having a terrain start bias that spawns more oases near them. I'm just not sure how much that would differentiate from the Maya functionally.
 
I always wonder why commercial hub doesn't receive adjacency bonus from an oasis. Oasis-based caravanseray is such an important feature of Silk Road/Cross-Sahara trades. A unique district/infrastructure dedicate to oasis can solve this small flavor issue.

Although under the current mechanism of map generation, oasis is quite rare even in the "hot" and "arid" settings, which means it can be very hard for you to actual build one in a game. Unless FXS tweaks the map generation, I think an oasis-based UI is far too situational to be implemented.
As I mentioned above I don't think any district or improvement would need to be required to be built next to an oasis, just a desert tile but when built adjacent to an oasis it gets the added bonuses.
 
As I mentioned above I don't think any district or improvement would need to be required to be built next to an oasis, just a desert tile but when built adjacent to an oasis it gets the added bonuses.
that would be cool. I still think that the berbers would be better suited getting a Qanat or Foggara as their UI, but this would work too. The Berbers, especially the tribe led by Dihya, were also big on mountains, so I can imagine they could get a bonus towards mountains, especially desert ones, or desert hills, as well.
 
I hope that tomorrow they announce which civs will be coming in September, or at least some tips.
 
that would be cool. I still think that the berbers would be better suited getting a Qanat or Foggara as their UI, but this would work too. The Berbers, especially the tribe led by Dihya, were also big on mountains, so I can imagine they could get a bonus towards mountains, especially desert ones, or desert hills, as well.
Yes I don't have any particular UI in mind but whatever it would be could possibly use oasis in the bonuses.

Speaking of particular features that don't really have synergy with other civs, there is also the marsh which only farms can be built on if it has rice, not to mention extra science in a city with a zoo. What are the chances that Vietnam could get bonuses for marsh tiles or a Water Puppet Theater could be built on marsh?
 
Yes I don't have any particular UI in mind but whatever it would be could possibly use oasis in the bonuses.

Speaking of particular features that don't really have synergy with other civs, there is also the marsh which only farms can be built on if it has rice, not to mention extra science in a city with a zoo. What are the chances that Vietnam could get bonuses for marsh tiles or a Water Puppet Theater could be built on marsh?
I don't see why not. If there could be more space for excess great writers or great artists.
 
Yes I don't have any particular UI in mind but whatever it would be could possibly use oasis in the bonuses.

Speaking of particular features that don't really have synergy with other civs, there is also the marsh which only farms can be built on if it has rice, not to mention extra science in a city with a zoo. What are the chances that Vietnam could get bonuses for marsh tiles or a Water Puppet Theater could be built on marsh?

I feel like if water theatres required marshes, either:

A) Vietnam would need a pretty high marsh terrain bias because they don't happen too frequently, similar problem as oases or lakes.

B) They would need to be able to also build theatres on floodplains.

Now that I think about it though, this whole terrain bias fixes several propositions that I've generally taken issue with for lack of frequency. Like, for example, the Aztecs should have a chinampa UI that can be built on lakes, except lakes are hit or miss. But if the Aztecs had a lake start bias, that would provide them at least as many lakes as say Korea and Ethiopia have hills.
 
I feel like if water theatres required marshes, either:

A) Vietnam would need a pretty high marsh terrain bias because they don't happen too frequently, similar problem as oases or lakes.

B) They would need to be able to also build theatres on floodplains.

Now that I think about it though, this whole terrain bias fixes several propositions that I've generally taken issue with for lack of frequency. Like, for example, the Aztecs should have a chinampa UI that can be built on lakes, except lakes are hit or miss. But if the Aztecs had a lake start bias, that would provide them at least as many lakes as say Korea and Ethiopia have hills.
in regards to the aztecs, i believe @Leugi ’s mod adds chinampas, although i don’t know if they get a lake start bias for it.

If they could settle on lakes, that would be really cool and unique
 
Last edited:
in regards to the aztecs, i believe @Leugi’s mod adds chinampas, although i don’t know if they get a lake start bias for it.

If they could settle on lakes, that would be really cool and unique

If they could settle on lakes, that would be especially cool and unique. Like an inverse Maya.

Leugi's mod is great for anyone who really wanted chinampas in the game, but I think he just repurposed the Dutch coding for polders because chinampas can also be built on ocean tiles. And I just can't bring myself to use it when I'm pretty sure chinampas were a freshwater thing and couldn't actually grow in saltwater.
 
that would be cool. I still think that the berbers would be better suited getting a Qanat or Foggara as their UI, but this would work too. The Berbers, especially the tribe led by Dihya, were also big on mountains, so I can imagine they could get a bonus towards mountains, especially desert ones, or desert hills, as well.
Pachacuti: Be content with the lowlands--the mountains are mine.
Menelik: Be content with the lowlands--the hills are mine.
Dihya: Be content with the lowlands--the mountains and the hills are mine.

Well, those three are going to hate each other. :mischief:
 
Back
Top Bottom