Imagine how interesting it'd be if you are playing as Navajo civ against Vietnam and Kublai Khan in late April 2021, and then instead of getting a monthly patch, you're getting a new expansion pack announcement
- Rationalism has been nerfed. You now need 15 population to get +50% science. (Also they mentioned about Adj. points so maybe you now need +4 adj. instead of +3 to get the other +50% science boost.)
- Later policy cards that give you GG points have been buffed in a big way. For example "Invention" policy card now gives you +4 GE points AND +2 GE points for every workshop.
Woah, the boost to policy cards that give you Great People points is huge. I'm looking forward to seeing how that plays out, maybe at some point, wildcard slots will actually not just be more economy card slots?
Overall, the changes in this patch looks beyond solid. I really look forward to more info on the STOP PESTERING ME button. I'm not sure I want to block the AI from contacting me completely, but if I can stop them from asking me for an embassy or a delegation, that will be the biggest QoL improvement so far.
We already have a Leader Picker, we only can't choose wish Leaders we don't want in the Game. The Resource Picker would be more useful for Players who use Resource Mods, especially luxury resources. Since the Game only allows 4 Luxuries per Continent, it would be nice to choose resources that will be in the Game.
Nerf to rationalism was super needed, and 15 pop makes a lot of sense imo.
Babylon rush just got even better though! Yikes the easier industrialization is probably the biggest one there for them, but the others are just pushing an S tier civ to S+.
overall looks solid though! Just will have to reroll if I see Babylon
We already have a Leader Picker, we only can't choose wish Leaders we don't want in the Game. The Resource Picker would be more useful for Players who use Resource Mods, especially luxury resources. Since the Game only allows 4 Luxuries per Continent, it would be nice to choose resources that will be in the Game.
Woah, the boost to policy cards that give you Great People points is huge. I'm looking forward to seeing how that plays out, maybe at some point, wildcard slots will actually not just be more economy card slots?
Overall, the changes in this patch looks beyond solid. I really look forward to more info on the STOP PESTERING ME button. I'm not sure I want to block the AI from contacting me completely, but if I can stop them from asking me for an embassy or a delegation, that will be the biggest QoL improvement so far.
Yeah, I always found the late game GP policy cards were just bad. Like, 4 great people points? Was useless. But now, if you add in +2 per workshop or museum, suddenly it becomes intriguing to figure out the math there.
Requiring 15 pop for the rationalism card will give you a reason to get to 15 pop. Would still love to see them balance the citizen slots in districts to further make it worth it to grow that big and actually fill the land with districts, but some nice changes coming here it seems.
- Rationalism has been nerfed. You now need 15 population to get +50% science. (Also they mentioned about Adj. points so maybe you now need +4 adj. instead of +3 to get the other +50% science boost.)
As I said elsewhere, I think you'll have to wait for the NPF to end to give them the time to take a deep breath and look at the game's stability which has gone a bit further down with the NPF as far as I can tell from reading the forums.
Yes, I had planned one for luxuries before I stopped modding.
You'd have to hook on the map creation somehow, YnAMP override AssignStartingPlots.lua for example, which may cause compatibility issue if done from another mod.
Professional Sports boost now will be more manageable.
In other news, as Babylon was rather weak on release, these changes bring them up to par with the others
Those eureka and inspiration changes are crazy. I will absolutely enjoy them, esp. the ones for Industrialization and Refining
Edit: This picture is missing another eureka change; Advanced Ballistics eureka drops from having 2 Oil Plants to 1 I don't hard build Machine Guns, but I do like upgrading my Field Cannons to help them keep up for a bit.
Yes, I had planned one for luxuries before I stopped modding.
You'd have to hook on the map creation somehow, YnAMP override AssignStartingPlots.lua for example, which may cause compatibility issue if done from another mod.
That's great! I will try to make one, perhaps also another one that's worked upon your YnAMP Mod, with your permission of course.
Maybe the "One more Year" is a hint, that it's going to be the last Year we will reseive something from the Developpers for Civ VI. I hope by the release of the last NFP DLC pack they will finally release the DLL. I would choose this over all Expansions/DLC's that might come.
I'm not sure if I like the change to the bonus against anti-cavalry units ... At least up to +7, not up to +5
And why not scale the eureka from the level of complexity?
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