Lord Lakely
Idea Fountain
I like playing it, but i also play for fun, not for be *good* at Civ 6.
The safest way to infer intention is to look at actions. In Civ 6:
All of the above suggest, to me, that the development team planned for chopping to be a big part of the game. Possibly with the intent, all along, to then introduce climate change once they had trained players to rely on chops as a key source of production.
- chopping woods was boosted: whereas in past versions of civ, this gave a base yield, in Civ 6, it gives escalating yields as the game progresses
- resources can be chopped for the first time, giving additional yields besides just production (food, gold, faith with a pantheon)
- a pantheon was created that only provides benefits when chopping, suggesting that it was expected that people would chop
- a governor was added to the first expansion to boost the benefits of chopping compared to the base game
I actually see no serious effect of climate change. Just avoid those low land tiers and my chop will only cause the sea to flood AI cities, which helps my victory.
I’m not saying I chop (although I do) or that you should chop (maybe you do or maybe you don’t).
I’m saying the game is designed and balanced around players generally doing a lot of chopping. Is anyone actually disputing that?
Doesn’t mean people have to like it. Doesn’t mean people have to do it. Doesn’t mean it’s “the right way to play” - play however you want. But the game is designed and balanced for chop, chop, chop.
I think chopping creates droughts in your land as most important consequence. Planting trees reduces CO2 levels, but I haven‘t heard about chopping creating CO2.Huh? Chopping results in climate change? That means as Norway I don't have to wait until industrialization to flood the earth? With enough chopping I can do that in 2000 BC?
I think chopping creates droughts in your land as most important consequence. Planting trees reduces CO2 levels, but I haven‘t heard about chopping creating CO2.
Yes, I understand it‘s working that way. But I don‘t think chopping in pre-industrial era will make CO2 levels rise by itself. This was the premise to which I answered.Forests absorb CO2. So they act as a buffer that prevents CO2 generation from directly impacting the atmosphere. Less forest = more CO2 impact.
I think chopping creates droughts in your land as most important consequence. Planting trees reduces CO2 levels, but I haven‘t heard about chopping creating CO2.
Forests absorb CO2. So they act as a buffer that prevents CO2 generation from directly impacting the atmosphere. Less forest = more CO2 impact.
Switzerland consists to large parts of regions and cities that „flipped“. Even in the 20th century, an Austrian Region wanted to join (and had a vote about it that said yes), but Switzerland and Austria denied. The Italian province of Lombardy still has a movement that wants to join. Similarly, Alto Adige has a political movement to join Austria. So it is still happening today on older and more recent borders. Secession movements are even more common.
But this is not due to "pressure" of nearby cities. If we were talking about the loyalty mechanism & pressure of nearby cities, Switzerland would have long ago been absorbed by the EU. In the real world, things work very different.
The point it that this mechanism is superfluous & was better implemented by cultural pressure in civ IV. The only effect it has is that you can't conquer a city in the middle of the enemy civ - and it frustrates newbies that can't yet judge which cities they should raze and which they should keep. The effect is simply so unimportant that it doesn't justify the introduction of a new mechanic & it also doesn't justify frustrating casual players.
well Civ4 wasn't perfect either. Back to the Switzerland example, Switzerland isn't potentially gaining cities because of high culture. I would argue Italy has much higher culture (in Civ terms) than Switzerland. Switzerland is coveted because they are a pretty awesome place to live, have a good economy, don't suffer from corruption and crippling debt Italy suffers from. I would live there if I could. The situation is too complex to be modeled in civ terms. Neither population pressure or culture correctly models people wanting to "flip". I actually think unhappiness would be the biggest factor in reality. Unhappiness in the loyalty mechanism is an issue in Civ6, but far less than population pressure. I would rather see negative amenities and low gold production (this should be a loyalty mechanic) have a higher impact than population.
I'm not really pleased with R&F.
Governors - probably my biggest problem with R&F. Their bonuses are too specialized and either you invest too much micromanagement into moving everyone around all the time, or you just pasivelly place them somewhere and you may get some bonus or not. Things like "faster production of theatre square buildings" are a great example of this. I always have the bad feeling that I realy shouldn't chop until I move Magnus, make a builder until I move Liang etc. I know you don't have to play optimally, but why care about governors at all, then?
Eras - seemed like a good idea, but in fact I stopped caring about it after few games. The ages (golden, normal, dark) and almost the same, the bonuses are very similar and feel too random to me (or they really are?). Heroic age - have had only 1 so far (because it's very hard to get a dark age). Dark age - not really so bad, maybe even better than normal, which doesn't make sense. But I still try to avoid it, because the dark color hurts my eyes. Yea, great gameplay motivation!
Emergencies - too random, too weird. And always an easy bonus for the human player, nothing else.
Loyalty - good concept, but plays an unimportant role in my games. I wouldn't probably notice if it suddenly disappeared. I'm not kidding.
Huh? Chopping results in climate change? That means as Norway I don't have to wait until industrialization to flood the earth? With enough chopping I can do that in 2000 BC?
Forests absorb CO2. So they act as a buffer that prevents CO2 generation from directly impacting the atmosphere. Less forest = more CO2 impact.
Yes, I understand it‘s working that way. But I don‘t think chopping in pre-industrial era will make CO2 levels rise by itself. This was the premise to which I answered.
In the stream they pulled up the climate stream, saying the world was "lightly deforested" and that meant -20% co2 change. I'm guessing the virgin map would be even better at buffering and MagnusLand will be a more rapid rise. I htink there were 4-5 levels of it. But it counted woods, jungles, and marshes.I may have misunderstood. I thought each chop added to CO2 levels, but based on the subsequent responses it seems this was wrong.
I may have misunderstood. I thought each chop added to CO2 levels, but based on the subsequent responses it seems this was wrong.
In the stream they pulled up the climate stream, saying the world was "lightly deforested" and that meant -20% co2 change. I'm guessing the virgin map would be even better at buffering and MagnusLand will be a more rapid rise. I htink there were 4-5 levels of it. But it counted woods, jungles, and marshes.