Discussion in 'Civ6 - General Discussions' started by bite, Sep 22, 2020.
that was fast
Just to make the post worthwile, seeing 5 secs of video, I hereby confirm the facial hair (and overall hair model) is worth it
omph not being able to build districts next to the city centre is interesting
Wow, the "malus" is interesting... forcing you to work with spread cities is, at least, intriguing
Edit: Ninj'd again by bite... well... not my day
I like that they represented the Hallstatt Culture in the design.
Hallstatt Culture is such an inversion on normal district rules and I love it.
Gallic Harbor game in shambles
Seems like a bit of a mixed bag of culture, production and military. Can probably go for a lot of different victory conditions quite viably
The district placement restrictions are also cool because they will make you think a bit more where you place things
C U L T U R E B O M B
Catherine's gonna love seeing Ambiorix out there.
I love them
First, I love every civ that has maluses in some way. Something they can't do that everyone else can. And Gauls fit this criteria.
Then, I love too their UD. Defensive and production? I love this!
Mines are also kind of OP but in th good sense. Each mine give culture, cultural bomb. But he more interesting is adjacency bonuses for districts.
I have the feeling that you'll play the Gauls as you play Korea with its Seowon: widespread districts surrounded with mines. But it's far more interesting that Korea.
Overall a very, very good first impression.
Oh, and the music sounds so good too. Dunno about historicity, but I like it!
(And bonus: even if it's ahistorical, as a gay man, I like the fanservice with Ambiorix chest. Guilty as charge ^^)
let's hope this will allow to do the opposite for modders, I know this was requested since a long time.
Important thing that needs to be clarified about the Oppidum:
On the leader screen it says +2 production applies "IF adjacent", which means it only applies once.
At another point in the video they show an Oppidum's adjacency bonus, where it has +2 from a quarry, and +4 from 2 strategic resources, which means it would be "for every adjacent".
Early impressions, but this might be my favourite civ design so far, and is definitely my favourite out of the New Frontier Pass. It gives all of the unique spin of the Maya, with none of the frustrations of randomness.
I like the malus. It will certainly be challenging to work around on island-heavy maps.
oh wait he's shirtless AND covered in woad? Zaarin meltdown in 3, 2,...
Not having districts adjacent to the city center is pretty interesting. Looking forward to trying them out on Thursday. Also curious what the full soundtrack will sound like.
They couldn't resist the woad huh
People were worried that this would be OP, but it's only for unowned tiles. So no stealing land from your neighbors.
I was really liking the design; potent bonuses that come with an obvious drawback (eg. Their warrior unit is stronger, but it’s also more expensive; their districts receive powerful bonuses from mines, but they can’t place them next to city centres).
.... that is, I was liking it until I saw the ‘+2 combat strength for each adjacent unit’. That’s a step too far. It’s just too easy - like Bolivar’s Llanero, except much much earlier and for practically all his units.
That bonus alone, which requires no thought yet delivers huge unwarranted payoff, pushes them into OP for me. Which is disappointing, because I really dislike power creep (especially pay-to-win power creep)
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