[GS] GS impressions/random observations thread.

Question on rock bands.....
Arioch site says the cost of the rock bands is progressive - (535, 600, 670, 735)
I know during that live stream they stated the rock bands act like spies and was wondering if the cost does also.
So a spy will cost 225, a second will cost 275 and a third 325 (need to check progression cost) but the key is if I lost 2 of my 3 spies then building the next would only cost 275. Do rock bands work similar or they just get more expensive regardless?

I lost my first one before buying my second, and the price still went up.
 
I think the Raging Barb problem may have something to do with having less space for the Barbs to go. They used to love the tiny snow islands near the poles, but those are all ice-locked now, so maybe they're spawning somewhere else.

To me it seems their spawn rate decays with time. Basically they spawn all over the place early, then by medieval they kind of disappear.
 
Levied Hungarian knights are silly.
 
Haha, I built two improvements with my first setter and set him out into the world. He's the only guy who can get out--that hidden tile up to the NorthEast is also a mountain. I guess I am pretty safe for now though.

I'm making a Campus on that obvious spot in the South and am just going to head for navigation after that.

Can you explain this? You built improvements with a settler? AND he can get past the mountains? Or do you mean a worker?
 
I wonder how they went about choosing these flags? Pretty ones, a hint, or the only way that some would ever make the game :)

upload_2019-2-18_10-28-54.png
 
To me it seems their spawn rate decays with time. Basically they spawn all over the place early, then by medieval they kind of disappear.

I hadn't thought of this but now that you mention it, it is true.

In my games so far though, which have all been on Continents, I've noticed that the world map fills up more than prior GS. In Rise and Fall, I found I would often be able to find at least a city or two on another continent/landmass a bit later in the game, even though it could be a struggle and not always worth it. In GS though, there is no settling space left (and no place left for barbs). I guess due to the change in the map creation.
 
To me it seems their spawn rate decays with time. Basically they spawn all over the place early, then by medieval they kind of disappear.

In my last game I had crazy spawns the entire match, probably because I was near the south pole and there was a lot of snow tiles with no nearby cities. Eventually I made a ton of units to just go stand there and provide line of sight to many tiles, which seemed to slow (but not stop) the spawns
 
Would like to know when dikes are available (just playing first game and can't see in modern era) which is a technology which dates from at least 700AD. Did I miss this in the tech tree? I (of course) want to reclaim some of that submerged land. Not worried about flood dams, just dikes to reclaim the sea. (And I would expect high tech dikes thank you.)

Thanks:confused:

(I won't even mention colonizing the moon to escape the horrid ravages of global warming, or is it climate change when the earth gets cooler and the sea levels lower, or how about something in the game about sun spots and their effect on the earth? Why not comets crashing into the earth or an alien invasion? Kind of a war of the worlds? Perhaps Frodo or Galdalf could help along with Harry Potter?)
Thanking you for you indulgence and patience, yours truly ....whoever:undecide:

I so humbly apologize, so humbly that I shall cease to exist, or better, take the first spaceship to Uranus. I found the dikes -- they are called SEASTEAD. So beautiful, evokes images of charming days at the beach.:hug:

Still waiting for the comet tho.:sad:

Sorry I forget, is that technology named Science or Belief?:confused:
 
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Notes about unique units

Berserkers require 10 Iron compared to 20 for Swordsmen

Diggers require no resources unlike Infantry they replace

Heteroi require 10 horse vs 20 for horsemen

Hypastpist require 5 iron vs 20 for swordsmen

Immortals require 10 iron vs 20 for swordsmen

Keshig require 10 Horses compared to 20 iron for knights

Malon Raiders do not require resources

Mountie does not require resources

Ngao Mbeba requires 5 iron vs 20 for swordsmen

Redcoat and Garde Imperiale requires 20 miter

Rough Rider no resources

Saka no resources

Samurai 10 Iron

Toa no resources

Varu no resources

Winged Hussar 10 Iron

Zeven Provencien 10 miter vs 20 for frigate

Jong no resources

All other unique units cost the same as they replace

Forgot to check the Khevsur. 10 iron.

Resource costs are a definite step up. Now if only they would make sure no units cost 0 gold for maintenance.
 
I wonder how they went about choosing these flags? Pretty ones, a hint, or the only way that some would ever make the game :)

View attachment 518313
Quite a few of them (though not all) are from nations not represented in the game currently as either Civs or City States.
 
I just got +1 for desert last night.

I think now I was, it just didn't pop up with big splash art because the award was reduced to +1 era score.
 
Do any units cost 0 maintainece after ancient ones?
Toas are Zero Classical and have staying power. No resource requirement either, just 130 gold to upgrade a warrior.. available at construction and only -3 vs a knight.
I still get inhospitable era points
Drill Manuals red card (mercantilism) gives +1 per resource which is handy for increasing Niter etc at times of shortage but I have found buying it is not a big deal. Add Conservation and your oil and Aluminum are +4 per turn.
 
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Just finished game 2 of GS. Science victory with mali. Large mountain range and presumably the maori being in my game gave me a massive slice of Pangaea all to myself. Tons of desert and mines. I had to defend my city-states on the border with germany the whole game. They were extremely bloody wars, I was going through some hard times when Germany attacked so his field guns and cuirassers were cutting through my mandekalus and levied troops. However, I was able to outspend him to a stalemate while my economy and science ballooned in the industrial era.

A few things I took away from this game:
1. Mali is indeed unstoppable if it survives the early game, I had 50k just sitting around because I couldn't outspend my income every turn. I begrudgingly won a science victory because I could afford to buy spaceports everywhere (with faith too) and workers every turn. I did not even need to build campus until late in game.

2. Pillage economy is insane. Part of the reason I was able to forego science until late was that I conquered Germany which was the number 1 economy/science civ in game. I was able to destroy them because I beat them to advanced flight and I was pumping out 3 bombers every turn with my insane income. After blitzkrieging germany (ironic) I then pillaged all the minor civs in the game with my tanks and one giant death robot (for fun) while keeping up 5 alliances. I was swimming in money, culture, faith and science from pillaging.

3. Diplo victory takes so long. I was able to speed up science victory to the point where waiting for diplo vote would've been insane. I think there were only 2 or maybe 3 diplo votes total in the entire game, so it was impossible for me to win the victory without getting to this last vote. I missed out on alot of emergencies in early game because I was in my own corner of the continent without much contact with the other side.

4. Building an insanely industrial and polluting nation seems like a complete net benefit. Flooding was almost entirely beneficial (to open up sea lanes for my submarines to go pillage more places) and where it wasn't I built flood barriers using my heavy gross industry. I contributed more to CO2 than everyone by a lot, only one civ started heavily industrializing at all in my game.

5. I got Nazca as my suzerain (germany conquered them twice, part of the reason I had to war with him all game). Nazca and Mali are a dream. an absolute dream. My mines were all surrounded by nazca lines.. I had Petra in my second city too. the yields, the beautiful yields!

Edit: Oh and I forgot, military engineers are awesome. I had a half dozen of them paving my empire, paving my conquest and occasionally paving my allies too lol. I built tons of tunnels and airbases and a few forts even. I suspect this was mostly viable with mali because spending ~500 for each one was a drop in the bucket, but I will try to get a nice military engineer corps ever game now.
 
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Well, that's good to know.

I was wondering if you could lose a city a sea levels rising.
I'm still not sure about what I think of global warming as a game mechanic. I mean, points to them for having the nerve to include it, despite the so-called "controversy." I'm just not so sure it's that fun or something I want in the game.
 
Just finished game 2 of GS. Science victory with mali. Large mountain range and presumably the maori being in my game gave me a massive slice of Pangaea all to myself. Tons of desert and mines. I had to defend my city-states on the border with germany the whole game. They were extremely bloody wars, I was going through some hard times when Germany attacked so his field guns and cuirassers were cutting through my mandekalus and levied troops. However, I was able to outspend him to a stalemate while my economy and science ballooned in the industrial era.

A few things I took away from this game:
1. Mali is indeed unstoppable if it survives the early game, I had 50k just sitting around because I couldn't outspend my income every turn. I begrudgingly won a science victory because I could afford to buy spaceports everywhere (with faith too) and workers every turn. I did not even need to build campus until late in game.

2. Pillage economy is insane. Part of the reason I was able to forego science until late was that I conquered Germany which was the number 1 economy/science civ in game. I was able to destroy them because I beat them to advanced flight and I was pumping out 3 bombers every turn with my insane income. After blitzkrieging germany (ironic) I then pillaged all the minor civs in the game with my tanks and one giant death robot (for fun) while keeping up 5 alliances. I was swimming in money, culture, faith and science from pillaging.

3. Diplo victory takes so long. I was able to speed up science victory to the point where waiting for diplo vote would've been insane. I think there were only 2 or maybe 3 diplo votes total in the entire game, so it was impossible for me to win the victory without getting to this last vote. I missed out on alot of emergencies in early game because I was in my own corner of the continent without much contact with the other side.

4. Building an insanely industrial and polluting nation seems like a complete net benefit. Flooding was almost entirely beneficial (to open up sea lanes for my submarines to go pillage more places) and where it wasn't I built flood barriers using my heavy gross industry. I contributed more to CO2 than everyone by a lot, only one civ started heavily industrializing at all in my game.

5. I got Nazca as my suzerain (germany conquered them twice, part of the reason I had to war with him all game). Nazca and Mali are a dream. an absolute dream. My mines were all surrounded by nazca lines.. I had Petra in my second city too. the yields, the beautiful yields!

Edit: Oh and I forgot, military engineers are awesome. I had a half dozen of them paving my empire, paving my conquest and occasionally paving my allies too lol. I built tons of tunnels and airbases and a few forts even. I suspect this was mostly viable with mali because spending ~500 for each one was a drop in the bucket, but I will try to get a nice military engineer corps ever game now.

They should hire you in the US government. I like your vision. ;)
 
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