[GS] GS impressions/random observations thread.

There appears to be a bug where the AI asks for one when they really mean a lot more. I bet if you set that coal to two, the AI will no longer be interested.
That's likely a different issue. Offering 2 of a resource is still accepted.
 
Is this luck or standard?
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My theory is that there is some kind of timer, so that disasters are less likely to reoccur shortly after they occur. So once most of your region has experienced a disaster, it takes a while for chances of a reoccurrence to build back up. And this time is probably shorter at a 4 setting than at the default 2.

I had a river flood between the time I started to send my builder over to repair the damage and when he actually arrived. And the builder didn't have a long way to travel.
 
I had a river flood between the time I started to send my builder over to repair the damage and when he actually arrived. And the builder didn't have a long way to travel.

But mean, it's a percent change, not an absolute thing. So it is very unlikely to reoccur just a few turns later (but it still could) but 100 turns later it is very likely.
 
I love when Kupe asks to be your friend: "You know, there are worse people than you. Can I tell the world you're not a complete jerk?" :lol:

They said in one of the first streams that the math behind spawning a disaster is such that is tries to avoid the same spot twice if it can.
I had two megacolossal eruptions from the same volcano within 15 turns...while another of my volcanoes was having a megacolossal eruption. This is still the same level 3 disasters game. :lol: Except that it pillaged my adjacent Holy Site twice, I was actually pretty pleased. :p I lost pop, but sacrifices must be made to appease the volcano gods. :mischief:

Is this luck or standard?
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Happened in a couple places in my game, too. Since those are Inca names, you didn't per chance set the world age to "New"? Because I did. :p
 
The WC resolution to stop earning Great People points of a specific type works on Great Prophets if not all have been earned.
Yes that happened in my first game also:- I am stuck 2/3 of way to the last GP for at least 30 turns (not a great problem as my only Holy Sites are in captured cities!). Do you know if these resolutions have to be revoked by vote or just lapse at the next session?
 
One minor thing that could be major in some games: first game as Hungary, and on the second turn to my south discover the Ohio River. That made scouting in that direction unnecessary until I was ready to contact America, which was, in fact, about another 6 tiles to my south. Once players get familiar with the majority of river, desert, volcano and mountain range names used large part of your scouting, at least to find other Civs, will be done for you by the game.

While true beelining isn't that great, it seems like an easy pitfall for players with a knowledge gap of the game: if you don't plan it out and instead look just 1-2 techs ahead for research, it's easy to not take siege tactics and go for cool stuff like economics and chemistry, only to find you're many techs deep in the hole to get oil unlocked. It's less than ideal design. Making replaceable parts require rifling, for example, would solve a lot of this and probably make @Boris Gudenuf much happier (a noble goal in itself.)

Thank you I think, but I'd be much happier if they had the proper names for the Technologies: All parts are 'replaceable': what they mean (I think) is parts that are made with enough precision to be Interchangeable. That, however, is an Industrial Era Tech related to Wilkinson's Precision Boring patents of 1776, which set off a rapid climb in precision machining techniques. That, in turn, led directly to the mass-production of muskets (infantry weapons) in both England and the USA, and the precision machining also made breechloading rifled weapons possible. A hundred years later 'modern infantry' come along - so the direct Tech connection to Interchangeable/Replaceable Parts is pretty slim.

As usual in Civ games, the Tech Tree needs some major revising, but, paradoxically, this is actually much harder in Civ VI than in Civ V or earlier: by reducing the number of Techs, each individual Tech becomes that much more critical, so any movement of Techs or relationships among the Techs sets off a cascade of Unintended Effects.

Meanwhile, so far GS gave me three floods on the same river in 40 turns at Disaster Setting 2: it will be a long time before I try any higher Settings after that experience!
 
On setting 3, the frequency of natural disasters is insane. My capital which is at the intersection of 2 rivers got hit by 4 floods in the first 80 turns or so. I probably would have gotten hit by more floods except I got a dam up.
 
On setting 3, the frequency of natural disasters is insane. My capital which is at the intersection of 2 rivers got hit by 4 floods in the first 80 turns or so. I probably would have gotten hit by more floods except I got a dam up.
I liked 3 better than 2. On 2 it feels like things never happen. My second game on 2 and I can count the events on one hand for 200 turns.
 
I liked 3 better than 2. On 2 it feels like things never happen. My second game on 2 and I can count the events on one hand for 200 turns.

I feel like setting 3 is a bit too much for my personal tastes. Not just my capital got hit by floods repeatedly but I also got hit by tornadoes a couple times and a hurricane. Basically, my cities were getting hit by something almost every 5 turns, it seemed like. Just when I repair my tiles, I get hit again. Although, this is probably a bigger issue for me since I am a sprawling empire. I have more territory and more cities, hence a greater chance that a natural disaster will hit somewhere in my area. It's an interesting side effect of going wide in GS.

Overall, I do like that natural disasters force you to repair tiles from time to time. It is adds a new problem that the player did not have in R&F. You can't just always build better and better. Natural disasters also make geography more important because now if you are say Egypt settling cities up and down the Nile river, you have to contend with periodic floods which another civ that is not settled near rivers will not have to deal with.

Overall, I love the inclusion of natural disasters. I just think that setting 2 might be better for my personal taste.
 
Like I needed more food D:
Spoiler :

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My theory is that there is some kind of timer, so that disasters are less likely to reoccur shortly after they occur. So once most of your region has experienced a disaster, it takes a while for chances of a reoccurrence to build back up. And this time is probably shorter at a 4 setting than at the default 2.
Not in my game. One city is being hit by dust storms and flooding all the time. Although my second biggest city is immune to floods so might be that mother nature compensate it elsewhere..;)

BTW Maori's bonuses are crazy. I'll post some screenshots from Kilimanjaro yields later.
 
Powered T3 buildings are really quite good with Policy card that increases building yields.
 
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