IGN is playing Rising Tide with devs today at 1pm PT

Did I miss something? Did some wonders get better bonuses or are you just referring to all wonders getting +5 diplo capital?

Diplomatic capital. It is a resource like culture and faith that can be used to purchase things after all. That alone makes building one more worthwhile.
 
Diplomatic capital. It is a resource like culture and faith that can be used to purchase things after all. That alone makes building one more worthwhile.

Thanks. I know about diplo capital and yes it makes wonders better. I was just asking if wonders got something more in addition to diplo capital.
 
Wonders now increase the respect of other factions when you complete them, which is also more useful.
 
Kind of random:

Spoiler :
terrainobstacles.jpg


Does that mean cities can by default no longer attack over terrain obstacles? I mean, would be cool, but I bet 500 Energy that that's not the case.
 
So, about PAC's sponsor bonus... It only applies to the first wonder in every city, right? Otherwise it'd still be OP.
 
Does that mean cities can by default no longer attack over terrain obstacles? I mean, would be cool, but I bet 500 Energy that that's not the case.

There would be no sense in giving cities this special bonus if they could already do it by default. So, yes, I am assuming that cities cannot bombard over terrain obstacles by default.
 
They said they found bugs that dated all the way to CIV V. I hope they make a patch for CIV V with these fixes.
 
I don't think so. I also think the dev have little idea what balance is.

I'd classify them as casual players who are afraid to make drastic changes that may shake up the model and the balance.

As such their balance flaws tend to involve things being stale and underpowered rather than impressive - and what was impressive and arguably overpowered was removed.
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Whereas I'm a casual player who wants to see them go crazy with BE and RT system.
 
Magrails have been moved down to the leaf tech, civil support. Both the branch and leaf give Purity points. So, I guess they decided magrails weren't a Supremacy thing any more?

I'm actually really disappointed by this change, free magrails and the +20% production bonus was one of the best things about Supremacy.
 
Magrails have been moved down to the leaf tech, civil support. Both the branch and leaf give Purity points. So, I guess they decided magrails weren't a Supremacy thing any more?

I'm actually really disappointed by this change, free magrails and the +20% production bonus was one of the best things about Supremacy.

Especially with units which are heavily hindered by terrains and low movement.
 
Kind of random:

Spoiler :
terrainobstacles.jpg


Does that mean cities can by default no longer attack over terrain obstacles? I mean, would be cool, but I bet 500 Energy that that's not the case.

I was wondering the exact same thing. If it's not that, what else could it be?
 
I'd classify them as casual players who are afraid to make drastic changes that may shake up the model and the balance.

As such their balance flaws tend to involve things being stale and underpowered rather than impressive - and what was impressive and arguably overpowered was removed.
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Whereas I'm a casual player who wants to see them go crazy with BE and RT system.
I agree with that, what would the game would be like if everything was powerful and extreme but balance out each other.

Magrails have been moved down to the leaf tech, civil support. Both the branch and leaf give Purity points. So, I guess they decided magrails weren't a Supremacy thing any more?

Well, to settle Human from Earth in final stage of Purity victory, Earthling needs that magrail because they're we're really weak people who don't get used to new planet and can move with 1 movement... Why didn't they put Earthling on bus or something instead? BE logic.
 
Kind of random:

Spoiler: Show


Does that mean cities can by default no longer attack over terrain obstacles? I mean, would be cool, but I bet 500 Energy that that's not the case.

I'm pretty sure cities couldnt fire over big things, like mountains.

Or, it might counter the Golem's ability?
 
I'm pretty sure cities couldnt fire over big things, like mountains.

Or, it might counter the Golem's ability?
Cities can currently attack over/through mountains.

And I don't think it's meant to counter the Golem, because it says TERRAIN obstacles - and countering a single unit that only few players have would be rather silly.

They've either removed that ability from Cities by default, or... they didn't realize that Cities can already attack over obstacles. :D
 
Strange how things have regressed in the future.

Cities on earth could fire over terrain obstacles, as could rocket artillery, but now their future counterparts both require upgrades to do so.

And artillery units even need to upgrade before they can fire on a target three tiles away, as well as fire without needing to set up first.

They basically devolved into catapults while on the seedship journey to the new planet, requiring affinities just to be as effective as 20th century rocket artillery.
 
Strange how things have regressed in the future.

Cities on earth could fire over terrain obstacles, as could rocket artillery, but now their future counterparts both require upgrades to do so.

And artillery units even need to upgrade before they can fire on a target three tiles away, as well as fire without needing to set up first.

They basically devolved into catapults while on the seedship journey to the new planet, requiring affinities just to be as effective as 20th century rocket artillery.
That argument makes as much sense as complaining that Bowmen have more range than Infantry. Units are the way they are to represent their place in the army, not to have an accurate representation throughout the ages or - in this case - between games.

While I agree that Artillery should start with 3 range, that's certainly not because Civ5 Lategame-Artillery had 3 Range.
 
They basically devolved into catapults while on the seedship journey to the new planet, requiring affinities just to be as effective as 20th century rocket artillery.

Seems like a pretty clear case of gameplay taking priority over theme. It'd leave a lot less room for unit progression if everything started at the level it did at the end of Civ V and it's not that hard to handwave it by saying that different gravity, weird atmospheric composition, and the lack of an established arms industry was a considerable setback for human artillery until they learned to adapt and compensate.
 
I agree with that, what would the game would be like if everything was powerful and extreme but balance out each other.



Well, to settle Human from Earth in final stage of Purity victory, Earthling needs that magrail because they're we're really weak people who don't get used to new planet and can move with 1 movement... Why didn't they put Earthling on bus or something instead? BE logic.

The game would probably be harder to balance, but far more interesting.
 
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