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So, what is this? It's in the background in the last of the official screenshots. New Natural Wonder?
I'm guessing this is the new graphic for a razed city or incomplete world wonder
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So, what is this? It's in the background in the last of the official screenshots. New Natural Wonder?
It doesn't mention adjacent so I imagine every TF provides 0.5 housing to the city that owns them. So a city with 4 TF gets +2 housing and so on.One housing for every two terrace farms. Adjacent? I don't know, at first read it was odd to me.
int he FL video, when they went to send a trade route, every option on the list was +10 and +9 food. It stacks.BTW.. additional food to TF is one time if close to mountain or it stacks for each mountain tile..?
You could Place them on flatlands which are not that useful for the Inca and their large city size combined with large production mean they can make good use of the district adjancency bonus by building several districts in each city.Well, production is useful for just about everything.
I wonder if the district system will inhibit them, though. Hug a bunch of mountains and build terrace farms....Now where does the campus or encampment go?
if what you want is some gruelling challenge then the civ series has never been the place to look for it.
In the flatlands that you haven't used yet for the encampmentWell, production is useful for just about everything.
I wonder if the district system will inhibit them, though. Hug a bunch of mountains and build terrace farms....Now where does the campus or encampment go?
On TSL maps, poor brazil. The inca will hole up with their absurd food buffs behind the andes. Then bore right through. No one expects the surprise Warak:2. About mountain tunnels: please show on stream or ask them about the movement mechanics.
Balance them around making dynamic decisions rather than fixed notions of "what's most effective". Balanced around notions of choices rather than rote scripts of beelining the same behaviors every game.If you're not balancing the game rules around what's most effective, then what are you balancing them around?
By never, I mean since Civ 1, the AI has always cheated at the higher difficulties and never posed any real or meaningful challenge. Sure, I can beat the game at Deity, but what's the point? It gets very gamey in order to beat the massive bonuses the AI gets and personally I get more enjoyment out of just playing some relaxing games on Prince/King/Emperor.If by "never" you mean since the start of Civ 6, then yes, I agree. Civs 1 through 5, though, offered very interesting game play and were a challenge for me to beat at the higher levels. Some of them I could never beat.
Civ 6 is different, and I'm glad you're enjoying it. But it is materially different in the quality of challenge presented by the AI. Purposefully so, I believe.
As you say, it's now meant to be exclusively a fun and relaxing game play experience, whereas in the past it included both that option and more challenging game play options for those who were looking for that experience.
Yeah, Firaxis! Nail those quotas.*sigh*
I feel the Inca look very interesting, and I love internal trade routes and such, but I'm rather disappointed and bored how all four sneak peeks so far have been male leaders. You can do better Firaxis![]()
Well, consider that with any civ, you can get mountains (or water) tiles that do nothing for your cities. You can wind up not settling an area at all because there are no options for productiion. With the Inca, options open up.My 2 cents:
1. I wonder if Inca’s mountain bonuses will actually make mountain tiles worthwhile in comparison with regular tiles. Yes, they get yields and can work them - but mountain tiles also mean no districts to place, no features to chop (even with CO2 considerations), no resources to obtain. They might end up in what I call “The Indonesia trap” - yes, Kampungs are strong, but you are still handicapping yourself if your city has too few regular land tiles.
As much as I kind of agree with the post you quoted, you hit the nail on the head. Civ IV was notoriously difficult for me to master and win. Civ V wasn't in the earliest builds, but did get more challenging. But IV could be brutally unforgiving. It is only fair for those that want a challenge to have their challenge.If by "never" you mean since the start of Civ 6, then yes, I agree. Civs 1 through 5, though, offered very interesting game play and were a challenge for me to beat at the higher levels. Some of them I could never beat.
Civ 6 is different, and I'm glad you're enjoying it. But it is materially different in the quality of challenge presented by the AI. Purposefully so, I believe.
As you say, it's now meant to be exclusively a fun and relaxing game play experience, whereas in the past it included both that option and more challenging game play options for those who were looking for that experience.
Yeah, Firaxis! Nail those quotas.![]()
*sigh*
I feel the Inca look very interesting, and I love internal trade routes and such, but I'm rather disappointed and bored how all four sneak peeks so far have been male leaders. You can do better Firaxis![]()
I think you're heavily overestimating the amount of production the Inca will have. A Mountain is 0F/2P. You can add 1F for every adjacent Terrace Farm, but those Terrace Farms take the place of a Hill Mine (and Campus or Holy Site).
Terrace Farms are better along rivers, where they act like both a Mine and a Farm at the same time. They don't get the era boosts to production that Mines get (though they do get the Farm advancements it seems). From a pure production perspective, though, they're no better than an early Mine.
Even with an ideal map setup, you're going to be a fair way into the game before you can generate decent early city yields replacing Mines with Terrace Farms.
Where the Inca will shine will be in the late game, if the game rules have changed to reward larger cities.
This would surprise me to no end.
AFAIK, tunnels consume two movement points. I seriously doubt, Firaxis (who added those super slow roads in Civ6) will let us teleport all over the map all of a sudden.
Canals are limited in their length, too. I expect tunnels (and their Inca counterpart) to be limited to 2 tile distances.
They are saving the best for last.