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Well him being bald and shirtless is pretty accurate to the real-life Jayavarman VII.
And now I found out that Barbarossa has it too - on the buckle of his cloak.Oh I hadn't noticed Firaxis has smuggled their logo into the game again on Jay's armbands until you posted that still
And now I found out that Barbarossa has it too - on the buckle of his cloak.
And I didn't know about Cyrus' buttonsI didn't know about that one actually I was just thinking of Cyrus' buttons
But in short, he looks like a happy gay - not like this man from this statue picture. A really mysterious figure, almost like an Egyptian God. He looks like a funny, stupid guy.. caricature etc.
So my question is: do you like such caricatures - with no real personality in Civ games?
I was used to Civ5's style of leaders (and like them still), but I think the Civ6 ones are a lot more expressive in their movements. The caricature style is a call-back to Civ4's style of leaders.
So, I've finally had some time to look at the Khmer, and would like to offer my thoughts on their abilities. Note that this is based on what I see in the video, and I am lacking some details. I also don't know how the game will be changed by the patch.
Leader ability - Monasteries of the King
- Holy Sites get +2 Food +1 Housing when next to river
- Holy Sites get a culture bomb when built
This one is good. The bonus to food and housing is not a lot, but any boost to those are universally useful.
Culture bombs are always fun, and potentially very useful, as getting tiles can be expensive. I think it is also worth considering that Holy Sites often get built away from the City Center, near terrain which gives adjacency bonuses. You might get some more or less worthless mountain tiles, but depending on terrain, you might also be getting useful tiles which are 2, 3 or even 4 tiles away from the city center, early in the game. I can certainly see strategic benefits from this.
Overall, a solid ability.
Civilization ability - Grand Barays
- Aqueduct gives +3 Faith +1 Amenity
- Farm next to Aqueduct +2 Food
This one is also nice. +3 is a decent amount of faith, and the extra amenity will help you a bit when trying to grow taller. It's nothing major, but useful enough.
The +2 food for farms adjacent to the Aqueduct is good, but not as massive as it might look at first. Aqueducts must be built adjacent to the City Center, and adjacent to a source of fresh water. If that source of fresh water is a mountain or an oasis (or bizarrely, the Dead Sea), There will be at most 4 tiles which can benefit from this bonus. If it is a river, there are a maximum of 5 tiles which can get the bonus. However, 2 of those tiles will be next to both the City Center and the Aqueduct, and as such, might be better used for districts due to the adjacency bonus. Also, placing farms on both sides of the Aqueduct means they are not adjacent to each other, so you will not get as much out of the later farm adjacency bonus. Still, you will certainly end up with a bit of extra food, realistically +2 to +6 for most cities.
Unique infrastructure - Prasat
- Replaces Temple
- 2 relic slots instead of 1
- Missionaries gain Martyr ability
This one is weak, in my opinion. Relics are powerful, but they are usually not plentiful. I get that you are supposed to use the Martyr ability to get relics, but I am not sure how sound that is as a strategy. For one thing, you are completely dependent on having another civ nearby who is able and willing to engage your missionaries. For another, loosing in theological combat will cause your religion to shrink, and your opponent's religion to grow. I don't like this one.
Unique unit - Domrey
- Replaces Catapult
- 33 Melee strength (vs 23 for the Catapult)
- 45 Bombard strength (vs 35 for the Catapult)
- 2 Move
- 2 Range
- Unlocks with Military Engineering
- Can attack after moving
How can I not love a unit which is a frickin' elephant with a frickin' ballista on its' back? This is definitely a powerful unit, 10 higher in both bombard and melee strength compared to the Catapult, and more importantly, able to attack after moving. The drawback is that it unlocks later than the Catapult, at Military Engineering as opposed to Engineering. Interestingly, Military Engineering is boosted by building an Aqueduct, which is something you will certainly be doing early as the Khmer. So that's a bit of synergy there. The production cost is an unknown to me.
I think this looks like a useful UU. It will probably be around when it needs to be, which is the time in the game when walls might prove a problem when attacking cities.
Overall, I like this civ. It is aesthetically pleasing, and the abilities look useful and interesting. It is also fairly balanced in my opinion, neither too powerful nor too weak. You could probably go somewhat tall with it in the Medieval era, if you combine it with Monarchy and build some walls.
So, I've finally had some time to look at the Khmer, and would like to offer my thoughts on their abilities. Note that this is based on what I see in the video, and I am lacking some details. I also don't know how the game will be changed by the patch.
Leader ability - Monasteries of the King
- Holy Sites get +2 Food +1 Housing when next to river
- Holy Sites get a culture bomb when built
This one is good. The bonus to food and housing is not a lot, but any boost to those are universally useful.
Culture bombs are always fun, and potentially very useful, as getting tiles can be expensive. I think it is also worth considering that Holy Sites often get built away from the City Center, near terrain which gives adjacency bonuses. You might get some more or less worthless mountain tiles, but depending on terrain, you might also be getting useful tiles which are 2, 3 or even 4 tiles away from the city center, early in the game. I can certainly see strategic benefits from this.
Overall, a solid ability.
Civilization ability - Grand Barays
- Aqueduct gives +3 Faith +1 Amenity
- Farm next to Aqueduct +2 Food
This one is also nice. +3 is a decent amount of faith, and the extra amenity will help you a bit when trying to grow taller. It's nothing major, but useful enough.
The +2 food for farms adjacent to the Aqueduct is good, but not as massive as it might look at first. Aqueducts must be built adjacent to the City Center, and adjacent to a source of fresh water. If that source of fresh water is a mountain or an oasis (or bizarrely, the Dead Sea), There will be at most 4 tiles which can benefit from this bonus. If it is a river, there are a maximum of 5 tiles which can get the bonus. However, 2 of those tiles will be next to both the City Center and the Aqueduct, and as such, might be better used for districts due to the adjacency bonus. Also, placing farms on both sides of the Aqueduct means they are not adjacent to each other, so you will not get as much out of the later farm adjacency bonus. Still, you will certainly end up with a bit of extra food, realistically +2 to +6 for most cities.
Unique infrastructure - Prasat
- Replaces Temple
- 2 relic slots instead of 1
- Missionaries gain Martyr ability
This one is weak, in my opinion. Relics are powerful, but they are usually not plentiful. I get that you are supposed to use the Martyr ability to get relics, but I am not sure how sound that is as a strategy. For one thing, you are completely dependent on having another civ nearby who is able and willing to engage your missionaries. For another, loosing in theological combat will cause your religion to shrink, and your opponent's religion to grow. I don't like this one.
Unique unit - Domrey
- Replaces Catapult
- 33 Melee strength (vs 23 for the Catapult)
- 45 Bombard strength (vs 35 for the Catapult)
- 2 Move
- 2 Range
- Unlocks with Military Engineering
- Can attack after moving
How can I not love a unit which is a frickin' elephant with a frickin' ballista on its' back? This is definitely a powerful unit, 10 higher in both bombard and melee strength compared to the Catapult, and more importantly, able to attack after moving. The drawback is that it unlocks later than the Catapult, at Military Engineering as opposed to Engineering. Interestingly, Military Engineering is boosted by building an Aqueduct, which is something you will certainly be doing early as the Khmer. So that's a bit of synergy there. The production cost is an unknown to me.
I think this looks like a useful UU. It will probably be around when it needs to be, which is the time in the game when walls might prove a problem when attacking cities.
Overall, I like this civ. It is aesthetically pleasing, and the abilities look useful and interesting. It is also fairly balanced in my opinion, neither too powerful nor too weak. You could probably go somewhat tall with it in the Medieval era, if you combine it with Monarchy and build some walls.
Thank you, I have updated the post. That would make it a lot better, especially if you get to upgrade your Catapults to Domreys.The video said the Domrey was stronger than the catapult, but it never actually said it replaces it. I would contend it doesn't replace anything a la the Samurai.
How can I not love a unit which is a frickin' elephant with a frickin' ballista on its' back?
I wonder how many complaints on Jayavarman looking like a caricature we'll get from darko82. We have five on two pages so far
That reminds me - six complaints nowMy guess is he/she will keep posting them until they get the reaction they desperately crave.
Sigh. So, the Khmer UB is called "Prasat". I'll have to get used to it - the word is also plural genitive of the word "prase" in Czech, which means "a pig"
If it was that important they wouldn't have kept it hidden...Oh for God's sake Ed, if your going to tease something at least make it something interesting. No one commented on the relics because it has no bearing on gameplay
Well done @Leyrann though
EDIT: Also, doesn't that make the districts section in the faith purchasing list a visual bug?