KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
Thanks. I actually got number 9 in m disorganised notes but forgot it.
2x checked (at 9.14)
Industry 10 is
+25% to internal trade routes
Industry 12 is
+?25?% energy ...(unreadable)
Thanks. I actually got number 9 in m disorganised notes but forgot it.
Prosperity seems rather weak atm
Helping Hands is too weak, but I have to disagree on Frugality. It's the first virtue, and the Industry and Knowledge openers aren't that strong either. They also only give 10% bonuses, and the one from Foresight will possibly be rounded down to nothing until you have more than 10 science. Frugality looks to me like the best choice for the first virtue and we'll have to see what it unlocks to compete with Field Research, Central Planning or Commodization -the other early virtues are only really good after you have already grown and expanded a bit.
I might even choose Helping Hands relatively early just to get to Pathfinders and grab more expedition bonuses, but I really hope it gets buffed before release.
I think it's best to compare virtues with Civ 5 policies. Prosperity virtues are in general a little bit weaker than Civ 5 analogues but it's compensated by the fact that it's bonuses benefit both wide and tall. For example, unlike Tradition finisher, Frugality provides bonuses not only for the first 4 cities. Plus the bonus could stack with Aqueduct analogue (if there's any).
This is indeed for "Frugality", but "Helping Hands" is still way to weak to be noticed to tile improvements who doesn't take 6 turns to be constructed (from 7 turns, 15% of 7 is above 1 so then u would notice it takes 1 turns from it...)
There is a new gameplay video from PAX prime that appears to show us some virtues that we've never seen before:
https://www.youtube.com/watch?feature=youtu.be&v=S0Jx6GVxuPQ&app=desktop
knowledge 14: technoartisans
Earn extra science equal to 25% of culture you are generating
3rd knowledge synergy bonus: earn +10% science in every city
Tier 3 synergy bonus: +10% growth, production, science, culture and energy bonus in every city
Actually, that's only the 2nd knowledge bonus. The video shows having only filled out 2/3 of the bar for the 3 synergies.
From Pax Live
PROSPERITY Tier II
*Pioneer Spirit: -25% Culture needed for border expansion.
*Gift Economy: +3 Energy from your land based trade routes to foreign cities
+3 Energy from your sea based trade routes to foreign cities
It seems that "helping hands" has been removed and replaced by "workforce iniative". Its effect is: "Gain a free worker unit"
Source: https://www.youtube.com/watch?v=hdaCu5mr0AY
(time: 3.59)
This shows detailed initial quest description for each victory (1:34) and the name of a few more technologies (1:55) – though it is pretty sped up, you can still see some things.
I was also eyeing up that free worker. The only question is if they tweaked the Machinery as well. If they haven't then two free workers early on may be the best choice all around. You may not unlock the rest of the Prosperity Virtues, but that'll probably be the opening move for many.
It really shouldn't be a problem if you don't ignore the aliens and let them eat your workers, and instead take refuge in a city when they come into range.If the latest batch of 100-turn gameplay videos are any indication, you have to keep in mind the fact workers can often be threatened by roaming aliens. The Prosperity worker might come in handy to quickly replace unfortunate losses.