[GS] Livestreamer Previews Discussion Thread

Why is shooting arrows over units silly? Movies always make it seem like firing a mass of arrows over a front line into a mass of people is quite effective. And we all know movies are always 100% historically accurate :p

But I don't see why that wouldn't work in real life. And shooting machine guns up in the air, while probably not effective against any modern military, seems like it could be dangerous as well if you aren't in a vehicle or protected by anything overhead.

True, both arrows and bullets falling from the sky can be deadly. But both are then falling at the speed of gravity, which doesn't have the same penetration force as an arrow or bullet fired horizontally.

There's also the issue of hitting your target, which is easier if you can aim at them. Standing behind the front lines and firing up in the air so that your arrows/bullets land in roughly the same area as the enemy troops would take spotters and a communication system of the sort that the artillery needed to devise circa the Great War.
 
So, I'm not completely clear on how the voting works but in that screenshot it looks like Canada has 900+ diplomatic favor but only placed 9 votes in favor of him getting 2 victory points. Couldn't he have spent enough favor to guarantee a win on that vote? Reaching 9 out of 10 victory points seems well worth spending most or all of your favor.

Quill was calculating what other civs would vote based on past votes. He was wrong. In the past civs voted for themselves to win diplomatic victory. This time around every single civilization voted for him to LOSE a diplomatic victory point. He could have spent more favor, yes, but he still would have lost. He had over 900, Cyrus had over 1100, and the other civilizations probably had another 900 combined. The good thing is his favor will be refunded.
 
Marbozir is playing Mali in his next showcase. It takes 20 turns to train a Scout. :crazyeye:
 
Perhaps the resolution should be (a) no new WMD can be built and Civs with WMD pay triple maintenance and -X diplomatic favour per turn, (2) all Civs receive +X% production building WMDs and receive +y diplomatic favour per turn.

Otherwise, I’m afraid I prefer having random resolutions + special Emergency sessions. Actually feels less gamey, because you can’t just “ban crabs”. I just hope there’s enough random resolutions that it all doesn’t feel repetitive.



So, which IZ building gives production equal to adjacency?

I saw it was the Coal Plant in one screen cap. Has that changed? Others have said the Factory? Which is it?

To be clear, it should be the Factory. If it’s not, that’s literally the first thing I’m modding. If only for the Glory of Japan.



I like Potato. He really can’t play the game, and his opinions are way off (in my book). But I like him.

The best streamer (not counting our own CivTrader6) is TheGameMechanic. I’m frustrated they didn’t give him a copy of the game.

...can I also just add, the changes to Tier 3 Governments (abilities and having a smattering of government exclusive cards), the Tier 4 Governments, and changed to Governors are just ... I mean, they’re just tricking awesome. Just awesome.

I still think the Governors need work and maybe governance needs some work overall. But these changes ... well, it’s going to feel like a whole different game. I think there will be scope for way more distinct and interesting strategies, and lots of much harder choices about what direction you take your Civ.

I mean, the change to Pingala is obviously big, and means you really have to choose carefully between him, Magnus and Liang. But less obvious is Liang’s buff to Fisheries and Parks when she’s in your city - there’s now a real reason to level her up and not just have her bopping around your Cities. And she’ll let you develop a really powerful Coastal Capital if you want to do that (which, man, I do. My Phoenicia Capital is going to crush everyone.)

I can’t believe I’m going from such disappointment with RnF to being so absolutely pumped for GS. FXS look like they’ve absolutely nailed it. Just the rebalancing alone is worth the purchase price.

(And yeah. I still want a Third Expansion. Sorry FXS, you can’t make something this good and think we’re just going to let you walk out of here. #onemoreexpansion)
Let's get this #onemoreexpansion trending!
 
True, both arrows and bullets falling from the sky can be deadly. But both are then falling at the speed of gravity, which doesn't have the same penetration force as an arrow or bullet fired horizontally.

There's also the issue of hitting your target, which is easier if you can aim at them. Standing behind the front lines and firing up in the air so that your arrows/bullets land in roughly the same area as the enemy troops would take spotters and a communication system of the sort that the artillery needed to devise circa the Great War.

Gravity is not a speed, it's a constant acceleration.

So if you fire a projectile in a ballistic arc at a target, then the projectile will decelerate due to gravity until it reaches the apex of the arc, then begin accelerating again until it reaches the ground. If the target is at the same elevation as the launcher, then the projectile will be going the same speed as at the time it launched (assuming a vacuum. It will be a bit slower due to aerodynamic drag in a real world scenario). If the target is higher elevation, then the projectile will be slower when it strikes. And if the target is below the launcher's elevation, the projectile will actually be going faster.

/ballistic physics 101
 
Spies guard adjacent districts as well, so feel free to make more and clump them together.
True that. I just don't want to spend production on them usually since I rarely have housing problems in critical cities.
 
Quill was calculating what other civs would vote based on past votes. He was wrong. In the past civs voted for themselves to win diplomatic victory. This time around every single civilization voted for him to LOSE a diplomatic victory point. He could have spent more favor, yes, but he still would have lost. He had over 900, Cyrus had over 1100, and the other civilizations probably had another 900 combined. The good thing is his favor will be refunded.

If everyone spent all of their favor, he would not have enough to win but most of the civs only placed 1 vote and it doesn't look like cyrus spent all his favor either. Given that you get your favor refunded on a loss, it still seems like it would have been smarter to go all in. He either wins 2 victory points or gets all the favor back.

There is no need to try and guess or calculate what everyone else will vote. It comes down to one question:

1. Do I have more favor than everyone else combined?

- If yes, spend just enough favor to beat everyone else combined.
- If no, spend everything you have and hope the other civs do not spend everything. Worse case you get everything you spent refunded.

Unless he only gets half his favor back because he lost the choice (A vs B) but got the target right (everyone selected canada as target). Again, I'm not completely sure how the voting works on this.
 
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He should get a full refund. The half works if he would have chosen B but a different target. I'm pretty sure that's how it works. So like when most civs on prior votes were choosing A (but voted for themselves), they should have gotten half their favor back. Agree he should have went all in, he was just trying to be strategic about using his favor based on what he thought they would vote.

Marbozir is playing Mali in his next showcase. It takes 20 turns to train a Scout. :crazyeye:

He's at population 6 at turn 33. :)

I'm ashamed to admit I found myself clicking start game when I had his video paused at the beginning when I went to open the curtains. Damn I need this game soon.
 
If everyone spent all of their favor, he would not have enough to win but most of the civs only placed 1 vote and it doesn't look like cyrus spent all his favor either. Given that you get your favor refunded on a loss, it still seems like it would have been smarter to go all in. He either wins 2 victory points or gets all the favor back.

Unless he only gets half his favor back because he lost the choice (A vs B) but got the target right (everyone selected canada as target). Again, I'm not completely sure how the voting works on this.

Oh, he wasn't playing optimally for sure, just like the rest of that game. I think he forgot he'll get his favor back. If I remember correctly, he said that since Cyrus had more favor than him, if he decides to block him, he can't do anything about it. He put just enough favor so that he'll beat the other civs (who voted for themselves the previous WC, and I think that's what he expected they'll do again).
 
True, both arrows and bullets falling from the sky can be deadly. But both are then falling at the speed of gravity, which doesn't have the same penetration force as an arrow or bullet fired horizontally.

There's also the issue of hitting your target, which is easier if you can aim at them. Standing behind the front lines and firing up in the air so that your arrows/bullets land in roughly the same area as the enemy troops would take spotters and a communication system of the sort that the artillery needed to devise circa the Great War.

All projectiles have weight, so none of them are fired horizontally, except in extremely short distances.
 
I actually think all ranged units should be 1. It would limit their usefulness of course. But they would still fill a niche as city defenders, defenders in encampments and forts.

Maybe combine all these suggestions? All ranged units would then have:
-Range 1
-Range+1 if in a district or fort
-"First Strike", where the ranged unit gets one "hit" in when defending against any attack

That way, they're still useful, ideally set up from an encampment, but still very vulnerable.

If ranged units were 1 Range only, that could mean a little marginal upgrade to Siege units, as they could be 2 Range and then being better both for offense and defense. Maybe if they were both 2 Range, ranged units could have a penalty for striking at 2 range, so they would be stronger if right next to the target, but also more vulnerable to counterattacks. It would balance and make more sense: one archer gets less accuracy the farther from the targer he is, and siege units, although would be less accurate too, have more splash damage, and so they wouldn't get any penalty from range. I like these ideas. We could get a mix from many things.
 
A new video about Mali from "Sounds good to me" Marbozir.

It annoyed me that Marbozir instinctively weighted +food and +production on his capital immediately and wasted his starting gold on purchasing x2 tiles for a food tile.

Mali doesn't need to work food, as working the copper and cotton tile would've allowed him to purchase a builder for mines much earlier. Having 6 pop by turn 33 was interesting, but many where working unnecessary tiles.
 
It annoyed me that Marbozir instinctively weighted +food and +production on his capital immediately and wasted his starting gold on purchasing x2 tiles for a food tile.

Mali doesn't need to work food, as working the copper and cotton tile would've allowed him to purchase a builder for mines much earlier. Having 6 pop by turn 33 was interesting, but many where working unnecessary tiles.

Yeah, that was painful to watch. "Let's go buy a bunch of tiles to get a 2f/1p tile." "Oh no, we've grown so much that we have housing and amenities issues". I assume a lot of that was force of habit.

*Although scanning through, it definitely feels like it's applying the -30% twice. Given that right at the start, he's making 3.1 production per turn, and the scout is listed as 20 turns. Definitely feels like it's a lot closer to the -51% penalty that happens when that -30% is applied twice. Hopefully they can fix that before release.
 
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