[GS] Livestreamer Previews Discussion Thread

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Can't find the ancient walls one, but it's +100 as well.
 
I believe so, but not sure.
the "+" leads me to believe that they would be. Otherwise, Medieval and Renaissance Walls would only be built to increase the Tourism bonus.
 
:yup:

@Giskler - Have you seen a screenshot with the Urban Defense tooltip? If it follows the same pattern as now it'd be 400hp.
The Renaissance Walls tool-tip says "...to the highest possible level." So I assume that Urban Defenses just puts every city to the 300 maximum.
 
Well, that's odd. As if Medieval + Renaissance Walls needed another reason to not be built. Build all three levels of walls for +300 and then have them all go obsolete shortly thereafter to be replaced by a +200 automatic defense. :crazyeye:

That would be odd. My guess is the tool tip is just out of date.
 
Well, that's odd. As if Medieval + Renaissance Walls needed another reason to not be built. Build all three levels of walls for +300 and then have them all go obsolete shortly thereafter to be replaced by a +200 automatic defense. :crazyeye:
Keep in mind the press build is several weeks old with bugs and missing updates and tweaks.
 
Well, that's odd. As if Medieval + Renaissance Walls needed another reason to not be built. Build all three levels of walls for +300 and then have them all go obsolete shortly thereafter to be replaced by a +200 automatic defense. :crazyeye:
Ya, that completely counters my previous assumption :(
 
Yes. It takes a while, but eventually you sort out a solution to rams. :)
Darn, I was hoping it meant we would be seeing similar changes, as I've requested, for earlier walls (e.g., Rams v. Medieval, Towers v. Renaissance).
 
Quill struggled in his Mali live stream going on right now, massively forward settled by Georgia. And between Georgia spamming units (it's on deity) and barbs spamming units he's already fell behind so far he would probably never catch up. It was a tough map with Georgia that close. Mali obviously struggles with that archer rush at the beginning. He captured one city, but restarted.

His scout build was 10 turns, but I'm not sure what speed he's playing, so can't tell if the production bug is still there.

And Quill does have cats!
 
Quill struggled in his Mali live stream going on right now, massively forward settled by Georgia. And between Georgia spamming units (it's on deity) and barbs spamming units he's already fell behind so far he would probably never catch up. It was a tough map with Georgia that close. Mali obviously struggles with that archer rush at the beginning. He captured one city, but restarted.

His scout build was 10 turns, but I'm not sure what speed he's playing, so can't tell if the production bug is still there.

And Quill does have cats!

Starting with a Scout on Deity is a recipe for a loss even in R&F. The near guaranteed initial Warrior rush forces you to playing the early Deity game in a constrained manner.
 
On TheGameMechanic's stream, he could attack an Inca city through a tunnel with a melee unit without having it be "next" to the city.

Long story short.... DO NOT place tunnels next to city centers or encampments. Enemy melee units can attack through without getting close.

EDIT: "B0RDERL1NE (Carl from Firaxis): Inca Qhapaq Nans function a bit like siege worms. Road opens up, attack immediately comes through!" -from twitch chat

"B0RDERL1NE: Tunnels do not help sieging at all, but yes you are able to attack through them." - twitch chat

Me: "@B0RDERL1NE Could a melee ship attack a city through a tunnel adjacent to water?"

"B0RDERL1NE: @ME Tunnels are solely on land, ships cannot go on land."

It was worth asking.
 
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