[GS] Livestreamer Previews Discussion Thread

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Machine gun range increased to 2! Yeah! :D
 
No, Hills aren't classified as a feature. The Marae bonus would be for forest, rainforest, marsh, floodplain, or reefs. Not sure how geothermal vents get classified, but the bonus won't apply to hills or mountains, which are not technically classified as features for this.

Hills and rivers are features, but I guess it would be extremely overpowered if they counted.

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Machine gun range increased to 2! Yeah! :D

Wow...maybe they do care about balance after all?
 
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Hills and rivers are features, but I guess it would be extremely overpowered if they counted.

Neither hills nor rivers are features. Hills are part of Terrain. Rivers are their own thing.
 
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Here's the full power plant for analysis.

- Coal in this case was in a tile with +3 adjacency and a double adjacency card, so it became +6 production. It's local production only. Heavy CO2 creator.
- Oil has +3 (which is a small downgrade from Vanilla +4), but that bonus is spread to several cities. Moderate CO2.
- Nuclear has +4, like vanilla and +3 science, with both bonuses spread to cities. Also, it generates A LOT of power, basically, 4 times more than the others, and practically doesn't affect the atmosphere. Needs regular maintenance.

As some have pointed out, it seems you could potentially have a city with a coal plant (+6 let's say), which can be affected by an oil and a nuclear plant, which gives +7 more production and +3 science.
 
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ZmBNDUv.png


Here's the full power plant for analysis.

- Coal in this case was in a tile with +3 adjacency and a double adjacency card, so it became +6 production. It's local production only. Heavy CO2 creator.
- Oil has +3 (which is a small downgrade from Vanilla +4), but that bonus is spread to several cities. Moderate CO2.
- Nuclear has +4, like vanilla and +3 science, with both bonuses spread to cities. Also, it generates A LOT of power, basically, 4 times more than the others, and practically doesn't affect the atmosphere. Needs regular maintenance.

As some have pointed out, it seems you could potentially have a city with a coal plant (+6 let's say), which can be affected by an oil and a nuclear plant, which gives +7 more production and +3 science.

Summed up nicely.
 
Has anyone noticed what the changes are in trade route yields based on land vs sea? I was hoping this was going to make coast towns and sea combat important.

The Ottomans with Victor promoted to Embrasure would be good combination. Promoted Catapults are not bad units and bombards are really good. Then start building Janissarys with 2 promotions. That's a lot of promotions to spend. It's much more of a MP strategy as by the time governor promotions come around in SP your not really on the defensive often.
 
View attachment 516903View attachment 516904
ZmBNDUv.png


Here's the full power plant for analysis.

- Coal in this case was in a tile with +3 adjacency and a double adjacency card, so it became +6 production. It's local production only. Heavy CO2 creator.
- Oil has +3 (which is a small downgrade from Vanilla +4), but that bonus is spread to several cities. Moderate CO2.
- Nuclear has +4, like vanilla and +3 science, with both bonuses spread to cities. Also, it generates A LOT of power, basically, 4 times more than the others, and practically doesn't affect the atmosphere. Needs regular maintenance.

As some have pointed out, it seems you could potentially have a city with a coal plant (+6 let's say), which can be affected by an oil and a nuclear plant, which gives +7 more production and +3 science.

I was thinking more about this and I forgot that the factory is a requirement for this buildings, so even though you could stack all 3 buildings effects in one city, you would need to build a factory in all 3 IZs, so you would have 2 redundant factories that will give you only engineer points. It might be worth doing that if you're trying to get a city with ridiculous production, maybe for scientific victory, but as a strategy for your whole empire it might be too expensive to be worth it.

That put the coal plant in a weird position. It's like a workshop on steroids that require a regional building to be built that you might not need there. Well, planning the IZs layout will be fun, there's a lot to consider.
 
Quill18, Canada #10, 00:19

New agenda: Turtler

New agendas that I have seen so far:
Zealot, Great White Fleet, Libertarian, Pillager, Flat Earther, Turtler

Also, at 00:42 he shows the tool tip for Panama Canal. Literally no yields or special bonuses except allowing naval units to cross land.
 
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Machine gun range increased to 2! Yeah! :D

I get they did this because everyone was complaining, but I think this is the wrong approach for Machine Guns. You’ll be able to shoot over the top of Melee units which is rather silly.

I’d rather they stayed range 1 but gained ZOC and or defensive bonuses.

View attachment 516903View attachment 516904
ZmBNDUv.png


Here's the full power plant for analysis.

- Coal in this case was in a tile with +3 adjacency and a double adjacency card, so it became +6 production. It's local production only. Heavy CO2 creator.
- Oil has +3 (which is a small downgrade from Vanilla +4), but that bonus is spread to several cities. Moderate CO2.
- Nuclear has +4, like vanilla and +3 science, with both bonuses spread to cities. Also, it generates A LOT of power, basically, 4 times more than the others, and practically doesn't affect the atmosphere. Needs regular maintenance.

As some have pointed out, it seems you could potentially have a city with a coal plant (+6 let's say), which can be affected by an oil and a nuclear plant, which gives +7 more production and +3 science.

Well. Hmm.

This does seem good, but I think attaching the adjacency to Coal Plants not Factories means IZ Tier 1 and 2 buildings are still underpowered.

But I like that you can sort of pivot between boosting production in one city or having a more regional boost.

Hopefully you can’t stack regional bonuses even from different sources / buildings. I think maybe they should have made power plants power and regional boosts extend to 9 tiles, just to emphasise how strong nuclear power is.

Still. All looking very cool, although I can see the IZ and buildings getting a few additional tweaks as the game shakes out.

I’m still a bit surprised powerplants weren’t made their own district. It’s a bit weird having to build a workshop and a factory to build power plants (that’s hardly real life, even for Civ) and frankly the game could have used more mid and late game districts. It would have also made Reyna and Moshka very important because you’d maybe want to use them to buy your powerplants. Oh well.
 
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This Biffa guy clearly doesn't care about his NDA.
For someone who hasn't been following him, how is he breaking his NDA exactly?
 
For someone who hasn't been following him, how is he breaking his NDA exactly?

from off hand comments from other streamers, part of the deal is that they are not allowed to show the Civilopedia in their videos
 
For someone who hasn't been following him, how is he breaking his NDA exactly?

The previewers have been explicitly told not to open the Civilopedia as the build they have access to contains information that hasn't officially been revealed yet (mostly Eleanor).
 
Thx!
 
Yea, he is my favorite. Quill18 is just goofing around and doing random stuff, the german guys are all super boring and still in the stone age after 20 videos, the french guys are rushing through the game just spam clicking through everything so I can't see any tooltips and the spanish guys talk CONSTANTLY the whole video (even while breathing in).
While I agree that the German players (Writing Bull and Steinwallen) play too slow, I have to state something in their defense: both cater for very different groups of viewers as they not only explain the mechanics at great length, but also (in all their Let‘s Plays of any game) make a story out of what they play. It‘s never about winning or playing good, it‘s about the story potential and often also role playing. It‘s about how they tell the story and how the at least try to make it a well told journey instead of a series of smart clicks. I very much like the approach in general and when it comes to other media - for example, I think reading a book for the plot is missing the point of a (good) book, so why should I watch someone just play a game when I could play myself if he‘s not making more out of it besides playing? The exception is learning about a new game or learning stuff from better players. My problem with the narrative approach as done by Writing Bull is that it doesn‘t work that well with civ VI since it just takes too long and there are too many minor things and decisions that don‘t need to be talked about.
 
You’ll be able to shoot over the top of Melee units which is rather silly.
Totally agree with you on that! Is it possible to make it work like this:
2 range but only with clear line of sight. Meaning they can reach stuff farther, but only if there is no hills, mountains, forests, jungles, AND UNITS between them.
 
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