[GS] Mali Discussion Thread

Yet another question ... and I already suspect the answer is "No":
Will Firaxis finally use the introduction of Mali as an opportunity to move the 'gold' resource from the 'Outback Tycoon' scenario into the main game?

While I honestly almost don't remember its absence (as the according mod was one of the first (and for a long time only one) I subscribet to), I am still baffled that such an iconic luxury isn't part of the main resource selection.

And really, guys, Mali's ACTUAL GOLD MINES were, what made Mansa Musa so filthy rich!
If I think about it, some 'gold resources' should be hard-coded tiles around Mali's starting location ...
 
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Best city states for Mali?
- Antioch for the foreign trade routes
- Brussels - because you will be building Wonders most of the time
- Carthage (if it is still a thing) - because you will be buying units not building them anyway
- Hong Kong - because you will probably be doing city projects a lot
- Kumasi - more trade route bonuses
- Valletta - Faith purchase bonuses

Of course, they will never appear when you need them :p
 
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Their unique unit requires horses. Did they change them all to require resources, or is it an OP Knight thing?
The resource sysatem is getting changed. If you check Hungary bonuses, it is also mentioned there. Basically, you get like 1 horse per turn and the units costs 6 to build. UUs used to bypass the requirement, but no more. I wonder if this system gets into the base game without GS as well.
 
Best city state is Auckland for me if you play as Naval Civ (Netherlands, Indonesia, England, Japan ...) , and it would probably be even better after GS and bonuses with sea trade routers .. With pantheon for +1 production fishing boast, suzerian of Auckland, Lighthouse - Port - Seaside etc, and if you have lets say polders you could have insanse production and food from coast tiles (and then above all you add Fishery)

For land civ one which gives you 15% science during peace time is probably best (Geneva , Stockholm or whoever it is)
 
So we can get a super suguba :D

+2 gold for each holy site, +1 gold for every 2 adjacent districts and +1 gold for a river edge

Surround it with 6 holy sites for:

+12 gold from the holy site + 3 gold for the adjacent districts and say you only got one river edge for +1 = +16

If the double adjacency card kicks in for all of these bonuses it could mean +32 :goodjob:
rivers give 2 so it would be +17->+34 with the card.

This same thing can be done with the german Hansa. I've posted before on how to make some efficient layouts, but even with 3 cities close together (say, straddling an empty desert,) one could always make a simple layout with 2 Sugubas at +5 and one suguba at +8. Which is +36 just from the districts with the adjacency card; and another 9 gold for the 3 markets. The nice thing about that card is that it combines with the harbor card later, giving another easy pivot into having some coastal towns set up to send traders overseas for big $$$ (and harbors make money too.)

The big downside is that I think the suguba actually lacks the +2 from harbors that a regular CH has based on the FL, which is kind of mean. I guess it stops a coastal city from getting an easy +7 with a river and harbor and holy site, but still, we have a production penalty to overcome here!
 
The big downside is that I think the suguba actually lacks the +2 from harbors that a regular CH has based on the FL, which is kind of mean. I guess it stops a coastal city from getting an easy +7 with a river and harbor and holy site, but still, we have a production penalty to overcome here!
Well it is thematic as Mali was big on having thier trading caravans traveling across the as opposed to ships. This suits it along with more gold from trade routes from desert tiles in the city, as opposed to water, and their UU ability.

Don’t worry we will have Phoenicia for the naval trading bonuses I am certain.
 
Lol, reading these comments makes me chuckle a bit. Defining things in terms of the RaF meta is a bit silly isn't it? You won't be able to chop overflow either, and I'm 90% confident that early game will not be such a rush fest.

I'm gonna laugh when people are going to cry their archer rushes aren't that great anymore. But then again some seem trapped in vanilla; for those stuck that far behind, well, keep trucking folks. ;)

There is a special breed of player that latches onto games quickly so they call themselves experts when nobody has a clue and as the game changes, they are still stuck in the vanilla mindset, eventually discarding the game because it sucks now, but it actually shows the lack of ability to adapt.

Canada will still probably be weak tho.
 
Lol, reading these comments makes me chuckle a bit. Defining things in terms of the RaF meta is a bit silly isn't it? You won't be able to chop overflow either, and I'm 90% confident that early game will not be such a rush fest.

I'm gonna laugh when people are going to cry their archer rushes aren't that great anymore. But then again some seem trapped in vanilla; for those stuck that far behind, well, keep trucking folks. ;)

There is a special breed of player that latches onto games quickly so they call themselves experts when nobody has a clue and as the game changes, they are still stuck in the vanilla mindset, eventually discarding the game because it sucks now, but it actually shows the lack of ability to adapt.

Canada will still probably be weak tho.

I wouldn't be sad if they flattened out the ability to rush a neighbor almost altogether. People complain the game is too easy. You mean it's too easy when your civ is really the combined work of two civs from very early in the game? You don't say.
 
I am still not worried for Mali. I mean, with the normal civs being able to get a decent surplus in gold in the mid game (medieval or so), Mali should easily get several hundred, perhaps 1k, gold per turn by that point. They can buy whatever.
 
I wouldn't be sad if they flattened out the ability to rush a neighbor almost altogether. People complain the game is too easy. You mean it's too easy when your civ is really the combined work of two civs from very early in the game? You don't say.

Indeed. It's pretty absurd to discuss a meta that revolves around your opponent failing miserably.
 
The resource sysatem is getting changed. If you check Hungary bonuses, it is also mentioned there. Basically, you get like 1 horse per turn and the units costs 6 to build. UUs used to bypass the requirement, but no more. I wonder if this system gets into the base game without GS as well.

I wonder if UUs get a discount.
 
or pillaging a pasture could get you horses. Historically that's how lots of people get them, right?
Or maybe capturing a city with an Encampment will take a potion of the previous owner's resources! I would like that~
 
I can't wait to go on a medieval pillage and kill spree across Pangaea with my Mandekalu cavalary. Who needs cities anyways? cash rules everything around me.
 
LOL I keep having these visions of a poor barbarian horseman stalking a Malian trader, trying so hard to pillage it, except there's a Mandekalu Cavalry behind it...

Other then that, looks like a very unique and interesting civ to play.
 
Very true, but on a long trade route (ones that should net the most gold) you'll know they're coming while the neighbor wouldn't.

A couple fortified units on the boarder to hold out till the trader exits once more could work. Several units from a prior era could pull it off.
Oh, I was imagining a crazier picture. An eternal conga line of barbs fixated on pillaging the trader unit and ignores everything else. “Next turn, for sure!...”
 
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