Tomorrow (4-16)
Tourism: So for context, let me show you Egypt and my Tourism boards.
Spoiler :
Its just one play, but balance wise I think Tourism is overturned at the moment. It seems very easy to amass a lot of tourism even with minimal effort, and you can see how fast Egypt got his. That said, I am a big fan of the new paradigm. The scaling feels better, tourism does kick in earlier (I managed familiar and even popular early on due to my religion spread), the UI makes more sense now, the fact that wide is not crushing tourism is great....I am a big fan. I also like how you get some interesting strategy with the musician, sometimes you want to get a work before the concert, but its still useful to start the concert (for example if your previous durations is going to run out), and then add on another work to increase your base tourism for the multiplier. So the musician has this cool thing where you can bounce back and forth between works and concerts and it feels "useful", as compared to most specialists where its all GPTI and then all bulbs.
Quick fix coming April 16th (Which is today my time, but I guess that'll mean gaming tomorrow morning for meBlast it. I started a game yesterday and it wasn't crashing, yet I decided to start a new one because I wanted to toggle Milae's difficulty mod off... and now it's crashing every time.
Are you able to carry on with a saved game, or do you have to start again.Update posted. Fixes CTDs and phantom citizens; restores 5% to Opera House; reduces base tourism on GW by 1.
Link: https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
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FantidiliasticUpdate posted. Fixes CTDs and phantom citizens; restores 5% to Opera House; reduces base tourism on GW by 1.
Link: https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
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Are you able to carry on with a saved game, or do you have to start again.
Are you able to carry on with a saved game, or do you have to start again.
You should be able to - not sure why it would matter, memory values weren't touched.
I believe the wording for Minefield has always said "Worked Tile" and means a tile allocated to the city and within the first three rings. Essentially a tile that could be worked by the city if not blockaded. I don't think you ever had to actually be working a tile for the effect to take place.
Of course it may have changed now...
yeah I can say that worked tiles is not that intuitive a mechanic, it also has weird scenarios where the governors choice of tile has big military applications, which is weird.
how about an alternative. Minefields: enemy ships take 10 damage if they are in your borders and adjacent it a friendly naval unit.
So it turns our ships into “little citadels” within our borders, which is an obvious thing the player can see and manipulate. This allows a small naval force to counter a larger one, but at the same time encourages defensive players to build “some” navy, instead of staying into the water and letting the land handle all the defense.
I'm curious about your thoughts. Do you think 10 damage is too much? How many turns do you think you'll need to take a coastal city after clearing most of their naval units?
So a combination of things.
As far as against the "Adjacent to Worked Tiles delivers 10 damage"
- Its very off and on. So the navy comes in an takes some damage, then I lose the worked tiles. But then the ships move around again and one of my water tiles opens up...and so if I look at my city every single turn (yawn) maybe I can add a worker back in the water, which turns the bonus back on, until its turns off again by more ship movement. Very finnicky.
- Your initial position is a big deal. So if I or my governor have decided to work a lot of water, than the first turn that navy is going to be hurting. But if I am not working the water, than the enemy comes in and takes no penalty at all. Civ does not have your military power depending on how you place your workers, and we shouldn't really start.
- UI wise its completely opaque. As the attacker I have 0 idea of where my ships will take damage and where they won't. Combine that with the on/off again nature of the mechanic, and it can seem downright arbitrary as far as when I take damage. That is not a good user experience.
So to your questions. Is 10 damage a lot? 10 damage once isn't too bad, but 20 damage over 2 turns is a good amount (that's basically a free ranged attack on each ship), and 30 damage over 3 turns is a very big deal. How long to take a coastal city once the navy is gone?, depends on the city. An island, like 2-3 turns. A well defended coast....7-10. 5-6 turns for something in the middle.
The idea I just posted (turn naval ships -> little citadels), the reason I like it more is its very obvious what is going on. I parked my ships next to the enemy's ship in his territory, and took 10 damage. Perfect, that means I don't want to do that! I know what to avoid, and how to maneuver for best possible result. On the flip side as the defender, my defending ships become a lot stronger, I basically do an extra 10 damage to an enemy melee ship that hits me (that is a very strong boost in CS terms). Or if I go on the offensive, all of my melee ships deal an extra 10 damage to their side, and often against ranged ship, a single melee attack is sometimes just a little bit off from an actual kill, but an extra 10 damage could finish the job.
I also like it because it encourages a little navy. One of the issue right now with navy is its often very all or nothing. A big navy, fine makes sense. A small one....doesn't do anything, and still costs a bit to maintain, so its often better to just avoid navy all together and focus on the land. But with this minefield model, now a little navy can get magnified on the defense, so it can be worth having a small navy to magnify the power of the minefield. That creates "combined arms play", which is much more interesting than just "more city defense".
So all of that said, for those who don't like the combined arms style, and just want their minefield to work period, than I would suggest a "Great Wall" treatment. Have ships take 15 damage when they first enter the border, but then no penalty after that. So you get some softening damage, but no risk of ongoing damage that could cripple a navy. This mechanically is a much better user experience, again they know exactly when and why they are taking damage (aka entering the border), so they can time and plan that accordingly. You could argue this also makes more sense in flavor. Mine fielding your entire waters is not usually a smart plan, but mining the area right around your controlled waters, makes a bit more sense.