Discussion in 'Civ6 - General Discussions' started by Laurana Kanan, Oct 13, 2020.
Stop these references now, I mean it!
Oh these tropical mountains are so beautiful.
Anybody want a peanut?
This scenario looks so much like colonization in civ 4 showing the Caribbean map but with better graphics.
At least to make up for the Sweden achievement blunder perhaps?
I really hope they port the pirates graphics to the base game equatorial regions. They look great and would be a waste to not do it.
Agree wholeheartedly! Please port those gorgeous mountains over!
Why the hate for the revamped partisan spy action?
Isn’t it completely in line with existing operations like ‘Sabotage Production’, ‘Disrupt Rocketry’ or ‘Breach Dam’? All of these actions will destroy a district which then has to be repaired. Why is this worse with ‘Recruit Partisans’ than with the others?
AC units are not only weaker than tanks, they are also slower and will only pillage every other turn. Definitely a nerf and better for the nerves.
I never had issues with those partisans, though and maybe I simply don’t understand the full implications.
It's a big annoyance to deal with, and It ONLY happens if build neighborhoods, which are generally considered to be extremely bad, making you even less likely to build them.
Because after I read and thought about this changelog I still don't have any intention to build any neighborhoods.
I rarely try out scenarios, but I will make an exception for the Pirates! one. Other than that, I am mostly excited for the balance changes. As always, I'm hoping for something to make tall cities better, but I am not holding my breath.
It would be inconceivable if there wasn't.
For the neighborhoods they should have the chance of success much more heavily influenced by amenities and loyalty, being nearly impossible in a happy city with high loyalty. They can keep the destruction it now has or return it to the previous iteration if it becomes that much more notably hard.
Pirates sounds fun. Happy that they're updating GC, curious to see how they handled it.
I'll also interpret the blue background as the monarchist blue of the old Portuguese flag because I want to.
I agree, it makes no sense for partisans to appear frequently in a happy and loyal city. Perhaps the chance of success could escalate according to the age, if you are in a golden age it would be almost impossible for partisans to revolt against you, but if you are in a dark age, they can appear more often.
I'm sure Portugal will come for Pirates Season 2.
I'm super excited for this mode!! One of my favourite periods, pirates and the Caribbean!! and it looks beautiful!
For my part, very good job to the developers!
And it's free....
Oh boy, another multiplayer scenario that the AI won't know how to play. [deadpan] woo. hoo. [/deadpan]
Well, they're multiplayer scenarios. They've updated Red Death and now they're putting this out, so obviously their metrics indicate that these modes are popular and worth putting more developer time into.
I actually think the partisans change has potential to be much more effective than guessed. The anti-cav are notably less of a nuisance (which I don't agree is saying they are bad- they're meant to be weaker and mass producable for players, unlike stronger and more expensive units) and the spies cannot immediately choose to begin recruiting partisans. So long as it takes more than 2 turns to repair (to account for spy promotions), the spies are likely to be assigned other missions. This should drop the likelihood of back to back partisans for the cost of a couple turns of prod and housing.
I love how Civ4 came with an updated Colonization expansion, Civ5 came with an updated Alpha Centauri expansion, and now Civ6 has a civ version of Sid Meier's Pirates.
Will Civ7 give us a civ version of Sid Meier's Railroads?
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