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PolyCast Episode 285: "Work That In"

Discussion in 'Civ6 - General Discussions' started by DanQ, Jul 15, 2017.

  1. DanQ

    DanQ Chieftain

    Joined:
    Oct 24, 2000
    Messages:
    4,722
    Location:
    Ontario, Canada
    Putting in an effort. The two-hundred-and-eighty-fifth episode of PolyCast, "Work That In", features regular co-hosts Daniel "DanQ" Quick, Stephanie "Makahlua" and "MadDjinn" with returning guest co-host "NewEarthRelic" and first-time guest co-host T.J. Denzer. It carries a runtime of 59m59s.

    The summary of topics is as follows:

    - 01m09s | Senate
    The strengths of Rome, the hits and misses of Russia (10m18s) and the variability of Spain (18m00s) in Civilization VI playing as, and against, each.
    - 24m08s | Forum Talk
    What to do about CivVI's Artificial Intelligence (AI) in air combat and mixing agreement, disagreement and compromise with respect to ten things to bring back to the series from its past (29m10s).

    - Intro/Outro | Miscellaneous
    Staying consistent and out, about and boating.

    PolyCast is a bi-weekly audio production recording live every other Saturday throughout the year, in an ongoing effort to give the Civilization community an interactive voice; sibling show ModCast focuses on Civ modding, TurnCast on Civ multiplay.
     
  2. legalizefreedom

    legalizefreedom Inefficiency Expert

    Joined:
    Jan 26, 2013
    Messages:
    488
    Location:
    Texas
    Sorry for the late reply :undecide: You guys are on a roll. It's been 3 or 4 episodes now of straight (and positive) strategy talk. Keep it going!

    Map trading is bad. Madd hits it on the head. It takes away from the exploration aspect. Shared maps should probably be resigned to alliances and even then only owned territory. This very thing ruined the exploration in the new MOO, because everyone you meet wants to trade maps and when you don't, your standing goes down. Very bad idea.

    I think the research agreements work fine as implemented in 6. A boost or set amount of research along with a steep gold cost is fine.

    Wonders in BE were initially pretty bland, but after the pass they made, there were significant improvements. Dare I say most were creative and desirable. The only issue was where they were on the web... The ones on the fringes needed to be more powerful because of the effort involved.
    In 6, they aren't bad. They work. The issue with 6 is being able to secure them.

    Gold gained from deleting units should be equal to the value pro-rated for health. Value being based on tier minus a percentage (maybe 15-20% like a sell value) such that it will never be profitable, but compensary in nature. And this should only happen when a unit is in your territory as mentioned.

    An option for excluding certain civs and city states when creating a game is long overdue. For example in Civ V, maybe you want to things to be random, but exclude Venice to keep city states from being bought up. Or maybe you've seen a certain civ consistently and want to look at someone else for a while.
     
  3. DanQ

    DanQ Chieftain

    Joined:
    Oct 24, 2000
    Messages:
    4,722
    Location:
    Ontario, Canada
    No apologies necessary -- the 'real world' understandably takes precedence!

    Thank you kindly. :cool:

    I think that issue is a good issue: yes, luck-based to a degree but by and large a strategic one.

    In all but the most extreme circumstances -- you're going/gone bankrupt and are going to have one or more units disbanded anyway -- you'd then be best to allow a unit to fully heal in your territory, if/as needed, before deletion. That can work, though CivVI is the most lenient of titles in the series of late when it comes to unit disbandment. (V was middle-of-the-road whereas IV was all but unforgiving.)

    That, and/or you want to be someone else for a change. :D
     

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