Not sure if I like the game era changes. Sometimes it was important to control when the next era should start, e.g. if you wanted to fulfill city state quests.
Speaking of that Peta attempt, after the Petra city was razed, it wasn't available to re-build. Quill asked if they changed things or if the wonders expire. Anyone know?
Good features. See a lot of new things.
Bad gameplay. Every choice he made is awful.
1:Cree UU is negative, since it costs more than normal scouts. Also, it does not replaces your initial warrior. I don't find 20-strength scouts interesting. I'd rather start with a builder, of course.
2: If you want to fight with barbs, warrior is still a better choice since it has +10 against spearman.
3: A pop now yields 0.5 science instead of 0.7, making campuses more important...
4:Korea Hearing increased from 5% to 10%(still useless), while Saewon decreased from 6 to 4 (still very strong)
This won't change the gameplay for players much, since the main source of player science comes from campuses, and the population science do not play a big part in fact. Players always have a campus every city, at least for me.
This just make those AIs who do not build campuses tech much slower, making them easier to be captured...Although they're already very easy to lose their empires...
Good features. See a lot of new things.
Bad gameplay. Every choice he made is awful.
1:Cree UU is negative, since it costs more than normal scouts. Also, it does not replaces your initial warrior. I don't find 20-strength scouts interesting. I'd rather start with a builder, of course.
2: If you want to fight with barbs, warrior is still a better choice since it has +10 against spearman.
3: A pop now yields 0.5 science instead of 0.7, making campuses more important...
They get a free promotion (or start with one experience level). That gives them more mobility immediately and makes it easier to get Ambush for even more strength. Pretty good for warfare, to clear far away camps, and protecting your trade routes from barbarians.
Since we know this build isn't the latest (someone said a few changes we saw in the streams were not yet implemented)
--> Do you think some of the unchanged vanilla civs might change until release?
Since we know this build isn't the latest (someone said a few changes we saw in the streams were not yet implemented)
--> Do you think some of the unchanged vanilla civs might change until release?
England must have a boost to loyalty in other continents (similar to Spain, maybe +X loyalty to your civ on your non-home continent if they have a garnison or a royal dockyard).
It would be a shame if Germany doesn't have anythng to do with independant cities (his boost to city-states could be applied to free cities as well).
Rome is sort of buffed, because your free monument in all your cities will apply immediatly a +1 loyalty, which will help conquering/settling new cities far from your empire and/or close to others.
I just saw Drew's video, and came to check if it had been posted. Of course it had, and of course there are 19 pages of Let's plays and discussions to catch up on.
Anyways, I didn't notice anything new at a glance in Drew's video, and it seems he has not been paying much attention, but it was interesting to notice two things:
1. He seemed to be receiving a lot of punishment from the Loyalty mechanic
2. The AI seemed to be producing a decent amount of units
This is positive in my book. Next I will have a look at Quill18's videos.
I'm not sure I see it as quite so positive. Military campaigns won't be much fun if conquered cities keep constantly flipping back to the enemy. This was a very frustrating element in Civ III.
At the very least there should be a "martial law" capability to prevent this by stationing troops in or near the city. A mechanic in which military units can capture a city but somehow can't prevent it from changing sides is a little bit silly.
I do however like Loyalty as being a counter to forward-settling.
Quote for Ubunbur Hollow is partially obscured. The full quote is "The rising world of waters dark and deep, won from the void and formless infinite." It's from Paradise Lost by John Milton.
I'm not sure I see it as quite so positive. Military campaigns won't be much fun if conquered cities keep constantly flipping back to the enemy. This was a very frustrating element in Civ III.
At the very least there should be a "martial law" capability to prevent this by stationing troops in or near the city. A mechanic in which military units can capture a city but somehow can't prevent it from changing sides is a little bit silly.
I do however like Loyalty as being a counter to forward-settling.
There are several things to prevent conquered cities from flipping:
- Governors.
- Planning conquest near your cities (will not work if you start conquering on another continent, though).
- Cultural alliances with nearby civs, so their loyalty don't interfere.
- Global sources of Amenities (Luxury resources).
- Local sources of Amenities (i.e. specific Policy Cards, like Retainers).
Overall it's manageable, but needs planning. If it works like this, it should be great.
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