Rise and Fall Predictions and Things to Look Forward To

Why would that be? It seems to me housing is still more important.

My understanding is that amenities play a role in how loyal your cities are, so an unhappy city might have negative loyalty effects in addition to the yield loss. It looks like now you'll have to be more careful when trading amenities to your neighbors. Though it does seem like the role might be minor compared to the main loyalty sources, I'm not sure. I'll have to watch more streams to get a better idea. I'll be more interested in settling nearby unique ones now :)

My predictions:
  • Russia to be the most used vanilla civ just to try St Basil + ASRS

That should be pretty cool! Especially when we add in the natural wonders that tend to appear in tundra.
 
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  • Korea will be very strong. I think the double campus adjacency policy will be incredible with her UD.
  • Most fun civ: Georgia: Chaining golden ages will be very challenging, and they will be best at it.
  • Most used Governor will be Liang. Magus will be picked next only because chops in the ancient/classical are not worth much at that time (even after doubling).
  • Envoy strategies will see more play as more wonders and civs support that play-style.
  • Scotland has The Cree beat in regards to a better recon UU. Scotland can just produce plain scouts (with encampment exp bonuses) just before rifling hits and upgrade into their nice UU. The Okihtcitaw lost too much with the Survey policy change, no production policy, and comes too early to benefit from encampment exp bonuses.
  • Audience Chamber's -2 loyalty to cities w/o a governor will be abused to farm free cities while benefiting your taller cities.
  • Polders are limited in their placement. Once an ideal location is found they will make the city better then Hill-Desert Petras.
  • Mekewaps will be considered one of the best all-round UIs. Snow, tundra, hills, coast, etc. It can do them all while still giving great yields with enough resources nearby regardless of their type. Its production boosts will make flatlands w/o hills appealing and useful as production will be no problem with Mekewaps.
  • Faith game-play. R&F gave faith a huge boost by putting faith purchasing units on a government building and with the Monumentality (Golden Age) Dedication (Builders and Settlers are 30% cheaper to purchase with Faith and Gold). Faith became a secondary production yield much like gold, but easier to generate with the right pantheon.
  • Japan getting +2 adj next to government district is a step in the right direction for them
  • The intelligence agency (2nd tier gov. building) will vastly enhance spy strategies. Making Victor's Security Expert a meta choice in MP.
  • The change to Oligarchy makes the Hoplite actually worth building.
 
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There’s a lot to be excited about.

Overall, I’m mostly just excited about the balance changes. But if pressed, Governors and Loyalty are the most exciting new systems.

In no particular order:

- I think the game will be more tactically challenging (although how much more, I don’t know). Look, I can’t see the AI being all that much better - happy to be surprised about that. But some of the balance changes (especially those slowing down science/tech and culture/civics) should make the game longer, meaning choices will have more impact. And loyalty, amenities, and more emphasis on having taller cities, should hopefully mean balancing and holding together an empire is more challenging. All good stuff.

- I’ll probably keep playing the same civs (... or is that same civ...) I always have, so the new civs don’t mean much to me from that point of view. But, I am very excited to have new civs to play against! I think playing against India and Mongols could be tough; and Scotland and Korea will be lethal if I play more peaceful games and don’t crush them from the get go.

- Governors are a great addition. Combined with all the other balances changes, they should open up lots of interesting strategies to try (even if only a few, or one, proves to be super optimal, which is what I expect will happen).

- I could take or leave eras, alliances, and emergencies. But then, I used to have no interest in Religion. And then, between playing around with it more, and the last patch, I now find Religion really makes for much more fun games (particularly if you aren’t going for RV). I suspect alliances and all that other stuff may be the same, and could end up really making games much more engaging.

- I also think there will be a lot - I mean, a lot - of tweaking by both Firaxis and mods. I’ve felt that every patch in Vanilla really deepened the game. I think the same thing will happen here, but moreso. I’m looking forward to it. Seriously: we’re bound to get more dedications (perhaps some based around what government you are instead of just era) and more emergencies.

- Mods will also have a ball with governors and emergencies.

- I will probably play around with the spearmen and scout line units. You know. For fun.
 
All in all, I think the biggest change is going to be how loyalty will make you think twice about how you settle or conquer cities, which I believe is a very healthy change.
Also looking forward to alliances as a more strategic thing.

I also hope they somehow manage to slow down the speed of the game (with regards to teching). The lowered eureka boost is of course a step in the right direction, but on the other hand, through golden ages, governors, alliances, gov plazas etc there are ways to speed up science, so we will have to see how it all turns out.
 
Unfortunately that policy card won't work with the Seowon because the +4 isn't from adjacency
We already know it works because Quill18 used it in his Korea stream.
 
We already know it works because Quill18 used it in his Korea stream.

I think that's logical, because this bonus replaces normal adjacency bonus.
It also explains why the science from Mines adjacent to Seowong wasn't presented as adjacency bonus for Seowong - together with the card that would be too strong.
 
I think the Korea's campus bonus should be lowered to 3 instead of 4.
 
I think that's logical, because this bonus replaces normal adjacency bonus.
It also explains why the science from Mines adjacent to Seowong wasn't presented as adjacency bonus for Seowong - together with the card that would be too strong.
It's kinda too strong already, Korea can place +4 campuses (+8 with Natural Philosophy) with impunity while most other civs will struggle to get these kinds of adjacency bonuses in more than 1 or 2 locations.
 
I'm really looking forward to Chandragupta.

Not only is he the most good looking of all male leaders so far, I am greatly fascinated by Indian culture, but always wanted a leader who is not only less pacifist than Gandhi, but represents the rich history of the civ, rather than its recent, post-colonial one.
 
Oh didn't watch that yet. That is so op and awesome. Looking forward to it
I wasn't aware that it existed until I saw that post. I assumed everything Quill did would end up on Youtube, and was checking his channel every day to see if he had uploaded something. After seeing Giskler's post, I did a search, and found out he has the Korea game on Twitch. :-)
 
It's kinda too strong already, Korea can place +4 campuses (+8 with Natural Philosophy) with impunity while most other civs will struggle to get these kinds of adjacency bonuses in more than 1 or 2 locations.

Yes, it is. But it has drawback (lower with districts nearby) and in general Korea doesn't look insanely overpowered. Strong, though.
 
I'm expecting the golden ages / dark ages to be a big part of overall strategy, where there will soon be a standard play order for some civilizations. Like golden age -> dark age -> heroic age.
I think Magnus is the best governor, some good, concrete bonuses, not some vague +20% science that's hard to quantify.

Looking forward to combining Magnus "Surplus logistics" (+2 food for trade route) with the Cree ability "Favorable Terms" (+food for pastures/camps), for very high food trade routes. Spam +100% production settlers from the capital with an ancestral hall, so you don't reduce population. New cities get a free builder, use that to chop a trade district, buy a market and build a trade route back home for free tiles on the route and very fast growth. Hopefully time it so that you enter a dark age after you have spammed enough cities, then chose "Isolationsim" for some really insane internal trade routes.
 
I think all the new features and civs look like they will be fun to play around with. If I have to single out one thing it's the unsung adjustment to eurekas (down to 40%) and the longer tech (and civic?) times if you have a lead. I'm hoping these will produce more realistic era timing. I know the game is not about historical accuracy in any shape or form but the one thing I just can't get my head round is hitting the industrial era in about 600-700AD.
 
I am looking forward to the Mapuche. It’ll be fun to play a new Civ and especially one from South America.

Hopefully they’ll have some cool unique stuff. :)
 
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