Anton said it in the Norway Live Stream iirc, in case you want to check back. It's easy to miss when he says it.
I doubt the Legion doesn't need iron. I'm sure it does which also means Rome will want to build lots of encampments to have enough iron resources for a large army. They said it for most of the UUs if they don't need resources.
If China's Great Wall has the same stats as the fort (presumably it does since it was said to work as a fort), the GW seems to be the best thing in the game.
Anton said it in the Norway Live Stream iirc, in case you want to check back. It's easy to miss when he says it.
I doubt the Legion doesn't need iron. I'm sure it does which also means Rome will want to build lots of encampments to have enough iron resources for a large army. They said it for most of the UUs if they don't need resources.
If China's Great Wall has the same stats as the fort (presumably it does since it was said to work as a fort), the GW seems to be the best thing in the game.
Was just about to post that! Also in the Norway First Look at 1:12, you can see that pillaging Fishing Boats heals. You can tell its pillaging the fishing boat and not the nearby lumber mill because a) the lumber mill is already pillaged and b) they click the 'pillage' button rather than the 'coastal raid' button; you can see them side by side.
Possibly. Although you'd need lots of builders to actually have it encircling your borders, but maybe you dont need to. Just have a couple of builders handy and have them plonk down the GW as and where you need it. With 3 forts per builder, you could shore up the defences of a city in no time at all.
4 since it's China. I think you might be able to just plant small almost useless cities at your borders to have free tiles to place the GW on to turtle in. Later you'll receive very large amounts of tourism.
Compared to that the 1 fort/legion seems weak. But you can instant build it when you really need it. That's probably worth something.
A rule of thumb with agendas seems to be not to dislike a potentially strong leader unless the their own agenda provides military bonuses.
(Harald could end up disliking a strong land power but hopefully they're disconnected by sea in that case)
So if Trajan does not have military bonuses on his own, he might dislike those with more cities/population but low military. Disliking high pop and city count without taking into military strength could be dangerous.
A rule of thumb with agendas seems to be not to dislike a potentially strong leader unless the their own agenda provides military bonuses.
(Harald could end up disliking a strong land power but hopefully they're disconnected by sea in that case)
So if Trajan does not have military bonuses on his own, he might dislike those with more cities/population but low military. Disliking high pop and city count without taking into military strength could be dangerous.
That really depends. The AI should be multifaceted in that it needs a reason to declare war other than "I don't like you". It's fine if the AI hates you because of their agenda, but does not declare war on you (alone, maybe they'll dogpile on you with someone else) because you are far stronger than them militarily.
That really depends. The AI should be multifaceted in that it needs a reason to declare war other than "I don't like you". It's fine if the AI hates you because of their agenda, but does not declare war on you (alone, maybe they'll dogpile on you with someone else) because you are far stronger than them militarily.
That's true but if basic leader AI and role-playing are going to coexist they have to not go looking for trouble in their agendas. Shi Huang for example can't dislike large land powers without having a means to repel them in his leader ability.
I'm just speaking from a role-playing perspective and don't know much about AI.
A rule of thumb with agendas seems to be not to dislike a potentially strong leader unless the their own agenda provides military bonuses.
(Harald could end up disliking a strong land power but hopefully they're disconnected by sea in that case)
So if Trajan does not have military bonuses on his own, he might dislike those with more cities/population but low military. Disliking high pop and city count without taking into military strength could be dangerous.
Well, I'm not sure what you mean there about their own agendas providing military bonuses. Building wide is what gives you a proper engine for pumping out a steady stream of units. Of course, Rome can still dislike a civ without pursuing war.
On a related note, do we have any idea how long a given unit remains relevant? Is it longer than in Civ V? If we don't have tech-based upgrades to crossbowmen or longswordsmen, are they to be effected through civics? In Civ V, I always disliked UU's that get a combat strength boost, because it doesn't promote upwards. If Rome makes it into the renaissance, it would be cool to see the empire's legions offer some legacy benefit.
That's true but if basic leader AI and role-playing are going to coexist they have to not go looking for trouble in their agendas. Shi Huang for example can't dislike large land powers without having a means to repel them in his leader ability.
I'm just speaking from a role-playing perspective and don't know much about AI.
A war-centric unique ability isn't (and shouldn't be) the end-all-be-all of whether or not a civ should be considered to have military prowess.
Shi Huang's means to deal with a large land power are the same as anyone has, both militarily and through other means. We don't need an AI that is guided by the notion that is should like any civ that exceeds its military-strength metric. That defeats much of the purpose of having agendas.
Ed answered my question in the stream - Legions do not require iron.
Going into trade mechanics now - base range is 15 tiles, trading posts reup the TR and add another 15 tiles. Roman Trading Posts give them gold in their own cities, while other civs only get the extra gold in foreign cities.
Yeah, except if V is any indication, AI who dislikes a player with more cities/population/production/money etc any of those, but low military... is seriously screwed. Because the player will get that military up and running in no time, should he need it. I think it's important to teach the AI to take the income and to some extend production into account when evaluating "military strength" of another nation.
Yeah, except if V is any indication, AI who dislikes a player with more cities/population/production/money etc any of those, but low military... is seriously screwed. Because the player will get that military up and running in no time, should he need it. I think it's important to teach the AI to take the income and to some extend production into account when evaluating "military strength" of another nation.
An inferior civ is in an inferior position. Allowing a snowballing civ to continue snowballing--and even helping it snowball even faster through friendly transactions--isn't likely to improve its situation, or the balance of the game as a whole.
Having said that, it would help if a civ considered wherewithal factors like those you mention, so at least coalitions could be formed against the superpower.
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