Small Observations General Thread (things not worth separate threads)

By the way, which Wonder(s) have impressed you guys the most? I feel the Dogo Onsen is absolute bonkers. The Chengde Resort is also good although too late in the game.
The Dogo Onsen is at least held back by how late it arises and how much micromanagement it adds making me not want to build it.

I always find myself beelining the gate of all nations. War support is more impactful than I expected.
 
By the way, which Wonder(s) have impressed you guys the most? I feel the Dogo Onsen is absolute bonkers. The Chengde Resort is also good although too late in the game.
If you are getting a growth event in all you cities (or is it settlements) then it is probably bugged. This is what the text says it should do:

"Dogo Onsen: Happiness Base. This City gains Population during a Celebration. Must be built adjacent to a Coast tile."

So the growth event should only happen in the city in which it was built. I remember Ursa Ryan saying how it was broken in one of his streams and checked the text then. If that's right I am surprised they didn't patch it yet.
 
If two seperate navigable rivers are next to each other you travel between them while staying embarked. So in this picture moving from the highlighted tile to the north east (different navigable river) you stay embark and travel over that small piece of land as a boat.
 

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If you are getting a growth event in all you cities (or is it settlements) then it is probably bugged. This is what the text says it should do:

"Dogo Onsen: Happiness Base. This City gains Population during a Celebration. Must be built adjacent to a Coast tile."

So the growth event should only happen in the city in which it was built. I remember Ursa Ryan saying how it was broken in one of his streams and checked the text then. If that's right I am surprised they didn't patch it yet.
yeah makes sense. when i was playing i was surprised how busted that wonder is.
The Dogo Onsen is at least held back by how late it arises and how much micromanagement it adds making me not want to build it.

I always find myself beelining the gate of all nations. War support is more impactful than I expected.
agreed. Simple but awesome wonder.
 
If two seperate navigable rivers are next to each other you travel between them while staying embarked. So in this picture moving from the highlighted tile to the north east (different navigable river) you stay embark and travel over that small piece of land as a boat.

I just now noticed this too in my current game. Meant to share it here just now, only to discover someone beat me to it only two posts before :lol:


Screenshot 2025-02-12 213906.png
 
Just overlaying rutways. This is not what Railroads are supposed to be laid. it looks too much like cheap AI Generated arts.
It's quite clearly a turntable. A rutway is something else entirely.

I get criticism about it being overused, but objecting to it at all? I don't get that.
 
JÌz, they could've set minimum width
 
probably been noticed before but just realised you can propose a peace deal even if it already says they won't accept it - and the leaders seem to have unique voice lines for refusing peace deals!
 
If you are getting a growth event in all you cities (or is it settlements) then it is probably bugged. This is what the text says it should do:

"Dogo Onsen: Happiness Base. This City gains Population during a Celebration. Must be built adjacent to a Coast tile."

So the growth event should only happen in the city in which it was built. I remember Ursa Ryan saying how it was broken in one of his streams and checked the text then. If that's right I am surprised they didn't patch it yet.
Ohhhh I had no clue what was causing all my settlements to constantly seem to grow all on the same turn on a recent game. That'd explain it.
 
Just started a game as the Mississippians. Am I missing something with the potkop? So it's a marginally better farms, only you have to take time to build and then can never build over?
 
Just started a game as the Mississippians. Am I missing something with the potkop? So it's a marginally better farms, only you have to take time to build and then can never build over?
No, you aren't missing anything. I thought it was a bit underwhelming myself. I was glad to discover that you can replace a unique improvement with another, or even build on top of it. They may be Ageless but they aren't permanent.
 
Did you play Inca yet? Terrace farms are amazing
No I haven't, thanks! I will give them a try. I have not been too enthusiastic about Inca because Inca Civ5,6 and 7 seem to be identical. My main gripe with UImprovements is that you have to build it on top of regular improvements. After a while, growing cities is so hard that you just want to use that population on specialists rather than an improvement. I have tried Han, Ming, Russia, Persia, and Mongolia and so far the thing I like best about these civs is definitely not their improvement.
 
Did you play Inca yet? Terrace farms are amazing
Played as the Inka twice now and the problem I've had is that I never have all that many rough tiles next to mountains. They're really good improvements, but really hard to actually find spots for imo. Wish cliffs counted for all mountain adjacencies tbh
 
Just started a game as the Mississippians. Am I missing something with the potkop? So it's a marginally better farms, only you have to take time to build and then can never build over?

The game does a terrible job of explaining how all of these bonuses work. The Potkop basically is an upgraded Farm, but it has some advantages that may not seem immediately obvious. Because it generates both food and gold, the game considers it to be both a food and a gold building, and it picks up any bonuses that you have for either of those things. It's a very situational improvement, though--you only want to place it next to resources, and because it can't be built over, it makes a lot of sense in towns but maybe less sense in cities (much like warehouses).

An example from my last game: This is the Stepwell and not the Potkop, but the same rules apply. The Stepwell generates 2 food per adjacent farm plus 2 gold (just a flat amount), so it's really a "town only" sort of improvement--you don't want to place it in a settlement where you think you are going to eventually urbanize your farms. So, I place one on a farm that is between two other farms. This takes the tile from yielding 6 food, 1 production, and 1 gold to yielding 9 food, 1 production, 2 gold, and 3 culture. The culture comes from a policy I have slotted that gives +3 culture to any gold building; the farm wasn't considered a gold building, but the Stepwell is. It's also a food building/farm, so it will get all the bonuses applied to those, too (including warehouse bonuses).

These improvements are highly situational, but they can be worth building in the right location. For the Potkop, a farm tile next to one resource is probably kind of marginal--it's an increase in output, but maybe not enough to be worth building. Maybe if you have a boost to gold buildings slotted, but otherwise probably not. A farm tile next to two or more resources, though, is a place where it definitely makes sense to build a Potkop.
 
...and because it can't be built over, it makes a lot of sense in towns but maybe less sense in cities (much like warehouses).
...
Maybe I am mistaken but I found I could overbuild the Potkop and the Mawaskawe Skote (for the Shawnee). I was surprised because I went into the game thinking you couldn't. It makes it so I am a lot less worried about plopping some down and then upgrading a town to a city because all the choice spots might be taken. I even found that you can replace one unique improvement with another so that if you get a juicy improvement from a Suzerain bonus you can plop it down on an existing unique. Only the latest one will apply, of course.
 
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