Small Observations General Thread (things not worth separate threads)

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.
You can overbuild any unique improvement with any other unique improvement. The Ageless tag is kinda misleading for them.
 
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

Yeah, I'm not sure if it's the map type or map gen, but there's definitely not as many spots by default in 6 than in 5. And the fact that it only counts IF they are adjacent to a mountain, if you have even 2 or 3 mountains next to the tile and playing as Pachacuti, you're better to make that an Urban District. Like I had one spot that had 5 mountains around it, if my choice is one improvement giving me 6 food, or being able to place a Kiln which gives me like 5 food and 9 culture and a temple giving 5 food and 9 happiness, which makes more sense?

I actually decided to cheat. Initially I tried allowing you to put them on any flatland next to a mountain as well as rough, but that seemed a little more than needed (especially since farms get a bonus later in their civic tree). I changed it to let you place them on mountain or rough tiles (again, as long as adjacent to another mountain), and honestly I think that works a lot better. They give you really nicely workable mountain tiles then, and at least with the adjacent mountain restriction, it means you need a mountain range and not just a single peak. The UI model doesn't even look terrible, since the mountain basically pokes through the terraces.

They're probably too OP with that bonus though in the end, so loosening up the placement probably the food can drop to like +3 instead of +6. It'd still be something like a 10 food mountain tile.
 
gigawalls.jpg

I think it's pretty neat how the walls from two cities will connect when placed next to each other.
 
So it is possible to have closely packed cities like this?
I think they said in the launch live stream (or what is elsewhere that I heard/read that?) that you cannot build adjacent Walls from 2 Settlements, in order for an attacker to know which ones they have to conquer.
But here the second city's City Hall does not have walls, even though the districts around it do...
 
I think they said in the launch live stream (or what is elsewhere that I heard/read that?) that you cannot build adjacent Walls from 2 Settlements, in order for an attacker to know which ones they have to conquer.
But here the second city's City Hall does not have walls, even though the districts around it do...
To me it looks like the Maya wonder lacks walls, not the City Center
 
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.
Thanks for all of this, helps a little. I kind of want to build a super-serpent mound settlement. It won't be that efficent/fast/cheap but I might do it anyway.
 
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.
Just wanted to put a link that does point out I was correct. During the Civ World Summit Spiffing Brit built it and you can here the comments from the content creators:

Dogo Onsen commentary from Civ Wolrd Summit
 
I'd argue that we should have another tag for warehouse buildings indicating that they cannot be overbuilt. Ageless seems appropriate to me for unique improvements.
The more I play, the more I dislike the fact that Ageless warehouse buildings cannot be overbuilt or moved. Since all the warehouse buildings from previous ages are available to build in Exploration and Modern age, it doesn't really make sense to restrict overbuilding them. I'd also like the ability to overbuild unique buildings if only half of a unique district was completed by the AI as I've seen the AI put one half in one district and the other half in another district too many times.
 
The more I play, the more I dislike the fact that Ageless warehouse buildings cannot be overbuilt or moved. Since all the warehouse buildings from previous ages are available to build in Exploration and Modern age, it doesn't really make sense to restrict overbuilding them. I'd also like the ability to overbuild unique buildings if only half of a unique district was completed by the AI as I've seen the AI put one half in one district and the other half in another district too many times.
Strongly agree regarding warehouse buildings. Imo an upgrade system to overbuild the previous same-type warehouse and retain its bonus would make sense
 
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
This has been my experience with Pachacuti going Maya > Incas. Same for mountains, there are not enough of them.
 
Hi here,
While working on the localization, I stumbled on the following texts
Can someone explain where specifically the text from the following tags is used?

LOC_ATTR_CONSTRUCTIBLE_WAREHOUSE >> From Constructible Warehouses
LOC_ATTR_FEATURE_WAREHOUSE >> From Feature Warehouses
LOC_ATTR_TERRAIN_WAREHOUSE >> From Terrain Warehouses
LOC_ATTR_LAKE_WAREHOUSE >> From Lake Warehouses
LOC_ATTR_NATURAL_WONDER_WAREHOUSE >> From Natural Wonder Warehouses
LOC_ATTR_ROUTE_WAREHOUSE >> From Trade Route Warehouses

I am ab bit lost what specifically these lines suppose to represent (what are the use cases for them).

Thank you in advance
 
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