[R&F] Small things you have noticed on playing

Uhh okay so Vilnius' new bonus is "For the highest active alliance level, all your theater square districts receive +50% adjacency bonus."

Anyone mind telling me what this is supposed to mean exactly? As in the "For the highest active alliance level" part of it I mean. I don't really get it

If your highest level alliance is a Cultural Alliance, you will receive +50% adjacency bonus yields in Theater Squares.

The "active" seems to be a crucial word in the sentence - so when you are able to form 2 level alliance (as your highest level alliance) you have to form it actually to get Vilnius suzerain bonus I guess.
 
Got a pretty awesome historic moment for converting an enemy city of another religion during war time.

Also, long live Queen Tamar and the endless golden age...5 in a row and counting. :king:
 
Yes I agree it's badly worded. It also seems like a really niche suzerain bonus too - I mean you have to put in the effort in terms of envoys to become suzerain and then on top of that you have to have cultivated a top tier alliance with another civ, so the bonus itself isn't going to come into play until the midgame anyway.

I think it might mean that if your highest level alliance is level 1, you get +50% adjacency bonuses for theater squares. If your highest is level 2, you get 100%, and if your highest is level 3, you get 150%. I haven't tested it though, and the wording is definitely unclear.
 
I think it might mean that if your highest level alliance is level 1, you get +50% adjacency bonuses for theater squares. If your highest is level 2, you get 100%, and if your highest is level 3, you get 150%. I haven't tested it though, and the wording is definitely unclear.

Honestly I think we can sum up this new bonus with a :crazyeye:
 
City states that the AI is suzerain of are even better at warring than before! DOW'd Poland, took 2 cities far from a city state, 3rd city i took was 5/6 tiles away and BAM 4 warriors move on my units healing outside Poland's city I just took... next turn there are now 6 of them! From a cultural city state, and they are aggressive!!! When I was suzerain on a city state 6 tiles away from another civ I was at war with, they did nothing more than show up a couple tiles away and just watch.
 
Has anyone confirmed that the Food Market and Shopping Mall remains unchanged from the preview builds? Also, do the Government Plaza buildings have specialist slots in the live version?


I know people like the new city bar because it gives more information: to me it looks too busy.

Eh, will probably get a better feel once I get to start actually playing.

I'm not a fan of the new city bars either. It's way too cluttered for my tastes.


so you guys that have played . . . what does it feel like is the best time go get the government district?

I can't envision a scenario where later is preferable to sooner. I presume it gives +1 to either food or production for trade routes, and the governor titles it unlocks will be better put to use now than later.


Theocracy doesn't let you buy units anymore. Is there another thing you have to do to purchase units with faith, or is that use of faith removed?

It's going to be hard saying farewell to faith purchasing units, but I can't
 
City states that the AI is suzerain of are even better at warring than before! DOW'd Poland, took 2 cities far from a city state, 3rd city i took was 5/6 tiles away and BAM 4 warriors move on my units healing outside Poland's city I just took... next turn there are now 6 of them! From a cultural city state, and they are aggressive!!! When I was suzerain on a city state 6 tiles away from another civ I was at war with, they did nothing more than show up a couple tiles away and just watch.

I wonder if the Foreign Ministry will actually be competitive with the Grand Marshall's Temple and the Intelligence Agency. If they're building military forces as big as it seems from the early impressions, it might be worthwhile to give it a go.
 
I'm not a fan of the new city bars either. It's way too cluttered for my tastes.

I prefer them, but generally only with cities that have short names. It's a fairly good use of space overall, but feels cluttered when the governor icon is added (I hate to think how it will look when cities have a religion as well). Not a fan of the gradually-filling production icon which can make it more difficult to see at a glance what's being built.

It's going to be hard saying farewell to faith purchasing units, but I can't

If this is an intended change it's probably good overall, but there needs to be some way to more usefully use faith if you don't have a religion (or just more ways to benefit from having/spreading a religion that spreads to you). Faith already suffered from being too marginally useful for non-religious civs (and by extension at higher difficulties where non-Arab civs will rarely if ever get a religion), as it falls into a weird space where the few non-religious uses for it - mainly GPs - require higher faith production than you can usefully justify in a nonreligious game.

If you click on the city population "circle" on the city bar it automatically takes u to the "manage citizens" view... VERY good change!!!

I can't help feeling it would have been a better one just to combine the city views into a single traditional Civ-style city screen, as the CQUI mod does. It's disappointing that they didn't make minor quality of life changes to the interface that the existing mods demonstrate are possible - such as the city screen or updating the pins to display at least the appropriate district colours, if not the full set of Wonder icons.

On the last livestream, they even specifically pointed to the military report option available from clicking unit names, but they failed to add a proper military report to the Reports screen, and aside from adding the Reports icon they haven't made any improvements to the utility of the reports pages.

The new alliance system also seems to make it more important to have something akin to the old Civ I-IV relationship network available, but that hasn't reappeared either (a Civ V mod implemented it - not sure if there's an equivalent in Civ VI).
 
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If this is an intended change it's probably good overall, but there needs to be some way to more usefully use faith if you don't have a religion (or just more ways to benefit from having/spreading a religion that spreads to you). Faith already suffered from being too marginally useful for non-religious civs (and by extension at higher difficulties where non-Arab civs will rarely if ever get a religion), as it falls into a weird space where the few non-religious uses for it - mainly GPs - require higher faith production than you can usefully justify in a nonreligious game.

Using it to buy settlers sounds pretty quality though.
 
It's going to be hard saying farewell to faith purchasing units, but I can't

If this is an intended change it's probably good overall, but there needs to be some way to more usefully use faith if you don't have a religion (or just more ways to benefit from having/spreading a religion that spreads to you). Faith already suffered from being too marginally useful for non-religious civs (and by extension at higher difficulties where non-Arab civs will rarely if ever get a religion), as it falls into a weird space where the few non-religious uses for it - mainly GPs - require higher faith production than you can usefully justify in a nonreligious game.

You just have to build the Grandmaster's Temple and then you can faith purchase units as normal. It adds an extra step as a tradeoff for the fact that once the building is built you can now faith-buy outside of Theocracy.
 
What provides this option?
i think it's a golden age bonus.

edit--ah, yes. here it is. I'm not at home playing though so I can't double check in game.

Monumentality - +2 movement for all builders. May purchase civilian units with Faith. Builders and Settlers are 30% cheaper to purchase. +1 Era score whenever a new specialty district is constructed.
 
Using it to buy settlers sounds pretty quality though.

Not to mention Traders and Builders. During one Golden Age where I had stockpiled about 2300 Faith but no religion, I took Monumentality and popped out a Builder every turn in a city with my Surveyor in it. Between that, the Pyramids, and Serfdom, I got a lot of work done with 7-charge Builders.

I didn't invest in religion, but I did end up getting some decent faith income from cities I captured that had Holy Site districts.
 
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If you click on Loyalty, it opens the loyalty tab, if you click the cities religion, it opens the religion tab.

This has caused me some grief when I'm trying to bring up the production window and accidentally click the governor icon (on the city bar) and it opens up the governor assignment screen. Will take some getting used to.
 
Not sure if someone said this before, but no more city name changing?
 
AI offered me an an economic alliance straight up, no gold or lux needed... being first R&F game had no idea what the benefits from each type were.... clicked around to try and find out, but the only way I could was to decline their offer and propose one to them, eventually chose the same one econ, but then they wanted gold for it. Anyone know a way to see the benefits from a certain type of alliance the AI offers you other than declining and re-offering?

In a month I will know the benefits off by heart, but for now...

Moderator Action: Please avoid text speak particularly as it makes things difficult for non-native English speakers, thanks! Post edited --Noble Zarkon
 
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