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

It's funny that I helped an enemy city flip as free city then within 15 turns it flipped back to them. Thing is, the city was full of unique improvements and after flipping, all they got were lots of empty tiles.
 
Playing my first game as Poundmaker on King difficulty. Here are various observations.

The Mekewap is an extraordinarily good improvement, with all that extra production coming in very handy. The housing is also excellent, helping my Capital to reach 20 population by the Industrial Era.

Also, Poundmaker's trade routes begin to stack up crazily high, especially if you stack with Great Zimbabwe, policies, and alliances.
Spoiler :
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Spoiler :
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While it is harder to get each trade route, I think they've balanced it nicely by buffing the max yields you can get from each trade route.

I'm about to hit the Industrial Era for my 3rd Golden Age, haven't had a Dark Age yet, but suspect that I may be hitting one in the Modern Era. One Golden Age was a close shave while the other two were very easy to obtain after nabbing the Taj Mahal.

Magnus + Ancestral Hall + Settler policy = very rapid expansion. I was building Settlers in my Capital every few turns without having to sacrifice a population. I'm thoroughly enjoying the Governors.

Oh - is this new? I was able to build a National Park without having a Natural Wonder or a Mountain in it...it was 3 forest and a wheat. I don't remember if that was patched before or is a new change.

I'm also a big fan of the Loyalty system. Story time:
Tomyris spawned to the south of my capital and proceeded to drop 2 cities to the north of my capital, but before she could get the second one down the first succumbed to my pressure. The emergencies + loyalty are already leading to some pretty fun dynamic situations for me. I'm doing a primarily peaceful game, and in the event that I'm about to relate my army consisted of 1 swordsman, 1 archer, and 1 GG. Alexander conquered two city-states, the second of which triggered an emergency. Because I didn't have an army, I levied the third city-state's army in the region after assisting it in razing Alexander's closest city (no warmonger penalty for me!). I used the levy to liberate both city states, ending the emergency with 2 turns to spare, then parked them around another one of Alexander's cities and attacked it until it was almost captured, then I waited. Within a few turns, my levies turned back to the CS control and proceeded to raze the city I had so obligingly prepared for them. This loss of 4 cities led to a chain reaction which caused a 5th city to flip over to the Kongo, leaving Alexander with a paltry 2 cities and hopelessly behind - and I did it without gaining any warmongering penalties and in fact have a liberation modifier with every other AI in the game (side note, the city-state I levied had an unusually large army which cost 1000 gold to levy, but it had about 6 swordsmen and 4 archers or so). Later in the game, when Tomyris declared war on me, I used Mohenjo-Daro's army to capture her second forward-settled city north of my capital for the measly sum of 240 gold.
 
Now all Great Scientists and Great Engineers who provide production no longer provides overflow.

in Rise and Fall we have Magnus and Reyna so SV is no problem. But in vanilla this may turn Globalization and multiple trade routes a must, and slow down SV speed significantly.
 
poundmaker just chided me for "distracting" him - what agenda is this referring to? i looked at the list of hidden agendas and couldn't find anything that fit
 
Playing my first game as Poundmaker on King difficulty. Here are various observations.

Oh - is this new? I was able to build a National Park without having a Natural Wonder or a Mountain in it...it was 3 forest and a wheat. I don't remember if that was patched before or is a new change.

In vanilla, I could occasionally make National Parks in tundra forest, especially if they were on a coast. So that is nothing new.
 
Now all Great Scientists and Great Engineers who provide production no longer provides overflow.

in Rise and Fall we have Magnus and Reyna so SV is no problem. But in vanilla this may turn Globalization and multiple trade routes a must, and slow down SV speed significantly.

The great scientist still provides 3000 production right? but you can't use it...lol

My observations are as follows:
issue with emergencies - if you are at war with a civ and you accept an emergency against another civ - then you automatically sign for peace... very unfortunate.

still no idea what happens when you capture a government plaza --- game finished - and no ai has built one.... holy sites all around.
 
If you’re female, it might be Curmudgeon? Not sure though.

Aren't there two new agendas, one who doesn't like you entering the diplomacy screen with them too frequently, one who doesn't like you NOT entering into diplomacy screen with them frequently?

Maybe Poundmaker has the former?
 
what are you guys experiencing when it comes to threshold points required for a golden age?
I just had this happen
:
too high golden Gage.png


That's +35 to get into a second golden age? Is it always around +35 or is this because I got 'too many' points in the ancient era?
 
Playing on emperor, and this game is much more challenging than I remember it, AI has made some good moves.

I started off playing as Georgia, and I tried and failed going the religious game. I'm starting out in a pretty bad spot, because I went for a very early holy site and shrine, and missed out on a religion, which wasn't too surprising, I suppose, the AIs are usually ahead in that game. The Cree took over a nearby city state, which triggered an emergency, and I accepted it, thinking I could build up an army and take out the city. Unfortunately for me, the French spotted a moment of weakness and attacked me with a formidable army, while Kandy, a city state somewhat far away, sent a huge army to my second city (they were allied with the Cree) and forced me to declare peace with the Cree just to keep my city, since my primary army was fighting the french. I lost the emergency.

I managed to fight off the french army because I happened to be building one when they declared war on me (to try and complete the emergency), but I'm in a terrible position, which is exciting! I'm hoping for more of a learning curve here, which is awesome.
 
what are you guys experiencing when it comes to threshold points required for a golden age?
I just had this happen
:View attachment 487600

That's +35 to get into a second golden age? Is it always around +35 or is this because I got 'too many' points in the ancient era?
the threshold seems to increase everytime you are in a golden age. And every time, you go in dark age, it seems to be reduced.

Moreover you can't store points for the next era. if you overflow in the last era, too bad for you, welcome in the dark age
 
"Damn it, they're right across from you, just cross the bridge and get them!"

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I also discovered that National Museum+music+satellite broadcasts+Reyna= a lot of tourism.

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Later in the game, she was neutralized by a spy and I lost over 250 tourism instantly, thankfully I recovered and won the game easily.
 
what are you guys experiencing when it comes to threshold points required for a golden age?
I just had this happen
:View attachment 487600

That's +35 to get into a second golden age? Is it always around +35 or is this because I got 'too many' points in the ancient era?

Hover over the thresholds in the ages panel. IIRC, for not hitting a dark age is...

Base: +12
+1 per city
+5 for each golden age.
-5 for each dark age.

For golden age is the same modifiers but +24 for the base.
 
what are you guys experiencing when it comes to threshold points required for a golden age?
I just had this happen
:View attachment 487600

That's +35 to get into a second golden age? Is it always around +35 or is this because I got 'too many' points in the ancient era?

Having +35 is not bad , you can start preparing for the +100% Science policy.

I guess every city you have adds 1 to the threshold.
 
It's funny that I helped an enemy city flip as free city then within 15 turns it flipped back to them. Thing is, the city was full of unique improvements and after flipping, all they got were lots of empty tiles.

It's a deliberate documented feature but I don't understand why they made that change. It's welcome variety to get access to captured uniques - sure it benefits the human more than the AI, but there's no game system of which that isn't true and it's not as though getting a few Ziggurats or British Museums is winning anyone games they weren't going to otherwise. It's counterimmersive and yet another case of Civ VI favouring trivial gameplay benefits over flavour.
 
I was quite surprised to find that you cannot place wonders over terrain features (forest, jungle, marsh) before you have the tech to remove the feature with a worker. I don't recall this being the case, maybe it always has.

I reloaded a couple times because I could not figure out why I couldn't place Temple of Artemis on marsh after getting archery early. The camp was right there, Firaxis! It was right there!

One remark on the city state emergency: they need to put some kind of bit in so that if you wrest control of the CS back from it's conqueror, they won't just try to take it back right away. I got a lovely pair of back to back emergencies off a Mohenjo-Daro unfortunately located between myself and Kongo. I made peace with kongo right after liberating but he seemed to stay at war with the CS. The valiant Dutch swordsmen marched right back in and promptly collected another 1600 gold for Wilhelmina's filthy lucre hoard.

It was fun, but, 3200 gold raining down in the classical era is a tad much! The emergency bonuses seem to stack too. So with the card I was getting a respectable 3 gold per envoy. So perhaps the aggressor should be forced into peace with the CS and barred from warring against it for another 15-30 turns.
 
My Scots are a great scientist beast so far with just two campuses.

Took me grumbling about in various screens to note that I now have to build a CD PLUS the market to get another trade route spot .Fair change. Same with harbor and lighthouse .

Couldn't build a campus up in a mountain cul de sac. Not sure what that was all about .should have had like +5 adjacency bonus early on but I wasn't allowed to build on the spot .
 
I was quite surprised to find that you cannot place wonders over terrain features (forest, jungle, marsh) before you have the tech to remove the feature with a worker. I don't recall this being the case, maybe it always has.

I reloaded a couple times because I could not figure out why I couldn't place Temple of Artemis on marsh after getting archery early. The camp was right there, Firaxis! It was right there!

One remark on the city state emergency: they need to put some kind of bit in so that if you wrest control of the CS back from it's conqueror, they won't just try to take it back right away. I got a lovely pair of back to back emergencies off a Mohenjo-Daro unfortunately located between myself and Kongo. I made peace with kongo right after liberating but he seemed to stay at war with the CS. The valiant Dutch swordsmen marched right back in and promptly collected another 1600 gold for Wilhelmina's filthy lucre hoard.

It was fun, but, 3200 gold raining down in the classical era is a tad much! The emergency bonuses seem to stack too. So with the card I was getting a respectable 3 gold per envoy. So perhaps the aggressor should be forced into peace with the CS and barred from warring against it for another 15-30 turns.

You always needed the tech to remove forest and such to place districts over them
 
Somebody else mentioned shipwrecks from ship battles. Is this where ruins and wrecks come from?
It appears to be so. As a naval player I can say with a fair amount of certainty that where I kill, thar be wrecks. Have you ever considered this may be the case for land battles?

Later in the game, she was neutralized by a spy and I lost over 250 tourism instantly, t
a great reason now to cluster your key districts around your centre, it’s my default approach.

before you have the tech to remove the feature with a worker. I don't recall this being the case, maybe it always has.
I do, jungle being a classic example, normally you have the right techs before you build wonders.
 
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