Some random obervations from the streams

Yes, it's free.
In Marbozir's game as Kongo, Flight will take 8 turns without any boosts, building an industrial or later wonder will give a boost.
Signing a research agreement for Flight with Greece that boost will come in after 17 turns.
That's a significant delay, not to mention the player will have to check every turn to see if a RA is avalaible for a specific tech and you will also have to take notes so you won't waste precious beakers.
And what will happen if one of the players still got the tech before the RA ends. (A small boost per turn would be nice.) And is it possible to sign multiple RAs for the same tech?
 
Research agreements now have two major problems

- They pale compared to eurekas
- All stars and moons must be alligned in order to actually start one

I'm not sure how to solve problem #2, but any nerf to eurekas will be a relative boost to RAs.
 
In Marbozir's Greece game when he captured Scythian cities all Kurgans immediately disappeared. In Gorgo FL video, the Kurgan doesn't disappear, but a stone circle remains. Maybe this has been changed.

I can understand if they don't want you to be able to use unique improvements of other civs. But rather than make them disappear, they could make it so that they are pillaged and cannot be repaired by builders that cannot normally build them. That way you could salvage them if you recapture your city.
 
Quick question: for those who watched most streams, and know most streamers, was there a consensus on the best civ they played? Did anyone comment on how a certain civ is OP or better than another? Just trying to know so I can narrow down the list of civs I start with.
 
I just noticed something in the diplomacy screen. IIRC in earlier builds it said 'play as France' as a suggestion how to get more diplomatic access. In the youtube build now it says 'play as Catherine de Medici'. Is that a sign that they work on a second leader for France as an early DLC?
 
The troops near our borders is to sensetive. i've seen AI ask that when there wasn't any troops near them.

In civ 5 it actually made sence when they did it was obious.


Olso it seems you can't ask the AI to move their troops or ask will you dow wich is annoying.
 
I'm not sure if this was already known: chopping second growth forest does not give any yields. So the idea of growing forest and chopping it again to push new cities does not work.
 
I'm not sure if this was already known: chopping second growth forest does not give any yields. So the idea of growing forest and chopping it again to push new cities does not work.
Makes sense... better as a way to boost appeal/productivity in otherwise bad cities
 
I'm not sure if this was already known: chopping second growth forest does not give any yields. So the idea of growing forest and chopping it again to push new cities does not work.
good to know, It makes rainforest and forest even more valuable to grab when you expand, I can already see a lot of fights for natural resourcers going in the early game.

Or even rushing with some workers and some units for protection over an area with a lot of forests, that are probably too far away from you to settle, just to harvest every single green in there before other civ settles there...

need to know if you can harvest resources outside your borders...?
 
I'm not sure if this was already known: chopping second growth forest does not give any yields. So the idea of growing forest and chopping it again to push new cities does not work.
That's good.

Has anyone explored what affects the yield from clearing resource or chopping? I've seen chopping yields from <30 early in the game to >140 in the late game. Maybe it follows the rising district costs somehow.

In any case, early chopping yields seem very weak. Chopping decisions could become more interesting with constantly rising yields.
 
That's good.

Has anyone explored what affects the yield from clearing resource or chopping? I've seen chopping yields from <30 early in the game to >140 in the late game. Maybe it follows the rising district costs somehow.

In any case, early chopping yields seem very weak. Chopping decisions could become more interesting with constantly rising yields.
it looks to be turns,

While the overall production of a Civ goes up somewhat exponentially with turns, the chopping yields from woods looks to be linear with turns.

This means while you can get like 40% of a wonder from chopping woods in the early game. In the late game you get only like 5-10% of a wonder by chopping, even with higher yields from the chopping.
 
Quick question: for those who watched most streams, and know most streamers, was there a consensus on the best civ they played? Did anyone comment on how a certain civ is OP or better than another? Just trying to know so I can narrow down the list of civs I start with.
Hmm. Tricky, since some it comes down to playstyle and goals.

But based off Marbozir and Quill's videos...

Rome is definitely strong. So, so many early game boosts, it is easy just to run with it. It might fall apart late game, but a well planned huge empire should be able dominate.

Norway is... eh. I don't actually care much about anything Norway does. The healing and plundering are... neat, I guess. The coolest aspects are popping coastal goodie huts with boats, and jumping around heavy terrain by taking units out to sea and back on land without penalty.

Japan is likely to be very good with better build times and adjacency bonuses. Better factories are a plus too, because wow is production a bottleneck. The coastal thing is gibberish and annoys me. That sort of map RNG bonus is just... ugh. That is also has no basis in anything but 'an island nation must like fighting by the seaside' is nauseating. There are so many things that could have been implemented to actually represent japan. Bushido or shinto or shogunates, or the meiji restoration or almost anything.

Greece is rather good, though the phalanx bonus basically just negates the bonus warriors/swordsmen get against spearmen. I suspect I personally will like Gorgo better than Pericles, but making city states even more better if you can dominate them is pretty wild. The extra wildcard slot is amazingly strong, and the unique district is tasty.

Kongo is a lot better than my initial impression led me to believe. They just get so many bonuses all over the place. Their unique unit is a bit underwhelming (so many jungle tiles also seem to be hills as well, which stops their movement shenanigans cold).
 
Er, Exemplar, re: Japan's Coastal bonus, it is indeed very rooted in history, if not Hojo's time period.

In the struggle in the mid 1100s, there was a brewing conflict between the Taira and Minamoto families over control of the Imperial house. (IIUC, the Taira had supplanted the Fujiwara in becoming 'hereditary uncle to the Emperor'--don't ask--and thus controlled the Japanese state.) There is a lot of gory history, but it culminated in the Genpei Wars (again, name may not be exactly correct) with the Minamoto's power base being the Kanto plain and its better horses, while the Taira had a lot of veteran coastal naval troops. Indeed, it excelled at amphibious operations in almost the exact style suggested by Hojo's ability.

Frankly, the issue with Japan is not that the ULA is ahistorical so much as Hojo Tokimune was rather a nonentity in Japanese history. (I have a degree in Japanese language and culture, took several premodern Japanese history classes, and never once heard his name. His family was very important... but yeah, never heard his name.) If the Leader of Japan had been Taira no Kiyomori, the ULA would fit like a glove.
 
I'm not an expert on Japanese history, but I immediately associated Hojo's ULA with the famous failed Mongolian invasion of Japan, where a sudden storm wiped out the Mongol fleet. A quick check of wikipedia reveals that Hojo Tokimune was one of the leaders of the defending Japanese forces.
 
Yeah... Naval Line is way too easy bee line, no way it stays like that. Cartography should require Education. Just saw the Yogcast boys have Frigates at turn 93 lol, Sincerely doubt that with the tech tree in its current configuration that would be even considered quick ;). Technically you only need 4 techs from the start, but you will probably pick up Astrology and Celestial navigation for the Harbour. Someone mentioned this another thread but seeing is believing :)
 

Marbozir giving a quick overview on some civ6 mechanics. Most of them are already known here, but there are also some interesting points:

9. If you capture cities during a war, you have to get the original owner to cede them to you in the peace deal. If that doesn't happen the city is considered as occupied, causing some negative modifiers.

14. Talking about amenities, Marbozir confirms that 3 copies of the same luxury give +1 amenity in 12 cities.
 
Er, Exemplar, re: Japan's Coastal bonus, it is indeed very rooted in history, if not Hojo's time period.

In the struggle in the mid 1100s, there was a brewing conflict between the Taira and Minamoto families over control of the Imperial house. (IIUC, the Taira had supplanted the Fujiwara in becoming 'hereditary uncle to the Emperor'--don't ask--and thus controlled the Japanese state.) There is a lot of gory history, but it culminated in the Genpei Wars (again, name may not be exactly correct) with the Minamoto's power base being the Kanto plain and its better horses, while the Taira had a lot of veteran coastal naval troops. Indeed, it excelled at amphibious operations in almost the exact style suggested by Hojo's ability.
Eh. That isn't what that ability says to me. It doesn't have much to do at all with amphibious operations (which there is a promotion for, or norway's abilities). It just means if their warriors are standing on the coast, they're magically more resistant to arrows, and somehow fight better with the sound of the waves. It doesn't matter what they're doing, just that there is a magical aura on the coastline where they're randomly tougher/stronger, and power down when, say, they invade mainland China.

Veteran naval troops suggest to me the cliff scaling and amphibious promotions, or being able to land and attack. Being better at land wars here but not over there doesn't show off anything about a naval army tradition, just a weird gamey bonus because they couldn't think of anything better after Norway came up in the design meeting.

Though I admit part of it is a personal distaste for circumstantial bonuses that fall apart if the map isn't ideal, especially since the ability to customize what civs appear isn't in the game. If you start up a pangea game and Japan turns up, you're automatically up on them, because one of their traits simply won't really apply.


Back to the civ analysis-

Scythia has turned up on Marbozir's channel. Bonus horseman are nice. Fast, tougher slingers are nice (horse archers), though he missed the fact that the +100% cavalry production card doesn't apply to them since they're ranged units. Bonus vs wounded and healing on elimination... all those make for a steamroll early game.

But... mid game, i don't know what this civ does, and we aren't likely to see it in these videos (he did tiny & quick to push out one last series on the press build). The horsemen and horse archer probably won't do well once pikemen and knights are on the field, and it is a long wait until cavalry. The bonus vs wounded isn't that great a trait that it can carry the civ from medieval to industrial era alone.


The Kurgan, though... that is coming across as pretty useless. Having a couple strategically later on can help push having more faith dollars, but they come at the cost of growth and housing, and the AI suggests them almost universally over farms, which is terrible. Actually using them in the early game can really cripple your growth.
 
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