Some random obervations from the streams

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.
He says they will not grow if not ceded. This is false. In his Greece game he captures Cologne, which Germany does not cede to him. It is not growing while they are at war, but starts growing immediately once they make a peace deal. The part about diplomatic penalty is true.
 
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).

Thanks for the reply. I think Rome will be my first civ. I hear too many good things about it.
 
Will the AI olso get warmonger penalties with other Ai leaders if they declare a suprise atack or capture a lot of cities? i was wondering. in civ 5 vanilla that was the problem they fixed it in brave new world.
 
Does anyone know if you can "transfer" naval units from the city center to the harbor of some city? Asking because e.g. in this video:
Marbozir would really want to transfer his Viking Longships to the other coast from Oslo.
 
Is it just me or do goody hut seem overpowered? free great works a lot of eureka boosts. Might dissable them to make the early game more slower
 
Is it just me or do goody hut seem overpowered? free great works a lot of eureka boosts. Might dissable them to make the early game more slower
In previous civ games goody huts were able to give full tech, in civ5 it's only eureka.
Amd we need to wait and see how great are relics - the number of slots is limited.
 
In previous civ games goody huts were able to give full tech, in civ5 it's only eureka.
Amd we need to wait and see how great are relics - the number of slots is limited.
True, most civs can only get 1, until they get to Theology with Temples (even then it is only 1/holy site)
 
Marbozir is getting sloppy in his latest 'let's play' videos. A clear sign of having a low tolerance for repetition.
Very fast game play is another sign. After the second full 'let's play' civ 6 (Greece + Kongo) boredom kicks in quick with every new 'let's play' civ 6.
I also think the research in the tech + civics tree goes way too fast.
 
Marbozir is getting sloppy in his latest 'let's play' videos. A clear sign of having a low tolerance for repetition.
Very fast game play is another sign. After the second full 'let's play' civ 6 (Greece + Kongo) boredom kicks in quick with every new 'let's play' civ 6.
I also think the research in the tech + civics tree goes way too fast.

Playing against no one does that to you, seriously, might as well remove the prince AI from the game.
 
Well if Streamers are getting tired of making them, I got tired of watching them ages ago. Just want to play the game for myself now...
 
Is it just me or do goody hut seem overpowered? free great works a lot of eureka boosts. Might dissable them to make the early game more slower

In previous civ games goody huts were able to give full tech, in civ5 it's only eureka.

And, like in Civ V, where a hut might give you a technology that you were almost done researching, in Civ VI a tribal village might give you a eureka that you were going to get anyway (e.g., eureka for Archery just before your slinger kills a barb, eureka for Currency just before your first trader comes off the production line).
 
I think you're taking this way too literally. For me the ability suggests that Japan is good at co-ordinating naval and land attacks. That doesn't just mean amphibious assault, but more generally about land and naval military assets supporting each other. I think this suits Japan fairly well, not only the war in the pacific but further back in their history, as when they defended against the Mongolian invasion. Rather than giving some bizarre and esoteric adjacency bonus, they opted with the simple abstraction of land units getting a strength boost near the sea, and vice-versa. Complaining that this is absurd when all the other abstractions in Civ are fine is, itself, absurd.
Most are rooted in something. You've just suggested that it represents assets supporting each other- but it doesn't matter if those assets are there, so... that can't be the explanation. An adjacency bonus would be less obnoxious, but as I said in the first place, they could have drawn something meaningful from Japanese history or culture. Its also (again, as I said), a gameplay problem. On some maps and starts this 'bonus' is actually a detriment. They're losing a base ability for their civ for essentially no reason.

The Mongolian invasion is irrelevant. The Mongolians sailed straight into a typhoon- it had nothing to do with the Japanese capabilities at all.

Do you consider the american home continent strength bonus to also be conferred by a magical aura on one continent that doesn't extend one tile into an adjacent continent?
Yes. Really obviously so, for quite a few reasons. As a colonial nation, it's hardly their 'home' continent, the number of wars (unless you count the various Indian Wars as separate things, or remotely like wars fought between nation-states) the US fought on their home continent is very small (and doesn't fit the leader or the unique unit), plus again, its a gameplay problem (though inverse of the Japanese problem, America will be at a needless disadvantage on island maps)

Marbozir is getting sloppy in his latest 'let's play' videos. A clear sign of having a low tolerance for repetition.
I think its more an intolerance for playing down to Prince level- his usual games are Deity. But yes, his new Norway one is... not showing well. He's making a lot of weird snap decisions and misremembering things (how many city states he's met, wandering off before clearing an encampment, forgetting warriors get a bonus against spearmen, etc). But then, he's pretty honest in saying that it isn't to show a full playthrough, and more just to fill time between the very short Scythia game and release.
 
Most are rooted in something. You've just suggested that it represents assets supporting each other- but it doesn't matter if those assets are there, so... that can't be the explanation.
Do you imagine there are no people at all on an empty tile? Coastal armies get no support from the local town harbor and fishing/merchant boats?

An adjacency bonus would be less obnoxious, but as I said in the first place, they could have drawn something meaningful from Japanese history or culture.
They did. The Kamikaze Divine Wind idea is something meaningful from Japanese history *and* culture.

Its also (again, as I said), a gameplay problem. On some maps and starts this 'bonus' is actually a detriment. They're losing a base ability for their civ for essentially no reason.
And England won't have their unique Harbor. Kongo will lose a Religious Victory on any Duel map. Advanced Starts will remove Aztec advantages. Maps with extra players or less land will harm Rome.

This isn't a problem. This is interesting gameplay, balanced around standard settings. Even the RNG map generation of standard settings is still going to result in these slight balance changes, and thats a good thing.

The Mongolian invasion is irrelevant. The Mongolians sailed straight into a typhoon- it had nothing to do with the Japanese capabilities at all.

That's your opinion. Obviously plenty of other people find it thematic and the gameplay bonus is unique.


[With regards to America having a bonus on their home continent being weird] Yes. Really obviously so, for quite a few reasons. As a colonial nation, it's hardly their 'home' continent, the number of wars (unless you count the various Indian Wars as separate things, or remotely like wars fought between nation-states) the US fought on their home continent is very small (and doesn't fit the leader or the unique unit), plus again, its a gameplay problem (though inverse of the Japanese problem, America will be at a needless disadvantage on island maps)

As a colonial nation, its their home continent. If you're bothering to distinguish between "British colonials" and "Americans", it is because Americans regard their home as the colonies. Furthermore, they consistently dominated their region militarily. The most important part of the bonus is that it discourages others from being on America's continent, which is appropriate for the Monroe Doctrine.

Finally, not only is it not a gameplay problem, but continents have nothing to do with landmasses. America is at more of an advantage the smaller the map size (because more of the world is his continent), but island maps have nothing to do with it.
 
Do you imagine there are no people at all on an empty tile? Coastal armies get no support from the local town harbor and fishing/merchant boats?
This isn't a simulation. If there are no units there, well, as tautological as it is, they aren't there.

They did. The Kamikaze Divine Wind idea is something meaningful from Japanese history *and* culture.
Yes it is. And this doesn't represent that. Enemy ships taking damage when moving into Japanese owned tiles might, but this doesn't.

And England won't have their unique Harbor. Kongo will lose a Religious Victory on any Duel map. Advanced Starts will remove Aztec advantages. Maps with extra players or less land will harm Rome.
This isn't a problem. This is interesting gameplay, balanced around standard settings. Even the RNG map generation of standard settings is still going to result in these slight balance changes, and thats a good thing.

Nope. It is entirely a problem, because the apparently challenge of the game is set really low, and this will lower it further. The civs without situational bonuses are simply superior.

As a colonial nation, its their home continent.
That is entirely an oxymoron.

Furthermore, they consistently dominated their region militarily.
No, they didn't. This couldn't be further from the truth. Spain became incapable of projecting power that far, and pretty much everyone else gave up on it as too costly. America's military was not a factor pre-1940s and the American army was considered quaint and backwards until the cold war. Even during the early stages of entry into both World Wars, there was a lot of grumbling about how badly trained and equipped the American 'help' was.

The most important part of the bonus is that it discourages others from being on America's continent, which is appropriate for the Monroe Doctrine.
Well, no and no. Firstly, there isn't a choice of being on America's continent or not. Teddy is a grumbler based on how the random start spits people out. There is no ability to discourage or encourage anything. (though sadly this is true of a lot of agendas, England's is equally bad, and Germany's is downright appalling: "oh, you wanted to interact with a feature of a game that happens automatically? I hate you")

Second, the Monroe doctrine applied to TWO continents (and a host of islands), and didn't apply to England having undue influence over Canada.


Finally, not only is it not a gameplay problem, but continents have nothing to do with landmasses. America is at more of an advantage the smaller the map size (because more of the world is his continent), but island maps have nothing to do with it.
Yet strangely in multiple videos of island games, when players find another island, they get the 'found another continent' popup.
 
This isn't a simulation. If there are no units there, well, as tautological as it is, they aren't there.
That's fine with me.


Yes it is. And this doesn't represent that. Enemy ships taking damage when moving into Japanese owned tiles might, but this doesn't.
It represents it just fine. And giving the units passive attrition for even daring to attack Japan is terrible gameplay. The active bonus of encouraging the Japanese player to defend on the coast is much better.

Nope. It is entirely a problem, because the apparently challenge of the game is set really low, and this will lower it further. The civs without situational bonuses are simply superior.
That's your opinion.


That is entirely an oxymoron.
Apparently the explanation was lost on you.


No, they didn't. This couldn't be further from the truth. Spain became incapable of projecting power that far, and pretty much everyone else gave up on it as too costly. America's military was not a factor pre-1940s and the American army was considered quaint and backwards until the cold war. Even during the early stages of entry into both World Wars, there was a lot of grumbling about how badly trained and equipped the American 'help' was.
Correct. They dominated their home continent, because nobody else could be bothered. However, the military wasn't actually that great, and they could not project their power elsewhere. Sounds like the gameplay the ability encourages to me.


Well, no and no. Firstly, there isn't a choice of being on America's continent or not. Teddy is a grumbler based on how the random start spits people out. There is no ability to discourage or encourage anything. (though sadly this is true of a lot of agendas, England's is equally bad, and Germany's is downright appalling: "oh, you wanted to interact with a feature of a game that happens automatically? I hate you")
And why is this a problem?

Second, the Monroe doctrine applied to TWO continents (and a host of islands), and didn't apply to England having undue influence over Canada.

You are blinded by your definition of continent and trying to make it exactly match game mechanics. Furthermore, there were barely any people in Canada.


Yet strangely in multiple videos of island games, when players find another island, they get the 'found another continent' popup.

And many more times, when they found another island, they didn't get another continent popup. Because continents are not automatically attached to landmasses in Civ6.
 
It seems they've updated the pre-release version to add icons on the tech tree for stuff like research agreements. At least I didn't notice those before, and it's not on Arioch's tech tree. See at the 8:17 mark of Solar Gamer's new video.
 
Noticed something weird in Quill18's Japan game (2nd video of the Youtube playlist), seems obvious a bug to me, he was able to stack his military unit on top of Kongo's military unit. This happened due to pathing through rough terrain and encountering an enemy in the fog of war that exerted zone of control over his unit stopping it.
 
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.
You're forgetting the +50 hp on kill, which I think is a huge deal. We all know how annoying the "promote for instant heal then attack" tactic was in Civ5. That's not possible anymore in Civ6 except for Scythia, and killing a unit happens more often that getting promoted. It's probably a bit weaker because you have to attack before getting the heal (although the +5 strength bonus is helpful) but I suspect that it's going to be very strong.
 
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