Stream June 6

Even better you can set an option so it only displays when moused over, which will be the setting I use. Because otherwise it will be too cluttered when I have like 16 opponents in the game...

The whole trick with that Diplo-Banner is within the extra details anybody could (or still can IF given the proper hybrid option) always get with superb Mods (@Aristos' EDR immediately comes to mind).
Soooo a simultaneous access to whichever we'd rather consult in certain gameplay conditions should be offered to many of us. It's nice to have such stats to do "compare" scans of anything while the simple hovering steps of EDR can be sufficient at times.
We'll see -- but, i feel confident in the newest UI systems.. more than ever.
 
Apologies if someone has already mentioned this, but I like the fact that you can implement a policy that will defend you against Rock Bands. However, I'd like to see a similar Policy Card to defend you against Missionaries and/or Apostles.
 
Apologies if someone has already mentioned this, but I like the fact that you can implement a policy that will defend you against Rock Bands. However, I'd like to see a similar Policy Card to defend you against Missionaries and/or Apostles.

It would be game-breaking to have a policy card invalidating a victory type, and that would be the result of blocking apostles and missinaries. Rock bands on the other hand are not necessary to win a culture victory. The cards adding religious combat strength are supposed to be your defence against conversion.
 
It would be game-breaking to have a policy card invalidating a victory type, and that would be the result of blocking apostles and missinaries. Rock bands on the other hand are not necessary to win a culture victory. The cards adding religious combat strength are supposed to be your defence against conversion.

I disagree. If it impacted only.one of the two religious units, & came with a sufficient malus, then I think it would work. The fact is that players need passive means for slowing down religious conversion.
 
Even better you can set an option so it only displays when moused over, which will be the setting I use. Because otherwise it will be too cluttered when I have like 16 opponents in the game.



I'm still not impressed. He said that mines used to be minor adjacency, but that's not correct. Mines gave major adjacency meaning 1 mine gave +1. This is actually a nerf. It takes 2 mines to get +1 now. Sure you can get bonuses from more things, but I wasn't overly impressed with them only having a +4 IZ. Don't get me wrong, +4 is nice, and it's easier to get +2's or +3's for sure. But +6 IZ's look much harder to get.

This was my first thought when I saw the patch details. Getting minor adjacency is a huge nerf. For a +2 IZ you would need two mines and two lumbermills, thats four squares that cant be occupied by other districts, strategic resources or mountains/coast. For my Holy sites I almost always have to plan them by building next to mountains since wood adjacency is almost impossible to keep over the long term.

Aqueduct, Dam or Canal are hardly the buildings that will show up in most cities. Specially the Dam or Canal which are really rare. Perhaps the Romans are indeed boosted by having their half price superior Bath giving +2.
 
I disagree. If it impacted only.one of the two religious units, & came with a sufficient malus, then I think it would work. The fact is that players need passive means for slowing down religious conversion.

A card that would weaken religious units inside your territory over time as in CIV V would be enough I think.
 
Special unit abilities now stay!!!!!

I wonder what "special" unit abilities means? Is there a flag to distinguish between abilities from say the Matterhorn Alpine Training ability and abilities from Unit Classes e.g. Aztec Eagle Warrior. For Unique Unit abilities to remain on upgrade would be a significant change. I didn't hear any mention that UU abilities would remain.
 
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I wonder what "special" unit abilities means? Is there a flag to distinguish between abilities from say the Matterhorn Alpine Training ability and abilities from Unit Classes e.g. Aztec Eagle Warrior. For Unique Unit abilities to remain on upgrade would be a significant change. I didn't hear any mention that UU abilities would remain.
Didn't they have that in Civ 5? (or was it Civ 4?)
 
I only caught some of the livestream, but there is an incredible number of changes coming.

It's going to shake up play quite a bit, and I'm looking forward to getting stuck in!
 
@Deliverator At least from the livestream, there wasn't any mention of UU abilities and nothing appeared in the "new" abilities tooltip so I would hazard to guess that they do not remain. At least for the xp% & movement I can see it being a change to the way "COLLECTION_CITY_TRAINED_UNITS" functions. I'm excited to see how they do it though, whether a flag or something else. But, I guess I'm more excited how you & @ChimpanG will be able to apply this towards Terra Mirabilis.
 
That's risky. Many of the players here are hardcore players who utilize tactics and strategies I doubt casual players even know exist. Catering too much to this crowd might be detrimental to the experience for newer and more laid back players.

Are you sure "risky" is the word you're looking for? If you crowd-source the issues and leave if / how / when to fix it to the developers it'd be fine. We did this at least once back when I played Eve and everything was fine. The problems come when players start telling developers how to fix it, or that it "only takes 5 minutes to fix" or other stuff that's rude, ignorant or both. That quickly puts developers off wanting anything to do with the players (understandably).
 
It would be game-breaking to have a policy card invalidating a victory type, and that would be the result of blocking apostles and missinaries. Rock bands on the other hand are not necessary to win a culture victory. The cards adding religious combat strength are supposed to be your defence against conversion.

Furthermore you can declare and wipe Missionaries and apostles out.and if you team up 2-3 inquisitors you don't even need apostles to fight the occasionally incoming enemy apostle for a reasonable price...:p
 
This was my first thought when I saw the patch details. Getting minor adjacency is a huge nerf. For a +2 IZ you would need two mines and two lumbermills, thats four squares that cant be occupied by other districts, strategic resources or mountains/coast. For my Holy sites I almost always have to plan them by building next to mountains since wood adjacency is almost impossible to keep over the long term.

Aqueduct, Dam or Canal are hardly the buildings that will show up in most cities. Specially the Dam or Canal which are really rare. Perhaps the Romans are indeed boosted by having their half price superior Bath giving +2.
Aqueducts are getting incrementally better though. Sure, you still won't have them all the time, but they're adding more uses for them slowly.
 
I hope Unique Units do not carry over their bonuses, and it is only exp buffs, wonder buffs, etc. It would create a massive balance issue.

Playng as Kupe, you usually generate the most Great Writer points due to Theatre Square spam. Will these translate into faith right from the start of the game?
 
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Playng as Kupe, you usually generate the most Great Writer points due to Theatre Square spam. Will these translate into faith right from the start of the game?

Well, not from the start. You still have to unlock and then build Marae first.

I wonder if the conversion works when the World Congress disables earning GPP of a specific type.
 
Well, not from the start. You still have to unlock and then build Marae first.

I wonder if the conversion works when the World Congress disables earning GPP of a specific type.

The Marae generates no Great Writer points. The Theatre District generates 1.

Also on the topic of the Maori, I hope they receive an additional +1 production to unimproved forests and rainforests somewhere on the civics tree, so that they can keep up with Lumbermills. Spamming Lumbermills as the Maori would be lame (though an accurate representation of first contact with Europeans).
 
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it should under no circumstance be special unit based bonuses , otherwise you can get double attack spec ops with inca , all melee units creating non stop builders through out the game which you can use to rush districts for the aztecs or get ranged cavalry units for scythia or the ranged heavy cavalry for egypt
 
Yes. Thus IZ needs proper planning and placement.
New IZ:
cN3zinm.jpg


I fainted :)
 
Problem is Desert Folklore is such a good pantheon for Mansa Musa, not sure I'd swap them out.

Thinking about it, the best civs for the free settler pantheon are probably ones that tend to be busy with something else early, especially civs that go for an early religion. I could definitely see myself more interested in going the religious route if I know that I don't stifle my expansion early game. Another great option for it would be a civ that wants an early war - if I can keep my capital churning out units and use the pantheon to settle my 2nd city, that might be a better use of hammers than going for God of the Forge.

Depends on the map, your neighbors, and the situation. If you do not have alot of desert, your faith game is going to struggle anyway. If you have Alexander and Shaka for neighbors on deity, you *might* want that fast extra settler. Hell there are some other civs that if next to you, that extra settler would help alot.

They keep slowing down the game with every new patch, but Civ is still inherently a game of "Snowball". ANYTHING that is strong AND early is powerful.
 
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