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Update 1.1.0 is coming March 4 + New Development Roadmap

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Looking Forward to City Naming (and hoping they eventually add the ability to Keep/Choose your entire Civ's Name/City List/Graphic style)

Also looking forward to "One More Turn" in modern.....and hopefully they can extend that to allow "One more Turn" in other ages as well
(play an age,.. when it reaches 100% you get a save game and from that "save point" can either
Go to the Next Age
or
One more Turn in the Current Age

so you can do Swords and Sandals Eternal or Forever Musket Wars

They've talked about eventually adding win conditions for eras - ie so you can have just an ancient era game - and that would be a natural fit with that.

Honestly, from the initial promotion, I thought single era games were something explicitly part of it already, so I was somewhat surprised they weren't.
 
I would be extra worried if that puts us in a position where we can no longer produce missionaries of our religion.

As per the full update:-

  • Now able to convert Holy Cities in the Exploration Age. Note that when players create their own Missionary Units, they will always follow the player’s chosen Religion
 
My biggest concern is the UI. I am content to see it on top of the agenda through the schedule. I hope they get inspired by the already rated mods and prioritize integrating them.

I also like that they'll fix the AI. Forward settling is annoying as f.
 
Here I thought they were going to release DLC before the patch.
The previous roadmap was pretty clear that the next major patch would come concurrently with the first portion of Crossroads, and that's what's happening.
 
They've talked about eventually adding win conditions for eras - ie so you can have just an ancient era game - and that would be a natural fit with that.

Honestly, from the initial promotion, I thought single era games were something explicitly part of it already, so I was somewhat surprised they weren't.
Well if my Ancient Era is my "Victory Age", I may still want to keep playing "One More Turn" after I build the Great Library Victory Wonder

I think the whole "Age Ending" allows a lot of possible variation
first.. Crisis (Y/N)
second.. choose the "Victory Age" where the Legacy Paths unlock a special Victory
third ... Crisis during the Victory Age (Y/N)...trying to build the Great Library Science Victory Wonder while a Plague ravages your empire sounds interesting

Finally...
When you come to the end of a "Non victory Age"... you get a "End of the _____Age" Save
From that Save game you can either
Transition to the Next Age
OR
play "One More Turn" in the current Age.... (although to Transition to the next Age you have to Go back to the "End of the _____Age" Save)... and you get to cash in those Legacy points for Leader Attribute boosts only.
OR
say "Victory Screen" and look at some actual good After Action Reports (Antiquity ones possibly limited in their visibility of the Distant Lands)

When you come to the End of a "Victory Age"..... Basically the same Options
except a "Victory of the ____ Age" Save
and you can't "Transition" to the next Age.
 
  • New Resource types and adjustments to map resource allocation
I don't know what it means. Does it mean we will have new types on top of Empire, City, Bonus and Factory resources, or will we have resources variety?

How they will spawn between Age? Sometimes, resources just vanish. Your once 3-resources adjacent Academy would become a miserable 0 or 1-ressource adjacency Golden Age Academy. There are also some ghost-tile resources. Dyes are removed in Modern Age with no replacement, but their tiles still has their Culture yield.

Does religion have much of an impact in the Modern age? I feel like with how limited the current implementation is, one more city to convert isn't really that big of a deal.

Unless you picked a Legacy to keep the benefit of one of your Founder beliefs, no, not at all.

During the Exploration Age, Relic generation depends on converting foreign cities. Having some being immune to it, likely to be Capital city, Wonder city, populous city... means those Relic beliefs are made less powerful.

Reformation gives two policy giving +15% Gold/Science or Happiness/Culture to cities converted to your Faith. If you conquered those cities, they were unable to enjoy those effects.

Some Civilizations like Hawai has Culture yield on cities converted to their Faith too.

Meanwhile, the Religious crisis put a Happiness penalty to cities not following your Religion, and the ability to revolt and remove itself from your empire. You may end up lose Holy Cities that way if your Happiness level wasn't very high.
 
I was ready to dust off my Civ VI playbook, but it turns out if you create missionaries, they will continue to belong to your civ's religion (which is also the case right now even if a city with a temple has been converted), so it's not like you can snuff out a religion a la Civ VI. I don't think it changes a heck of a whole lot, except for giving us more target cities with wonders to convert in pursuit of relics.
Yeah all holy cities are right now is if you benefit from being your own religion but are overwhelmed at least one city is protected. It doesn't do much.

For me the ultimate solution with this iteration of religion is to add a very soft layer of religious pressure. Founder religion, current owner religion, amount of time being one religion or another, neighbor settlement religion and trade routes all modify religious pressure. However, all religious pressure does is modify a one charge conversion to a two charge conversion. If the pressure is reallllllyy strong then it maxes out at a three charge conversion. I'd also make urban districts more susceptible to trade and neighbor pressure, and rural more susceptible to founder and length of time pressure. And.... stop there. The point being that rural pressure on urban can counter trade or owner pressure, that sort of thing. Rural and urban modify each other's pressure. It boils down to one, two or three charge conversion. This would add some structure to the conversion game.
 
I don't think so either, but of all the things to rush to change . . .

This isn't a dig against fxs. I just can't believe people were concerned about this of all things that they even said anything.
Not converting holy cities was more an issue of not being able to raze holy cities. Which really feels like a vestigial feature of a deprecated religious conversion system, probably simplified later in development.

The problem with not being able to convert holy cities in terms of religious play is if you're going for second founder's beliefs, the many unconvertable holy cities makes it hard to get above 80%.
 
"Holy Cities can be converted" smells of being something that was a "fan request;" and I can't believe people wanted that, and thought that was the big issue with the religion game. Oh well, mostly looks good.

It is an issue because several beliefs for relics require converting AI cities like their capitals and if their capital is a holy city...whoops you are out 2 relics on an already limited path.
 
Not converting holy cities was more an issue of not being able to raze holy cities. Which really feels like a vestigial feature of a deprecated religious conversion system, probably simplified later in development.

The problem with not being able to convert holy cities in terms of religious play is if you're going for second founder's beliefs, the many unconvertable holy cities makes it hard to get above 80%.

Do you unlock more beliefs for converting a certain amount of cities? I wondered about this because I never get the additional beliefs that it mentions you get if you keep playing...
 
Do you unlock more beliefs for converting a certain amount of cities? I wondered about this because I never get the additional beliefs that it mentions you get if you keep playing...
I think there's one unlock for foreign settlements and one for homeland. But it's something like 80%+ converted. And all they are are the same founders beliefs but you get to pick up another.
 
It is more important than it sounds because of the way it interacts with many of the Reliquary beliefs. Holy cities are quite likely to a) be capital cities, b) have a wonder, c) have a temple or altar, d) have a high rural population or e) have a high urban population. So making them impossible to convert, er… kind of ruins 5 of the reliquary beliefs!
This so negatively trained me that I didn't realize evangelism "one relic for the first time converting a distant lands settlement" was the first time you personally converted that settlement.
 
Interested to see what the “significant” cultural victory changes are. I haven’t enjoyed culture victory nearly as much as I did in VI (it’s way too easy here) but I can’t imagine a total overhaul this soon.
 
I don't know what it means. Does it mean we will have new types on top of Empire, City, Bonus and Factory resources, or will we have resources variety?
Sounds like resource variety to me. A fifth category sounds unnecessary.
 
"Holy Cities can be converted" smells of being something that was a "fan request;" and I can't believe people wanted that, and thought that was the big issue with the religion game. Oh well, mostly looks good.
I think this has more to do with the relic gaining beliefs than anything else. Since converting a Holy City doesn't prevent that Civ from making missionaries of it's founded religion.
 
Sounds like resource variety to me. A fifth category sounds unnecessary.
It's too ambiguous to tell much, but my guess is that they plan to improve the variety of Distant Lands resources. I've seen others point out that it's strange that you necessarily always see just tea/chocolate/spices/etc. in the Distant Lands while you may be playing a civ that, historically, relied on the trade of these goods at home for its wealth—Majapahit and the spice trade, say. I'd definitely welcome that; it also feels (to me) like some of the classic bonus resources of past games are missing: wheat, rice, bananas, the bunch.
 
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