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What does it mean "adjacent" for Druidic Lore?

YohanLeafheart

Warlord
Joined
Aug 2, 2006
Messages
264
Location
Campinas - SP, Brazil
As on the tile, define adjacent. Within the 3-hex radius or on the 1-st hex only? If it is the latter I think it is bugged
 
Literally adjacent tiles, so just those ones immediately next to your cities.

What makes you think it's bugged?

If I had to guess, he probably misread the ability and thinks it gives +1 per forest up to +2 past 3 forests instead of +1 per city with 1-2 forests and +2 for a city with 3 or more.
 
Literally adjacent tiles, so just those ones immediately next to your cities.

What makes you think it's bugged?

Thanks for the explanation, and ignore the "latter" it should read "former" there. So it is working correctly. Thanks, it is a little more limited than I thought
 
One of the weakest UAs in the expansion, Imo it should give +1 faith per unimproved forest in the city radius, capped at 3.
 
It's not weak when you consider that it will almost always net you the first pick of the Pantheons, earlier than everyone else, and then also drive you towards the first religion.
 
It's not weak when you consider that it will almost always net you the first pick of the Pantheons, earlier than everyone else, and then also drive you towards the first religion.

Easily. Even building a city on turn one with one forest is already giving you one faith per turn. I think ethiopia comes in second since the stele replaces the monument so you can build it right away or grab it with your second SP pick. I was building cities like mad with the Celts for the "Longest Name...Ever" achievement and my faith was crazy.
 
One of the weakest UAs in the expansion, Imo it should give +1 faith per unimproved forest in the city radius, capped at 3.

Agreed, but it does generate faith faster than anybody else, ideally. 8 turns of faith generation before Ethiopia gets their Stele out in the capital, if they did that - and I've never seen anybody go monument-scout, though I guess that for Ethiopia that could be... viable? So basically the Celts get first choice of Pantheon beliefs, and if they focus on faith generation they should probably beat everyone else to the first religion. Which is the point of their UA, I think; speed, not power.
 
Well leave it how it currently is and let it benefit from forest tiles anywhere within the city radius, adjacent range is meh when I don want forests next to my city, and if I have them I want to chop them down or lumbermill them

Also allow the bonus to remain if the forest tile is improved.

And what do you mean you've never seen anyone go monument - scout? Scouts are entirely useless and plenty of people turn ruins off. I always open with Monument > Granary > Settler or Wonderspam.
 
The advantages to getting the first pantheon and religion are twofold. Firstly, you get the benefit for more turns (and with a pantheon, the cost goes up as each is founded, so yours is cheaper). And secondly (thirdly?) you get to pick the best ones, rather than them already being taken.
 
Well leave it how it currently is and let it benefit from forest tiles anywhere within the city radius, adjacent range is meh when I don want forests next to my city, and if I have them I want to chop them down or lumbermill them

Also allow the bonus to remain if the forest tile is improved.

And what do you mean you've never seen anyone go monument - scout? Scouts are entirely useless and plenty of people turn ruins off. I always open with Monument > Granary > Settler or Wonderspam.

Heh, never thought about turning off ruins. Even without those, though, scouts are useful on any non-archipelago map, as they quickly explore terrain, meet city-states and other civs, and help you get an idea of the best places to settle much faster than if you were just using the starting warrior. Anyway. I'll chalk it up to my sticking to a single playstyle nearly every time.
About the UA, I think that your suggestion for counting tiles within the city radius is reasonable and agreeable, but 1) counting improved tiles with the 'Druidic Lore' UA goes against the flavor of the UA, and 2) the UA might be fine as it is. As it stands, it does create quite the dilemma - I wanted to chop forests near my capital to build a wonder faster, as well as improve that third source of silver, but doing either of those things would halve the faith gain from the UA. So the tradeoffs might or might not be worthwhile, though it is possible that you only need that extra faith for getting the pantheon belief and then founding a religion. Thoughts? When would you chop those forests and lose the benefit of the UA for a city?
 
No Bander, scouts have 0% usefulness in a game of Civ V. I can do all of that with Warriors, and those stay alive much easier.

Most higher level players will not waste time building a scout ever, even with ruins left on. The pot luck gamble nature rarely pays off well, and at the start of the game its crucial to get the capital growing ASAP and getting your first few policies founded. Absolutely nothing (prior to G+Ks) beat a Monument + Granary + Liberty opening. I dont see any reason why anything in G+Ks makes scouts more viable, they are a pure waste of early production.
 
I find that to be a highly interesting claim, bhavv. Ruins are quite powerful early on (particularly the faith ruin, I might add), and getting to them with scouts is a great way of giving yourself a boost. As is meeting city states. See, for example, this post. No changes since then have worked to alter this (apart from perhaps Scout Archers not being quite as awesome).
 
Its only powerful if you pass the pot luck test. If you grab 4 ruins and find 4 maps and barb encampments, then what?

Im pretty sure I read that the biggest disadvantage to ruins is the higher level AI popping techs like Writing giving the player 0% chance of building the Great Library in such games. They confer far more benefit to the AI than they do to the player. I'd rather have ruins off and build the Glib, far far more benefit from that than popping 30 culture or however much more faith from a ruin.

Regarding Boudicas faith bonus, if you simply play Maya or Ethiopia, and dont pick Boudica as an AI, you still get a religion first. Compared to Maya's UA, I dont see how either Celts or Ethiopias seem fair at all.
 
It's not useless. You'll get a pantheon first, which is nice. Also, a nice faith boost is always nice. But thing is, at least for me, if you put a road on an adjacent forest tile, and remove the road, you still won't get the bonus. Does anyone know if this is intended or a bug?
 
So you cant even build a road on the forest tiles without losing the bonus?
 
Never mind I'm an idiot, I figured out the UA can only give you +2 faith max per city with 3 adjacent unimproved tiles. I initially thought it would add 2 more.
 
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