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Post by MinnesotaNationalist on Jan 27, 2018 3:07:09 GMT
Deep dive into the new Alliance system. Honestly, it doesn't explain that much new, maybe one new fact we didn't know before.
Let's see what I can remember from the previous things they went over on alliances, because they did that bad covering it this time.
So there's 5 types of alliances, each of which have 3 tiers to, and you can only have one of each at any given time. The alliance types are Religious, Scientific, Economic, Cultural, and Military. For every single one, except military, the tier 1 bonus is that it provides extra yield to trade routes between allies of their respective yield (economic provides more gold, scientific more science, ect.). Military, I believe, provides a bonus to combat against enemies both you and your ally are fighting. Some tier 2 stuff might also be tier 1.
Tier 2 is where things start getting interesting. Science alliances provide a free eureka moment every 30 turns (on standard), Culture makes it so allies won't exert loyalty against one another, Religious makes it so allies don't exert religious pressure against one another, and provides bonuses to converting against religions that aren't you ally's. Economic provides bonus envoy points relative to the city-state tributaries (that they're suzerain of?) your ally has, and Military provides bonuses to building units (I might have the tier 1 and two bonuses reversed).
Tier 3 has not been revealed.
To upgrade tiers, you accumulate points over time. Just by being in alliance, you gain points, but there are other ways to gain it as well.
note: Eureka/inspiration bonuses have gone down from 50% to 40%. I don't know if China has been nerfed with it, or if they've been given a stealth buff with this. Speaking of old civs getting changes: Spanish Mission now provides +2 loyalty for the city. I don't believe it stacks with other missions, and I'm not sure ifit's previous bonuses have been removed or lessened. England has also received a change. Royal dockyards now provide +4 loyalty, but they no longer provide tat extra trade route when there's also a commercial hub there.
A couple wonders I forgot to bring up previously:
Casa de Contratacion
It provides for you bonus Governor promotions, and bonus yields to cities that have a governor in them. Meaning that your Empire of which the sun never sets upon will be more manageable to rule
Amundsen-Scott research center
It provides bonus Production and Science in all cities (instantly making it perhaps the most powerful wonder judged on it's bonuses alone, removing all bias from what era it's set in), and provides bonus yields to snow hills in the city it was built in, as well as providing great scientist points. Also provides sweet sci-fi music and a penguin, but sadly these have no in-game benefit.
Temple of Artemis Has no wonder movie yet, but they said what it gives in the stream (probably the most useful thing they revealed). Temple of Artemis, at the very least, gives 1 extra amenity for every camp, pasture, and plantation you have within 4 tiles of where it's built.
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Post by MinnesotaNationalist on Jan 30, 2018 18:34:28 GMT
Some good suggestions here. I'd like to add the Mapuche and Haida to the list - those are two significant Native American groups that haven't been in the game yet. It'd be interesting if they broke Polynesia up too, so you could have Hawai'i, the Maori, and Tonga as individual civs. Well Krall, it's time, Lautaro leads the Mapuche in Sid Meier's Civilization VI It's like Chile, but with a lot less chill and a lot more chili This seems like an all-around fun civ to play, while liking going for a culture victory, they're also likely to be out pissing off all their neighbors, especially the ones in a golden age. Just one or two leaders left for this expansion, wonder who they could be...
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Post by Krall on Jan 31, 2018 0:33:04 GMT
Well Krall, it's time, Lautaro leads the Mapuche in Sid Meier's Civilization VI It's like Chile, but with a lot less chill and a lot more chili This seems like an all-around fun civ to play, while liking going for a culture victory, they're also likely to be out pissing off all their neighbors, especially the ones in a golden age. Just one or two leaders left for this expansion, wonder who they could be... Nice! They do seem like a fun Civ - a lot of nice military bonuses making raiding and capturing border regions easy, even if the enemy's more powerful. The culture-producing tile improvement might be a big bonus if they get it early enough too, since getting the first tier governments unlocked ASAP is really important.
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Post by MinnesotaNationalist on Feb 6, 2018 16:43:34 GMT
And for the last civ of the expansion: Shaka returns with an army behind him in Sid Meier's Civilization VI
Now it comes to a head: Who will win, the Horse Lord of the Steppe, Genghis Khan, or the Impi Chief of the Savanna. It'll be close, but I'll give the advantage to Shaka.
The fact that it'll be so easy to turn units and Corps an Armies will be massive for the Zulus, especially considering the bonuses armies get as well.
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Post by MinnesotaNationalist on Feb 8, 2018 22:04:07 GMT
So the expansion is now. Go! Have fun!
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Post by Jasen777 on Apr 11, 2018 4:51:00 GMT
Video on the crazed nuker.
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Post by MinnesotaNationalist on Apr 11, 2018 21:02:20 GMT
Personally, I kind of wish that Nuclear Gandhi would just go away. Yes, it's a funny joke haha and all that, but use a joke too much and it just becomes unfunny.
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Post by MinnesotaNationalist on Apr 12, 2018 15:14:44 GMT
News on a Spring Update
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Post by lordroel on Jun 28, 2018 18:59:20 GMT
So finally decided to buy Civilization VI as it is on 70% discount on Steam, so far looking nice.
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Post by MinnesotaNationalist on Nov 20, 2018 20:14:38 GMT
The second expansion for Civiliztion VI has been announced. Brace yourselves for the Gathering Storm. link to the Civ website that provides more information. First and foremost, Disasters from Civ IV are back. Interestingly though, they're not 100% punishment (because just getting random punishments isn't fun). After the disaster is done, often the tiles now provide bonus yields. Subset of Disasters is Climate Change, where the icecaps melt and ocean waters rise. In the announcement stream, the developers well the telling the story how another developer's civ slowly sank into the ocean, with the remains of the civilization being based almost solely on an archipelago that was once part of the continent. Fueling climate change is, well Fuel. They're reworking strategic resources in a way that I'm not sure I can accurately describe. It does sound like you're going to be encouraged to gather up a lot more strategic resources, from Iron and Horses to Oil and Uranium. Related, there's a new Power and Electricity system. To go with all of this, it sounds like there's a new Power district (I assume Power Plant will be replaced in the Industrial district) There's also new Engineering projects. They didn't go into much detail on this during the stream, except for the Dam. The Damn seems to be a new district (available starting in the late Classical Era) that limits bad parts of the River flooding disaster but provides the good parts. In the trailer itself, it also shows what appears to be the Dutch Delta Works (or an equivalent) stopping an incoming tsunami, and on the Civ site in the link above, they showed a Panama Canal like feature spanning multiple tiles (so you won't have to be so dependent on Canal cities all the time). World Congress from Civ V is returning, bigger and better than ever. The Emergency system from Rise and Fall sounds like it'll be tied to the new World Congress, as well as a new resource called "Diplomatic Favor" which you can spend to get other civs to vote with you on World Congress Resolutions. More exciting still in the return of the Diplomatic Victory, which I think will mark this as the first time a Civ game has had more than 4 victory types (besides time victory). The Tech and Civics tree is also being expanded with a new Future Era, with 9 new techs and 10 new civics, full of techs and civics that we haven't discovered (or at least not become popular) yet in the Real World. More fascinating still, the end of the tree is randomized, so if you do make it that far, you may have no idea what to expect. I'm excited to see if they can pull this off to be fun. Of course, there's also going to be new civilizations as well, a grand total of 8 new civs, as well as one of the old civs or incoming civs getting a new leader. From the trailer, it seems pretty obvious that the Inca are making a return, as well as either Polynesia or a Polynesian civ. I can't quite tell what civilization the bishop who gets crushed is supposed to represent, if any. Return of Byzantium? (dear god I hope not, we already have 4 leaders of Greek heritage, at least, we don't need another) Maybe the Papal States? There's also the question what the Conquistadors represent, whether a new civilization or new Spanish leader. There's a couple of changes to old civs as well. As shown in the stream, Britain's civ ability "British Museum" has been changed for "Workshop of the World," which gives bonuses based on the new Strategic Resources stuff. Russia now has a General Winter ability in which they don't get affected by Blizzard disasters and their enemies take extra damage. China was also specifically stated to have a new ability, as well as hinted at new abilities for Indonesia and the Zulu There's also a couple changes in tile type. Flood plains are no longer exclusively deserts, but can appear on any stretch of flat (featureless?) lands boarding rivers. There's a new feature called the Hot Spring, if I recall correctly, that provides bonus science from the start, as well as additional bonuses from there. They changed the continents system to correlate more to plate tectonics, so mountain ranges (and hot springs) will appear where continents meet. There's also changes to the Espionage system as well as the Cultural and Science victories, additions to Historical Moments, as well as other things As a quick fun change, naming geographic features is back, although the player doesn't have any control over it besides having their civ being the first to find the feature. From there, it's just speculation. From screenshots on the Civ site, there's a Golden Gate Bridge building. Whether that's a wonder, building, improvement, or engineering project has yet to be seen. It appears as if there's a ski resort district, giving more purpose to the mountains. There seems to be a water based Science district now. It looks like Vesuvius is being added as its own two or three tile natural wonder. In total: 8 new civs, 9 new leaders, 7 wonders, 7 natural wonders, 18 units, 9 buildings, 5 districts, 2 "city sets" (I'm not exactly sure what that means), 9 techs, 10 civics, and 3 or 4 major features. All of this comes out on Valentine's day, 2019. Deus Vult!edit: They posted the first look livestream convenient list of time stamps when interesting stuff happens (courtesy of Killroy on Youtube) 18:29 new "jersey" style country color coding 20:58 England's new abilities 21:43 First Natural disaster in the form of a flood. 24:13 Tile yields after the first flood 26:15 Map generation and how it plays into Plate Tectonics 28:30 Strategic Resource stuff 30:35 Talks of different types of natural disasters 35:57 New Coastal city ui and hint of China's new ability 40:00 City takes damage by a disaster 44:07 Some explanation on Volcanoes 48:12 Diplomatic Favor and World Congress stuff 50:55 Tier 4 governments tease 51:37 Randomized Future Tech 54:47 Dam district 56:09 General Winter confirmed for Russia 59:00 Production queue
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Post by MinnesotaNationalist on Nov 27, 2018 17:26:48 GMT
Matthias Corvinus leads Hungary in Civilization VI: Gathering Storm
Prepare yourselves, hunger-based jokes are coming
The perfect leader to add for a Hungarian Civ, as I listed back on page 1. That being said, I'm rather shocked about how Hungary and Matthias Corvinus is coming out, as a massive Military civ (granted, one that likes to make friends, but I have a feeling we're going to see some backstabbing late game).
Their two unique units, Black Army and Hussars both seem relatively powerful, although bonus goes to the Black Army for +2 per adjacent levy unit and ability to get just so many levy units. Hussars also have a nice bonus of +3 per alliance (you can see both of these if you pause at certain points). The real good part is that Black Army upgrades to Hussars, which will lead to light cavalry domination for quite a while in the medieval to industrial (and maybe modern) eras.
The civ ability and unique building both seem kind of weak to be. The Civ ability is limited to at most like 5 tiles if you're lucky, but more likely than not only two or three, so it better be a good bonus. And I rarely ever build entertainment districts anyways because my people are happy (or happy enough) most of the time anyway. Had the exact same problem with Montezuma's unique building.
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Post by Krall on Nov 27, 2018 22:17:42 GMT
Matthias Corvinus leads Hungary in Civilization VI: Gathering Storm Prepare yourselves, hunger-based jokes are coming The perfect leader to add for a Hungarian Civ, as I listed back on page 1. That being said, I'm rather shocked about how Hungary and Matthias Corvinus is coming out, as a massive Military civ (granted, one that likes to make friends, but I have a feeling we're going to see some backstabbing late game). Their two unique units, Black Army and Hussars both seem relatively powerful, although bonus goes to the Black Army for +2 per adjacent levy unit and ability to get just so many levy units. Hussars also have a nice bonus of +3 per alliance (you can see both of these if you pause at certain points). The real good part is that Black Army upgrades to Hussars, which will lead to light cavalry domination for quite a while in the medieval to industrial (and maybe modern) eras. The civ ability and unique building both seem kind of weak to be. The Civ ability is limited to at most like 5 tiles if you're lucky, but more likely than not only two or three, so it better be a good bonus. And I rarely ever build entertainment districts anyways because my people are happy (or happy enough) most of the time anyway. Had the exact same problem with Montezuma's unique building. The district build speed bonus looks significant - in the video a district takes 6 turns without the bonus and 4 turns with it, so I'm guessing it knocks 25% or 33% off the build time, which is significant. If you position your cities well it would help build them up quickly. It's nothing amazing, but it's definitely a bonus. Same with the thermal bath building - I dunno how viable it is, but getting extra amenities can be helpful because it boosts a city's pop growth and all resource production, so using it to get lots of amenities and get ultra-productive cities might be possible. The Hussar's bonus from alliances seems a bit odd to me though. It'd be most useful defensively, but Hungary looks like it's better off going on the offensive and aiming for a domination victory. The bonuses to levying units seems really good though, especially since it gives you an extra couple of envoys in the city-state, helping to cement them as your ally.
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Post by MinnesotaNationalist on Nov 30, 2018 21:21:11 GMT
Matthias Corvinus leads Hungary in Civilization VI: Gathering Storm Prepare yourselves, hunger-based jokes are coming The perfect leader to add for a Hungarian Civ, as I listed back on page 1. That being said, I'm rather shocked about how Hungary and Matthias Corvinus is coming out, as a massive Military civ (granted, one that likes to make friends, but I have a feeling we're going to see some backstabbing late game). Their two unique units, Black Army and Hussars both seem relatively powerful, although bonus goes to the Black Army for +2 per adjacent levy unit and ability to get just so many levy units. Hussars also have a nice bonus of +3 per alliance (you can see both of these if you pause at certain points). The real good part is that Black Army upgrades to Hussars, which will lead to light cavalry domination for quite a while in the medieval to industrial (and maybe modern) eras. The civ ability and unique building both seem kind of weak to be. The Civ ability is limited to at most like 5 tiles if you're lucky, but more likely than not only two or three, so it better be a good bonus. And I rarely ever build entertainment districts anyways because my people are happy (or happy enough) most of the time anyway. Had the exact same problem with Montezuma's unique building. The district build speed bonus looks significant - in the video a district takes 6 turns without the bonus and 4 turns with it, so I'm guessing it knocks 25% or 33% off the build time, which is significant. If you position your cities well it would help build them up quickly. It's nothing amazing, but it's definitely a bonus. Same with the thermal bath building - I dunno how viable it is, but getting extra amenities can be helpful because it boosts a city's pop growth and all resource production, so using it to get lots of amenities and get ultra-productive cities might be possible. The Hussar's bonus from alliances seems a bit odd to me though. It'd be most useful defensively, but Hungary looks like it's better off going on the offensive and aiming for a domination victory. The bonuses to levying units seems really good though, especially since it gives you an extra couple of envoys in the city-state, helping to cement them as your ally. Some have pointed out, and I didn't think of this before, but because of their levying units ability, Hungary won't necessarily need to field a large army or even an army at all, maybe just some of their Black Army and Hussars and a couple of siege units if they want to go on the offensive. Instead, they can focus their strength on building even more buildings and such and go for another victory. I don't know how the new Diplomatic victory is going to work, but if it works anything like it did in Civ V, than the Raven King ability might be just as good for a Diplomatic victory as it is a Domination one. Here is also an hour long stream of the devs playing Hungary. I will saying, having watched it, it's rather boring and dull for the most part. I even fell asleep at the end Some of the most important things: Canals are unlocked at Steam Power. They are limited to 3 tiles in a straight line*; one at each end bordering a water tile, and the landlocked one has to be next to the city center or is the city center. Bit unfortunate that canals have to take up their own tile, but it can be a small price to pay to connect two oceans together or get your capital access to the open seas (that was their end goal for the stream, to connect the landlocked city of Budapest to the ocean through various canals). *: There is a way to get a longer canal, they say up to seven, with a certain wonder. Wonder what that is. They showed off the new Grievances system, which looks like it can solve many of the AI's diplomatic problems. Can't quite recall the full specifics of all of it. Some accidental hints of things yet to officially announced, such as what appears to be a new Heavy Cavalry unit in between Knights and Tanks, and Black Army might be replacing a new Light Cavalry unit sitting in between Horsemen and Cavalry. Also, the new city-state of Bologna has the old ability the Stockholm city-state once had, so Sweden is almost definitely confirmed to be in Gathering Storm. Also, there's been a couple leaks to Gathering Storm, which includes saying that Christina leads Sweden*, Canada under Laurier, Inca under Pachacuti, Maori under Kupe, Mali under Mansa Musa, Phoenicia under Dido, Ottomans under Suleiman, and what appears to be Eleanor of Aquitaine for France/England (maybe both?). No surprise with Inca and some sort of Polynesian civ, but the others, especially Canada, are surprising if true. If Canada is added, that makes, what, the 4th Anglo civ? That being said, with this expansion being more future-looking, I'm okay with more modern civs being added. *: I will say, as a huge Christina of Sweden fanboy, bit disappointing. Christina is definitely extremely interesting, I even did a college report on her, but she ultimately suffers from Jimmy Carter-syndrome of being a better ex-ruler than a ruler in their own right. And as part of the leaks, we see a picture of a model that's unquestionably Christina of Sweden The leak also says the new governments are going to be "Corporate Libertarianism," "Digital Democracy," and "Technocracy"
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Post by MinnesotaNationalist on Dec 4, 2018 20:51:11 GMT
Maui Kupe leads the Maori in Sid Meier's Civilization VI: Gathering storm
Sorry, did I say he leads the Maori? I meant to say he leads what looks like the most fun civilization ever created in the franchise. There's a lot to unpack here, so let's get right into it.
Firstly, the leader ability, Kupe's voyage. Looks super fun and perhaps the most interesting ability in Civ VI so far. It starts you out in the middle of the ocean, and gives you quite a few different options here. You could head straight to the nearest coast and found a city immediately, which will give you quite a few early game advantages like getting getting an early builder and extra pop. Alternatively, you can go and search around for the perfect city placement (and pray that you're lucky), the game gives your resources to take your time in doing so, and it might easy to catch up you take a bit too much time. I mean, if you end near the Ha Long Bay or the Golapagos, you're going to have one hella good capital.
The unique infrastructure, the Marae (?) is perhaps the most underwhelming of the Maori's stuff, giving extra culture and faith to adjacent passable tiles, and later tourism. I mean, it's good, but it's not super-amazingly-awesome.
edit: Sorry, update. Just noticed that the extra faith and culture isn't to just adjacent passable tile, but to all passable tiles in that city. That went from eh to woah real fast edit 2: Apologies again. It's all passable features, such as forests, floodplains, marshes, ect. But still, this can be a pretty powerful bonus.
The unique unit Toa is also pretty cool. It's similar to the Roman Legions, possibly better. They can build what are essentially forts (although, they might provide less defense. I don't know, I never use forts), but these special forts also heals units that end on the tile (maybe it helps heal units faster, too?). The Toa also weakens adjacent enemy units. These combination of special abilities makes the Toa perhaps the best defensive melee unit in the game.
I also have to wonder the Pa forts also count as unique infrastructure as well, for purposes of Golden Age points and later game Tourism.
The Civ ability, Mana, which is, just, wow. I know the coast isn't exactly the greatest place to start, with it's production limitations and all that, but do they really need so many bonuses? They get 2 free techs from the start, of which one I believe is in the classical era and gives them the ability to construct a district right off the bat. Their embarked units are faster and stronger (although, in my experience, embarked units really don't have much of a combat strength to speak of, they just kind of die if they're attacked by a boat, but speed certainly helps). They gain +1 production from forests and rainforest, that turns into +2 at conservation, and fishing boats provide +1 extra food and a culture bomb.
Two disadvantages added to the Maori that you can see in the video (but isn't mentioned in dialogue or on the Civilization site, so maybe they were removed) are that the Maori can't harvest resources and can't create great works of writing.
The only other major disadvantage, not directly tied to the Maori, is the fact that once ocean levels start rising, the Maori are going to be feeling it the most.
Overall, this seems like a super fun civ to play, and are probably going to be the first that I play as once the expansion comes out, unless Firaxis can somehow top this. Even when I'm not playing as Kupe, I hope he'll be in my game, because, well, look at Kupe's animations! It's a lot more than I can say about his Civ V predecessor who I always dreaded seeing in game.
part of edit 2: I'm just thinking, while the Maori are obviously suppose to focus on water, at least in the beginning, I wonder if they'd do just as good, if not better, inland as well, with lots of forest around to get extra production and eventually culture and faith as well.
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Post by Krall on Dec 5, 2018 15:26:00 GMT
The Maori sound really fun, but also kinda OP - they get a lot of bonuses to tile production, they get bonuses that make spending a few turns finding and choosing a good initial city location viable, and they have an early unique unit with a couple of powerful abilities. Not being able to harvest resources or create great works of writing is definitely a disadvantage, but I dunno if that's strong enough to balance out everything else.
Still, they do look very fun to play, and Kupe's animations are amazing.
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Post by Krall on Dec 11, 2018 20:32:22 GMT
The First Look video for Canada is out.
One of the few civs that can make building in tundra and snow viable, with a powerful focus on culture/tourism and peaceful diplomacy. I don't usually go for a culture victory, but if I get this expansion Canada's one of the first Civs I'm gonna try out.
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Post by MinnesotaNationalist on Dec 11, 2018 20:39:05 GMT
Damn it Krall, just beat me to punch.
"Hey, Canada, you wanna be a civ?" "Oh yah shor, youbetcha. That'd be real nice of you for you to do that. Soory, it's just nice to get a little recognition, eh?"
Admittedly, Canada doesn't seem all that strong to me. Has a unique-ish play style in that they can play in the snow with Russia, but their abilities seem more like making Tundra a passable place to live in instead of something to try to avoid. I also want to know how easy it is to build natural parks in the tundra. I always assumed that there was a malice to appeal in the tundra, so the Mounties might be a bit limited there.
Admittedly, hockey rinks seem nice.
Also a nice first look at the World Congress, which seems like an upgraded version of the Civ V system, which is good.
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Post by Krall on Dec 11, 2018 21:49:20 GMT
Damn it Krall, just beat me to punch. "Hey, Canada, you wanna be a civ?" "Oh yah shor, youbetcha. That'd be real nice of you for you to do that. Soory, it's just nice to get a little recognition, eh?" Admittedly, Canada doesn't seem all that strong to me. Has a unique-ish play style in that they can play in the snow with Russia, but their abilities seem more like making Tundra a passable place to live in instead of something to try to avoid. I also want to know how easy it is to build natural parks in the tundra. I always assumed that there was a malice to appeal in the tundra, so the Mounties might be a bit limited there. Admittedly, hockey rinks seem nice. Also a nice first look at the World Congress, which seems like an upgraded version of the Civ V system, which is good. There's no appeal penalty in tundra, so it's not any harder to make National Parks there than anywhere else. Plus they mentioned that Hockey Rinks provide appeal, which I assume means it boosts the appeal of surrounding tiles, so they could use those to create good areas for National Parks. Any areas with mountains also make easy National Parks, because mountains always have an appeal of 4 (Breathtaking), and a tile gets +1 appeal from each adjacent mountain. It seems like with the cheaper purchasing of tundra tiles and high culture output from Hockey Rinks, Canada should be able to expand its territory quite quickly, which should mean they have plenty of space to locate National Parks without losing any important resources/tile production.
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Post by MinnesotaNationalist on Dec 11, 2018 22:28:32 GMT
Damn it Krall, just beat me to punch. "Hey, Canada, you wanna be a civ?" "Oh yah shor, youbetcha. That'd be real nice of you for you to do that. Soory, it's just nice to get a little recognition, eh?" Admittedly, Canada doesn't seem all that strong to me. Has a unique-ish play style in that they can play in the snow with Russia, but their abilities seem more like making Tundra a passable place to live in instead of something to try to avoid. I also want to know how easy it is to build natural parks in the tundra. I always assumed that there was a malice to appeal in the tundra, so the Mounties might be a bit limited there. Admittedly, hockey rinks seem nice. Also a nice first look at the World Congress, which seems like an upgraded version of the Civ V system, which is good. There's no appeal penalty in tundra, so it's not any harder to make National Parks there than anywhere else. Plus they mentioned that Hockey Rinks provide appeal, which I assume means it boosts the appeal of surrounding tiles, so they could use those to create good areas for National Parks. Any areas with mountains also make easy National Parks, because mountains always have an appeal of 4 (Breathtaking), and a tile gets +1 appeal from each adjacent mountain. It seems like with the cheaper purchasing of tundra tiles and high culture output from Hockey Rinks, Canada should be able to expand its territory quite quickly, which should mean they have plenty of space to locate National Parks without losing any important resources/tile production. That being said, I wonder when Hockey Rinks pop up. I assume it can't be earlier than Medieval (and even that's generous). If what they showed in the video is anything to go by, than it'll unlock ~Late Renaissance, Early Industrial, so it'll take a while for that culture bonus to kick in (much like the American Civ).
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Post by MinnesotaNationalist on Dec 13, 2018 23:54:52 GMT
Another livestream from Firaxis, and this one is actually interesting, unlike the Hungary and Ma ori livestreams (the latter of which was so boring I didn't even bother posting here. They were just going into a bit more detail on the Maori, and explaining why the Maori aren't as nearly overpowered as they might first appear thanks to meta stuff).
While an interesting stream, I don't quite want to go back to watch over again to give the exact timestamps, so I'll just summarize what I can remember:
Mountie unlocks at Conservation.
There's a new universal light cavalry unit, the Coursier IIRC, that, as I suggested earlier, comes in between Horsemen and Cavalry, so you won't have to be using Horsemen half the game.
We actually got to see the World Congress this time, which was nice to see. All the former resolutions sound like they're making a return (even if under a different form), and some more friends as well. Perhaps my favorite part of my stream, which is at about 35:20, was when they forced Hungary to open their borders to immigrants (funnier still, Hungary was wanting to do that as well), giving Hungary +20% population growth but -5 loyalty.
We also get to see the early Power System. Honestly, kinda boring looking. Seems to kind of force you build an Industrial Hub or some kind of energy generator in every city (so far, the Industrial Hub is the only confirmed one) to keep your yields high, or else you can get screwed as far the game's concerned. Hopefully being next to rivers with, say, a watermill can help power at least a little bit (since, you know, that's literally how the Industrial Revolution began).
They gave us a showing of a new Natural Wonder, who's name I can't remember, I believe it's Greek. Anyways, provides adjacency bonuses to all districts, instead of just Holy Sites, as well as amenities IIRC.
They also show off some of the early Climate Change affects, including some early flooding from rising waters. and what one can do to halt it.
edit: they also showed off Railroads. Unlike plain old roads in Civ VI, which get built by trader units as they move around the map, Railroads have to be manually built by Military engineers (by improving already built roads, too, iirc). Luckily, the Military Engineers seem able to build as many railroads as you'd like, and only takes a turn to do so. Railroads provide more movement than any current tile, costing only 1/4 movement per tile for some rapid (enough) redeployment, and provides extras gold to trade routes travelling on them. But, they come at the cost of requiring coal to power them, thus contributing to Global Warming.
But far the most interesting thing that they announced in this stream was Rock Bands. Hell yeah baby. Remember back in Civ V when you could send your great musicians on tour to another country? Yeah, they're bringing that back, but under a different face. Instead of getting Great Musicians to this stuff, instead you buy Rock Bands (that unlock at the Cold War civic) with faith to do that for you. They're much more comparable to spies in that you can use them multiple, theoretically infinite times, but each use gives a chance of 'killing' the unit. But, here's the special caveat: you have to use them at a venue (certain specific tiles, like certain districts and Great Wonders). They can only once per venue, and depending on how good the venue is and how good the concert is, they procure more tourism. By far the most interesting feature shown today.
Leaving off with a couple hints they dropped throughout the stream. First and foremost, I can almost guarantee you next week they're announcing Inca (assuming leaks are 100% true), because they said next week they'll be looking at Mountain tunnels, and who else better to do it than Inca. Also, I can also almost guarantee you that Sweden will have a bonus to Emergencies and World Congress Projects, which I find quite nice. I can't recall if I ever shared this here, but I remember coming up with Civ VI Sweden mod design idea after Rise and Fall, where, among other ideas, one of their abilities was "Swedish Intervention" (referring to Gustavus Adolphus's intervention in the 30YW), where they get extra bonuses from winning emergencies, and sounds like that's exactly what they're doing, but taking a step further and integrating World Congress as well.
edit: going back to note that Firaxis has announced via twitter that Golden Gate Bridge is a wonder (they did the same for Panama as well). So far, it doesn't sound like there'll be any other bridges between landmasses in the game, just over rivers. Hell, they didn't even mention if the Golden Gate Bridge could actually act as a bridge.
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