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These borders seem unusually huge and oddly shaped. I'd be very interested in a Civ IV LP, would join a hotseat game but I haven't made it though a single player Civ IV game in years, so I'll have to pass on this round.
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# ? Dec 10, 2017 16:16 |
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# ? Apr 29, 2024 14:07 |
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https://forums.somethingawful.com/showthread.php?threadid=3843214 Here you go.
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# ? Dec 10, 2017 18:07 |
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Davincie posted:and here's the polders polders look cool but they seem too powerful not to have some kind of cross-civ water improvement considering that water tiles are completely worthless for other civs
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# ? Dec 10, 2017 18:41 |
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Davincie posted:they showed her on a gossip program of all places. they got quite a bit wrong, like the release date and they thought it was a console game, but thats to be expected She should be riding her bicycle.
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# ? Dec 10, 2017 18:47 |
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Obviously I doubt they can be built willy-nilly, and their's no adjacency penalty. Perhaps they can only be built on tiles that have 3+ land tiles adjacent?
Alkydere fucked around with this message at 20:08 on Dec 10, 2017 |
# ? Dec 10, 2017 19:59 |
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it looks like they can be built pretty much anywhere and, also like farms, they get adjacency bonuses from themselves
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# ? Dec 10, 2017 20:02 |
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I'm a little surprised the Dutch keep getting in the game. Nothing wrong with them, just that it's not big enough that you'd think it'd warrant entry into every game. I'd really like to see more civs that can utilize less popular types of terrain (tundra, snow, for instance). Argentina would be great and could utilize mountains in some way. There has to be some way of doing The Inuit which would be great for snow and tundra. Same if they decided to make a Canadian or Finnish one. Basically I like playing as Russia because they are so unique and it'd be cool to have another civ that can really work those lovely tiles.
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# ? Dec 11, 2017 21:46 |
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Niwrad posted:I'm a little surprised the Dutch keep getting in the game. Nothing wrong with them, just that it's not big enough that you'd think it'd warrant entry into every game. The Dutch were kind of a big deal during the age of colonialism, it's not really surprising that they keep making appearances. They initially founded a small town known today as New York for example.
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# ? Dec 11, 2017 22:26 |
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Bluff Buster posted:Interested.
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# ? Dec 11, 2017 22:34 |
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Niwrad posted:I'm a little surprised the Dutch keep getting in the game. Nothing wrong with them, just that it's not big enough that you'd think it'd warrant entry into every game. Well, they were able to pretty much bleed the greatest empire in the world dry in the Eighty Years War. They were very much a big deal.
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# ? Dec 11, 2017 22:35 |
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Niwrad posted:I'm a little surprised the Dutch keep getting in the game. Nothing wrong with them, just that it's not big enough that you'd think it'd warrant entry into every game. Well, obviously you'd want to include the largest Muslim country of the early 1900s if you're confused look up the Dutch East Indies - on a serious note, they were a major player in the 17th and 18th centuries between owning Belgium and being a major colonial force
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# ? Dec 11, 2017 22:39 |
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They were also unusual in WW2 in that their torpedoes actually worked
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# ? Dec 11, 2017 23:02 |
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Gort posted:They were also unusual in WW2 in that their torpedoes actually worked don't give them any ideas. combat submersible: when attacking, 50% chance to hit, 40% chance to miss, 10% chance to self destruct submäärener (UU): works as a modern submarine unit
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# ? Dec 11, 2017 23:29 |
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Niwrad posted:I'm a little surprised the Dutch keep getting in the game. Nothing wrong with them, just that it's not big enough that you'd think it'd warrant entry into every game. I kind of wished the Seventeen Provinces would be added instead. Nothing wrong with the Dutch, but the Seventeen Provinces could perhaps show off another era of that civilization than the post-Spanish colonial era. Maybe something involving sheep (with all the flemish wool) and livestock bonuses or some land-based gold. Maybe this could also have a UU that's more Flemish (medieval upgrade for swordsmen that's a cheap militia or something) or some Burgundy influences. Extra gold and production for livestock, sheep or horses in cities that also have a polder? Something like that. The different leaders mechanic they have going could show this off nicely though. Wilhelmina for 1600 and later Amsterdam-based Netherlands, with Duke John or something with Mechelen for the Brabant-based medieval civilization. Of course this would require Firaxis to put some thought into how to represent different eras or cultures of a civilization with different strengths.
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# ? Dec 12, 2017 00:33 |
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How does anyone win a religious victory? I have no idea how to undo an entrenched religion with inquisitors running around much less 5.
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# ? Dec 12, 2017 03:58 |
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Baron Porkface posted:How does anyone win a religious victory? I have no idea how to undo an entrenched religion with inquisitors running around much less 5. you need to get the AI to do your work for you. spread your religion to all the lesser civs and be surprised when you suddenly win twenty turns later. AI players with your religion will destroy the enemies' religions with virus mode missionary production, the only way the AI knows how to play
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# ? Dec 12, 2017 04:00 |
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Baron Porkface posted:How does anyone win a religious victory? I have no idea how to undo an entrenched religion with inquisitors running around much less 5. Kill said inquisitors and every city near them will flip by the time you're done nailing them to a cross. Religious combat is the way once you hit around the Industrial era, for the civs that are smart enough to have a good religious defense.
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# ? Dec 12, 2017 04:24 |
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Niwrad posted:I'm a little surprised the Dutch keep getting in the game. Nothing wrong with them, just that it's not big enough that you'd think it'd warrant entry into every game. water tiles are so unbelievably bad in Civ VI that the Dutch are one of those civs
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# ? Dec 12, 2017 05:51 |
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Fryhtaning posted:Kill said inquisitors and every city near them will flip by the time you're done nailing them to a cross. But you cant kill inquisitors when they are in the city. And what does the industrial era have to do with religious combat?
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# ? Dec 12, 2017 06:23 |
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Baron Porkface posted:How does anyone win a religious victory? I have no idea how to undo an entrenched religion with inquisitors running around much less 5. You can't. They can turn out inquisitors faster than you can kill them later in the game. Only strategy I've found is going to war with them and converting their cities during that. Even then it's a slog since inquisitors are too cheap and too overpowered.
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# ? Dec 12, 2017 06:36 |
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Baron Porkface posted:And what does the industrial era have to do with religious combat? Nothing specifically. Just spitballing about when the religious civs start becoming deeply entrenched in their religion and religious defense. I've never seen inquisitors just parked in the cities and not at least roaming around in between turns. With a squad of a few apostles and a guru you can go on a seek and destroy mission and do more damage than those apostles could have done on their own. Or if you have plenty of faith at your disposal, keep the apostles that get the good promotions for spreading (Proselytizer, Translator, maybe Pilgrim) in your territory as defense and amass the rest into the battle squad. Once you've thinned the herd with the battle squad, which will cause all the cities nearby to lose a ton of influence in their own religion while gaining some of yours, start sending the rest in to crush the resistance. I've done this many times, even when I never intended to win by religious victory in the first place. You should also be using Theocracy with Religious Orders for an additional +10 in religious combat. It doesn't seem like much, but it can tip the scales from a major loss to a major victory.
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# ? Dec 12, 2017 15:26 |
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The official reveal of the Netherlands. Netherlands Queen Wilhemina Civ ability: Grote Rivieren- Major adjacency bonus for Campuses, Theater Squares, and Industrial Zones next ot a river. Culture bomb adjacent tiles when completing a Harbor. Civ unique improvement: Polder - Built on Coastal tiles, it provides Food, Production, and Housing; bonuses increase through technology. Civ unique unit: De Zeven Provincien - Warship with additional range and combat bonus, receives an extra combat bonus when attacking defensible districts. Leader unique ability: - Radio Oranje- Your Trade Routes to your own cities provides +1 Identity per turn for the starting City. Trade Routes to foreign cities or from foreign cities provide +1 Culture to you.
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# ? Dec 12, 2017 16:20 |
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Not bad! I like all these different ways of culture bombing in Civ6.
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# ? Dec 12, 2017 16:41 |
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John F Bennett posted:Not bad! Culture bombs and city flipping, they're MCGA
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# ? Dec 12, 2017 16:58 |
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Netherlands looks like a pretty decent, well-rounded (lol) civ, I'm excited, though I really hope they can improve the game's seafaring strategy in the expansion. I really enjoy water maps and naval units, just the AI gets so goddamn dumb on those kinds of maps.
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# ? Dec 12, 2017 17:10 |
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Fryhtaning posted:Culture bombs and city flipping, they're MCGA Culture bombs are multi-colored graphics arrays?
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# ? Dec 12, 2017 17:18 |
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Make... Civ Great Again?
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# ? Dec 12, 2017 17:38 |
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They unveiled a new painting of Prince Philip. I thought it looked too much like Civ5. Echo Chamber fucked around with this message at 20:29 on Dec 12, 2017 |
# ? Dec 12, 2017 17:42 |
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Echo Chamber posted:The unveiled a new painting of Prince Philip. I thought it looked too much like Civ5. *playing as Australia, you meet Prince Philip* "Are you still chucking spears at each other?"
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# ? Dec 12, 2017 18:10 |
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JeremoudCorbynejad posted:*playing as Australia, you meet Prince Philip*
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# ? Dec 13, 2017 00:14 |
So do the polders let you build land bridges?
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# ? Dec 13, 2017 00:59 |
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It looks like the tiles are still considered to be water; the work boats remain work boats after the improvement.
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# ? Dec 13, 2017 01:05 |
I like how her unique ability is something trade routes should've already been doing.
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# ? Dec 13, 2017 01:12 |
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I like The Netherlands as a colony power in this game. The loyalty with trade route ability will allow you set up cities in far away places, and grow them with a trade route while keeping them from flipping. The UU will help you take over Indonesian/archipelago type nations, and the polder will give you a couple of extra tiles to work once you take over their island. Too bad that the map script will still suck and navies still won't matter. The Human Crouton fucked around with this message at 01:24 on Dec 13, 2017 |
# ? Dec 13, 2017 01:22 |
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Would the Byzant that's playing me in Civ 5 GMR PM me please, for some reason the other goon "byzant" isn't you.
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# ? Dec 13, 2017 20:15 |
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Just watched the Rise and Fall live stream, and I'm pretty underwhelmed. The point where I really lost respect for it was when they transitioned from the Medieval age to a Renaissance golden age, and one of the special golden age policies they could select gave +4 great prophet points. The streamers mentions that those great prophet points are for founding a religion if you don't already have one. This shows that great prophet points still do nothing after a great prophet is created, yet are still accumulated and new means to generate them still exist past the point where they could ever be useful. The devs still don't realize that the timing for getting religions is not what they think it is. Every religion will be found on nearly every difficulty level by the Renaissance age. Slop game.
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# ? Dec 13, 2017 21:19 |
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Maybe all the professionals quit so they only have amateurs left.
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# ? Dec 13, 2017 22:10 |
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At least something that specific and simple is pretty easy to fix with a mod. Hell, there's certainly a way to make GPP-generating buildings do something else after all religions have been founded... maybe I should get on that some time.
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# ? Dec 13, 2017 22:25 |
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Magil Zeal posted:At least something that specific and simple is pretty easy to fix with a mod. I wish they had something like "Theologians" who you could purchase with GPP after unlocking a Great Prophet, and let them have effects in the same vein that Great Scientists/Engineers/Merchants have. Like they could give you a large bunch of faith for each adjacent tundra, or auto convert 1 city regardless of population, or Shrines/Temples/Religious buildings give +10 tourism, or add a 5th belief to your religion from any category. There's so many things you could do with these points, it really is disappointing they haven't addressed this issue.
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# ? Dec 13, 2017 22:34 |
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# ? Apr 29, 2024 14:07 |
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Madmarker posted:I wish they had something like "Theologians" who you could purchase with GPP after unlocking a Great Prophet, and let them have effects in the same vein that Great Scientists/Engineers/Merchants have. Like they could give you a large bunch of faith for each adjacent tundra, or auto convert 1 city regardless of population, or Shrines/Temples/Religious buildings give +10 tourism, or add a 5th belief to your religion from any category. There's so many things you could do with these points, it really is disappointing they haven't addressed this issue. There is a mod that does this exactly. The only problem is that it's a mod, and will break after every official update. It also slows the game down considerably since mods don't have access to the source code, and have to be implemented in very inefficient ways. The Human Crouton fucked around with this message at 01:16 on Dec 14, 2017 |
# ? Dec 14, 2017 01:11 |