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Honestly a standard "bridge" district for building over 1-tile-wide water gaps would be really handy in general. Locking it behind a one-of-a-kind World Wonder strikes me as a bit unnecessary.
I'd say have the wonder give a tourism bonus and so something like reduce the production/purchase cost of the non-wonder versions
Hearing there will be railroads, mountain tunnels and canals.
Also, there will be a Panama Canal wonder, and an achievement for using canals, cities and the wonder in a 7-tile formation together.
Yeah there may actually be a bridge district and the golden gate is just a wonder version Of it
ALSO THEYRE FINALLY ADDING PRODUCTION QUEUES
I can see Egypt getting food and production bonuses from the floods, considering how Nile's floods were crucial historically for their civilization.
I don't own Civ VI, but what the hell is this ad-ridden launcher update they're pushing to Civ V? It certainly isn't motivating me to buy VI, even with the discount they're having right now. Ugh. This is a dick move on Firaxis' part.
"Ad-ridden"? They're advertising their own products — specifically, the one I'm playing right now. I see nothing offensive about that.
I know that proprietary launchers get a bad rap, but I'm not going to make that a breakpoint for whether I get a game.
Edited by Fighteer on Nov 21st 2018 at 8:15:49 AM
Fair, but it's still incredibly jarring...and annoying...to see advertisement where there was none before. And besides, it seems to crash the game for people - don't take my word for it, look at these comments.
I can be compassionate for those who are having issues, but it doesn't stop me from playing, so I'm not going to reject it out of some sense of moral outrage.
Very glad to see climate change making an official return after being left out of Civ 5, and the weather system/map changing looks very promising. As does the return of World Congress and Diplomatic Victory. Now they just need to improve the AI, among other needed improvements, and I can start playing Civ 6 over Vox Populi lol
Seeing how the Incas are very likely getting in this expac, I wonder if the Iroquoi will be added in as well, since that Civ has always been treated as the counterpart to the Incas (and their dependency on forests is super thematic to Gathering Storm). I just hope in that case that the Iroquoi would actually be worth playing, and their "Great Law of Peace" is utilized
It'd be nice if there was enough room on the game screen to refer to them as the Haudenosaunee, too.
The "new and improved" Civ V launcher at least lets me play the game, but it has borked the worldbuilder, which is unfortunate since it's got my D&D world map on it. And the fact that 2K is doing stuff like this to an eight-year-old game in an attempt to make me buy the latest entry in the series is ironically making me much less likely to give them my money. And increasingly worried about what XCOM 3 might look like.
The promised UI improvements are welcome. What I really want to see, in no particular order, is:
Yes, I know mods can handle many of these things, but it's inexcusable that they aren't baseline. At least we're finally getting production queues, although the developers are right that the location requirements for districts can make a queue very tricky to program.
Edited by Fighteer on Nov 21st 2018 at 11:35:50 AM
"There's a mod for that" is never an excuse for a feature being absent from a base game.
Are you not able to set cities to convert their production into money or science like in Civ V?
Yes, you are. It works differently, though. In earlier Civ games, you could set cities to produce science, gold, luxuries, etc. indefinitely. In Civ VI, certain districts give you the ability to produce Projects. Each project has a base cost (scaling with game turn count), provides resources each turn while in production, and then a burst of resources when completed. So, for example, in a Commercial Hub, you can build a project that gives you gold per turn (based on the amount of production the city puts into it) and Great Merchant points when done.
The problem is that these projects end and then you have to select the city's production again. It's infuriating; a simple "Keep producing this" checkbox in the city screen would solve the issue. It could also be done for unit production, though not for buildings obviously.
It's just one example of how Civ VI's interface stops working well in the late game. It's fine for small empires with under a dozen cities, because you can keep track of everything visually. But if you have twenty or thirty cities on a Large or Huge map, it's infuriatingly difficult to keep track of what they're all doing, and it takes forever to cycle through your production each turn.
Edited by Fighteer on Nov 21st 2018 at 5:16:34 AM
Wow, as someone who's only played V, twenty or thirty cities to a side sounds absolutely absurd. A mere nine cities would be already be more trouble than it's worth in V. I don't think even an AI Rome, which tends to build as many cities as it can, ends up with that many cities.
Edited by shigmiya64 on Nov 21st 2018 at 5:41:18 AM
I like that Civ VI lets us build wide again without crippling us the way Civ V did.
It's not necessarily the most optimal strategy, but... I just like watching my empire grow absurdly huge through border expansion, settling new lands, and conquest. There's an immensely satisfying feeling when an entire continent and its coastal islands are fully engulfed in your border colors.
In Civ V you could avoid that problem by playing as Rome, Russia or the Shoshone.
Luxuries limit civilization growth in Civ VI, meaning that you have to work harder to keep everyone happy enough to be productive.
I thought it was neat that they brought back city happiness. Though yeah there needs to be incentive for extra luxuries besides trade fodder.
First Look at Hungary, led by Mattias Corvinus.
Pearl of the Danube
Edited by tclittle on Nov 27th 2018 at 9:57:20 AM
Does this ean that that leak from earlier was correct? Would be really disappointing if Sweden ended up ruled by someone who's main claim to fame was abdicating the throne.
Hungary looks like fun, although the Huszar seems a bit schizophrenic. Obviously you want to go for Domination in the mid-game using armies of levied city-state units, but how you are supposed to maintain alliances while doing that is a bit of a mystery. I guess we'll have to see how the reworked Warmonger penalties affect AI relationships.
Edited by Fighteer on Nov 27th 2018 at 12:33:18 PM
Can I say that I like that, from the look of it, this expansion seems to be structured around being a good guy? Environmental friendliness, niceness to your neighbors, etc. look like the way to go for maximum rewards here. Given the stereotype of Civ players as constructing ridiculously over-the-top dystopias I thought it was welcome.
Do we have a Videogame Caring Reward trope? Edit: No.
Edited by HamburgerTime on Nov 27th 2018 at 12:39:22 PM
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