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Who is still playing Civ 2 like me? I wish they would reboot it as a native app for tablets like Ubisoft did with Heroes of Might and Magic 3
Full list of new wonders:
Golden Gate Bridge: Modern; connects two coasts; boosts tourism from improvements and national parks; grants amenities and tile appeal.
University of Sankore: Medieval; Desert or Desert Hills; bonuses to science and faith; domestic trade routes yield bonus science and faith; international trade routes yield extra gold and science
Machu Piccu: Medieval; grants gold; adjacency bonuses for commercial, theater, and industrial districts near mountains
Great Bath: Ancient; Floodplains; adds faith to every tile where flood damage was prevented; city tiles are now immune to flood damage
Meenkashi Temple: Medieval; build next to holy site; grants free gurus; gives gurus an ability which adds more religious combat strength and movement to adjacent religious units
Országház: Industrial; next to river; provides culture; additional diplomatic favor each turn when Surzerain of a city-state
Panama Canal: industrial; flat land; extra gold for trade routes that cross your canal district; connects canal districts so ships can cross land.
Finally updated that Disney Civ list a little...
Agrabah - Sultan/Sultana Aladdin & Jasmine, Jafar
Annuvin - The Horned King
Arendelle - Queen Elsa
Corona - Princess Rapunzel, King Frederic
Germany - Princess Snow White / Queen Grimhilde
France - Princess Cinderella & Prince Charming
France (again) - Frollo
Inca - Kuzco and Yzma
Edited by KnownUnknown on Feb 13th 2019 at 10:29:36 AM
So, I've finished my first game of the new expansion earlier today and just some impressions. Played as Australia because... that's just what I do.
Floods seem to be the most common type of natural disaster you'll be dealing with, depending on the map type at least. But conversely they are also the most easily mitigated, though it will cost you a tile. But given that dams can be upgraded to hydroelectric dams later on there are upsides. And mitigated floods still give you at least some of the upsides while removing the negatives.
Sea level rise seems to be impossible to avoid completely, you can only hope to mitigate it with coastal flood barriers when the relevant tech is researched. Especially since coal burning power plants are kind of a necessity and there seems to be no way to decommission them (or oil burners) without upgrading to nuclear power plants. That being said building more renewable sources does reduce the upkeep on them. And I was playing on a hot map, I imaging it's going to be worse on temperate and cool settings.
For Australia at least with our strong coastal bias, offshore wind farms (power and production) and sea steadings (food, production and culture bonuses to fish resources) are your friend. I imagine they'll be similarly useful for the Maori, Indonesia and other civs who focus on ocean and coastal regions.
The world congress starts early. In the medieval period for my game at least and I can't tell if its a case of one civ meeting all the other civs like in V. Maybe. I didn't but Harald might have. Diplomatic Favour seems to be fairly easy to earn as long as you manage to stay suzerain of at least a couple of city states. The International Games are back and rather than a certain amount of production to complete it's turn based with the most production committed being the winner. Production itself takes the form of a repeating district project available in every city.
I just won a game playing as Sweden, on Prince difficulty because I don't want to be at a numerical disadvantage against the AI while learning the new mechanics. I wanted to go for a Diplomatic victory, since that's what Kristina seems designed for, but ultimately won a Religious victory instead, a few turns before I would have won a Cultural victory, and with at least two sessions of the World Congress to go before I could win with diplomacy.
My start position was awful: stuck in a corner between mountain ranges and Indonesia. I could have been wiped out easily but Gitarja decided to be friendly, and later became a reliable ally, so that particular crisis was averted. Frederick, on the other hand, was cleaning up on the middle of the continent, expanding like crazy, and I foresaw a war on the horizon. I was not wrong.
It ended up being Gitarja and me against Germany and the Maori, and the resulting conflict saw Frederick driven back, losing massive amounts of territory, until I occupied the entire middle of the continent. I later befriended Kupe (he wasn't really into the war thing, and I was taking care of my land, satisfying his agenda) and it became a three-way assault. Germany crumbled, but I left him with two cities that I expected would fall to loyalty pressure so I didn't have to get large Grievance penalties.
Of course, I couldn't avoid that entirely, and the midgame saw my Apostles spread out across the world, spreading Zoroastrianism to the Spartans, Persians, Zulus, Dutch, and so on. They didn't like that, and so Grievances continued to pile up. However, my Great People and persistent control of city-states saw my lead in Diplomatic Favor continue to grow. I won every Nobel Prize, increasing my diplomatic dominance.
I had been afraid that the Zulu might win a Scientific Victory, but all those German cities helped me get my science up and even scrape ahead of him. As sea levels rose, triggered in no small part by my enormous consumption of coal, my Apostles beat down attempts at restoring any other religions, and then I discovered the late-game power of Rock Bands.
This may be my favorite new mechanic. Some of their promotions are downright broken, such as the one that causes loyalty to drop by 50 points in a city that hosts a concert, or the one that automatically converts a city to my religion. Rock Bands are freaking insane, and finally give us something useful to spend late-game Faith on.
I'm loving this expansion, with one possible exception: the rate of climate change feels a bit too high. Now, admittedly, I wasn't helping, but with a consumption of maybe 12 to 15 Coal per turn (I was starting to switch over my power to oil and hadn't even started on nuclear yet), and the only civ consuming significant fossil fuel resources, I was in Stage IV before we'd even gotten much into the 20th century. One of my cities was built on coastal lowland and lost several tiles to flooding, including a full Archaeological Museum. That hurt. The mechanic feels overtuned.
Edited by Fighteer on Feb 17th 2019 at 10:54:38 AM
The game really made settling to lakes more favorable due to the lack of floods.
I've found something awesome. Apparently, mountain tunnels join any tunnel to any other tunnel in the same mountain range for the same movement cost. It is absolutely hilarious, never mind absurd, to pop a unit into a tunnel and have it pop out twelve tiles away.
It also seems to me as if the default world generation algorithm has been weighted to generate more mountains in ranges.
Edited by Fighteer on Feb 20th 2019 at 6:24:10 AM
Aspyr, the people behind the Nintendo Switch port of VI, has possibly accidentally confirmed and then edited out the fact the expansions are coming to the system while on the Switch subreddit.
Since this looks true, I may end up double dipping when the expansions come out.
Also apparently water units can enter and pass through mountain tunnels too. Probably a bug?
there are rivers and lakes beneath mountains
I've found a bit of an exploit in the Grievances mechanic, I think. If you capture cities in a war with another civ, they earn grievances against you. These attach to the specific civ, and other civs' dislike of you is based on the net negative grievances you have with all others. If you declare peace, the initial capture grievances are doubled, which can cause a large spike in global disapproval.
When a civilization is wiped out, their personal grievances disappear completely. Capturing a civilization's last city creates a very large grievance for all other civs, which is intended to mitigate this. However, if a civilization is wiped out by loyalty pressure (their last city flips), you aren't credited with any grievances, even if you are at war with them at the time, and even if you immediately capture the resulting free city.
So, as long as you can sustain the immediate diplomatic penalties earned for fighting a war, you can completely erase them by letting the opponent's final city flip instead of capturing it. This is a big change from pre-Gathering Storm, wherein everyone would remember your accumulated warmonger penalty regardless of how the war ended.
Another way of saying this is that it's more diplomatically advantageous to never declare peace and fight the war in such a way as to cause your opponent's last city to flip, than to capture a few cities and call it quits. This is assuming you don't give the cities back at the peace table, which... I've never done. I don't know about anyone else.
Related, the diplomatic penalties for grievances double-dip a bit. When you have offended a civilization, you take a diplomatic hit for the action you took and for the accumulated grievances from all of your actions against that civ. It can make a minor infraction explode quickly.
Edited by Fighteer on Feb 22nd 2019 at 12:46:41 PM
I dunno about you, but generally if I'm ruthlessly conquering one nation in its entirety, 99% of the time I intend to conquer every other nation as well and therefore don't care how much they hate me.
But it's good to know for when you're stuck next to a nation that's cutting off your growth and want to take their land for yourself, but still want to go for a non-conquest victory.
Yeah, that's a situation I find myself in quite often.
I should have mentioned that the other way to negate the bonus grievances from capturing a civ's final city is to liberate that city — this trick precedes Gathering Storm. Of course, that only works if the city you're capturing originally belonged to a different civ (or is a city-state). For this reason, I will often plan wars to ensure that my target's last remaining city is a city-state, which isn't difficult considering how aggressively the AI conquers them in the early to mid game.
City-State Emergencies are the best if you want to retain diplomatic relations with other civs, because there are zero grievances no matter how many cities you capture, as long as you follow the last-city rule above.
Edited to add: Something funny happened in my game as Pachacuti the other day. This is the same game where I built lots of his early tunnel improvements (whose name I won't try to type from memory here). Kongo declared war on me due to the proximity of my empire, and while I had anticipated this and set up a city specifically for forward defense (with walls and an encampment district), what I didn't expect was for several units to teleport right next to my relatively undefended capital, using my own tunnel network.
It got a bit close as to whether they were going to capture it.
Edited by Fighteer on Feb 22nd 2019 at 3:59:58 PM
Okay, using Rock Bands to force opponents' cities to loyalty flip in the late game is so broken that it's kind of scary.
Truth In Fiction?
Damn, Mansa Musa shits gold.
Prince, Standard Island Plates map. Spawned on the same continent with Georgia, Sweden, Kongo and (GASP!) the Mongols. Considering it's an island map, things became very cramped pretty soon: I only managed to found three cities before we collectively ran out of space at the end of the Classical era. Initially I've shared borders with Tamar and Genghis Khan, the latter being just south of my capital with a mountain range with a single passage providing reliable defence against him.
Three cities means four trade routes, but thanks to Mansa Musa's leader bonus I've managed to increase it by the Renaissance era to six by entering a golden age and a heroic age. In the Medieval era the World Congress started, and I've managed to pass a rule to give Mali the ability to culture bomb when any kind of district is built. That dealt with the "lack of territory" problem. But not for long.
As soon as Mali's UU were available, I've started a conquest of Georgian lands, curb-stomping Tamar and leaving her with just one city, which quickly flipped to me on its own. With the expansion of the trade route pool my income was around 500 gold per turn and money stopped being a problem at that point. The second war was with Sweden, who are located on the other side of the continent with Kongo squeezed between us. It was already the Modern era, and by that point I've already been allied with the rest of the world: the aforementioned Mongols and Kongo with Phoenicia, Korea and Rome. Conquered Stockholm and another big Swedish city, took two more cities during peace negotiations in exchange for 170 gold per turn and the income was still around 600 gold.
So now I'm halfway to the Diplomatic and Culture victories. Earned 6 points at the World Congress, built the Statue of Liberty with the latest session ending in the rest of the world voting to take away 1 point from me. Seondeok (predictably), Trajan (unsurprisingly) and Mvemba (surprisingly) are going for the Science victory, with the latter also being my only competitor at the Culture victory. Temujin is threatening to attain the Religious victory, but I think I can keep those civs in check and I am aiming to win by points. So far, I'm liking the new expansion.
Edited by Millership on Feb 23rd 2019 at 11:40:39 PM
I don't know; I'm having trouble accepting the verisimilitude of, say, the Beatles and Celine Dion playing back to back concerts in Denver and the city subsequently declaring independence from the U.S. If that really works, though, we should try it on North Korea or something.
Edited by Fighteer on Feb 23rd 2019 at 12:42:09 PM
I like to role play Norway as Norsca from Warhammer. The moment i got Berserker i begin to go to war with the nearest empire. the Berserker take city without wall quite fast as long as you try to avoid taking damage since those Berserker die so fast. Once i finish one country i immediately move one to the next one.
Eleanor really works more for France than England.
Is there no way to end a Declaration of Friendship prematurely? In my current game, Aminatore, who's supposedly my "friend", has been repeatedly betraying my trust by sending apostles into my territory and converting my cities, resulting in my religion being nearly eradicated. I've been unable to stop her by "condemning heretics" because we're supposedly friends.
I find this really infuriating. I've repeatedly got her to promise to stop converting my cities, promises which she then instantly breaks. I feel like that I should be able to declare an end to our friendship so I can condemn her apostles given that she's accumulated hundreds of grievance points.
I don't know if it's possible but it would be nice if, in addition to your total CO 2 production you could get an idea of your CO 2 production per turn. Because once you get to the late game and you've got renewable sources coming out your ears it would be nice to know how much effect your carbon sequestration projects are having.
x2 Can you nuke her?
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