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A man can still dream.
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
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