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Is it weird that this is the thing that caught my attention most? I know there's loads more important stuff, but the fact that the player now names regions and rivers they find made me squee when I first saw it. It's one of those "the player is actively creating a new world" ideas that I really love.
The inverse is one of my favorite Civ mods of all time - it's defunct now, I think, but in vanilla Civ V there was a mod that would automatically name cities unique things based on their surroundings, instead of their defaults. So a Spanish coastal city with a gold resource nearby would become Costa Dorado or something.
I kind of wish they had a mechanic for naming Continents. Like, on the world council one of the votes could be to name X continent, available only to those who had a city on that continent. It'd be like a mini-world leader vote, with only a landslide victory possible, and if you win the continent gets auto-renamed a preset name based on the Civ (so the USA names the continent America, or England names the continent the United Kingdom, etc and so on). The winner also gets a boost to tourism and loyalty pressure, etc.
The June 2019 update will be available for all players later today.
Patch is out, patch notes in the link.
Lots of good stuff. I'm excited to try it out when I get home. There's nothing jumping out at me that hasn't already been discussed in the livestreams and other previews, but it does look like the AI may get more aggressive about settling good city sites in the early to mid game.
Doing "Give Aid" missions as Mansa Musa is fun. Deeply unfair, but fun.
Something about it just feels historically accurate.
Edited by KnownUnknown on Jun 19th 2019 at 8:14:59 AM
Is there a way to make the resource icons larger? I keep overlooking them on the map.
Unless there's a way in the Interface section of the Options menu, then you're likely going to have to mod it in.
I don't understand how this loyalty system works. When I conquer a city that happens to be too far away because some other jerk captured the capital inbetween my conquered cities and it, it defects right away, but when I then conquer that capital back, that one city refuses to defect, even though it is the last city of that AI.
Okay, there are some parameters involved here that need to be considered.
So, we can see the factors involved:
On the other hand, when the original owner holds it, it gets a number of positive effects that help it not succumb. Some ways to mitigate this or force loyalty decline:
Edited by Fighteer on Jun 22nd 2019 at 12:46:05 PM
Made a ski resort on a mountain, and now the aquaduct there starts on the roof of the ski lodge. Oops.
Rumors of missing skiers mixed in with the city water supply are greatly exaggerated.
God, a The Dev Team Thinks of Everything mock news feed would be awesome in this series.
I like the districts, but I feel there are just so MANY of them, it becomes really complicated to plan everything out on the map. And then by the time you get nature reserves, good luck finding FOUR tiles you can sacrifice. And they need to be in the exact right shape, too.
Who says you need National Parks? I mean, sure, they're great for culture victory, but they aren't necessary. Civ VI encourages you to plan ahead, which the new map tagging system can help with. When you found a city, you can decide where you want each district and mark the map to show it. You can leave room for future parks this way if you want to.
Also, don't forget that your builders can remove improvements as well as add them, so if you find a nice diamond shape that happens to have a farm or mine on it, you can get rid of them.
I have found what appears to be a bug or at least an unintentional exploit in the new promotions system. When you upgrade or join two units together, abilities granted by districts, natural wonders, and other things are preserved and stack with each other, although each unique promotion can only benefit the unit once.
Well, I just found out that this includes Great General bonuses, if the unit is near an applicable general when you upgrade or combine it. I now have a set of units running around in my latest game with permanent +1 movement and +5 combat strength. Kind of nuts.
Can you remove districts as well? I just conquered a bunch of cities from an AI that went a little spam happy with encampments on a cramped small continent.
Also, I don't feel the map generator respects the settings very well for age of the world. I set it to old, but I still have loads of mountains carving up the continent. How bad is it on NEW worlds?
The tunnel mechanic is really handy, though.
I haven't gotten a real sense of how much the age and sea level settings really affect map generation. That's probably a better question for the Civfanatics forums. And no, you cannot remove districts. Well, there is exactly one way: if a district is built on a tile subject to sea level rise, and it gets fully submerged, whatever was on that is gone, including districts (excepting wonders). But you can never get those tiles back, so it's a moot point.
Oh, and there can only be Government Plaza for a civ, so if you capture a city with a surplus one, it's automatically wiped off.
Edited by Fighteer on Jun 23rd 2019 at 1:26:11 PM
You cannot remove districts. I think the only way you can once you placed it for building is through remove it through the queue while it is initially being built, unless that only works for wonders.
National Parks are still useful since they provide 2 Amenity for the city they're in and 1 Amenity to the four closest cities. They're also useful for Canadian defense in the Modern Age with Mounties.
Also, city planning can be a pain anyways. There have been times where I realized the best place for a canal, but a strategic resource ends up popping in its place.
The Panama canal wonder is a bit clumsy, too. It uses two tiles, but only shows one upon placement, so it is not clear if it will take up two tiles. At first I thought it would simply go between the two adjacent tiles, which would have been an elegant solution, but no such luck.
Some districts are a given, and some aren't, depending on your playstyle and what leader you're using.
Like, while cities generally don't need both a Harbor and a Commercial district at first, but Harbors are good things to keep in the pipe if you don't want to turn the city into a : Harbors give general housing, food and production bonuses (with some money, and of course the trader slot).
The biggest spacing issue, imo, comes from Wonders that have weird requirements but come way after other wonders and districts that don't.
Like Grand Zimbabwe. Fuck Grand Zimbabwe. But the most obvious one is probably the ones that need to be next to Harbors, because then you sacrifice adjacency bonuses for future wonder possibilities.
I've been playing a lot of Musa recently, so it's all Sugubas for me. But when not using them, I generally go straight for Theatre Squares, because more culture means more envoys and governor promotions. Industrial Districts go first to cities who need those production boosts to function, then to cities that are production capitals themselves, and then in the lategame to whichever I need for the power plant bonus.
It's also a rule of thumb for me to have a few Holy Sites, and to pursue means of purchasing things with faith: the less you have to produce yourself and the more slack you can give yourself, the stronger foundation you can give yourself.
Meanwhile, I almost never use Encampments (I probably should) unless I know a neighbor will be a problem. In my current game, literally the only reason I ever had one was because my city on the same continent is separated by a mountain range, and only a unit built via an Encampment can make mountain passes (neat).
I also usually eschew Entertainment Complexes and Water Parks unless, again, there's a pressing need for them. I'm generally good about founding cities near luxuries, so it only tends to come up in the late game.
How, exactly, are you supposed to win a diplomatic victory without blatantly gaming the system?
I知 going for a Diplomatic victory in my current Mansa Musa playthrough, and I知 not even ashamed to admit that I知 doing it by Save Scumming (as usual, I知 on the fast track to a Culturally Victory without really even trying, so I知 going to win anyway, doing it Diplomatically is just for the novelty).
It just takes too much guesswork to do normally.
Edited by KnownUnknown on Jun 24th 2019 at 2:54:25 AM
I was trying to kill all but one AI to get the votes I needed, but that just made me win the cultural victory instead.
Also, if you're thinking about a diplo victory, don't bother crippling civs but leaving them barely alive. They will jsut keep all their political power and block all your world congress votes.
I think part of the problem is that the city state suzerain system is too static. There is no way for civs to get their influence with them lowered, so basically the only choices you have is getting more influence than them (which is a chore when you have a lot of city states around), wiping the city states out, or wiping the civ out.
Run spy missions. Fabricate Scandal lowers the influence of all other civs with the target city-state. It's great for shutting them out.
That's a good idea, I'll try that some time.
I like how the spies are now actual units on the map. In Civ 5 I always tended to forget about them, so I just plugged them into my top ranked cities and forgot about them.
Edited by Redmess on Jun 24th 2019 at 1:44:42 PM
Some interesting statistics from the Steam trophy page.
I kind of feel smug about that because while I default to science victories I have won a diplo victory entirely by accident.
I think I was spamming wonders in the late game while waiting for my colony ship to actually arrive and got enough diplo victory points from that first.
Edited by KnightofLsama on Jun 25th 2019 at 9:21:49 PM
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