December 15th, 2018, 06:36
Posts: 7,602
Threads: 75
Joined: Jan 2018
Well nerds will stay nerds
December 15th, 2018, 07:34
Posts: 5,357
Threads: 53
Joined: Oct 2010
(December 14th, 2018, 12:33)Grotsnot Wrote: The same people who actually like V better than IV or VI: Redditors
(Edit: to clarify, liking V over one of IV and VI is understandable [though I disagree]. Rating it higher than both is nanners)
It's not as crazy at it sounds
* Unlike 4, 5 allows to win games without expanding, and win wars without losing units
* AI in 5, while not amazing, does fewer crazy things than AI in 6. The whole world doesn't hate you for declaring war on a city state in 5, AI knows not to send unprotected settlers out into the wilderness, things like that. Also, it can be argued that 5 has better UI - and looks better in general, especially if you don't like 6's art style
December 15th, 2018, 13:38
(This post was last modified: December 15th, 2018, 13:39 by shallow_thought.)
Posts: 2,096
Threads: 12
Joined: Oct 2015
(December 15th, 2018, 04:12)Rowain Wrote: Maybe we are the odd crowd out.
I stood in the pub with my workmates, explaining that I was playing Civ IV one turn a day, taking an hour or more to play some turns (because I'm chatting with a teammate, posting pics for him to see etc., rather than because I'm doing anything serious).
I think they were nerdy enough to find this impressive rather than sad. I think. But we're definitely not normal.
It may have looked easy, but that is because it was done correctly - Brian Moore
December 18th, 2018, 12:05
(This post was last modified: December 18th, 2018, 12:09 by rho21.)
Posts: 1,267
Threads: 7
Joined: Apr 2006
Inca: https://www.youtube.com/watch?v=exGFiectofk
An improvement that goes on hills and provides food but actually might not be never worth building.
December 18th, 2018, 13:39
Posts: 1,447
Threads: 0
Joined: Dec 2017
That's a truly ridiculous amount of food in the right spot, but I don't know where they will get enough cost-effective housing for it to matter much. They synergy with aqueducts should help somewhat.
December 18th, 2018, 13:54
Posts: 549
Threads: 3
Joined: Apr 2018
(December 18th, 2018, 12:05)rho21 Wrote: Inca: https://www.youtube.com/watch?v=exGFiectofk
An improvement that goes on hills and provides food but actually might not be never worth building.
It also adds production to tiles near freshwater or aqueducts. Assuming it is available right from the start I could see some use on plains-hills or grass-hills next to a river. That would give 2/2 or 3/2 food/hammer tiles which are decent yields early on, especially with overflow going away. That being said, unless they can be built early and improve with tech the way mines and farms do, may not generate the ROI needed to be worthwhile. Looks like they add one food to mountains which are workable for the Inca. Again not really great but niche useful?
I would be interested to know if their tunnel improvement works for enemies as well. Roads do, so I do not see why these would not. Might be useful on the attack or to colonize a hard to reach area, depending on the map.
Overall the expansion civs have been surprisingly restrained (other than the Maori).
December 18th, 2018, 14:46
Posts: 376
Threads: 4
Joined: Feb 2018
Quote:especially with overflow going away.
It's only the modifiers to overflow getting reworked, right? For (an unrealistic) example, IIUC, a 20 chop applied to a 60/80 Wall then a Warrior queued up - with Limes & Agoge active - it should now do the sane thing of appling 10chopcogs @+100% to the Wall then apply the remaining 10 @+50% to the Warrior.
Interesting to see more terraforming stuff coming out of this expansion. Reminds me of the old Civ 2 days.
December 19th, 2018, 03:41
Posts: 396
Threads: 1
Joined: Nov 2011
The overflow abuse is going away, not overflow in general. So the multiplicators work as they do in Civ IV for example, which is basically the way you would expect them to work.
Only took them 2 expansions to figure that one out.
I look forward to Boosting Policies actually boosting the stuff it is intended, but now we're back in the beginning where districts just cost way too much hammers.
Will probably make Magnus even more valuable, as he will be the only way to boost district chops.
December 19th, 2018, 09:58
(This post was last modified: December 19th, 2018, 09:58 by AdrienIer.)
Posts: 6,247
Threads: 17
Joined: Jul 2014
In a mountain-heavy area (like in a fractal map) Incas are going to be insane
December 19th, 2018, 10:17
Posts: 1,069
Threads: 6
Joined: Jun 2017
(December 19th, 2018, 03:41)Ituralde Wrote: but now we're back in the beginning where districts just cost way too much hammers.
Will probably make Magnus even more valuable, as he will be the only way to boost district chops.
The expansion also comes with a big rework of the tech and civics tree, maybe we'll get a policy card for District production? Especially given the fact that the devs seem to love building Aquaducts and other suboptimal things in their cities.
|