Doesn't CtH do something about unique buildings never obsoleting?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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Doesn't CtH do something about unique buildings never obsoleting?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(January 3rd, 2024, 04:00)Qgqqqqq Wrote: Doesn't CtH do something about unique buildings never obsoleting? Yes, which is why they show up differently in my test. The monument is obsolete and thus displays only culture, while the obelisk is not and shows both. Not sure exactly what the bug with the monument is though, the display or the effect.
Yes, UBs don't obsolete, which is why Egypt, Ethiopia and NA have a Cha synergy.
Worth pointing out maybe that even if obsoleted monuments still give happy faces, you can't add new ones in new cities unless you have a unique monument civ.
Indeed. Similarly, while the UB Monuments don't go obsolete, Stonehenge will, so that's actually an anti-synergy with CHA.
It's fascinating how snake picks have changed since I last participated in one; I guess it's a testament to the balancing of the traits that I'm the only one who first-picked a leader rather than a civ.
So GT took Ethiopia (with the ultra-aggro Boudica ![]() I guess at least GT didn't take Native America to pump up AGG/CHA with the Totem Pole, but the starting techs are pretty trash for my start - and assuming relative parity, for theirs too - so I don't think I can justify it even for a non-obsoleting Monument. So my new China-alternative to add some synergy to the Trait-UB is Babylon, with the growth-accelerating Garden (Colosseum) which is definitely a build-everywhere at 40h. Bowman is an interesting early UU although requires 2 off-path techs to enable. I also lose Mining in exchange for The Wheel, while keeping Agriculture. Of the two, I think Agri is more important to the start since Mining offers little without BW because there's no riverside hill to mine without also having to chop - more flexibility. The plan with Agri/Wheel for this start is to lead off with AH, settle Horses and use Chariots for deterrence while getting the rest online. I think what it may come down to is that it feels like it's more straightforward to make the most out of Babylon, whereas China has more potential for a good player to lay down a strong early game and ride it higher. Question is whether I feel like I can (or want to spend the effort to) do so. I shall continue to procrastinate until forced to stop! ![]()
T000 -
With the right start in hand, Cod is founded: ![]() I guess the Gems went away, which is sad. I'm also glad I'm not racing for a religion since the other start I saw had riverside Corn first-ring and I have to wait for the border pop to get the extra commerce from the Cows. Interesting Corn/Jungle spot up there; Scout will head a little way and then turn inland as I want to track the capital river Westward into the floodplains bleed. I'll leave reviewing the coast for Fish for later since I'll likely not be settling in that direction first anyway. I probably should build out a spreadsheet for the game, but am pretty busy right now and there isn't really anything to change for the first 12-14 turns anyway.
T001 -
Logged in kinda late last night to play the turn as I noticed the roll just as I was about to head to bed, and so didn't grab a picture. Not that there's much to comment on on a turn-by-turn basis this early! Scout moved 2NW and found some Dyes in the Jungle. There's going to be a lovely city up this way one day ... let's hope I survive long enough to see it. ![]() In the meantime I guess at least some of the other threads are keeping busy with pick assessments and tier lists. You will not see either here, but I'm hoping to maintain my PB74 standing as mid-tier "Solid, but Rusty" ... and maybe this time with less of the "wtf is that combo doing"! |