February 21st, 2018, 19:51
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(February 21st, 2018, 05:50)Brian Shanahan Wrote: (February 19th, 2018, 16:04)Krill Wrote: Yeah, Magnus is broken. It's somewhat hilarious that it reached release: I think that it's more fun to not pick him myself and give him over to the AI.
Just read the CFC discussion about him. It's hilarious reading the people who don't understand how central chopping is to any proper Civ 6 strategy (except for "the AI is dumb, hur de hur"). Even I who has only other people's game reports to go on can see how strong chopping is.
Link for interested parties?
February 22nd, 2018, 07:28
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(February 21st, 2018, 05:50)Brian Shanahan Wrote: (February 19th, 2018, 16:04)Krill Wrote: Yeah, Magnus is broken. It's somewhat hilarious that it reached release: I think that it's more fun to not pick him myself and give him over to the AI.
Just read the CFC discussion about him. It's hilarious reading the people who don't understand how central chopping is to any proper Civ 6 strategy (except for "the AI is dumb, hur de hur"). Even I who has only other people's game reports to go on can see how strong chopping is.
Without knowing the exact context: To be fair, if you don't read those reports and haven't played a previous civ on a high level, it's not that obvious. Superficially, chopping looks like choosing a short-term advantage over a long-term advantage. Maybe useful if you need a unit quickly, but not something you should do a lot, unless you want to build an improvement on the forested tile right now. Of course, actually, a short term advantage in the early game is a long term advantage. I'm not saying that's some kind of higher math, but again, it's not obvious.
Also, it wouldn't have occurred to me without reading reports to exploit chopping overflow with Ilkum, Agoge, and friends. It just seemed like common sense to me that such bonuses will be divided out of the overflow again.
February 22nd, 2018, 17:17
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(February 21st, 2018, 19:51)Chevalier Mal Fet Wrote: (February 21st, 2018, 05:50)Brian Shanahan Wrote: (February 19th, 2018, 16:04)Krill Wrote: Yeah, Magnus is broken. It's somewhat hilarious that it reached release: I think that it's more fun to not pick him myself and give him over to the AI.
Just read the CFC discussion about him. It's hilarious reading the people who don't understand how central chopping is to any proper Civ 6 strategy (except for "the AI is dumb, hur de hur"). Even I who has only other people's game reports to go on can see how strong chopping is.
Link for interested parties?
Linky, linky.
(February 22nd, 2018, 07:28)RFS-81 Wrote: (February 21st, 2018, 05:50)Brian Shanahan Wrote: (February 19th, 2018, 16:04)Krill Wrote: Yeah, Magnus is broken. It's somewhat hilarious that it reached release: I think that it's more fun to not pick him myself and give him over to the AI.
Just read the CFC discussion about him. It's hilarious reading the people who don't understand how central chopping is to any proper Civ 6 strategy (except for "the AI is dumb, hur de hur"). Even I who has only other people's game reports to go on can see how strong chopping is.
Without knowing the exact context: To be fair, if you don't read those reports and haven't played a previous civ on a high level, it's not that obvious. Superficially, chopping looks like choosing a short-term advantage over a long-term advantage. Maybe useful if you need a unit quickly, but not something you should do a lot, unless you want to build an improvement on the forested tile right now. Of course, actually, a short term advantage in the early game is a long term advantage. I'm not saying that's some kind of higher math, but again, it's not obvious.
Also, it wouldn't have occurred to me without reading reports to exploit chopping overflow with Ilkum, Agoge, and friends. It just seemed like common sense to me that such bonuses will be divided out of the overflow again.
I don't know about that, it didn't take much by way of experimentation for me to find out that slavery was powerful in civ 4 (even though I was late to the game, I was also late to forums like here or CFC), it simply took me a while, and a bit of reading, to figure out how to use it effectively.
I would say Civ 6 players are, on average, not statistically more stupid than I am, a bit of experimentation should show that it's useful at the very least.
Travelling on a mote of dust, suspended in a sunbeam.
February 22nd, 2018, 17:42
(This post was last modified: February 22nd, 2018, 18:24 by Woden.)
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That thread at CivFanatics is funny. I am surprised at all the people who think chopping is exploitative. I can see how it can be ridiculous in SP games, when the AI has no clue how to use it but am very much looking forward to see Magnus in action in MP games. I can see him speeding up the early game greatly and we should see early expansion explosions in the Classical Era. We might even see full maps in some games.
I am starting to think Magnus might be more of an equalizer in MP against some of the unique abilities of various civilizations. No longer can China get most of the early wonders and will have to choose which ones they want to pursue with others able to 1 or 2 chop wonders. Half price unique districts might not be such a big deal if everybody can 1-turn chop out a district.
February 22nd, 2018, 18:04
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I mean, the overflow setup is a bit exploitative, I'm surprised it hasn't been fixed by now.
I haven't played enough to know if it's a real problem but it's bad design IMO.
February 22nd, 2018, 18:21
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(February 22nd, 2018, 18:04)The Black Sword Wrote: I mean, the overflow setup is a bit exploitative, I'm surprised it hasn't been fixed by now.
I haven't played enough to know if it's a real problem but it's bad design IMO.
Could I persuade you to join a PBEM game?
February 23rd, 2018, 07:30
(This post was last modified: February 23rd, 2018, 08:22 by Hail.)
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Woden Wrote:In one of the livestreams, they built entertainment districts and were running "Bread and Circus" projects to get Brazil's cities to flip.
"Bread and Circus" projects are OP if your cities' placement is concave, while enemey's is convex. Golden Age obviously helps.
before
after
Krill Wrote:Yeah, Magnus is broken. It's somewhat hilarious that it reached release: I think that it's more fun to not pick him myself and give him over to the AI. each civ on the map has the same governor pool.
P.S. GP Adam Smith had his ability reworked.
me on civfanatics.com
An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
No gods or kings. Only Man.
February 24th, 2018, 05:45
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Quote:Could I persuade you to join a PBEM game?
I'd love to, but I'm keeping myself to 1 game at a time until my time frees up more.
February 24th, 2018, 08:24
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(February 23rd, 2018, 07:30)Hail Wrote: Krill Wrote:Yeah, Magnus is broken. It's somewhat hilarious that it reached release: I think that it's more fun to not pick him myself and give him over to the AI. each civ on the map has the same governor pool.
Just because every player has the same access to Magnus does not mean he is not broken. He is broken because it is a one right choice, and all the other Guv'nors are trash in comparison.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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March 2018 Patch for Rise and Fall is now live!
GENERAL UPDATES
- Added a new historic moment for being the second or later Civilization to discover a Natural Wonder, + 1 Era Score.
- Clarified Amundsen-Scott Research Station bonus in the text.
- Made the Water Park cheaper to be consistent with the Aerodrome.
- Reworked the way that warmongering is handled between declaration of war capturing cities, and razing cities.
- Unit experience gained from fighting Free Cities and Free City units is now capped at +1 after obtaining the unit’s first promotion.
- Removed the Flirtatious and Curmudgeon agendas.
- Ranged units garrisoned in a city are now always considered to be in an elevated position if the city has walls or urban defenses.
- Updated Korean Palace art.
- Fixed situations where players could have Shared Visibility while at war.
- Fixed an issue where Observation Balloons were incorrectly granting the Drone unit's combat strength buff.
- Fixed an issue where the Stadium effects did not match the text.
- Stadium: +2 Tourism for cities with at least 10 population. +5 tourism to cities with at least 20 population. +2 Entertainment amenities for all cities within 6 tiles. (Now only applies to Stadium and not districts.)
- Increased defenses of early era city states to discourage easy conquest by AI and players.
BALANCE CHANGES- Allow the 3 land tiles next to Polder to include Hills.
- Added Loyalty per turn to Emergency target cities so that Emergencies will no longer end in the member’s favor without them doing anything.
- Added the Entertainment Complex building effects.
- Arena: +1 Culture. +1 Tourism once Conservation is unlocked. +1 Entertainment amenity for this city
- Zoo: +1 Science to all Rainforest and Marsh tiles in this city. +1 Entertainment amenity for all cities within 6 tiles.
- Stadium: +2 Tourism for cities with at least 10 population. +5 tourism to cities with at least 20 population. +2 Entertainment amenities for all cities within 6 tiles.
- Made building National Parks much more important to leaders with the Environmentalist and Exploitative agendas.
- Military Alliances now provide a bonus against city states.
- Macedon no longer receives boosts for conquering a Free City.
- Have Twilight Valor apply to Naval Melee units.
- Neutralize Governor turn duration has been adjusted for game speed.
- Gain Sources turn duration has been adjusted for game speed.
AI UPDATES- Added some improvements in sorting great works into collections.
- Improved AI progress through tech and civic tree.
- Garrisoned ranged units are much less likely to leave City Centers and Encampments.
UI UPDATES- Historic Moments are now accessible from the End Game Results screen.
- Made sure we displayed the right city details for cities being ceded.
- City States no longer display "At War" tooltip if we aren't at war.
- Former capitals are now properly differentiated from captured capitals.
- City Banner polish and bug fixes.
- Our Leader diplomacy screen now uses the longer, more detailed descriptions for unique units, buildings, etc.
- The diplomacy deal edit box will now fit up to 5 items to fit all 5 Alliance types.
- Zero out points per turn if we're not in an alliance and updated the tooltip to inform the player they need an alliance to gain points.
- Diplomacy portraits in the HUD now indicate alliance type.
- Governor promotion buttons will now use the disabled state properly for promotions we don't have the pre-requisites to earn.
- The religion lens banner fly out will no longer display redundant icons for the first religion when it's about to convert or be tagged as predominate when it's still converting.
- Resolved terrain tooltips displaying over selection panels in certain situations.
- Added tooltips for a variety of loyalty UI.
- Adding alliance icons to tech tree nodes so players know what their Level 3 Research Alliance members are researching.
- Movement paths are now shown on the religion lens.
- Revised Raze City tooltip text for accuracy.
- Emphasized several notification icons indicating negative game events
- Clarified Era score and Age threshold UI while in the last era of the game.
- Added Research Alliance indicator to Research Chooser.
- Added a scroll panel to operative list on the Espionage overview.
BUG FIXES- Fixed an issue preventing water Natural Wonders from appearing on Huge maps.
- Fixed a bug that was causing embarked units to use their embarked strength instead of their unit strength when conducting an amphibious attack.
- ‘Amphibious’ unit promotion is now correctly removing the attack penalty in an amphibious attack.
- Fixed a bug causing incorrect unit maintenance costs to be incurred.
- Fixed a bug with the Pax Brittania unique ability that was granting a free melee unit when England obtained a city other than through settling.
- Fixed a bug causing the player to be charged an incorrect amount when purchasing a District with Gold.
- Fixed a bug causing units set to ‘Alert’ to be changed to ‘Fortified’, preventing them from waking up when enemies are near.
- Historic Moment for recapturing a city you originally founded can now only trigger once per plot location, to prevent an exploit where it could be farmed for era score.
- Fixed the Holy Righteous Queen achievement and the Metroplex achievement to have proper unlock requirements.
- Preserve proper number of government slots after liberating a city with a Wonder that provides slots.
- Fixed the Space Port, it was being counted as a specialty district.
- Fixed Matterhorn and Zhangye Danxia spawning surrounded by mountains.
- Allowed the Advanced Seminar in Astrophysics achievement to work in more permutations of district placement.
- Made sure a second work of art from the same artists provides some culture/tourism in the Apadana.
- Ensured that city state suzerain bonuses are applied properly after you capture a city.
- Fixed Kilwa Kisiwani bonus to production in other cities when you get another suzerain of that type.
http://steamcommunity.com/games/289070/a...9074270683
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