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Civ 6 Release and Update Discussion Thread

(February 7th, 2018, 19:24)Magil Wrote: Presumably they're trying to address the part of the playerbase that feels the tech pacing in the game is currently too fast compared to the production rate. Lots of folks don't know how to really game the system to churn out stuff quickly. There's a fair number of mods out there dedicated to slowing down the pace of the game.

But most science isn't even from pop... If they want to slow down tech pace, they should tackle the OP Enlightenment policy or somehow nerf Campuses. This is one of the many changes where I just question whether they can even play their own game. Way I see it, this only makes Campuses even more the one true strategy than it already is, since now you can't possibly ever keep up in science with someone who does get them early.
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(February 8th, 2018, 13:20)Japper007 Wrote:
(February 7th, 2018, 19:24)Magil Wrote: Presumably they're trying to address the part of the playerbase that feels the tech pacing in the game is currently too fast compared to the production rate. Lots of folks don't know how to really game the system to churn out stuff quickly. There's a fair number of mods out there dedicated to slowing down the pace of the game.

But most science isn't even from pop... If they want to slow down tech pace, they should tackle the OP Enlightenment policy or somehow nerf Campuses. This is one of the many changes where I just question whether they can even play their own game. Way I see it, this only makes Campuses even more the one true strategy than it already is, since now you can't possibly ever keep up in science with someone who does get them early.

If I am not mistaken, in expansion they nerf policy cards related with district buildings for example rationalism, instead doubling science value of buildings in campus with rationalism, rationalism only increase it with 50% when city is above 10 population and other 50% when campus got at least 3 adjacency bonus (3 mountains or 6 adjacent districts in case of campus) . This is a buff for Japan since Meiji Restoration causes all districts get 1 adjacency bonus instead 0.5 per district.
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(February 7th, 2018, 17:26)Alhambram Wrote:
(February 7th, 2018, 17:11)pindicator Wrote: And the reddit thread is claiming eurekas were reduced to 40%, which isn't in the patch notes.

At livestream preview of expansion it happened: 40% eureka's. I guess that it comes with expansion and not vanilla. We shall see tomorrow when expansion comes out.

Just played first turn of expansion, settling at coast: 40% eureka for sailing. China get 50% eureka in expansion.
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I only got to play 50 turns in 1 game but the initial tech speed felt noticeably slower.

Also : has anyone found a complete list of what gives era score? That seems more like random RPG sidequests than eurekas
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(February 8th, 2018, 14:12)pindicator Wrote: I only got to play 50 turns in 1 game but the initial tech speed felt noticeably slower.

Also : has anyone found a complete list of what gives era score? That seems more like random RPG sidequests than eurekas

There are a lot of things. Be hard to track down a comprehensive list. Edit: See the lists below.
Civ 6 Adventure 1 Report
Now complete!
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(February 8th, 2018, 14:12)pindicator Wrote: I only got to play 50 turns in 1 game but the initial tech speed felt noticeably slower.

Also : has anyone found a complete list of what gives era score? That seems more like random RPG sidequests than eurekas

Might not be exhaustive, but it's as good as a reference as any right now:

https://forums.civfanatics.com/threads/e...ch.625722/
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(February 8th, 2018, 14:12)pindicator Wrote: I only got to play 50 turns in 1 game but the initial tech speed felt noticeably slower.

Also : has anyone found a complete list of what gives era score? That seems more like random RPG sidequests than eurekas

I believe all the things that give you era score are historic moments (except for your Dedication), so the list from this post on Civfanatics should cover it.
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If you play with Rise and Fall rules then 1pop gives 0.5 science.
Since the age now advances globally you get a lot of Great People in R&F. to illustrate a lot: I'm not even on turn 200 on my King-diifficulty game yet and have around 18 (maybe more will check once I'm home) Great People already.
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(February 8th, 2018, 13:20)Japper007 Wrote:
(February 7th, 2018, 19:24)Magil Wrote: Presumably they're trying to address the part of the playerbase that feels the tech pacing in the game is currently too fast compared to the production rate. Lots of folks don't know how to really game the system to churn out stuff quickly. There's a fair number of mods out there dedicated to slowing down the pace of the game.

But most science isn't even from pop... If they want to slow down tech pace, they should tackle the OP Enlightenment policy or somehow nerf Campuses. This is one of the many changes where I just question whether they can even play their own game. Way I see it, this only makes Campuses even more the one true strategy than it already is, since now you can't possibly ever keep up in science with someone who does get them early.

I agree, but they did that also. Rationalism changed a lot as Alhambram pointed out. They also changed it so that Scientific city-states now boost Libraries and Universities rather than just the Campus district, so you do need to invest in production to get anything out of them. Not that I'm saying this will accomplish their goal, but they did at least attack the problem from multiple angles.
Civ 6 Adventure 1 Report
Now complete!
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I am not liking this era stuff...at all.

The historic moments need to be way more open instead of hidden until you stumble across them. It's like they implemented that terrible Tom Chick suggestion to make eurekas secretly random. I know they're not random, but they might as well be to a first time player who doesn't know what they are. And even after you know, you constantly have to alt+tab out to consult an outside source for them. Terrible terrible.

And the values just seem off. Even after knowing what they are, I can never avoid getting a dark age after the first era. I can understand not getting a golden age without very good planning, but I still fall short of even a normal age despite getting a bunch of big scores: clearing a barb camp, first to discover a natural wonder, deploying unique unit.

I just really dislike the whole system. It feels too much like overly fiddling planning stuff like the great people civic slingshots in Civ 4.


The loyalty system is a tad better. It actually encourages expanding out near your own cities and does a lot to curb that extremely silly "drop a city deep inside the cracks in enemy territory". It also finally gives a point for getting amenities.

The governors...meh? More moving parts the game didn't really need. I also can't imagine many situations where you wouldn't always take the +20% research/culture one first and put them in your capital.
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