December 4th, 2018, 12:04
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There seems to be some (slight) uncertainty regarding the "harvest resources" at CivFanatics. In-game that terminology would specifically mean bonus resources but I could see how it is "meant" to mean "harvest anything", which would completely eliminate forest & jungle chops. I think this may be a possibility only because they did buff the production values of unimproved forests & jungles.
December 4th, 2018, 12:15
(This post was last modified: December 4th, 2018, 12:17 by Grotsnot.)
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Can still chop (Rain)Forests though. But with +1 and +2 /+2 from Marae there are some incentives to keep a couple around. Interesting style.
(Edit: d'oh, ninja'd)
December 4th, 2018, 12:21
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I like keeping flatland forests around anyway (as long as they don't block good district locations) for the hammers. With an extra hammer I could even see myself keeping around hill-forests as it saves on two Builder charges (chop-mine). I imagine it's just a bonus resources thing though, otherwise you couldn't even build districts in a well forested area! (I've had several cities in past games where the entire BFC is forests/bonus res)
December 4th, 2018, 12:44
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Civ 6 snowball effect isn't that great. I'm not sure Maori bonuses will give as much as Rome's bonuses, for instance. Yeah, you get an extra builder, which means a few more hammers here and there (improving tiles isn't as valuable in 6 as it is in 4). But overall, does it help you conquering your neighbours more than a Legion or a powerful UU?
Worth noticing that you districts and other stuff start with higher cost due to getting free techs.
It depends on the numbers, really. But if they can't harvest resources, no matter the numbers, they are trash.
The minus strength aura on the UU can be good, but it depends on the units cost and if they can be upgraded into.
December 7th, 2018, 00:39
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Maori gameplay stream up on youtube.
Notable discussion at ~42 minutes: overflow no longer keeps production modifiers, and the change propagates down to vanilla. As of two months from now Limes chops are dead.
December 7th, 2018, 00:47
(This post was last modified: December 7th, 2018, 00:47 by TheArchduke.)
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Oh my. Hmm.
This may be a good thing, but it will slow down district builds considerably.
They "fixed" it. As if that was a new bug.
December 7th, 2018, 09:17
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Will they actually make changes to tile production or something else to compensate? My thought is no because I don't think they realize how big the problem is but maybe I am being too cynical.
December 7th, 2018, 12:44
(This post was last modified: December 7th, 2018, 12:46 by Japper007.)
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I like that they "fixed" chopping, it really made the game flow much faster than how it seemed to be intended (liftoff for the spaceship happened in the Industrial Era date-wise at the latest, even with very suboptimal play and sub-200 turn average victories are way faster than in civ 4 or even 5). I do hope to see the other side of the formula, cost scaling, get tuned down a lot as well, but I guess we'll see. At the very least it shows that they do know what a "solved" strategy looks like, which the previous streams had me severely doubtful of... But on the other hand it does have me worried that they go the Civ 5/Galciv3 route of nerfing top strategies into the ground and overly railroading the player into playing the way the devs want them to play (I'm talking about 4 city Tradition or planetary specialization penalties respectively).
December 9th, 2018, 09:05
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I don't like the way overflow is handled right now, but if they don't scale down costs or scale up production, this change will be net-negative for me. Vanilla Civ 6 is probably moving faster than intended, that's why the nerfed boosts in R&F. But then Civ 6 as intended is too slow for my taste.
Oh, and has there been any info if the new expansion requires the old? Like, can you have the power/global warming stuff without governors and era points?
December 10th, 2018, 05:34
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(December 7th, 2018, 12:44)Japper007 Wrote: I like that they "fixed" chopping, it really made the game flow much faster than how it seemed to be intended (liftoff for the spaceship happened in the Industrial Era date-wise at the latest, even with very suboptimal play and sub-200 turn average victories are way faster than in civ 4 or even 5).
So is this change how they're adjusting the Science Victory to take 30-40 years longer? It kind of sounds like it. And I guess it would also feed over into extending a Domination victory, because it's that much harder to get your military online.
hS
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