The answer is third ring workable tiles in cities and a larger minimum city distance.
[spoilers] Pindicator Steals the Mapmakers Naming Theme
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Large minimum city distance seems like it would restrict the production needed for large armies - which wouldn't necessarily be bad on its own, except that the swingy RNG Civ 4 uses would make it easy for small sized battles to go badly and not let large numbers cancel out bad probabilities. (The RNG factor alone is what makes early game warfare with a handful of units feel especially punishing compared to Civ 6)
Except I'm talking about the middle ages / rennaissance eras where small numbers of units are not an issue.
Krill, I'm not sure working third ring tiles would be palatable as a mod change. I get that it's meant to solve the decreased overall production of units from having fewer cities, but I think there still is some space to have maps that nudge players towards this behavior. Though if we could ... I think I'd want to gate working the third ring behind some kind of tech. Maybe Engineering since that is the tech that shrinks the size of the map with 3-move roads. I think movement compared to map & empire size in the early ages is in a good spot. Civ6 is actually awful in this regard. Having 4- and 5- move land units really moves the problem earlier than it is in Civ4 ... I get that they are balancing around a 2-movememt melee unit, but it still makes the world feel smaller with less room. It's been some time since I played a civ 6 game, however, so perhaps my memory is wildly off
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Dodo Tier Player (April 16th, 2024, 17:23)pindicator Wrote: Except I'm talking about the middle ages / rennaissance eras where small numbers of units are not an issue. Though Civ 6 does substitute some complexity with positioning unit types that wouldn't make sense in Civ 4, so even if there's less room for strategic manouver, there's more room for tactical play and maybe that compensates? Also, it's pretty much a requirement to have larger move distances if you're going to have minimal UPT, so that the second rank can get into the battle.
Exactly. Which means Civ6 should have cities even farther apart. They dont' go far enough in that regard.
As for this game: ![]() Can lurkers ask scooter if he is really trying to defend or if he's just so jaded against Thoth that he's letting Commodore take all his stuff for free? Because it really looks like the second one is happening. And it really makes me want to quit playing. So somebody needs to assure me that I shouldn't be posting in the tech thread right now asking WTF is going on.
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Dodo Tier Player
Oh, I was just looking at timing. I switched back to saving gold with Gunpowder.
I kind of want to go for Physics. Just because it would be fun to check that off the bucket list. But I think I need one more GP to pull that off and no idea how to get one soon. So maybe I just tech Gunpowder and then see. Or maybe I tech Economics and get it that way?
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Dodo Tier Player
Economics in 4.
Thoth wants to fight Commodore together in 12 turns (probably when he gets Astro). I didn't respond at first, but then I decided it's probably the best way to play it out. So I sent a confirmation back.
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Dodo Tier Player
Somehow missed the movement discussion. This is an issue FFH2 has in spades, as every unit can take two moves and most get three, galleys start at four moves etc. It is really hard to balance making fun meals around.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(February 18th, 2024, 15:08)pindicator Wrote: Though I'm not sure how someone can have 1k more soldier points unless they built a warrior and haven't settled their second city by now. But everyone settled their capital t0 and their second city t1. Oh, I know this one! Because it bothered me too until I figured it out. The Viking UB gives soldier points. (February 18th, 2024, 20:53)pindicator Wrote: The very next turn I found something disappointing: Yuri showed up from the north. Generally agree with this sentiment a lot, both at the time and in the present. (February 28th, 2024, 17:43)pindicator Wrote: I feel there's something insightful to say here: I'll be honest, after the first time you refused OB with me, it took me a solid 3 more turns to remember you were Protective. (March 3rd, 2024, 11:39)pindicator Wrote: We have Scooter with the early rush to Bureaucracy and then focusing on whipping settlers from his capital. I really did love how he just chose to ate the anarchy turns in order to get to his preferred setup - I think we are a little too scared of anarchy here when sometimes strategy demands that you should be in a different setup. I felt like I was doing something "wrong" eating all that Anarchy, but it really felt like it was beginning to pay for itself fairly well right up until the double gank happened. I counted up the number of resources I was losing in a turn of anarchy, and compared to Bureau it caught up pretty quickly. It helped too that I had a hard time keeping up with worker improvements, so those "nothing" turns let my workers catch up a little bit. I don't know for sure if it was the best play, but I do generally agree Anarchy is over-avoided. It's also somewhat nice to let your first Golden Age be at the best possible time for you rather than have to fit it around a Civic swap. (March 7th, 2024, 00:17)pindicator Wrote: 038 The tough thing was I actually did see the obvious coming all the way. I was moving units to cover it off, and the city would have been fully defended the next turn combined with a Trireme to block the path. He came 1T too early for me. In other words, lost to turn order. Or maybe all that Anarchy. (March 12th, 2024, 09:09)pindicator Wrote: 3. This map was heavily biased against any civilization with immediate benefits. I could have picked Egypt and faired better with a War Chariot rush. Or Zulu and Impi rushed. There was no indication we would be put on a map where any civilization without immediate benefits was fucked. I think you're right about your land slice being the worst, but yeah this quote here was my main issue. I think the map would work well enough for Ancient, but it just doesn't really for Medieval unless it's clearly delineated as a "tight" map. Also, your frustrations here are a good example of why people get crankier over balance on "balanced" maps than they do on intentionally imbalanced maps. Imbalance just feels worse on "balanced" maps than imbalanced maps. (Still reading, though some comments may have to wait for post-game, we'll see.) |