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I got to hear him perform the entirety of Calling All Dawns and that "suite from my upcoming album about birds" with the NY Phil a few months ago. Was totally worth it. Would recommend if you're in a city where he's performing.
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# ? Jul 11, 2016 20:25 |
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# ? May 28, 2024 16:04 |
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More Well of Souls info: * Cities don't have to be built on the coast to build a harbor - as long as you can get the districts out there, any city can build a harbor. Doing so doesn't appear to let an inland city build naval units, but it allows access to sea trade routes. * Spaceport confirmed as unique city district required for the science victory. Taking out a civ's spaceport "will set back a civilization's space program significantly, but not stop it entirely." * Sphinxes are a unique tile improvement for Egypt and add culture and faith. * New Eurekas: Iron Working: Build an Iron Mine. Cartography: Build 2 Harbors Currency: Establish a Trade Route. Industrialization: Build 3 Workshops. * New Inspirations: Craftsmanship: Improve 3 tiles Drama and Poetry: Build a wonder. Feudalism: Build 6 Farms Games and Recreation: Research the Construction technology Nationalism: Declare war using a casus belli. * New economic policies: God King: +1 Faith and +1 Gold in the Capital. Insulae (Games and Recreation): +1 Housing in all cities with at least 2 specialty districts. * New unit: Quadrireme. Ancient-era naval ranged unit. * Rice is a food bonus, unsurprisingly.
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# ? Jul 11, 2016 20:29 |
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sarmhan posted:Good news everyone! Christopher Tin is back. If you haven't listened/bought the Offworld Trading Company OST, it's pretty good. He channels a little bit of Philip Glass.
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# ? Jul 11, 2016 20:53 |
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Cythereal posted:* Cities don't have to be built on the coast to build a harbor - as long as you can get the districts out there, any city can build a harbor. Doing so doesn't appear to let an inland city build naval units, but it allows access to sea trade routes. This is pretty notable, and new for a Civ game. I always hated that being slightly away from the sea meant that all your sea tiles were worthless forever.
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# ? Jul 11, 2016 21:29 |
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I'm kind of surprised that you still need to settle on the ocean if you want to build naval units, though. What with other military units being built (or appearing, anyway) at the encampment district, it seems natural that naval units would be built/appear at the harbor.
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# ? Jul 11, 2016 21:32 |
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TooMuchAbstraction posted:I'm kind of surprised that you still need to settle on the ocean if you want to build naval units, though. What with other military units being built (or appearing, anyway) at the encampment district, it seems natural that naval units would be built/appear at the harbor. I can sort of see a balance case being made for that in that if you want to project power in the sea, you need to be vulnerable to attack from the sea at the same time.
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# ? Jul 11, 2016 21:37 |
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Not sure what I was expecting but I am disappointed by the eurekas from how I understand it. I feel like it will cause me to base too many build and improvement decisions on that factor almost always.
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# ? Jul 11, 2016 22:57 |
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Gort posted:I can sort of see a balance case being made for that in that if you want to project power in the sea, you need to be vulnerable to attack from the sea at the same time. Yeah, I guess, but it still bugs me to think that a civilization can be effectively landlocked as far as projecting naval power is concerned, even if they have plenty of coastline in their borders. Is it not enough, vulnerability-wise, that players be able to destroy each others' harbors and have ocean-based bombardment units? Especially considering how powerful ocean units tend to be in comparison to land units (having higher combat power, movement speed, etc.), having a galleon or battleship follow your army to snipe enemy land units and help destroy districts would be quite helpful, even if it can't itself capture any cities.
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# ? Jul 11, 2016 23:06 |
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Hand Row posted:Not sure what I was expecting but I am disappointed by the eurekas from how I understand it. I feel like it will cause me to base too many build and improvement decisions on that factor almost always. You will just have to see what the opportunity cost will be. "Build three workshops" doesn't mean anything until we know how much each workshop costs, what bonus they provide (other that the eureka one), how much other same-era buildings cost, and of course what they offer, both in normal per-turn bonuses and their own eurekas. For me, I think that the most likely way this system will affect my playstyle will be that I will delay researching technologies if I know that I have a chance to complete their eureka requirements in my normal build sequence.
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# ? Jul 11, 2016 23:15 |
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TooMuchAbstraction posted:Yeah, I guess, but it still bugs me to think that a civilization can be effectively landlocked as far as projecting naval power is concerned, even if they have plenty of coastline in their borders. Is it not enough, vulnerability-wise, that players be able to destroy each others' harbors and have ocean-based bombardment units? Especially considering how powerful ocean units tend to be in comparison to land units (having higher combat power, movement speed, etc.), having a galleon or battleship follow your army to snipe enemy land units and help destroy districts would be quite helpful, even if it can't itself capture any cities. Yeah, even though I voiced that argument I don't really love it. It'll be particularly bad when the AI basically plops its cities down at random, or starts with room for a single city and doesn't put it on the coast.
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# ? Jul 11, 2016 23:16 |
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TooMuchAbstraction posted:I'm kind of surprised that you still need to settle on the ocean if you want to build naval units, though. What with other military units being built (or appearing, anyway) at the encampment district, it seems natural that naval units would be built/appear at the harbor. TooMuchAbstraction posted:Yeah, I guess, but it still bugs me to think that a civilization can be effectively landlocked as far as projecting naval power is concerned, even if they have plenty of coastline in their borders. Is it not enough, vulnerability-wise, that players be able to destroy each others' harbors and have ocean-based bombardment units? Especially considering how powerful ocean units tend to be in comparison to land units (having higher combat power, movement speed, etc.), having a galleon or battleship follow your army to snipe enemy land units and help destroy districts would be quite helpful, even if it can't itself capture any cities. I'm not sure what you're trying to say here exactly. The new system is that a city up to three hexes away from the ocean can build a harbor now. That city will be able to build naval units, and those naval units will spawn at that city's harbor. Is the way you understand the mechanic as well, or was there another point you were trying to make?
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# ? Jul 11, 2016 23:18 |
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The Human Crouton posted:I'm not sure what you're trying to say here exactly. The new system is that a city up to three hexes away from the ocean can build a harbor now. That city will be able to build naval units, and those naval units will spawn at that city's harbor. Is the way you understand the mechanic as well, or was there another point you were trying to make? Your understanding is how I thought it would work, but: Cythereal posted:More Well of Souls info: This is what I was reacting to.
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# ? Jul 11, 2016 23:22 |
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TooMuchAbstraction posted:Your understanding is how I thought it would work, but: I'm just going by Well of Souls, which confirmed inland cities can build harbors to allow access to sea trade routes, but it didn't say anything about whether or not inland cities could build naval units.
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# ? Jul 11, 2016 23:23 |
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TooMuchAbstraction posted:Your understanding is how I thought it would work, but: This line basically means that other cities can't build naval units and have them spawn in that harbor. But if you have a city that is not on the a coast, it can still build naval units using its own harbor.
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# ? Jul 11, 2016 23:25 |
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Do you think we'll ever get Italy?
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# ? Jul 11, 2016 23:28 |
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Kurtofan posted:Do you think we'll ever get Italy? Which leader of Italy would you want?
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# ? Jul 11, 2016 23:31 |
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Cythereal posted:I'm just going by Well of Souls, which confirmed inland cities can build harbors to allow access to sea trade routes, but it didn't say anything about whether or not inland cities could build naval units. That's just a misleadingly phrased sentence. Here, I'll dispel this pretty quick. https://youtu.be/jye2b1DNOsI?t=8m40s Watch until 10:15. Cities with harbors can build naval units. The Human Crouton fucked around with this message at 23:38 on Jul 11, 2016 |
# ? Jul 11, 2016 23:33 |
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Gort posted:Which leader of Italy would you want? Pope Urban II
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# ? Jul 11, 2016 23:45 |
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Kurtofan posted:Do you think we'll ever get Italy? I doubt it, just because Rome will always be in.
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# ? Jul 12, 2016 00:14 |
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Since we got Venice in 5 I could see them doing another Italian City-State sometime, but a unified Italy seems unlikely, especially with Rome around.
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# ? Jul 12, 2016 01:30 |
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The Human Crouton posted:That's just a misleadingly phrased sentence. Here, I'll dispel this pretty quick. Rewatching this might've answered the question I was about to ask, which is : can you build units concurrently in your city and harbor and encampment, or do you only ever get one build queue and the various districts just act like rallying points? I don't think it's been mentioned explicitly whether you can or not, but in that video Ed does say you can build ships either in your city or the harbor but presumably not both at the same time. I wonder if you can build buildings in your city and units in a district at the same time? I can see pros and cons for both methods but I'm going to assume you only ever get one build queue because that's the simplest way to handle what could be a confusing game element.
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# ? Jul 12, 2016 02:52 |
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Kalko posted:Rewatching this might've answered the question I was about to ask, which is : can you build units concurrently in your city and harbor and encampment, or do you only ever get one build queue and the various districts just act like rallying points? I don't think it's been mentioned explicitly whether you can or not, but in that video Ed does say you can build ships either in your city or the harbor but presumably not both at the same time. Almost 100 percent chance that you only get one queue. Military units just spawn in a harbor or encampment instead of the city center if you have them. Encampment or harbors would be way too overpowered if you got two queues, and like you suggested, it would get too complicated for little reward to let you split your production between two queues.
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# ? Jul 12, 2016 03:09 |
If I set up a trade route and the next turn start researching currency, do I get the eurika immediately or do I need to set up another route?
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# ? Jul 12, 2016 04:15 |
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As far as I've read, you'd already have the Eureka without directing your research to Currency. That or it'd store the objective as complete to be applied as soon as it's relevant. Either way, it's not something you have to worry about doing during research.
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# ? Jul 12, 2016 04:26 |
I would hope so, having to do it any other way would be asinine. Plus, stuff you do normally would boost the relevant research, so it'd work out well I think
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# ? Jul 12, 2016 05:20 |
Oh man the other way would be terrible. Make another city on the coast? Just during the window that I'm researching sailing? Yeah, it's gotta apply the bonuses for stuff you did before you started the tech.
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# ? Jul 12, 2016 05:31 |
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They've confirmed that they are based on total lifetime progress, not just since starting the tech/unlocking it on the tree.
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# ? Jul 12, 2016 05:37 |
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At first "build 3 workshops" sounded like a weirdly easy Eureka, but I suppose before you build those workshops, you need the dedicated Industral districts to house them (as opposed to any of the other 12), and the population to support those districts...
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# ? Jul 12, 2016 05:56 |
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Gort posted:Which leader of Italy would you want? Giuseppe Garibaldi would be the obvious choice.
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# ? Jul 12, 2016 06:04 |
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Fister Roboto posted:Giuseppe Garibaldi would be the obvious choice. Theodoric the Great
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# ? Jul 12, 2016 06:10 |
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Fister Roboto posted:Giuseppe Garibaldi would be the obvious choice. Vittorio Emmanuel II would seem more likely to me, as the actual first ruler of the unified Italian Kingdom. Lorenzo de Medici would work if they want to go for a "Gajah Mada of Indonesia" thing.
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# ? Jul 12, 2016 07:30 |
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Niccolò Machiavelli.
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# ? Jul 12, 2016 07:52 |
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Tarquinn posted:Niccolò Machiavelli. Okay. I want Italy now.
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# ? Jul 12, 2016 11:26 |
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I mean there's Byzantium and Ottoman, Italy just seems like a good idea.It feels like the last major "modern" European civ they haven't done yet.
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# ? Jul 12, 2016 11:32 |
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If this poster in the background is in alphabetical order by civilization name(which appears to be the case), then civfanatics is on course to deduce 100% of the 18 initial civs and first 4 DLC civs within the next couple of days.
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# ? Jul 12, 2016 18:09 |
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There's gonna be a cat Civ?!?
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# ? Jul 12, 2016 18:15 |
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Seems to be in alphabetical order, for those trying to figure out. EDIT: Never mind, didn't read the post enough. I see Augustus for Rome, Peter I for Russia, Pedro I for Brazil maybe. Will check a bit more when I'm home. Negostrike fucked around with this message at 18:26 on Jul 12, 2016 |
# ? Jul 12, 2016 18:24 |
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Jay Rust posted:There's gonna be a cat Civ?!? The Pridelands.
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# ? Jul 12, 2016 18:24 |
Jay Rust posted:There's gonna be a cat Civ?!? Civ 6 and Master of Orion crossover confirmed.
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# ? Jul 12, 2016 18:25 |
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# ? May 28, 2024 16:04 |
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Pretty sure that's Gandhi there. Ah well.
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# ? Jul 12, 2016 18:42 |