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Groke
Jul 27, 2007
New Adventures In Mom Strength

The Deleter posted:

I mean if you meet a new person and they aren't up for a friendly greeting stab then they're not worth knowing imo. :colbert:

What you have to consider is the following:

1. Iceland was settled by people who were kicked out of Viking-era Norway (mostly) for being antisocial assholes. Take a moment to consider where the bar for that had to be set, in that time and place.

2. Greenland was later settled from Iceland, by some people who failed to get along with their neighbours there. Since "getting along with your neighbours" encompassed vendettas and arson, that's got to imply some rather bad attitudes.

3. Finally, the attempt to settle Vinland was made by some guys who were too ornery for Greenland. If you'd expect those fellas to get along nicely with the natives they met there... you've got an overly optimistic view of human nature.

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Jump King
Aug 10, 2011

MMM Whatchya Say posted:

It's a story almost too kickin' rad to be believed, but the inuit actually made extensive use of some iron meteorites and cold forged them into tools. They traded with cultures to the south for native copper. The tools are characteristically crude of course, but it is a neat piece of history and according to some recent research, the inuit killed to get their hands on this stuff.

I mean, I recognize this is all stretching a bit for when it comes to civ, given that the central concept of the series is the city, something the inuit did not really do.

cheetah7071
Oct 20, 2010

honk honk
College Slice

MMM Whatchya Say posted:

It's a story almost too kickin' rad to be believed, but the inuit actually made extensive use of some iron meteorites and cold forged them into tools. They traded with cultures to the south for native copper. The tools are characteristically crude of course, but it is a neat piece of history and according to some recent research, the inuit killed to get their hands on this stuff.

I've read that meteoric iron was fairly commonly used among all peoples that had any form of metalworking--the hard part of using iron isn't working it, it's smelting ore into a usable metal, which is a step meteoric iron skips.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

MMM Whatchya Say posted:

It's a story almost too kickin' rad to be believed, but the inuit actually made extensive use of some iron meteorites and cold forged them into tools. They traded with cultures to the south for native copper. The tools are characteristically crude of course, but it is a neat piece of history and according to some recent research, the inuit killed to get their hands on this stuff.

Tibet & Inuit sky iron shared domination victory or i'm canceling my preorder

Safety Scissors
Feb 21, 2012

by FactsAreUseless

Kurtofan posted:

Skraeling civ

Resistance to non-fatal stabbings

I think the Japanese had that bonus in Civ 5.

Byzantine
Sep 1, 2007
Probation
Can't post for 20 hours!

MMM Whatchya Say posted:

I mean, I recognize this is all stretching a bit for when it comes to civ, given that the central concept of the series is the city, something the inuit did not really do.

Neither did the Huns.

CharlieFoxtrot
Mar 27, 2007

organize digital employees



But the Huns threatened the civilized races and thus need to be properly represented to fully represent the glorious history of Europa

Omnicarus
Jan 16, 2006

Can we get an Appalachian Coal Miner civ too please. I want to play the Blair Mountainuit.

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?
No Civ 4 thread, is there? Trying to get my bearings.

Jump King
Aug 10, 2011

Rinkles posted:

No Civ 4 thread, is there? Trying to get my bearings.

No, but that's all people talk about in here, so

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?
I was looking for some general advice on micromanaging cities. I'm not very good at managing sliders/city roles. Like, how do I determine whether a city should farm specialists (and which type) or commerce? Midgame I have problems just remembering what my plan was for city B after trying to figure out what to do with city C - it's overwhelming. I also have close to no idea what I'm doing with diplomacy - can't judge very well whether a tech trade is advantageous or not. (I play at noble level)

But more importantly I wanted to note my disappointment with Firaxis' abandonment of Civ 3's era specific leader portraits.

Fister Roboto
Feb 21, 2008

For specialist cities you want a location with lots of big food resources, like pigs or corn, so that you have as few non-specialist citizens as possible.

Industry cities are almost identical to specialist cities, but you'll want a lot more hills.

For commerce cities you want lots of flat grassland with rivers, or flood plains, and at least one food resource for growth.

As for what specialists to use, you should focus on scientists and engineers, though all the other ones have uses as well. With the caste system civic you can have unlimited scientists, but engineers are much harder to come by.

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?
I take it generally scientist cities are better than commerce cities for research because they work towards great scientists? At a glance, it can be hard to tell which would generate more beakers, especially if you haven't fully grown the city.

Fister Roboto
Feb 21, 2008

Specialists are strong in the early game, but cottages are better in the late game once they've grown to towns and you get the civics that enhance them.

Gwaint
Oct 22, 2010

"Music is the truth. Just listen..."
Germany!

https://www.youtube.com/watch?v=kyfztARmagA

Barbarossa, Leader Ability: Provides an additional Military Slot for governments and gives units bonus in combat vs city state units.
Civilization Ability: Provides an additional district than the population limit would normally allow.
Unique District: Hansa: Industrial zone replacement, gets production if placed next to commercial hubs, additional adjacent districts, or resources.
Unique Unit: U-boat: Low production cost, and has high combat ability in deep ocean.

Sounds like Germany's going to be a formidable foe... Wonder what his agenda is.

Away all Goats
Jul 5, 2005

Goose's rebellion

Is this like the first time ever Germany didn't get panzers as their unique unit?

Omnicarus
Jan 16, 2006

Interesting, sounds like Germany is going to be the destroyer of City-States in VI rather than the Mongolians.

Poor Belgium. :(

Gwaint
Oct 22, 2010

"Music is the truth. Just listen..."
I love how in Civ 5 the Germans got the Hansa which gave them a huge incentive to never conquer city states

And then in Civ 6 Germany is like "Nah actually let's just conquer them instead" and the Hansa just shrugs because its replacement bonuses are pretty nice as well.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
Both those abilities sound great in the early-game, merely okay in the late-game. Still, those tend to be the best types of bonuses in this sort of game.

Grapplejack
Nov 27, 2007

It's a little weird that they went with Uboats for Barbarossa, despite the massive time difference. Uboats seem like they would have been more Bismark's thing.

Uboats are, however, extremely German, so they fit that civ perfectly.

Omnicarus
Jan 16, 2006

Grapplejack posted:

It's a little weird that they went with Uboats for Barbarossa, despite the massive time difference. Uboats seem like they would have been more Bismark's thing.

Uboats are, however, extremely German, so they fit that civ perfectly.

I would've bet on Teutonic Knights or something along those lines, U-Boat is a little weird.

Zulily Zoetrope
Jun 1, 2011

Muldoon
Iunno, vanilla Germany in Civ V had Teutonic Fury, Landsknechten, Otto von Bismarck and Panzers. They've never been about doing a bunch of things from the same era.

Hogama
Sep 3, 2011
I think in general they're trying to represent points from throughout a civ's known history, so they've got a little bit of many eras for Germany. The unit's flavor is tied to the civ here, not Barbarossa. If Teddy didn't have an extra unique of his own, all America would have is the P-51 Mustang.
I can only assume that the bonus against City-State units still apply if someone uses the feature to pay to take command of them.

The extra Military policy slot means Barbarossa'll always have an edge, and Germany's population-free bonus Districts mean smaller cities can bring more specializations online faster; if nothing else, it'll make it easy to fit in more Encampments.

Kurtofan
Feb 16, 2011

hon hon hon

Grapplejack posted:

It's a little weird that they went with Uboats for Barbarossa, despite the massive time difference. Uboats seem like they would have been more Bismark's thing.

Uboats are, however, extremely German, so they fit that civ perfectly.

Uboats are the civ's unique unit, they're not linked to Barbarossa.

Jump King
Aug 10, 2011

Kajeesus posted:

Iunno, vanilla Germany in Civ V had Teutonic Fury, Landsknechten, Otto von Bismarck and Panzers. They've never been about doing a bunch of things from the same era.

Thay've been trying to match things up to the leader a little more in civ vi, that said,

Kurtofan posted:

Uboats are the civ's unique unit, they're not linked to Barbarossa.

E: the phrasing they're doing is pretty directly setting up multiple leaders, probably for an expansion or something.

Jump King fucked around with this message at 14:57 on Aug 17, 2016

Peas and Rice
Jul 14, 2004

Honor and profit.
The designers probably also said "hey, how can we get a unique submarine into the game?" and gave it to the one civilization that created a unique submarine.

That wasn't the Red October of course.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Peas and Rice posted:

The designers probably also said "hey, how can we get a unique submarine into the game?" and gave it to the one civilization that created a unique submarine.

That wasn't the Red October of course.

Give the USA the Hunley as a unique submarine that replaces the ironclad. Or the Gato for the WW2 version. The US submarine fleet in WW2 was much larger and far more effective than the German u-boat fleet, just less iconic.

Jump King
Aug 10, 2011

I feel like the WW1 U-boats were more significant than the WW2 ones

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Rinkles posted:

I was looking for some general advice on micromanaging cities. I'm not very good at managing sliders/city roles. Like, how do I determine whether a city should farm specialists (and which type) or commerce? Midgame I have problems just remembering what my plan was for city B after trying to figure out what to do with city C - it's overwhelming. I also have close to no idea what I'm doing with diplomacy - can't judge very well whether a tech trade is advantageous or not. (I play at noble level)

Commerce goes on rivers since rivers give a +1 commerce bonus. Floodplains are handy as they're river tiles with +1 food to help the city grow. Throw down lots of hamlets and they'll eventually grow into towns for monstrous commerce bonuses. Specialist cities have lots of food resources (or, failing that, floodplains) to help them grow quickly and support citizens who aren't producing any food. So there is a certain amount of overlap there, but really a good specialist city has a few tiles worth 4+ food, while a good commerce city has a lot of tiles worth 2-3 food. Production cities need hammers, and hammers means hills and/or improved strategic resources. They also need some food to help the city grow though.

As for remembering what a city is for, you can always take notes. Simplest way would just be to rename the city and add a "(C)", "(S)", or "(P)" to the end of its name to remind you what it's for.

The slider should always be generating as much science as possible (subject to your financial burden), unless you're going for a culture victory in which case it's at max science until you get your last culture-generating tech and then switches to max culture.

Diplomacy: in general, tech trades are favorable to you -- they help you while also helping one of your opponents, so you net come out ahead compared to the rest of the pack. You can compare the beaker cost of the tech to see if your trading partner is trying to gouge you. There are some techs you may want to hold onto for strategic reasons (especially, ones that give key units or access to important scientific benefits), and you may want to hold onto a tech until after you've built the wonder it unlocks, assuming you care about the wonder, but otherwise, trade early and often. Every tech you buy from another civ is one less tech you have to research yourself.

Note, however, that if you do trade away a tech, you should try to trade it away to as many civs as possible on the same turn -- otherwise, the civ you sold it to will turn around and do the same.

Captain Fargle
Feb 16, 2011

MMM Whatchya Say posted:

Thay've been trying to match things up to the leader a little more in civ vi, that said,


E: the phrasing they're doing is pretty directly setting up multiple leaders, probably for an expansion or something.

People keep saying this and going on and on and on about multiple leaders when it's far more likely that it's just going to be a return of that option from Civ 4 that lets you scramble which Civs the Leaders are in charge of. So a game with Queen Tomyris of Brazil or whatever.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
I just had a thought. If generals still create citadels and steal territory in this game, could we steal wonders without even going to war? :v:

Jump King
Aug 10, 2011

Captain Fargle posted:

People keep saying this and going on and on and on about multiple leaders when it's far more likely that it's just going to be a return of that option from Civ 4 that lets you scramble which Civs the Leaders are in charge of. So a game with Queen Tomyris of Brazil or whatever.

Could be both, or they're leaving themselves open to options. I figure at the very least there'll be an option to mod in additional leaders.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
I'd much prefer additional Civs to additional leaders for existing Civs, so I'm hoping Captain Fargle is right on this one.

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!

JeremoudCorbynejad posted:

I just had a thought. If generals still create citadels and steal territory in this game, could we steal wonders without even going to war? :v:

Maybe, but that'd likely be Causus Belli like crazy.

Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*

Kurtofan posted:

who would be the leader of the Inuit

Les Stroud

Jump King
Aug 10, 2011

JVNO posted:

I'd much prefer additional Civs to additional leaders for existing Civs, so I'm hoping Captain Fargle is right on this one.

Yeah It'd be a little disappointing if they just tracked over the sam civs a second time rather than working in a bunch of extra civs. Doing both would be fun though.

SlyFrog
May 16, 2007

What? One name? Who are you, Seal?

Kurtofan posted:

Skraeling civ

This isn't 40K - keep your skraelings out of my Civ game.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Serious answer for Inuit leader- Colonialist Legacies modders used Ekeuhnick, which is at least as valid a pick as Dido or Hiawatha. That is, a somewhat mythical figure whose existence is debated but evidence leans toward 'yes'.

Alternatively, for an ice based civilization, you could use the Sami.

PoizenJam fucked around with this message at 21:30 on Aug 17, 2016

Raserys
Aug 22, 2011

IT'S YA BOY
Weren't they planning to add the Inuit, but the latter objected to whoever they chose as the leader?

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Kurtofan
Feb 16, 2011

hon hon hon

Raserys posted:

Weren't they planning to add the Inuit, but the latter objected to whoever they chose as the leader?

Pretty sure that's the Pueblo.

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