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Hogama
Sep 3, 2011
And now it's on Youtube.



I dunno about diplomacy, keeping in line with a civ's agenda helps keep some peace but there's a lot of modifiers that play into relations. With the examples given after declaring a surprise war, he was meeting Catherine's main agenda and was still only barely positive with her before the warmonger penalty. Guess I'll have to see the release balance on all the effects.

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OfChristandMen
Feb 14, 2006

GENERIC CANDY AVATAR #2
I think it's nice to have some give and take with Civs instead of them just being mad because you're obviously weaker (and an opportunistic target) or stronger (can I have your luxuries for free? how about some horses?). Before it was just kind of like looking at modifiers that you had little control over (I built your wonders, I settled lands close to you, I have a religion, your city states like me better than you, piss off) that didn't seem to give much interplay.

At least now I can be sure that Teddy likes me badgering people on other continents or I can be sure that Norway is going to raid my poo poo if I don't build a navy. I think it's great that they're picking specific leaders with specific agendas to build AIs around rather than just picking their favorite historical leader and giving them anachronastic abilities and sliding scale care modifiers.

I think it also does a good job of crafting an ethos of the civ in historical/futuristic terms rather than being like "oh joy, Hiawatha's going to expand everywhere", because that's what the Iriqouis were known for...

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Also remember that there are going to be random AI national agendas in addition to the set personal ones. You might get a game where Harald respects that you have a strong navy but judging by your lack of culture you're clearly unsophisticated swine so have at you.

Rexides
Jul 25, 2011

I think it would be worthwhile to decouple the objective assessment of a Civ ("has a big navy", "has low culture", "is a warmonger") from the subjective sentiment ("You took my city", "You adopted my religion", "You helped my enemy") in diplomacy. One should probably act as a shield for backstabbing, and the other should affect how favorable deals you can get, or something like that. It just seems to be that diplomacy is missing a lot by trying to distill everything into one value.

ate shit on live tv
Feb 15, 2004

by Azathoth
You reversed those terms subjective/objective, but yes I agree with you. Additionally as far as AI's are concerned Norway liking people that have a big navy and disliking people (and thus more likely to go declare war on) who don't is a good design decision as well. If you are a viking civ which, ostensibly Norway is, you'd want to raid people without a way to stop you.

Same with England liking that you have more wonders then them, if you were able to build a bunch of wonders then you are more likely a peaceful civ, so they are more likely to buddy up with you. Whereas someone like Shaka would be more likely to declare war on you and claim those wonders for himself.

Poil
Mar 17, 2007

If Shaka takes a lot of cities with wonders will England start liking him for being a peaceful wonder builder? :v:

ate shit on live tv
Feb 15, 2004

by Azathoth

Poil posted:

If Shaka takes a lot of cities with wonders will England start liking him for being a peaceful wonder builder? :v:

In Civ4 a late game Shaka wasn't a war monger, so I say yes.

Super Jay Mann
Nov 6, 2008

I agree with this post in general except...

Magil Zeal posted:

Nah it was pretty easy to get bored with V really quick after release. Once you figured out that the terrain didn't matter and trading posts were -always- the best and the various other balance flaws (maritime city states) it kinda sucked the fun out of the game, along with the completely irrational/inscrutable diplomatic AI and general personal annoyance with 1UPT. All that was really messed up about IV on release was the multiplayer (which was, admittedly, a shitshow), the base game mechanics were solid and balance wasn't that out of whack.

Someone doesn't remember 18-strength Cossacks, 16-strength Redcoats, and 30 hammer chops from Turn 0 :getin: . Fortunately all that nonsense got patched out relatively quickly.

Nevertheless your overall point is sound. I don't really understand the revisionist history that Civ 4 was bad until the expansions, that absolutely was never true at all. V before expansions was just bad in comparison.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Have they mentioned what happens to tiles that you build districts onto? As in, do you keep any of their original tiles yields? Do you flatten off bonus features like sheep/deer etc? The thought hit me randomly, that if that happens, the location of expansions would be almost irrelevant for tall cities; they'll be flattening out the countryside regardless of what's on it, which is a shame.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



I think the only difference is they replace improvements, so you'd still have the minor resource bonus. You'd have to go really tall for it to make a huge impact since it's 1 district to 3 pop, and it also would be self-regulating when you start replacing all your farms for space.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
Some districts also get adjacency bonuses for things like being next to forests or farms, so it's not like they completely replace improvements, even for tall cities.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Ghostlight posted:

I think the only difference is they replace improvements, so you'd still have the minor resource bonus. You'd have to go really tall for it to make a huge impact since it's 1 district to 3 pop, and it also would be self-regulating when you start replacing all your farms for space.

Housing is the other new big cap on population size, since you need to have space to put all your dudes, some of which might involve building neighborhood districts.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
There's nothing on Well of Souls about it, but I remember from somewhere that housing is a soft cap.

Gully Foyle
Feb 29, 2008

Adjacency bonuses/wonder locations mean that city location is going to be way way more important in Civ 6. And even very tall cities aren't going to be nothing but districts.
1) There are only like 11ish districts, and only one can be built in each city (and that includes things like harbors/aqueducts, which have placement requirements). You can build as many Neighborhoods as you want, I suppose.
2) Many districts want improvements for adjacency bonuses (like mines/quarries for Industrial Zones)
3) Many civs have unique improvements which you will want to use
4) Luxury/strategic resources are still around, you will still be improving those and probably working them
5) The majority of Food/Production will still come from the land, it seems. Industrial Zones provide hammers, but mostly from boosting other hammer sources.

Pretty sure districts do not keep any base tile values. In the Religion vid released, they mouse over the Holy Site tile, and the only yield shown is Faith. You also don't have to 'work' districts. You get the value from the district+adjacency bonuses+buildings anyways. You can apparently put citizens in there as specialists (appears to be 1 citizen per building in the district).

If you do want to build in the spot where a sheep/deer/etc is, you can now Harvest resources for a one-time bonus before putting the district there.

Krazyface posted:

There's nothing on Well of Souls about it, but I remember from somewhere that housing is a soft cap.

It's sort of soft. If I remember right:

Pop is 2 or more below Housing: Normal growth rate
Pop is 1 below Housing (so growing into the last spot): -50% growth rate
Pop is between 0 and 4 above Housing: -75% growth rate
Pop 5 above Housing: Zero growth.

So it is a soft cap, but Housing+5 is the hard limit.

Gort
Aug 18, 2003

Good day what ho cup of tea

Gully Foyle posted:

It's sort of soft. If I remember right:

Pop is 2 or more below Housing: Normal growth rate
Pop is 1 below Housing (so growing into the last spot): -50% growth rate
Pop is between 0 and 4 above Housing: -75% growth rate
Pop 5 above Housing: Zero growth.

So it is a soft cap, but Housing+5 is the hard limit.

I kinda dislike that. I'd prefer it if you didn't get penalties until you actually exceeded the available housing.

Phobophilia
Apr 26, 2008

by Hand Knit
Hang on, are they still using the 1 pop eats 2 food system, or is getting completely revamped?

OwlFancier
Aug 22, 2013

Gort posted:

I kinda dislike that. I'd prefer it if you didn't get penalties until you actually exceeded the available housing.

You could just mentally subtract 1 from your available housing and it would function identically.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

OwlFancier posted:

You could just mentally subtract 1 from your available housing and it would function identically.

Given the number is completely arbitrary, they should make it as easy as possible to interpret. KISS and all that.

Rexides
Jul 25, 2011

Phobophilia posted:

Hang on, are they still using the 1 pop eats 2 food system, or is getting completely revamped?

Even if they changed the food demand per pop, it doesn't tell you anything to know it until you also know base yields for the common terrain types, farm bonuses, any other bonuses, leftover requirements for pop increase etc.

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?

JeremoudCorbynejad posted:

Given the number is completely arbitrary, they should make it as easy as possible to interpret. KISS and all that.

KISS?

OwlFancier
Aug 22, 2013

Keep It Simple, Stupid.

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?
Ty

Gully Foyle
Feb 29, 2008

Phobophilia posted:

Hang on, are they still using the 1 pop eats 2 food system, or is getting completely revamped?

Although I haven't heard specifically that its still they system, I would be hugely shocked if that changed. That's been one of the few constants through pretty much every single Civ iteration since Civ 1.

Gort posted:

I kinda dislike that. I'd prefer it if you didn't get penalties until you actually exceeded the available housing.

Yeah. Its possible they've changed it since. I guess it is meant to look as though the city is getting crowded, but not quite there yet. After that, the city is considered very crowded, but you can still pack them in to a certain point. It does make city location very important, as access to fresh water gives a big boost to housing. And since city size impacts number of districts and thus which buildings are available, housing limits are pretty interesting restrictions. Aqueducts can compensate once you get them, if you are one tile away from a river, lake, ocean, or mountain.

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
The way I think of it is, you want a certain amount of unused housing if you want people to be able to move around and be willing to start families. If 95% of houses (/apartments/condos/etc.) are in use, then there's still a decent supply of houses so the market isn't completely locked up. If 99% of houses are in use, then it becomes a lot harder for anyone to get their hands on a house. So you would expect things to stagnate as you approach maximum utilization.

OwlFancier
Aug 22, 2013

It could also be that a minor growth penalty is not considered cause for concern but the 75% penalty for exceeding your max is where you need to start worrying, hence in terms of readability of important information, the "cap" is listed as where the 75% restriction comes in.

Phanatic
Mar 13, 2007
Probation
Can't post for 3 hours!
Is there a MOO thread anywhere?

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

TooMuchAbstraction posted:

The way I think of it is, you want a certain amount of unused housing if you want people to be able to move around and be willing to start families. If 95% of houses (/apartments/condos/etc.) are in use, then there's still a decent supply of houses so the market isn't completely locked up. If 99% of houses are in use, then it becomes a lot harder for anyone to get their hands on a house. So you would expect things to stagnate as you approach maximum utilization.

When you put it like that it does make sense thematically. People have an expectation though that bad things happen only after you reach a limit. But meh, it's a tiny quibble.

Anyway I've not been paying much attention - does growth have two limiting systems then? Happiness (or amenities as it's apparently called now) and housing?

Gully Foyle
Feb 29, 2008

JeremoudCorbynejad posted:

When you put it like that it does make sense thematically. People have an expectation though that bad things happen only after you reach a limit. But meh, it's a tiny quibble.

Anyway I've not been paying much attention - does growth have two limiting systems then? Happiness (or amenities as it's apparently called now) and housing?

Yes, Housing is much more dramatic. But negative amenities in a city reduces growth and all non-food yields. I believe it's a multiplier, not an additive thing though. So if you had an excess of 10 food/turn, but had -50% from Housing problems and -20% from Amenities, you'd end up with net 4 food/turn of growth.

It's not really clear yet how the whole amenities system works. It's basically local happiness, but luxuries only provide amenities to a certain number of cities. I don't know if multiple copies helps, or how that number of cities is determined, or whatever. We also don't know if Golden Ages are a thing anymore.

Dr. Fraiser Chain
May 18, 2004

Redlining my shit posting machine


So can I take over a continent with sprawling slums? Because if so I'm preordering this

exmachina
Mar 12, 2006

Look Closer

Goodpancakes posted:

So can I take over a continent with sprawling slums? Because if so I'm preordering this

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
I hope I can build a slummy city next to an opponent's fancy one and bring down its property values

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

JeremoudCorbynejad posted:

I hope I can build a slummy city next to an opponent's fancy one and bring down its property values

Win a cultural victory by having awesome culture but lovely economics so all of your population flees to more prosperous civs, taking your culture with them and displacing the prosperous civs' culture.

Barnaby Barnacle
May 25, 2010
Apparently industrial zones reduce the beauty of neighboring tiles, but I don't think they've shown whether adjacency effects cross borders.

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee

Phanatic posted:

Is there a MOO thread anywhere?

There's thread for MOO3, that count?

Dr. Fraiser Chain
May 18, 2004

Redlining my shit posting machine


I'm gonna build a ton of slums around a nice harbor and put all my production into landing the Olympics.

Peas and Rice
Jul 14, 2004

Honor and profit.
What kind of district would a Nazi concentration camp be? Asking for a friend.

Kurtofan
Feb 16, 2011

hon hon hon
is there going to be a red light district in the game

HMS Beagle
Feb 13, 2009



Kurtofan posted:

is there going to be a red light district in the game

Dutch aren't in the base game, maybe in the expansion.

Tiger Millionaire
Jan 25, 2014

He'll eat your kids and fire your parents!

Kurtofan posted:

is there going to be a red light district in the game

Wait for the Amsterdam dlc

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AnoHito
May 8, 2014

Tiger Millionaire posted:

Wait for the Amsterdam dlchundreds of inevitable prostitution mods

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