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Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

MarquiseMindfang posted:

Broadly speaking, Harmony should be adapting yourself to the environment, Purity should be adapting the environment to you, and Supremacy should be exploiting whatever is there to its fullest.

So Harmony builds buildings in their cities that give bonuses to untouched forest/marsh/whatever tiles, Purity chops them for lump sums and gets regular strength buildings to put on the cleared land, and Supremacy gets slightly better buildings that go on top of the feature?

You could take all of those techs in theory but none of the bonuses would be able to stack because they all have different pre-reqs.

Also the tech web should've been divided into three parts with all of the affinity techs in the same segment. :colbert: You could weave through and grab non-conflicting techs if you wanted but you might have to go through some useless affinity techs to get to them. Xeno Cavalry might be in the Harmony area of the web, but it would be close to the border with Supremacy because it's hard to argue that Supremacists wouldn't also domesticate useful animals. Meanwhile it would be far from Purity, who would never do that.

And as it is, I always get Autonomous Systems and build Master Control, and get Swarm Robotics and build the Drone Sphere if I don't have the artifact, because they're that ridiculously good. Master Control is +1 movement to all workers (and can stack with the artifact that gives +2 movement to all workers, yes you can get 5-movement workers), and Drone Sphere is +50% worker work speed. Drone Sphere doesn't really have any effect if you already have the artifact that gives +50% worker work speed, but nice if you don't get that.

Another always useful artifact lets you build Drone Command buildings in your city that let the city work 2 additional tiles beyond what the city's population can work.


Beyond Earth can get slightly broken. Bonus points if you arrange to have a city where you can have farm tiles that produce 5 food, 4 production, 3 science, and 1 energy.

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Ulvino
Mar 20, 2009

Cythereal posted:

Random BE thought: there's nothing to do with forests but chop them in that game, and marshes are still as useless as always. Beyond Earth managed to make oceans and tundra and snow useful tiles, you'd think there'd be something useful to do with forests or marshes beyond turn them into farms, especially for a Harmony civ.

One of many missed opportunities, I think, to make the affinities seriously diverge from each other. Not hard to imagine Purity going out of its way to encourage you to chop down forests, drain marshes, kill aliens, and generally eradicate local biodiversity where Harmony civs spread forests and marshes rich with miasma everywhere. Maybe make Supremacy the guys who really care about the orbital layer, not giving much of a gently caress about the surface as they take over the planet's orbit.

It's been a while since my last game but I think Biowells were able to be built on marshes without "removing" them in the sense that they gave a little more food but you couldn't see if the marsh was still there. As with other CivBE stuff this could either be a bug or a feature.

I might have to fire up a game once I get home...

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Cythereal posted:

And as it is, I always get Autonomous Systems and build Master Control, and get Swarm Robotics and build the Drone Sphere if I don't have the artifact, because they're that ridiculously good. Master Control is +1 movement to all workers (and can stack with the artifact that gives +2 movement to all workers, yes you can get 5-movement workers), and Drone Sphere is +50% worker work speed. Drone Sphere doesn't really have any effect if you already have the artifact that gives +50% worker work speed, but nice if you don't get that.

Another always useful artifact lets you build Drone Command buildings in your city that let the city work 2 additional tiles beyond what the city's population can work.


Beyond Earth can get slightly broken. Bonus points if you arrange to have a city where you can have farm tiles that produce 5 food, 4 production, 3 science, and 1 energy.

I wish Civ VI's wonders were as powerful as BE's.

Well, maybe not like, launch version of Machine-Assisted Free Will powerful, but you know.

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan

John F Bennett posted:

I remember playing some of those mods back in the day. One of the first things you can research is The Secret Of Fire. And only then are you able to build a campfire that delivers 0.05 culture or something like that.

It was a bit too much.

in theory it's pretty cool, like they turned the early parts of the game into some survival crafting bit where neanderthals with strength 4 roam the land genociding your strength 1 stone throwers and wanderers

you gotta send out hunters to fight animals constantly (and decide if you want to butcher them for food and production or culture and beakers), and workers are one (!) use only and take ages, you can only have one move 1 settler at the time etc


and then you build your first few cities and research beyond bronze working and everything grinds to a halt

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

MarquiseMindfang posted:

I wish Civ VI's wonders were as powerful as BE's.

Well, maybe not like, launch version of Machine-Assisted Free Will powerful, but you know.

Yea, 6's wonders are really underwhelming for the most part.
I miss the SMAC wonders.

berryjon
May 30, 2011

I have an invasion to go to.

Taear posted:

Yea, 6's wonders are really underwhelming for the most part.
I miss the SMAC wonders.

I miss wonder-movies in general. Or Wonders that weren't super-buildings. Or I suppose in the case of Civ6, Super-Districts.

Gort
Aug 18, 2003

Good day what ho cup of tea
Some of the Civ 6 wonders are very powerful - specifically the ones that give you extra government slots. I don't think Firaxis really knows how to balance a game, though, so many of the others are just trash.

Beyond Earth has the same problem, though.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Gort posted:

Some of the Civ 6 wonders are very powerful - specifically the ones that give you extra government slots. I don't think Firaxis really knows how to balance a game, though, so many of the others are just trash.

Beyond Earth has the same problem, though.

I'm going to say it's the same in Civ5. There's a few that are invaluable then the rest are just hugely meh.
I still build them though.

homullus
Mar 27, 2009

Hypothesis: Civ VI wonders are always powerful and situationally-buildable, or situationally-powerful and always-buildable. Balance!

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Gort posted:

Some of the Civ 6 wonders are very powerful - specifically the ones that give you extra government slots. I don't think Firaxis really knows how to balance a game, though, so many of the others are just trash.

Beyond Earth has the same problem, though.

Maybe I'm just a scrub but I think Civ 6 does a decent job with wonders. The extra slot wonders tend to overshadow everything else, but they're not so good as to completely make or break the game, and outside of a couple of duds there aren't any that are unbuildably bad (which probably qualifies as a high water mark for the Civ series.)

Coldforge
Oct 29, 2002

I knew it would be bad.
I didn't know it would be so stupid.
However mixed the quality of Civ VI is, it still has the best thread title on SA.

Fajita Queen
Jun 21, 2012

True that. Such a good song.

Ghost Stromboli
Mar 31, 2011

Straight White Shark posted:

Maybe I'm just a scrub but I think Civ 6 does a decent job with wonders. The extra slot wonders tend to overshadow everything else, but they're not so good as to completely make or break the game, and outside of a couple of duds there aren't any that are unbuildably bad (which probably qualifies as a high water mark for the Civ series.)

What would you say are the really bad ones?

turboraton
Aug 28, 2011

Ghost Stromboli posted:

What would you say are the really bad ones?

I think Great Library underperforms. I guess it's a paybackbecause it was OP in CIV5 so suck on that GL rushers! In all seriousness, they could use the upgrades the goon modder puts on Wondrous Wonders.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
With the buffs they've added I think Great Library is adequate now--still a low tier wonder, but usable.

Statue of Liberty is the biggest dud right now. I have a hard time evaluating religion wonders since I've never really gone full religion, but some of them look awfully iffy.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
Let's see, opening the game up and taking a look personally, wonders that are iffy (not necessarily bad, but either really niche or not particularly great) to me are:

  • Jebel Barkal - Nice effect if you can position it right, but desert hills aren't an ideal building location and might not be in a place worth building it, and in most of my games iron's been common enough to not have to worry about that part. Also, if you're building wonders in the desert, there's a decent chance you snagged Petra, and using up a desert hill (which are amazing hexes with Petra and a mine on them) kind of sucks.
  • Great Library - Potentially worth building now if you're going culture I suppose, but still lackluster. Easy requirements though, and since it's not contested you can probably snag it an era or two later even.
  • Angkor Wat - Actually a pretty nice effect, I'm just throwing this in here because unless I'm Rome or Khmer I usually don't have to build aqueducts (and the places I do build them may have trouble building a wonder for a while) so I don't think most people will build it. I guess if you want to dedicate two hexes to getting this thing up, at least one of them in a valuable city center-adjacent hex, that's doable?
  • Mahabodhi Temple - This is mostly for people who got a religion but aren't making enough faith to get the apostles to evangelize beliefs for it basically. Which, some people do get religions despite not planning on focusing on them, so they'll like it, but anyone putting actual effort into their religion won't need this and people without one can't build it and wouldn't want it if they could.
  • Mont St. Michel - Relics are nice but the mileage you'll get out of this seems questionable to me; if I knew someone built this and was sending apostles to my lands, I'd be tempted to just stomp them instead. The floodplains/marsh requirement can be annoying too.
  • Kotoku-In - Warrior monks don't seem that spectacular, at least not enough to justify building a wonder for. Extra faith can be alright, though at 9 from Holy Site buildings (more if you have cathedrals or dar-e mehrs), plus whatever else you get from adjacency bonuses and maybe wonders and relics, 20% more in that particular city probably isn't a ton. You can probably pump that up with some effort and specialists and stuff, mind, just, it'll take some effort to get more than +2 faith out of it.
  • Statue of Liberty - Two settlers in the Industrial Era is questionable. The loyalty thing could be nice, but, it's clearly meant to be built on the edge of your empire, in a place where you're probably already having loyalty issues and settled more recently, so pushing out a wonder there without a Great Engineer will be hard. Also, you have to build it on the coast, so its effect probably won't reach as many cities as something like the Colosseum would because at least a third or half the area it reaches will likely be water.
  • Estádio do Maracanã - Really expensive and late for what it does. It's nice, sure, but it's the second-most expensive wonder in the game unless I'm missing something, after you're getting things like stadiums, shopping malls, the New Deal policy, and all that, so you probably won't be having the amenity problems to justify something this costly.
  • Honorable Mention: Amundsen-Scott Research Station - Actually potentially the most powerful wonder in the game, I'm just pissed that in No Korea I forgot about its existence until after I built my tundra/snow city's campus one hex away from somewhere that'd let me build this thing if the game gets that far. It was my second city too, so despite being a tundra one by the time this thing came up it'd have been easily buildable, and even get the double bonus from there being enough snow in range. (My joking/whining aside, this is an amazing wonder, just one you'll almost never see built due to how late it is and the building requirements that make it incredibly tough to build without a Great Engineer to help rush it. Or even with one, since it's the third-most expensive wonder in the game and has a cost that vastly exceeds what the GEs can give you. This is something you prepare for well in advance, and given how crappy tundra cities usually are you might be building a city just for it, since you won't want to settle down there otherwise most of the time. It might just end up being a "win more" wonder, really, given when it comes and how much it costs.)

Really, some of these are passable or even kind of good in particular circumstances, they're just are harder to get to work well enough to justify their cost, while others are just generally mediocre in most or all circumstances. I left out a few others that are tricky to build but have potentially great effects (Great Zimbabwe, and the research station too really, I just wanted to complain about it) and ones that are sort of niche but really good in that niche and not a pain to make (Bolshoi Theater, Broadway, and so on, which are all pretty much solely for someone doing a culture victory and not worth it with anyone else); the ones here manage to hit a combination of being generally mediocre or only good in very narrow circumstances, being annoying to build, and/or not having value that seems comparable to their cost, whether in production, time and opportunity cost, or the hexes they take up that could be used for something else.

I could be off in my evaluation of some of these, mind. I just did a quick look at all the wonders in-game and wrote up my thoughts based on that. And really, even the above wonders aren't as bad as the worst ones from past games, I think. They're just less good than most alternatives unless you're in a particular situation or something.

Roland Jones fucked around with this message at 04:12 on Apr 30, 2018

LLSix
Jan 20, 2010

The real power behind countless overlords

How's Rise and Fall? It's been awhile since I played and I'm wondering if its worth picking up.

Madmarker
Jan 7, 2007

LLSix posted:

How's Rise and Fall? It's been awhile since I played and I'm wondering if its worth picking up.

I've really enjoyed it......Rise and Fall definitely makes Domination and overly aggressive forward settling much more difficult to pull off (though it can be done). The new Civs are good, Governors are fun...faith is actually a decent yield now thanks to Monumentality letting you by builders/settlers during a golden age with it, as well as a few other things (still probably the weakest yield though). The new wonders are pretty. But it still is fundamentally CIV VI. Just better.

Emergencies suck though....like they dont seem feasible to be a part of at all.

The Human Crouton
Sep 20, 2002

If you think that adding half a star out of 10 to Civ VI sounds fun, then try R&F.

SlothBear
Jan 25, 2009

LLSix posted:

How's Rise and Fall? It's been awhile since I played and I'm wondering if its worth picking up.

It's an improvement.

If your main issue was bad AI, it isn't enough of one.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
What are emergencies supposed to represent? Where does the cash reward come from? They sound silly to me (I don't have the expansion)

Coldforge
Oct 29, 2002

I knew it would be bad.
I didn't know it would be so stupid.

JeremoudCorbynejad posted:

What are emergencies supposed to represent? Where does the cash reward come from? They sound silly to me (I don't have the expansion)

It’s a game.

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan

JeremoudCorbynejad posted:

Where does the cash reward come from?

scaling enterprise synergies between two or more common markets (forced through military alliance) leads to increased value and cashflow in all of the participating societies stakeholders duh

Kassad
Nov 12, 2005

It's about time.

JeremoudCorbynejad posted:

What are emergencies supposed to represent? Where does the cash reward come from? They sound silly to me (I don't have the expansion)

War bonds.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

I hope the coming update will provide more emergencies. When is that thing getting released anyway.

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


Spring.

homullus
Mar 27, 2009

I like the idea of emergencies -- they are supposed to represent global crises, situations in which much of the world intervenes, or in which one country tries to get the world to intervene. Sometimes, everybody joins in, and it's like WWI or something. Sometimes, the emergency is just you, and it's like almost everything else the US has ever done.

"Go get this city you've never found" and "go get this city on your border" aren't the same kinds of emergency though and they need another development pass.

Perestroika
Apr 8, 2010

Also, it seems weird that the rewards don't scale at all with the number of factions involved. On the one hand I get where they're coming from. It's an additional incentive to join in, not just for the reward for yourself, but also to deny part of it to the others. And in a simulationalist sense it's reasonable that there wouldn't be more or less stuff to loot just because there's more or fewer people doing the looting.

But on the other hand, it's kinda out of whack during the fairly common (at least in singleplayer) situation where only two players are involved in an emergency. At that point you're basically just doing what you'd probably be doing anyways, except with a massively huge reward on top of it. The first time I ran into an emergency was when Alexander captured one too many city states near my border. I was the suzerain of that one, so naturally I accepted and went to war with him over it (fucker had it coming anyway). So I won that war, nabbed an additional city or two in the process, and I got thousands upon thousands of gold on top of it, which basically put me ahead forever.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
I think the emergency system is a good idea in principle but they erred waaaay too far on the side of having emergencies for the sake of having them. If they tightened up the criteria for what constituted an "emergency" it might have worked. I'd be OK with having an emergency only pop up once every 3 or 4 games; not every game is going to have a worthwhile emergency situation arise.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
Are emergency rewards scaled at all with era? A global war in 500 AD might have to be worth less than one in 1914.

Elias_Maluco
Aug 23, 2007
I need to sleep
Or the opposite? It sure seems more expensive and hard to wage a global war with galley and archers

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Having a mechanic that only pops up every 3 or 4 full-length games is wasted dev time. By the sounds of it, the gold scaling could be tweaked to scale mildly with the number of players (eg solo victor doesn't earn as much net as a team of four). A bigger issue it seems is why aren't the other AI factions joining in on the emergency? It's free gold for a dogpile etc.

Or, putting it another way, the mechanic is potentially fun and great, but sullied by its implementation, and utterly ruined by the terrible AI. Sounds familiar?

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Serephina posted:

Having a mechanic that only pops up every 3 or 4 full-length games is wasted dev time. By the sounds of it, the gold scaling could be tweaked to scale mildly with the number of players (eg solo victor doesn't earn as much net as a team of four). A bigger issue it seems is why aren't the other AI factions joining in on the emergency? It's free gold for a dogpile etc.

Or, putting it another way, the mechanic is potentially fun and great, but sullied by its implementation, and utterly ruined by the terrible AI. Sounds familiar?

A good mechanic that only pops up every 3 or 4 games is a much better use of dev time than a bad mechanic that pops up 3 or 4 times a game.

Arbitrarily upending the diplomatic landscape because of random trivial events is a bad mechanic regardless of how well the AI handles it.

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID
I've been playing R&F since it's release and I don't run mods and only pretty standard single player games. I've only ever seen two emergencies happen. I've completely forgotten they existed.

Roger Explosion
Jan 26, 2006

THAT'S SPECTACULAR.

Fhqwhgads posted:

I've been playing R&F since it's release and I don't run mods and only pretty standard single player games. I've only ever seen two emergencies happen. I've completely forgotten they existed.
Me too, but I played a pretty interesting game recently where, over on their continent, Shaka, Alexander and Amanitore kept taking city states, converting holy cities and nuking each other setting off emergency after emergency. Meanwhile me--Hojo--and my bro Harald ignored literally all of them while seeing who could plant their flag on Mars first.

SlothBear
Jan 25, 2009

I played through a few times and saw a few emergencies after I took people's capitals. By the time the emergency resolved I was already like six cities deeper into their territory and it just sort of fizzled with a whimper. They're pretty much a miss as far as impacting gameplay other than giving you more gold for what you were doing anyway. Sometimes they can give you a free war against someone I guess. Basically they just make the game easier.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



SlothBear posted:

I played through a few times and saw a few emergencies after I took people's capitals. By the time the emergency resolved I was already like six cities deeper into their territory and it just sort of fizzled with a whimper. They're pretty much a miss as far as impacting gameplay other than giving you more gold for what you were doing anyway. Sometimes they can give you a free war against someone I guess. Basically they just make the game easier.

They pop up semi-often if you do religion...which can lead to some hilarious poo poo where you flip a guy's holy city, which was his last/only religious city, which causes a giant emergency to happen...and twenty turns later you get a giant pile of gold because he had no holy men of any kind, or only 1-2 while you have 3-4 to keep putting pressure on.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
I'm a Civ 4 grognard but I want to try this game. Will the next update fix the "yeild" bug? (I know you can download a fix on the steam workshop.) Will it make the single player experience tolerable, unlike how the OP says its abysmal?

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Node posted:

I'm a Civ 4 grognard but I want to try this game. Will the next update fix the "yeild" bug? (I know you can download a fix on the steam workshop.) Will it make the single player experience tolerable, unlike how the OP says its abysmal?

Yes, the yield fix is going to be included in the next update. It does make the AI a lot more consistent in its ability to pose some kind of threat, but it's not going to fundamentally change the single player experience.

(Which, personally, I think is a better single player game overall than 4 or 5--but it's a different enough experience that I can see why it doesn't scratch the same itch for people. It's more optimization puzzle than strategy game, which has kind of always been the case for Civ at some point, but 6 does a really lovely job of propping up the illusion.)

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Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Node posted:

I'm a Civ 4 grognard but I want to try this game. Will the next update fix the "yeild" bug? (I know you can download a fix on the steam workshop.) Will it make the single player experience tolerable, unlike how the OP says its abysmal?

I'd say Civ6 (and 5) are different enough from 4 that you won't enjoy it.
Even with the bug being fixed the AI just straight up doesn't know how to play the game. I was really poo poo at the military side of the game in 4 but it's super easy in this one.

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