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Xelkelvos
Dec 19, 2012

JeremoudCorbynejad posted:

I wonder if units will auto-upgrade or if you'll be able to have ancient ones stick around. Tanks supported by catapults :allears:

It's not exactly the most farfetched thing, though IRL the closest thing would be Artillery supported by Mounted Cavalry

Samu posted:

I just got Civ 5 for 13 bucks on Steam with all the DLC. Haven't played this game since Gods and Kings.

Did they ever add a Canadian Civ?

There's a Mod for that.

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Xelkelvos
Dec 19, 2012

Clarste posted:

The article mentions that they were going out of their way to pick a civ that couldn't be associated with warfare, since they didn't want to have another "savage native" civ like the Zulu. Also they wanted something from the Western United States.

Circumstances as they were in the US, the only ones that really lasted and were remembered more broadly were the ones that tended to put up a fight and lived when forced to do things by the US Government. Those that didn't at least live long enough to make a name for themselves or just folded weren't as nationally remembered.

I'd think the Seminoles would be a familiar name to anyone who follows the SEC or lives in Florida.

IMO, it's fine to me if more relatively obscure peoples got more representation in the game though. Else, the majority of choices would be from Europe, followed by the Middle East, followed by East Asia with a smattering of groups from Africa, then the Inca, Mayans and Aztecs of South and Central America with the US and some Native American tribes pulling up the rear with little to no representation from Pacific peoples and just a generally disproportionate representation elsewhere. It does have the trade-off of making it harder to have multiple leaders for one Civ with differing AIs, but then that could be amended with Civs like America or China who'd have multiple leaders have unique Civ abilities that are more generalist to fit all of their leaders' needs while Civs with only one leader get to be more focused or have more niche abilities to push them into those sorts of strategies. (Or just tie everything into Leaders).

I have no niche civ suggestions because my heritage is already in a preexisting Civ or is historically the equivalent of a Civ V City State with a similar level of global impact.

Edit: All I have are alt. Leaders like Qin Shi Huang or Kublai Khan

Xelkelvos fucked around with this message at 20:26 on May 16, 2016

Xelkelvos
Dec 19, 2012

Rexides posted:

That's not my interpretation. I think that you will be able to combine a rifleman with another rifleman, or a rifleman with an anti-aircraft gun, but not a rifleman with a cannon.

Speaking of which, I don't think combining two or three units together is going to help the AI that much. Sure, it will reduce the end game clutter, but in the end when it comes down to both opposing forces being comprised of three-unit stacks, the AI is going to lose.

Firaxis, we know that the AI cheats. Just let it cheat by having a combat bonus instead of just bumping production.

That's totally not how I'm reading it. How I see it is the ability to combine "support" units like AA guns, great generals or maybe ranged units with typical melee units like cavalry or warriors

Xelkelvos
Dec 19, 2012
When will I be able top have terrorist units that can covertly go into cities and wreck infrastructure

Xelkelvos
Dec 19, 2012
Fwiw, Spies technically do the job of what a "Terrorist" unit would do. Sorta. In CBP, they actually do things such as "Assassinations" or start Riots and other stuff. It's automated due to the confines of the system, but it's a good start. Further development would obviously involve direct hits to Happiness or the damaging of growth.

Xelkelvos
Dec 19, 2012

Gort posted:

I'd say giant ideological power blocs forming should be a feature of the atomic age. Hard to say how you get that into the usual Civ "only one country can win" formula though.

Given that Ideologies were a thing in V and sharing having the same Ideology meant that AIs liked you more, those still came about. It's not incompatible with having one winner though since Culture and Diplomatic victories are also a thing and having a dominant Ideological bloc helps both.

Xelkelvos
Dec 19, 2012

SpaceCommunist posted:

Things I'm looking forward to in Civ VI (that haven't at all been confirmed yet):

* Multiple leaders and/or multiple traits for civilizations (think Civ IV)

* Nuclear Gandhi

* TSL Earth scenario(s). No reason not to have them

* The option to act as an observer for a match (i.e. Polynesia in AI-Only Domination Match, Babylon in /r/civ Battle Royale)

* If the above is added, then also AI-only games

* The glorious armies of communist America going to war against the robber-baron capitalists of Persia

AI only would be fun. It also means Battle Royales with 4chan Boards as civs ala the 4Chan Cup.

Xelkelvos
Dec 19, 2012

Echo Chamber posted:

And no surprise, China's a civ. I haven't finished the video yet, but I wonder what leader they'll pick. Han Wudi?

It looks like Qin Shi Huang, the Yellow Emperor. I 100% wager that if it's him, China will be an annoying SoB since his claims to fame are basically big engineering projects (like Wonders) and bureaucratizing the nation to better function as a war machine and conquer the poo poo out of its neighbors.

If they wanted a modern Chinese leader other than Mao, they could've gone with the Dowager Empress Cixi.

Xelkelvos
Dec 19, 2012
hopefully the victory conditions are a little more distinct. In base Civ, from my experience, all of victory conditions except for Warfare essentially involve reaching the endgame era. Diplomatic victory is probably the next earliest, but is ultimately a survival game as you try not to piss off everyone by being allies with as many CSes as possible. Culture and Tourism don't really take shape until the latter techs since they unlock buildings that boost Tourism output and winning without them is essentially impossible. There's also the Science Victory which is pretty much the last possible victory condition outside of Time

Xelkelvos
Dec 19, 2012

JeremoudCorbynejad posted:

When you see all the exploits in a list like that you kinda realise the game is broken as all hell. I've started playing with that "community balance patch" but I have no idea how far it goes to actually address all the issues.

Diplomacy with city states is revamped such that you can't money bomb them into friendship. Instead there's a new class of units that are limited based on a special resource that's provided by a new set of buildings. Support units (workers, missionaries, etc) can be stacked without limit, but only one worker can work a tile at a time. More bonuses to lumber mills and mines and they can be built in jungles now too. Every civ also has a UB and a UU rather some having two UUs. There's a load of other changes, but these changes are related to things that came up in the thread

Xelkelvos
Dec 19, 2012

Byzantine posted:

I hope Byzantium gets a boost to founding a religion. It's really annoying to 'need' a religion and keep missing it because the AI starts with Pottery/can take Piety without hurting itself/is Ethiopia, Maya or Celts.

Especially the Celts getting free faith just for showing up grumble grumble

The CBP change to the Celts are interesting. In addition to getting special snowflake beliefs, they receive nor exert religious pressure and get a faith boost where their religion is dominant.

Byzantium, otoh, ALWAYS gets to found a religion and can take the same belief taken by another religion in addition to their extra belief.

Xelkelvos
Dec 19, 2012

RagnarokAngel posted:

Not every religion is anti-science and you're really showing your biases with stuff like this.

Arguably most religions give zero fucks about science (for the most part) except for the followers who are the most extreme and dogmatic

Edit:

JeremoudCorbynejad posted:

Edit: btw I'm working my way through my first Civ 5 CBP game and I love their implementation of religion. Not only are the beliefs definitely seem a lot more balanced but each founder belief unlocks its own little national wonder, and I love the names they've picked for them. There's a list here: http://civ-5-cbp.wikia.com/wiki/Beliefs

The Community Balance Patch fixes a lot of the complaints about Civ 5 that I've seen pop up in this thread including: gold-spamming City States, Global Happiness, belief imbalances, (civilian) unit stacking, dead policy trees, weird tech consequences due to the oddly shaped tech tree, and some other things.

It's just really good.

Xelkelvos fucked around with this message at 09:30 on Jun 6, 2016

Xelkelvos
Dec 19, 2012

MrChupon posted:

I'm a big fan of random events in games in general, I like warhammer-y dice fests. So I don't really have a problem with things like floods or assasinations in a game like Civ, but I think they should be tied to a bit of logic (like river tiles are more likely to flood than deserts). And if they start off unavoidable, they should probably have tech counters like being able to build flood defense (or just being granted it upon reaching appropriate tech).

https://www.youtube.com/watch?v=vsIyphGp0Vc
I hope not to see you in the board games thread.

Xelkelvos
Dec 19, 2012

MrChupon posted:

:(

I actually post there on rare occasion. I'm quite enamored with Agricola/Caverna at the moment, I'm not sure where they fall on the pantheon of Objectively Good and Non-Random Board Games but they are quite a bit of fun.

Basically, Randomness in strategic games (like Civ) is generally bad as it devalues skill in favor of luck. Agricola is largely not all that random in comparison to other games like Munchkin or Arkham Horror or even Catan (which at base is mediocre) as it's highly unlikely that the random elements in the game can really affect your chances of winning in comparison to the deterministic elements.

Xelkelvos fucked around with this message at 08:55 on Jun 10, 2016

Xelkelvos
Dec 19, 2012
Tall cities definitely look to be less of a thing because of how the Districts and Wonder systems work. ICS or wide play in general, however, might be more of a thing though depending on the downsides of adding another city as more real estate means more districts and more cities and presumably culture means more cities.

Xelkelvos
Dec 19, 2012

Ghostlight posted:

Why can't I build pyramids in jungle? loving bullshit.

You probably totally could build a pyramid in the jungle. It's called Chichen Itza.

Xelkelvos
Dec 19, 2012

Davincie posted:

what would the leader and unique ability/unit be for the philippines?

Either Jose Rizal (though he wasn't actually a political leader) or Marcos (the one who instituted martial law). I don't really know of any President that was notable otherwise. Idk about a UA or UU besides something that'd have something to do with Religion or Trade, likely.

Edit: Maybe Manuel Quezon, but I'm not all that well versed in Filipino history.

Xelkelvos fucked around with this message at 14:01 on Jun 16, 2016

Xelkelvos
Dec 19, 2012

Gully Foyle posted:

Even if there's nothing else, the new district system will help with making raiding/pillaging wars more impactful, since you can now get to burn down so many more buildings. Riding in, burning down their library/university and taking off with a bunch of looted science will be fun as hell.

At the same token, it's probably not as onerous to repair a pillaged district since Workers looks to able to build them instantly so it's probably a matter of getting a worker to that spot unmolested and repairing it.

Xelkelvos
Dec 19, 2012

Phobophilia posted:

http://well-of-souls.com/civ/civ6_units.html

"Starting in the Renaissance era two of the same unit can be combined into a Corps, which is less powerful than two individual units, but more survivable and takes up less space on the map (to reduce overcrowding). Later in the modern era, three units can combine to form an Army. The ability to form Corps and Armies are unlocked in the Civics tree rather than the technology tree."
this is a reasonable compromise

I wonder what'll happen to the individual unit promotions when they assemble into Corps and Armies then? (assuming there are still unit promotions)

Xelkelvos
Dec 19, 2012

Away all Goats posted:

Now they just need to announce a canal tile improvement and I can stop taking forever to settle cities.

That's what the harbor district is for. Just like the military district builds land units, the hatch would build sea units and probably allow for sea connections

Xelkelvos
Dec 19, 2012

Kassad posted:

Aren't the Iroquois sometimes considered annoying because they put down cities everywhere (on higher difficulties, at least)?

e:f,b

Their Expansion bias is a 9, second only to Shaka which is 11. Everyone with 8 is tied for third and includes: Greece, Rome, Russia, Indonesia, the Mongols, Polynesia, the Aztecs, France, Japan, the Shoshone and the Ottomans.

Xelkelvos
Dec 19, 2012

TooMuchAbstraction posted:

The real question is, is the Great Wall's defensive bonus obsoleted by China's research or by the invader's research? It was super dumb in Civ5 how you could carefully avoid obsoleting your Great Wall bonus by directing your research away from...what was it, Dynamite?

Honestly, I don't think it needs to be obsoleted anymore. The fact that it takes up District space is rather limiting in itself. Sure it probably provides a defensive bonus to units there and can halt movement, but I imagine it's a static bonus and the gold, culture and tourism gains it gets would be outpaced by more focused Districts.

Xelkelvos
Dec 19, 2012

Davincie posted:

i know i've done a fair amount of games with the archeology social policy unlocked, but man i do not remember ever getting one of those special artifacts

It's under the Exploration tree which is why. It's one of the worst trees so there's no point getting them usually. CBP changed it to Aesthetics iirc

Xelkelvos
Dec 19, 2012

Jastiger posted:

I've considered the CBP but always get mired in all the intricacies. Is every civ different? Does it absolutely change the game completely? Does it make some civs super OP and others not so much? What is the main thrust in the change?
CPB stands for "Community Balance Patch" and the main thrust is that it balances the Civs. Some Civs remain the same while others are boosted to be on par with the other, more powerful ones. Additionally, instead of some Civs getting two UUs and no UBs or two UBs and no UUs, each Civ gets one of each. Period. The UAs have also been altered or improved to be much more useful or less overtly powerful. Some, like the Maya and Poland (who have the best UAs in the game) keep their UAs unchanged. Others have theirs altered or revamped. Ex: The Aztecs don't gain culture from killing units. Instead, they gain Faith and Culture. Additionally, they enter a Golden Age from achieving a favorable Peace Treaty. Another example is Byzantium. Normally, they get an extra Belief. That's it. In CBP, they're Always eligible to found a Religion and can choose Beliefs that are already taken in addition to their previous ability. Then there's ones like Spain whose ability was super narrow in that it largely depended on Natural Wonders. In CBP: "Religions cannot spread to owned Cities or allied City-States with your majority or founded Religion. Gaining or founding cities after your capital generates faith and food and converts them to your religion."

All of the policy trees are changed as are some of the techs. The entire tech tree has also been reworked to be more interlocking. All of the religious Beliefs have also been rebalanced such that each are more equally useful or have a parallel belief that's equally situationally useful. Unit upgrades have also been changed as well as unit trees which have either been added wholesale or expanded such as the Scout now eventually upgrading into the Paratrooper and the X-Com Squad or the Chariot Archer actually having an complete ranged mounted unit path.

Xelkelvos
Dec 19, 2012

Panzeh posted:

They revamped happiness and upped tile yields considerably. This makes the game even easier than it was because this is something the human player tends to leverage better.

They do also have AI fixes which can make them a bit more threatening/annoying since you can't leverage their lovely policy picks against them for example and their resource management is a little better.

Kalko posted:

I've been playing the CBP recently and it's definitely a fresh take on the game but I'm losing interest pretty quick after realizing how it's 'meant' to be played. Maybe others with more time invested can correct me, but it seems like it's designed so that you have to build every building in every city. You can't choose to specialize cities anymore because every city needs to produce lots of culture or science or gold (well not so much gold since it rains down upon you) or you rapidly fall behind.

The national wonders seem to have all of their %-based yields replaced with much smaller ones that only happen during golden ages (I assume to prevent specialization or help wide empires), and since gold is so easy to accumulate you need to be pumping it into your cities to increase your building speed or just outright buy units. Also, food is extremely abundant so every city can more or less support a huge number of specialists, which hurts specialization again because you don't really need to decide if you want a science or culture city because you can have them both at the same time.

If I had to sum it up I'd say every system in the game has been normalized so much that no decision you make feels very meaningful. There's a lot more work to do each turn but it's mostly busy work. Don't get me wrong, I'm well and truly tired of BNW, but CBP isn't going to prolong the Civ 5 experience for me much longer (which is fine, I have plenty of other things to play!)

Also I hate how every civ keeps spamming me with requests to buy my cities every turn. I'm never going to accept those offers!

There was never a reason to specialize individual cities in Civ V afaict though. The only difference in buildings was more a matter of when something was built, not if (barring gold upkeep).

Xelkelvos
Dec 19, 2012

Stefan Prodan posted:

I heard CBP made the game too easy?

It's supposed to make the game harder

Xelkelvos
Dec 19, 2012

CharlieFoxtrot posted:

Less ironically, the London Underground would be a legit wonder

I'd support this.

Also, I'm curious as to who the Modern Era Great Prophets are

Xelkelvos
Dec 19, 2012

Peas and Rice posted:

L Ron Hubbard

E: the UK also has Stonehenge which is a legit wonder.

I didn't want to say that one myself, but there's always Joseph Smith for Industrial Era and Jerry Falwell and Sun Myung Moon for Modern Era

Xelkelvos
Dec 19, 2012

GuyUpNorth posted:

Prophet chat: are Jim Jones and Steve Jobs too controversial? Because the former is infamous for his cult and Apple might as well be one.

Jim Jones is 100% controversial. Jobs is probably a Great Engineer.

Xelkelvos
Dec 19, 2012

Baronjutter posted:

I've been desperately trying to get into the CBP but I'm finding it hard to like. The happiness system is just killing me and I totally can't figure it out. Plus lots of weird other changes I can't seem to adapt my playstyle to.
On the flip side, the AI actually colonizes more than 4 cities in a game, so I keep at it.

I'd be totally happy just with vanilla civ5 with some balance changes that make the players and AI want to colonize every scrap of land eventually.

Happiness in CBP is based on the outputs or defense of the city with certain buildings reducing the need per population. Cities can also be affected by religious unrest and pillaged tiles. Each city needs to generalize somewhat as a consequence of the happiness system, but that's largely consistent with CivV's approach to cities.

Xelkelvos
Dec 19, 2012

TooMuchAbstraction posted:

And the right promotions on your ranged units can eventually get them extra range and double-attack, so if you're willing to tediously farm a city-state for unit experience, you can get some really ridiculous units. The AI tries to avoid sending units into range of your ranged units if it can help it, so they're pretty safe even without a melee unit to serve as a meatshield.

Basically, training up ranged units to their fourth upgrade gives them an extra range promotion or an extra attack promotion. In both regular and CBP, these are invaluable upgrades. By getting up to Barrage or Accuracy 3, the Range and Logistics upgrades both become available. This means a set of Level 4 ranged units and a single melee unit are the minimum necessary to take out a city. Mounted units are preferred as they can come from outside the range of the city to capture it. Any extra units are just to whittle the city down faster or protect the ranged units.

CBP does mitigate the advantages they provide by changing what Barrage and Accuracy does (less powerful overall, but more generally applicable), separating Range and Logistics (Range at the end of Accuracy and Barrage at the end of Logistics) and adding a ranged combat strength penalty to those upgrades. Additionally, Cities in CBP, while initially only having one combat range eventually goes up to three to match Artillery. CBP also makes cities beefier iirc.

Xelkelvos
Dec 19, 2012

RagnarokAngel posted:

Kongo is definitely interesting, though "A convert can't build holy sites" what?

I understand it's a gameplay mechanic, that doesn't bother me, that's just such a weak justification.

Also dude looks cool as heck.

It's a bit of a weak justification, but it's an interesting twist to balance the ability to poo poo out Apostles faster than a lot of other civs. Also, the solution to not being able to found a religion is taking the holy city of someone else's and depending on when their UU shows up, they can probably do it in the early to mid game with the help of their UB.

Xelkelvos
Dec 19, 2012

RagnarokAngel posted:

I don't think it says they can't found a religion, just can't build holy site districts.

I forget is Holy Sites are needed to found a religion in 6 or if they've said anything about it yet.

Xelkelvos
Dec 19, 2012
Hot springs should be a natural amenity that shows up and Japan should get a Unique District that can be built on them that retains the bonus and grants extra housing called the "Onsen."

Also volcanoes could also be a unique feature that gives tons of food, faith and science (in later eras) but risk damaging surrounding districts.

Xelkelvos
Dec 19, 2012

Proposition Joe posted:

If America gets two more leaders in DLC, it will be Washington and Lincoln.

Speaking of new leaders in DLC though, they're got some pretty big names with which to advertise DLC; Washington, Napoleon, and Alexander are all highly probably to show up again.

Jefferson or Franklin (I know, not a president) should get a turn. Enlightenment thinker presidents ftw.

FDR or Wilson could get a turn if there's a real demand for a wartime president

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Xelkelvos
Dec 19, 2012
It's only during peacetime so hopefully no one ever declares war on you (like Gilgamesh)

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