Civilization VI

I agree that I would prefer that the AI press any advantage. But I also think that having a warmonger penalty attached when you slake your thirst for revenge is appropriate both from a game balance perspective and also from a "real world" perspective. That is, it's a huge step geopolitically to annihilate another civilization, regardless of what precipitated it. So, it's right to think that other civilizations would view that negatively, and potentially band together to ostracize the offending civilization. And I say this as one who also tends to wipe out other civs that attack me if I think it's doable.

Yeah, that's pretty much how I roll as well. I'll be peaceful until you piss me off then I'll wipe you out, take all your cities and then go back to being peaceful.

I've never yielded up cities, warmonger penalty or not. Nor have I razed them for poor positioning. It would be nice to have a means of repatriating civvies into your other cities if you wish to raze one but perhaps that's too much like slavery.

Capturing enemy cities that disrupt a competitor's consolidation of territory is the greatest joy because it weakens them and provides a staging point for the inevitable DOW that will come from a past aggressor.

I have actually yielded back cities after a war. I find this absolutely necessary if you want to have an easy time dealing with that and other Civs in the future. Sometimes, I'll figure exactly how much I can get away with and tolerate, and I'll go with that. So Monte will be angry at me forevermore if I keep all but his capital, but most of the world will get over it in 400 years? I'm good with that.

This Civ looks right up my alley.

The ability to create land tiles? That seems potentially very OP.

that is very exciting

MeatMan wrote:

The ability to create land tiles? That seems potentially very OP.

I don't know. We had that ability in SMAC, but I remember it being mostly a situational thing. Sure, it was useful at times, but I'm not going to nerve staple anyone over it.

MeatMan wrote:

The ability to create land tiles? That seems potentially very OP.

Awesome. The biggest thing that I thought Civ VI was missing was the clearly broken factions from Civ V. My favorite stuff in Civ V was taking each civ and trying to break the game by playing them optimally. Normally I couldn't (I only play on King difficulty), but I was still usually able to get enough of an advantage to make the game enjoyable.

The jury is still out with regards to polders becoming land tiles. Might still be navigable water.

jbavon wrote:

The jury is still out with regards to polders becoming land tiles. Might still be navigable water.

The video clearly shows what very much appears to be the creation of two land tiles, and the narrator says "No longer are you locked to the land you've been given."

It says they have to be built adjacent to coastline, so I bet you can't string a polder on a polder, so at most you can get one additional tile width on your coastline (which is in line with how the real netherlands actually works, come to think of it)

I don't know if the ability is even breakable. Indonesia's Kampungs are stronger than that and they're not that powerful - not enough to make Indonesia the most powerful Civ. Strong, but not that strong. Between the stronger warships and the similar water-tile improvements, they could be Civ-alikes.

I'm not really seeing the case for it being OP, it's just a new kind of tile improvement.. it's not like it allows you to build something else on top of it.

The video shows the polder creating a land tile that connects what appears to be two separate land masses. From a tactical standpoint, that seems very significant. That was the reasoning for my reaction about OP concerns.

As thrawn said, if you can't build a polder improvement next to an existing polder improvement, such as building a long land connection between you and your enemy, then it's less potentially OP than the immediate reaction I had after watching the video.

I think you can definitely build them next to each other, but I also think they will require at least 3 adjacent coastal land or lakeside tiles. Even if Polders counted for that, you can't bridge large oceans with it because you'll eventually round out the landmass reclamation.

Sounds interesting. Even if you don't play the Dutch, let your Dutch competitor reclaim a lot of land, then conquer their cities inclusive of all the polder improvements! Also, even if they are treated like land, it would only assist if land masses are only divided by two adjacent coastal tiles on opposite shores (i.e. maximum is 2 adjacent polder improvements, not indefinite land reclamation).

In any event, it sounds like in practice that it will only fractionally increase the yield of a coastal city (everyone tends to settle cities away from coasts unless there are seabound luxuries or resources) hence it is not a gamebreaker unless there are tiny landmasses where land reclamation is possible (island based maps) in which case those cities will be more profitable than others. It could also be a double-edged sword because of Civs like Norway (the viking dude) or Japan having more power on coasts.

On the other hand, the Korea Civ looks pretty powerful in being able to turbocharge science with both Campus and their specialist district - out-tech then muscle your competitors into submission.

Speaking of which, I hope traditional Civ takes on some of the Civ:BERT concept of floating/underwater cities; this is something architects and futurists are looking at, and it would make the end-game more interesting if we could do more with the water tiles which are currently huge areas to traverse.

BTW if you are into terrain modifications this xp will probably be your thing. Ed Beach has been tweeting about canals. So they are most likely going to be in the game.

Also: Livestream from the devs in about 12 hours.

Bfgp wrote:

Sounds interesting. Even if you don't play the Dutch, let your Dutch competitor reclaim a lot of land, then conquer their cities inclusive of all the polder improvements! Also, even if they are treated like land, it would only assist if land masses are only divided by two adjacent coastal tiles on opposite shores (i.e. maximum is 2 adjacent polder improvements, not indefinite land reclamation).

In any event, it sounds like in practice that it will only fractionally increase the yield of a coastal city (everyone tends to settle cities away from coasts unless there are seabound luxuries or resources) hence it is not a gamebreaker unless there are tiny landmasses where land reclamation is possible (island based maps) in which case those cities will be more profitable than others. It could also be a double-edged sword because of Civs like Norway (the viking dude) or Japan having more power on coasts.

On the other hand, the Korea Civ looks pretty powerful in being able to turbocharge science with both Campus and their specialist district - out-tech then muscle your competitors into submission.

Speaking of which, I hope traditional Civ takes on some of the Civ:BERT concept of floating/underwater cities; this is something architects and futurists are looking at, and it would make the end-game more interesting if we could do more with the water tiles which are currently huge areas to traverse.

If Polders are like all the other unique improvements, conquering Dutch cities will remove them instantly. Which could make Dutch cities very bad cities to keep.

Oh they aren't retained? I hadn't paid much attention historically (just took out most of Ghandi in my recent playthrough after a hiatus but perhaps India doesn't have specialty improvements).

If that's the case then I really need to review my general strategy of holding everything I conquer. Then again, not like the AI makes stellar improvement choices anyway. I take their cities mainly due to territorial consolidation and establishing a beachhead into future campaigns of aggression. I am a warmonger by nature so may as well get something out of it.

Bfgp wrote:

Oh they aren't retained? I hadn't paid much attention historically (just took out most of Ghandi in my recent playthrough after a hiatus but perhaps India doesn't have specialty improvements).

If that's the case then I really need to review my general strategy of holding everything I conquer. Then again, not like the AI makes stellar improvement choices anyway. I take their cities mainly due to territorial consolidation and establishing a beachhead into future campaigns of aggression. I am a warmonger by nature so may as well get something out of it.

India has the Stepwell. It's an okay improvement. Good for housing and some food.

IMAGE(https://d1u5p3l4wpay3k.cloudfront.net/civ6_gamepedia_en/thumb/4/40/Stepwell.jpg/1200px-Stepwell.jpg)

I believe it's best deployed in Desert tiles next to Farms, though they're pretty good next to Farms straight up in the Ancient Era.

I finished a Greek King difficulty map winning by culture for the first time (I usually do the science victory). Yikes, cultural strategy really awards a lot of Great People. Often I had excess Great People sleeping because I didn't have enough districts to house their works!

Still, the one victory I don't have any interest in pursuing is the religious victory. Spiritual combat may as well be the same thing as domination.

Bfgp wrote:

I finished a Greek King difficulty map winning by culture for the first time (I usually do the science victory). Yikes, cultural strategy really awards a lot of Great People. Often I had excess Great People sleeping because I didn't have enough districts to house their works!

Still, the one victory I don't have any interest in pursuing is the religious victory. Spiritual combat may as well be the same thing as domination.

It kind of is. For Spain, the two go hand in hand naturally. Conquer your enemies, convert your friends. They'll worship God by the book or by the sword.

I haven't tried Spain yet, but I wonder if I'd enjoy that play style. I recently started playing Ghandi on a Huge map with the intention of doing a religious victory, but the thought of sending all these missionary units everywhere sounds so tedious. The fundamental experience of moving units around in this game is really tedious or unsatisfying to me. My most common win type so far is science since you're just waiting for things to finish researching or building.

LarryC wrote:

I'm watching it now, and they answered my question/concern about abusing polders. As far as land units are concerned, poldered tiles are still water, so they'll have to embark to travel on them. It's still visually confusing, since the poldered tiles do not look like water at all.

The religious victory is really easy if Yrevan is in your game. It's the city state that lets you choose your apostles upgrades instead of being random. That lets you spam apostles with the upgrade that removes other religions. Otherwise I would be even try it.

Well this is unexpected. Civ VI is now available on the iPad.

https://itunes.apple.com/us/app/sid-...

beanman101283 wrote:

Well this is unexpected. Civ VI is now available on the iPad.

https://itunes.apple.com/us/app/sid-...

thats a long compatability list... what are the chances it will actually be platyable on my Ipad Air 2 (before I drop cash on it to keep my entertained on my 2 week trip to the tropics)

thrawn82 wrote:
beanman101283 wrote:

Well this is unexpected. Civ VI is now available on the iPad.

https://itunes.apple.com/us/app/sid-...

thats a long compatability list... what are the chances it will actually be platyable on my Ipad Air 2 (before I drop cash on it to keep my entertained on my 2 week trip to the tropics)

The Civ twitter account gives a much more limited list of compatible devices:
https://twitter.com/CivGame/status/9...