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greenline has no time to update his thread

I don't have nearly as much time available these days to focus on playing civ, so I expect to do a lot of meandering. I'll put in the time to play the turns and report occasionally, but don't expect much long term planning. I hope that the activity of a new civ game running can help the forum out.
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okay, turn 1, let's try and clear the brain fog here a bit...




Saw this after moving the warrior SW. As far as a better balanced start goes, this is pretty yucky. No real food resources, only the tea and jade. Settling in place makes getting access to the whales with a future city a real pain. After some thinking I decided to move the settler NE and found on the tea. That brings in an extra luxury and gives a 3f / 1 science tile that doesn't need to be improved.




So, what to build first. I thought about scout first, because boosting astrology would be important for arabs. But I figured builder first might be better, because I need another tile to work at size two and the jade seems worth improving just for the extra culture. Don't want to limp to PP if I can avoid it. So builder first, Mining -> AH -> Astrology probably.

The plus side of settling up here is good spots for campus / holy sites near the mountains. Maybe? No idea where the govt plaza is going to go yet. Really wish at least one of those stones would have been on a hill...
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Good luck! I find the simple act of writing down my turns each round massively improves my game, so I'm confident you'll do fine. smile
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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(July 6th, 2025, 07:24)MJW (ya that one) Wrote: And after all that Maori didn't get rolled anyway. Oh well.

The Archduke-- Montezuma
Greenline-- Vizier Saladin
Pindicator-- Nzinga Mbande
Japper007-- Peter the Great
Yuris125-- Simon Bolivar

so I have no familiarity with the BBG changes, let's go through the list...

Quote:Aztec
[Legend of the Five Suns]: Can spend Builder charges to complete 30% of a district's production cost (from 20%). +50% Production towards land melee units
[Tlachtli]: provides +1 Amenity and +1 Culture to city centers in a 6 tile radius, this bonus only applies once to each city (from +2 faith, +1 culture, +2 amenity)

Montezuma
[Gifts for the Tlatoani]: no current changes

What the fuck, Aztecs got buffed this hard? They were already a decent pick, now they get a free Agoge the whole game and extra juice on the builder charges? And Archduke is piloting them? Scary.

Quote:Arabia
Arabian Holy Sites receive standard adjacency from Campuses, and Campuses receive standard adjacency from Holy Sites.
Arabia earns +1 Great Prophet point per turn after researching Astrology.
[Madrasa]: production cost changed to 175 standard speed (from 250).
[Mamluk]: combat Strength buffed to 53 (from 50).

Saladin (Vizier)
[Righteousness of the Faith]: Bonus Science, Culture, and Faith from having a Worship building increased to 20% (from 10%).

On the other hand, these changes seem fair and reasonable. Arabia was a bit on the weaker end after all the expansion content came out. Now the Last Prophet bonus is easier to use outside of Deity AI games, the UB isn't hideously expensive, and you get a little extra bonus in the form of the campus-HS adjacency. I wouldn't have picked this, but I'm happy enough with it.

Quote:Kongo
Nkisi: +100% Production towards archaeologists. Receives +50% Great Writer points in addition to artists, musicians, and merchants. Yields for Relics removed and moved to a Mvemba ability. Faith for Sculptures and Artifacts increased to 4 (from 1).
[Ngao]: no change

Mbande Nzinga
[Queen of Ndongo and Mtamba]: Ability entirely replaced with: +10% culture and gold in cities with a Mbanza (more than 1 does not stack). Mbanza provides +2 adjacency to Commercial Hubs and Theater Squares. Archaeologists are 50% cheaper to purchase. Civilian units ignore forest and rainforest movement penalties.

I have no memory of what Nzinga's ability was before the changes. So Kongo now doesn't have the religious convert thing on by default and that's tied to the other leader. Good news for Pin since this isn't a team game. The leader + civ seems pretty weak though, since you get basically no bonuses until unlocking the Mbanzas at Guilds(?), and you need to plan jungles to keep around so they can boost CHs and theater squares. Will become culturally powerful eventually, but rather slow going.

Quote:Russia
[Mother Russia]: Does not get extra production from their unique ability on city center.
Your Capital receives 1 faith per turn from start of the game (instead of faith on tundra tiles). +1 Production when settling your capital on Tundra (may only affect games with BCY).
[Lavra]: only gets 1 great prophet point per turn (from 2)
Does not yield writer/artist/musician point unless city has a Theater Square.
Great people points in Lavra delayed:
- Shrine no longer provides great writer points
- Temple provides 1 great writer point (from 1 great artist)
- Worship Building provides 1 great artist point (from 1 great musician)
[Cossack]: has same base strength as cavalry = 62 (from 67)

Peter
[The Grand Embassy]: no current changes

Russia got nerfed slightly - Lavras get the first GP a bit slower, Lavras get free GW/GAs slower, Cossacks hit a bit less hard. But the free tiles on settling is still untouched and a cheap Holy Site is still great. Whether Japper can use Russia to its maximal extent given his prior history in these games is an open question.

Quote:Colombia
T5 plantation/banana bias added
[Ejército Patriota]: +1 movement on military units only starting at Political Philosophy (from all units at the start of the game). Promoting does not end a units turn for all cavalry, spies, and planes (from all military units)
[Haciendas]: unlocked with Medieval Faires (from Mercantilism), but can only be built on flat terrain. +1 Production per adjacent Hacienda moved to Mercantilism (from Rapid Deployment)

Simón Bolívar
[Campaña Admirable]: Can no longer earn Great Generals

So, Bolivia / Gran Columbia. Haciendas got buffed to the point where you can actually build them before the modern era, but it's still weak in comparison to the Cree improvement that you can spam everywhere at the start of the game. The main focus here is still the free movement on all units and the free GGs. Interesting that the mod didn't nerf any of their super abilities, like the one that can be sacrificed to give all units another attack. I guess we'll get to see how strong that actually is in practice. The civ gets basically no economic benefits outside of the marginal hacienda, so it will be up to Yuris to make the most of the military boosts.
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(July 6th, 2025, 08:09)Chevalier Mal Fet Wrote: Good luck! I find the simple act of writing down my turns each round massively improves my game, so I'm confident you'll do fine. smile

Thanks for the encouragement! My previous two showings in Civ6 were not great, and I'm really out of practice for remembering what's where on the tech tree and what all the districts do. Hoping to get that figured out in the opening turns so I can at least have a game plan going forward (good chance Archduke wrecks that though if he's nearby!)
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turn 2: checking the great people screen shows this




The great engineer is good, the merchant is iffy, the scientist is terrible, and the general is good... I think. I can't really recall how bad WW tends to get. I'm not sure if I have seen that GG effect in the vanilla game, maybe the mod added that in?

Well, I'm definitely not building a campus as the first district.

Going to have to start thinking hard about governor promotions. The super pingala one (+1 sci +1 culture per pop) was split into separate promotions for separate governors. Magnus first seems the way to go.

Turn 4-5:

I found a barb camp that whacked my warrior for a bit of damage. But it was worth it because I found the first city state:




Being the first to find it gives me the envoy, +1 culture per turn in the capital. Nice! Mohenjo daro got the suzerain effect nerfed (I think?), now it just gives cities on water fresh water housing. So I will conquer this when I get the chance, I don't see myself building many theater districts as Arabs.
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Nevermind fellas, it was nice knowing you.

Next tech, archery. Fun!
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Yeah, the Aztecs seem absurdly buffed in this mode, and of course the most aggressive Civ VI player lands them.

War Weariness can get very bad indeed in late game wars that drag on and on. Dunno how much it affects the ancient era, but if the game goes long -25% is a pretty nice boon.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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I'm tempted to make an RB fork of the BBG mod just to not have to deal with crap like this again. (And the base theater districts really could use a buff...)
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Archduke at least seems like he is not going to choke me with his starting eagle warrior, so I can get the jade mined (still had to fork up 50 gold to buy the tile though...). Looks like he's also built another eagle warrior, maybe two, so I need to build a couple units of my own before a settler.

Good news is I am leading in science and culture. CoL completes next turn.
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