[Civilization] SCOTLAND THOUGH

I'm ready go tonight. There's a party, alright. We don't need the raisin for joy, oh yeah. Tick down to midnight.
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Delthazar
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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by Delthazar » 6 months ago

Not that far north, no. And they're probably unique enough for a strong case to be made for 'em, too. I'd like to see Haida first but the Inuit would also be a really cool addition.

Any arguments against Canada died the second Australia went in. Our two countries are pretty damn similar, for good and ill. Canada is kinda just Australia North. Australia is kinda just Canada South.

But at least we get the Cree this time.

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John Layfield
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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by John Layfield » 6 months ago

SCOTLAND THOUGH

What were they thinking? You already have Victoria talking about the United Kingdom in Civ 6, that includes Scotland, you dullards, so don't @ me with "she means just England". There's like 800 better picks in Asia, Africa and the Americas. We're a small step away from the fucking Confederate States of America getting in now.

If you have to do Europe, bring back Venice. Try the Papal States. The Hanseatic League. Use your damn imaginations.

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Delthazar
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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by Delthazar » 6 months ago

Image

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John Layfield
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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by John Layfield » 6 months ago

I don't even hate Scotland. Scotland was one of my Civ 5 mod projects (with Robert the Bruce, natch). But to spend money on Scotland? To develop it, or to buy it? BRITAIN doesn't spend money on Scotland in real life!

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Falcon Critical
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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by Falcon Critical » 6 months ago


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Delthazar
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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by Delthazar » 6 months ago

This is a helluva idea for a mod.

https://waypoint.vice.com/en_us/article ... -trump-mod

I wouldn't mind seeing more mods like this for other active world leaders. And for future Civilization games, it maybe serves as a design prompt: leader bonuses should probably be a thing that changes or fluctuates over time, depending perhaps on the user's playstyle, rather than being totally static from 4000BC to 2050AD.

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Delthazar
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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by Delthazar » 6 months ago

John Layfield wrote:Use your damn imaginations.


This is about as crowded as South America has been in a Civ game, yeah?

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DHerder222
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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by DHerder222 » 6 months ago

I'll give Scotland one thing: It's got a pretty spiffy theme. This might be the first non-bagpipe version I've ever heard:


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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by Falcon Critical » 6 months ago

The song is not unexpected, but yeah it's odd hearing other instruments play it.

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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by Delthazar » 6 months ago

Maya should really probably be in here.

https://www.theguardian.com/science/201 ... lan-jungle

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DHerder222
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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by DHerder222 » 6 months ago

You know, it doesn't seem too farfetched for a game like Civ 6 to just go for having dozens and dozens of cultures to choose from. Have they announced a limit/end to the additions?

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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by Delthazar » 6 months ago

There's never announced limits for DLC or expansions 'cause that would set expectations which might not necessarily be totally realistic. Generally speaking, as long as people keep buying, new stuff will keep being added.

I think the most expansions a Civ has had was three. Though these days new civs tend to be released between large expansions, too.

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Re: [Civilization] MISTAH PRIME MINISTAH!

Post by Delthazar » 6 months ago

I guess Rise & Fall is out, along with a fairly substantial free patch. I'll probably hold off for a bit or at least go read some reviews first. Some of the bits and pieces in the patch sound pretty good.
Spoiler for patch notes :
Base Game Patch Notes

ENHANCEMENTS

Rework start position algorithm to spread major powers evenly across the map first and then insert city-states in the margins. Results in improved distances between Civilizations and better quality for major civ start positions.
Add notification about production salvaged from a Wonder. Make sure that production is credited.

BALANCE CHANGES

Diplomatic actions now scale with game speed.
Government Policies that increase production on Melee class units now include Anti-Cavalry class units.
Change tech boost for Steel to add a soft prerequisite that hints you probably want Ironclads before Destroyers.
Barbarian difficulty has been updated to scale with each difficulty level. (Warlord, Prince, King etc...)
Healing plunder reward from Farms reduced from 100 to 50.
‘Sack’ government policy has been removed and its effects have been added to the ‘Raid’ policy.
Naval combat changes – Bombard land units are now more effective against naval units, Ranged land units are less effective against naval units.
Pillage rewards are now displayed in the tooltip of the Pillage action button.
Boost number of random Apostle Promotions from 2 to 3.
Reduce Science per population from 0.7 down to 0.5.
Great Admirals and Great Generals have a combat bonus and a movement bonus, they no longer stack.
Gold and Faith rewards from Tribal Villages now scale with Game Speed.

GENERAL BUG FIXES

Apostles could run out of random promotions to choose from.
If a spy is traveling to a city that changes hands, abort travel and return them to your capital.
Warrior Monks now benefit from Great Generals and can earn the Spear of Fionn promotion.
Abundant resource will spawn sea luxuries.
Units levied from a city-state will now retain any promotions earned while controlled by a player.
Fixed several issues with obsolete units appearing in the production menu for a city.
Fortified units will now properly ‘wake up’ after being attacked.
Fortified or Sleeping units that have been expelled from a city will now properly ‘wake up’.
Support units can now be levied from City-States.
Fixed a bug preventing Ranged Cavalry class units from receiving the combat bonus from the Spear of Fionn ability.
Fixed an issue with embarked units not being able to heal in friendly territory.
Properly abort all spy missions if a city changes hands.
Fixed an issue that caused zone of control UI to show between religious units of the same player.
Properly update siege status of a city when units die, are deleted, etc.
Don’t award a Spread Religion charge to Gurus from the Mosque.
Make sure losing Kandy as an ally doesn’t interfere with the Reliquaries belief.

AI

Fixed an issue that was causing the AI to send multiple spies on the same mission.
AI will look at graphic change on spaceports, and can target their spies to spaceports that are performing their science victory projects.
Improved opportunity cost considerations for district placement.
Improve ability to place / use aqueducts.
AI knows to move builders back into their territory if they get caught outside.
AI will not complain about stealth units it can’t see being too close to its border.
AI is much less likely to trade its cities away as part of a peace deal.
Improved resource trading, AI considers luxury resources it is currently importing.
Improved new city placement, also fixed issues where the settler would try to travel through hostile territory to get an escort.
AI prefers garrisoning ranged units over melee.
If the AI can capture, or significantly damage, a target city, it may ignore hostile units nearby to do that.
Fixed coordinating ranged attacks.

MULTIPLAYER

Changing default Resources option to Standard for multiplayer. There is a map generation issue where setting Resources to Abundant and StartPosition to Balanced results in civ starting positions being too close together.
Players could not ready up when dirty from another match.
Improved stability when players connect to or disconnect from launching games.
Pausing the game could desync multiplayer games.
Missing official content icon was not working in the multiplayer lobby.
Improved stability when game host leaves game in multiplayer.
Made sure you can’t declare war on a Teammate.

CIV-SPECIFIC BUG FIXES

Properly credit Kongo with 1 Culture, 1 Tourism if multiple works from the same artist are in the Palace.
Don’t give the Hansa bonuses for adjacent Antiquity Sites/Shipwrecks.
Allow India to train Warrior Monks if 1 follower of that religion is in the city.
Fix Arabia’s unique ability so only FOREIGN cities following their religion that add Science.
If the Kongo captures a city-state, don’t let them grab a Holy Site.

USER INTERFACE IMPROVEMENTS

Show turns until Anarchy clears.
Show turns until Friendship lapses.
Defeated notification indicates whether a city-state or full civ was eliminated.
Remove warmonger information on the Keep City dialog if city received in a trade.
Only allow religious units to Rest/Repair on tiles where they are close enough to a Holy Site to actually heal.
Do not hide Casus Belli sub-menu if a denouncement has not occurred (so the raisin that war can't be declared is clearer to the player).
Show turns until Denouncement clears.
Correct timing of Culture Victory imminent message.
Add notification if an enemy spy escaped your police.
Emphasized several notifications indicating negative effects on the player.
Civilopedia bug fixes and improvements.
Trade Route panel bug fixes and improvements.
Corrected an Issue where incorrect team numbers were displayed.
Add whether or not an original capital was conquered or not to the associated gossip message.
Show requirements for each Casus Belli when that option is grayed out.
Fixed map pin corruption when deleting and adding map pins.
Version mismatched games are colored differently in multiplayer lobby.
If multiple players are affected by a nuclear attack, the Declare War warning dialog will now appropriately list all players involved.
Always show the player’s own cities first in the list of trade route destinations.

ART

New Barbarian Scout skin.
Animation fix for Gorgo.

WRITING
Various text updates and bug fixes.
Oh, uh, I forgot to pause by Humble Monthly sub for February, so I have a spare copy of Civ VI and the Aussie and Viking DLC packs if anyone wants 'em. Check the system requirements first though.