I love tall cities and having seen Sir Duck Lancelots videos with his tall city challenges, I know *a lot* is possible. Really looking forward to this series! I also just love saying: "Yongle. YONGLE. YONGLE! *YONGLE!!!* Yongle."
£534 - As part of his continuing attempt to control the Confucian scholar-bureaucrats, the Yongle Emperor greatly expanded the imperial examination system through the University of Sankore in place of his father's use of personal recommendation and appointment. These scholars completed the monumental Yongle Encyclopedia during his reign.
I've seen a video of a 150 pop capital using Gandhi, a bunch of satellite cities, & a custom map that put all the enemy civs in one corner & all the city states in another. (Thinking about it, it might have been a SirDucksLancelot video) I've yet to see a 100 pop capital in 200 turns, but if there's any leader who can do it it's going to be Yongle.
@Ursa Ryan I have thought this for a long time, and something you said about building horse 'scouts' made me want to type this. In CIV7 I hope Recon are a Mounted Unit (like Light-Cav or Heavy-Cav or Ranged-Cav, basically Scout-Cav.) Basically a weaker light-cav unit (but their own "Class" & "Class Upgrade Tree") almost like a Barb Horseman. They could get early "Not Effected by Zone of Control" upgrades to aid in their scouting. They could start as a melee attacking horse scout unit, then (like the Skirmisher) upgraded to have their attack be a 1-Ranged attack (like a Barb Horsearcher with more strength for the Era,) perhaps sooner (before you send them so far) in the Classical Age. Then some 3rd variation that would come during the Renaissance, to go across seas and recon the lands beyond, then would be obsolete, and taken over by a "Hover-Class" (helicopter and/or drones (not support) as modern mounted-recon class with close range strike abilities & something like vision for Air-Units & other classes that need eyes at a distance.) *Depending how they do resources in the next game, recon/hover should need half the required horses or aluminum, based on the fact these would be small sized units needing less, as well as, to make them easy to produce. AND the first Recon Scout, would probably not need any so you dont have to wait making them... OR JUST IDK, NOT REQUIRE HORSE-BLINDNESS at the beginning of the game. LMFAO And maybe let up put horses in a stables, they arent sheep, you dont need 1000s in a pasture of a whole tile. LOL Then you could add a Land-Recon class that is limited to Industrial Age & onwards. This would include early and future Spec Ops, specializing in Airdrops (WW2) & Raids (Black Ops teams.) Maybe they could neutralize targets like support units, infrastructure, or even governors, and then get out of there. AND/OR something like a land-raiding-class (like naval-raiders,) but as stated would be limited to the 2nd half of the game. (Like how we stop with Support Siege Equipment and transition to Support Medical Equipment.)
if the temple tall extension doubles the follower believe in a city. if u play with India will all the follower beliefs double because that would be overpowered and fun to watch
Well.. I'm sitting here with a little bit of regret... I kind of needed my work phone for a lot of stuff in my job... This is going to be an awkward conversation tomorrow.. " Sir what happened to your device?" "Well you see, Ursa made a new video..."
The reason they go for Sovereigns (the AI,) is because on Deity they start either start with that Civic that unlocks the Government Plaza OR they at least have the Civic unlocked just before it from the beginning of the game. And they build the Government Plaza as soon as they unlock it. (So that's +1 right there, and when they unlock the building and the governments they build that too, so +2 at that point plus more if they get the 15% GPP government.)
I almost always start wiyh Magnus To chop starting infrastructure and probably wonder or settler And then if i want to play WIDE i would left Magnus in capital, construct government plaza and ancestral hall and spam settlers without losing pops Also trade routes to capital will be awesome with magnus promotion and government and later diplomatic districts
I know the start was especially chop heavy, and Yongle just does Yongle things, but this start has had me wondering if the Pingala meta needs reassessing. The thinking has always been, more culture unlocks more civics and more governor titles quicker. But early on the Pingala effect is very small. Spending your first governor titles on Provision and Surplus Logistics potentially gives you a very fast expansion and very fast capital growth. How does a quick, big cap and more early cities, compare to having Pingala giving his boost to a smaller cap? (And less overall empire city/pop count.) I'm thinking a Magnus start even when there aren't lots of chops (but especially when there are) and swapping in Pingala after the cap has grown and his % effect is more meaningful might always yield the best results.
All about the start for me. 7 to 10 population in a Pingala city can double your early empire yields but a well chopped Magnus wonder can be big as well. I've always been on the fence :)
this was a fantastic game. Would love you to attempt something similar with India. I always get chonky cities with Gandhi - One of my fav civs to play a chill game with
what are the actual mechanics with regard to tall vs wide in this game? I know in older civs taller civ's cities would develop a bit faster is it the same here just not as strong? What about the mod?
As Ursa stated, most info can be found on the Steam description page. Basicially it is like you said. There are some small bonuses for large cities, but that effect is weaker than the Civ5 counterpart. In addition to that tall empires receive small bonuses here, while wide empires got penalties in Civ5. We made that decision to not alter wide play at all while having that mod active. The rest of the magic happens in the Tall Extensions. They allow more active and interesting decisions and specializations, rather than passive bonuses.
But if I don't need my diary, where will I write my running commentary about how cool Ursa Ryan's Civ videos are? (in between descriptions of questionable dreams about Sacha Dhawan 👀)
For whatever reason turning on monopolies and corporations mode stops the ai from improving luxury resources until they unlock corporations late in the game! The mod just fixes that coding error
I love the monopoly game mode but sadly, I only play on console. so, no mod to fix the AI from not improving anything and therefore, the games tend to be pretty lame....😢