I have to say, these videos certainly would have been more helpful pre-release or early in release. I've played a handful of matches to completion, even once winning a cultural victory, and didn't know some of these things - like where to even put a National Park or that seaside resorts even existed. It's pretty easy to roll in to the end of a game without those things ever becoming a factor.
milaweck Once you know what to do it's pretty obvious. But it's pretty complicated and not properly explained in civilopedia. Plus it's too much manual work to find tiles to do improve them. Lens mod drastically helps you find the above information.
Jonas Dalbakk These days the release is what used to be the beta test, when they release the first add on they will hopefully have fixed all the bugs and voila we have a game aka release ^^
The Russian theme traumatized me. In one game, i had to listen to the modern era version over and over for hours. It was driving me nuts! I tried looking for a way to change the music but couldn't find any, so i muted the game.
Well, the system was so much clearer in CiV 5. This game really needs the CiV 5 tourism tab back where all the information and actions where centred. This is just worse...
I've always wondered about this. Say, I build a theater district next to a World Wonder. That means the district will generate +1 Culture, right? What if I build another wonder next to the theater district after I built it? Will the culture generated increase by 1 again?
Adjacency bonuses update with terrain changes. For example if you make a hanse next to a dock, and put a commercial district adjacent to both, both tiles will update their respective bonuses when it is finished. Not only will both benefit from having a commercial district next to them, but by now being adjacent to two districts instead of just one you get an additional +1 yield bonus. Other things to think about when building a city are using builders to clear forests before placing a district/wonder there, as otherwise you apparently lose the production bonus, using cliffs and peaks to minimize the number of tiles the AI can attack your city from, city state bonuses like Carthage's incredibly powerful bonus trade slot from encampments, access to strategic resources as you and the AI need two to build a unit in every city while cities with an encampment can make units with just one, and potentially most importantly the fact unique districts don't go against a city's current district limit. Which makes Germany's free district and hanse combo incredibly powerful until you raise the cost past !@#$ing wonders but that's another story.
Maquabra we already got Polan in a DLC... Which was not revealed before. New civs is almmost a gurantee, and the Netherlands would have a decent chanse of returning.
There's already mods out there that address most of the AI issues. It's stupid that it's needed, I agree, but they turn a game with good ideas into a game with good gameplay. Check out AI+ on the civfanatics forum. When I started playing it, the first thing I had to do was scale down difficulty level and learn how to build more military.
Way to show off. Nothing gets you into the japanese game mood as when you have russian music... FFS developers, get a grip and get rid of that. Its not our fault you were greedy and only made 3 minute long music for each nation. And while were at it, norway needs balancing. Their berserker units are bad and their church have no impact on the religion games.