Just started watching your channel a few months ago and I have a question… Why do you guys play maps with no oceans? Doesn’t that eliminate a bunch of potential Civ options? Is BBG designed for only non-ocean games? Not here to troll just genuinely curious!
99% of games played in CPL are on one of four map types: Pangea, 7 Seas, Rich Highlands, and Lakes. BBG is generally balanced around these maps, and this game in particular was played on Pangea. Pangea only has a single ocean, and the Better Balanced Maps mod massively strengthens civ-based spawn biases, guaranteeing that naval civs always spawn on coast. This means that all of the naval civs in Pangea games are usually on the same ocean, so there's plenty of naval play to be had on this map depending on the civ you pick. 7 Seas is a very water-heavy map, consisting of a single interconnected land-mass broken up by huge inland seas with some islands in the middle of them. Unlike Pangea, not all naval civs will wind up on the same ocean - however, also unlike Pangea, nearly every civ will be forced to settle some coastal cities due to the heavy presence of water on the map. In some senses there's more naval play, and in other senses there's less. Rich Highlands and Lakes are both extremely land-heavy maps. There are some inland seas, but they're considerably smaller than on 7 seas. Depending on how the map generates, naval war may not even be possible for anyone. It's common for people to really dislike naval warfare in Civ 6 multiplayer. It largely has to do with the fact that the game is played with simultaneous turns, and players with faster PCs can load into their turns a few seconds sooner and do what's known as "first-moving", where they take actions before the other players have loaded in. This is a relatively small advantage on land, as defenders have access to fortification bonuses, terrain bonuses, etc, and units often can't move more than 2-3 tiles at a time. However, in naval combat, first-moving is a gigantic, almost insurmountable advantage. There's no defensive terrain bonuses, no fortification bonuses, units have far more movement range than they do vision range, and every single fishing boat pillage rewards the attacker with healing. First-moving goes from giving the attacker a minor advantage to an overwhelming one, and it's frustrating. Water-heavy maps like Tilted Axis and Archipelago almost feel "pay-to-win". If you have a particularly slow PC, you basically can't ever win a war with anyone.
Gameplay-altering mods: Better Balanced Game Better Balanced Maps Multiplayer Helper Sailorcat's Configurable Goodie Huts (used to increase tribal village frequency by 50% in order to make the first golden age more easily achievable, reducing the role RNG plays) UI mods: NotificationClear Better Report Screen Policy Cards Extended Top Panel Extension Pro
How do you get the food and production totals to show in the top ribbon? Is it a mod? I have all the CPL mods but cannot figure out how to turn this feature on.
@@insaeculasaeculorum i know but im talking about the situation in which you consciously elongate the path of trader by scouting in certain way, you still have some visible conection
Wouldn’t it be better to rush for the mercenaries civic after feudalism for the card which grants +1 science and culture on foreign trade routes? So, you‘d get 3 science and 3 culture, as well as 2 food and 2 prod from each trade route?
I watched this multiplayer guide video and it said losing a settler was bad. It wasn't ambiguous about this. Why not buy a escorts unit or bring one back?
Typically in FFA games people don't declare war in the early game as it's detrimental to both empires in the long run. Herson was probably banking on this, however given the distance and the ability to delete units, Dido could steal then delete the settler with no concern. There might also be a CPL etiquette not to do these things, I don't know as I don't play CPL, and perhaps Herson relied on this etiquette also.
I don't think domination is fast enough to outpace a science or culture victory, and if there's a good enough player in the lobby, they can stall you for a while, using up all your momentum. Idk if this is the full reason though.
@@theunknownleaf409 Additionally, because the games are played on online speed, domination victories are harder. Game speed scales science, culture, gold, production, yadda yadda... one thing it can't scale is movement speed. Because of this, you can accomplish less military push within the same amount of time on a faster game speed. This makes it much easier to outpace a militaristic victory, and also much easier to defend against attacks. If the enemy army is bigger than yours, you have a harder time holding out until you can build the key units you need to withstand the push. i.e. A smaller difference in military score is easier to push with in longer game speeds.
I think it's a mod, if you look at the top bar there's an amenity icon with a fraction next to it. I think this fraction is the number of cities that have reached the +5 amenity threshold.
Im a complete beginner, so I may have this quite wrong... but I do think the answer is that because the stolen settler was across the entire map from his capital, if he placed that city down anywhere it would have been lost to loyalty pressure very quickly. And escorting the settler back across the map would take 30 turns, at least... too many. Correct me if I'm wrong.
The settler was just about useless since he would have to walk it home (loyalty), past herson again and it would have taken a long time even if he managed so it's unlikely to ever settle. He took it because he thought he could get a delegation for threatening it. He then followed through with the threat, and rubbed it in by deleting him once he knew herson was watching. Should he have? If he only wanted to score high, definitely not. Even stealing a useful settler is a very risky because you're provoking that player. Perhaps being on stream compelled him to do it.
u should upload bad games too like the one where u got forward settled by australia as ghandi and irrel-warred him
I agree, I would love to see a variety of gameplay
Herson, I am a new viewer and i think you should make a 'How to get started playing CPL' video.
bro picked the wrong target
“ ‘Fo you picked the wrong house”
Violet evergarden is indeed one of the best animes i have watched, W taste Herson
Just finished watching the twitch vod. GG! Good 2nd place win!
Why are you spoiling the video clown
Edit your comment immediately, or else!
Just started watching your channel a few months ago and I have a question… Why do you guys play maps with no oceans? Doesn’t that eliminate a bunch of potential Civ options? Is BBG designed for only non-ocean games? Not here to troll just genuinely curious!
there is a vote on the map type before it starts
99% of games played in CPL are on one of four map types: Pangea, 7 Seas, Rich Highlands, and Lakes. BBG is generally balanced around these maps, and this game in particular was played on Pangea.
Pangea only has a single ocean, and the Better Balanced Maps mod massively strengthens civ-based spawn biases, guaranteeing that naval civs always spawn on coast. This means that all of the naval civs in Pangea games are usually on the same ocean, so there's plenty of naval play to be had on this map depending on the civ you pick.
7 Seas is a very water-heavy map, consisting of a single interconnected land-mass broken up by huge inland seas with some islands in the middle of them. Unlike Pangea, not all naval civs will wind up on the same ocean - however, also unlike Pangea, nearly every civ will be forced to settle some coastal cities due to the heavy presence of water on the map. In some senses there's more naval play, and in other senses there's less.
Rich Highlands and Lakes are both extremely land-heavy maps. There are some inland seas, but they're considerably smaller than on 7 seas. Depending on how the map generates, naval war may not even be possible for anyone.
It's common for people to really dislike naval warfare in Civ 6 multiplayer. It largely has to do with the fact that the game is played with simultaneous turns, and players with faster PCs can load into their turns a few seconds sooner and do what's known as "first-moving", where they take actions before the other players have loaded in. This is a relatively small advantage on land, as defenders have access to fortification bonuses, terrain bonuses, etc, and units often can't move more than 2-3 tiles at a time. However, in naval combat, first-moving is a gigantic, almost insurmountable advantage. There's no defensive terrain bonuses, no fortification bonuses, units have far more movement range than they do vision range, and every single fishing boat pillage rewards the attacker with healing. First-moving goes from giving the attacker a minor advantage to an overwhelming one, and it's frustrating. Water-heavy maps like Tilted Axis and Archipelago almost feel "pay-to-win". If you have a particularly slow PC, you basically can't ever win a war with anyone.
Ceterum censeo Carthaginem esse delendam - Herson ca. turn 35
The circumnavigation kerfuffle 😂
What mods are you running in this game?
Gameplay-altering mods:
Better Balanced Game
Better Balanced Maps
Multiplayer Helper
Sailorcat's Configurable Goodie Huts (used to increase tribal village frequency by 50% in order to make the first golden age more easily achievable, reducing the role RNG plays)
UI mods:
NotificationClear
Better Report Screen
Policy Cards Extended
Top Panel Extension Pro
How do you get the food and production totals to show in the top ribbon? Is it a mod? I have all the CPL mods but cannot figure out how to turn this feature on.
İdk exactly name of it but this mod something like “advence top panel”
A mod named "Top Panel Extension Pro"
Wouldn’t everyone else in the lobby also be using it?
I'm not sure if trade routes work that way, but wouldn't be optimal for Kublai to scout around his allies but no go directly into their teritory?
No,you cant send routes to cities that you cant see a route to
@@insaeculasaeculorum i know but im talking about the situation in which you consciously elongate the path of trader by scouting in certain way, you still have some visible conection
@@urbanekpl4407 Im pretty sure you can only send traders if they follow the path the game designated them,so that scenario wouldnt work
@@insaeculasaeculorum Traders will take a non-optimal path, as long as it's the best path you've revealed and it's within range.
@@RayHikes Play kublai mongolia and ally someone far away. Instant trading posts mean you can crossmap trade route.
44:36 - caguana wanted a horseman
Wouldn’t it be better to rush for the mercenaries civic after feudalism for the card which grants +1 science and culture on foreign trade routes? So, you‘d get 3 science and 3 culture, as well as 2 food and 2 prod from each trade route?
Carthago Delenda Est most Based city name
Biggest mistake in this vid is saying evergarden isnt a 10
how many subs to get a new microphone?
would love to see how you play gitarja :)
Why don't you link unit's like the balloons when they can be attacked?
I watched this multiplayer guide video and it said losing a settler was bad. It wasn't ambiguous about this.
Why not buy a escorts unit or bring one back?
Typically in FFA games people don't declare war in the early game as it's detrimental to both empires in the long run.
Herson was probably banking on this, however given the distance and the ability to delete units, Dido could steal then delete the settler with no concern.
There might also be a CPL etiquette not to do these things, I don't know as I don't play CPL, and perhaps Herson relied on this etiquette also.
He didn't have to buy anything. He levied a CS with four units nextdoor.
How viable are domination victories in mulitplayer beacuse it seems noone ever goes for tit
I don't think domination is fast enough to outpace a science or culture victory, and if there's a good enough player in the lobby, they can stall you for a while, using up all your momentum. Idk if this is the full reason though.
@@theunknownleaf409 Additionally, because the games are played on online speed, domination victories are harder. Game speed scales science, culture, gold, production, yadda yadda... one thing it can't scale is movement speed. Because of this, you can accomplish less military push within the same amount of time on a faster game speed. This makes it much easier to outpace a militaristic victory, and also much easier to defend against attacks. If the enemy army is bigger than yours, you have a harder time holding out until you can build the key units you need to withstand the push. i.e. A smaller difference in military score is easier to push with in longer game speeds.
Herson, how are you easily tell how much amenities are in your cities without entering in them?
I think it's a mod, if you look at the top bar there's an amenity icon with a fraction next to it.
I think this fraction is the number of cities that have reached the +5 amenity threshold.
@@TG-to5nf but on 1:48:00 he has 9 cities and it says 14/11, I thought that indicator is amount of luxes he has
@@MegaJuniorFan Amenities scale with population, so perhaps instead this is the fraction of amenities needed or something.
Must be another game before c patch
Correct, this game was played while Reyna still had the extra trade route capacity on her 1st promotion.
Can you play an Eleanor game please!
Maybe I missed it, are there just no barbarians ?
why did he delete the settler instead of using it?
Im a complete beginner, so I may have this quite wrong... but I do think the answer is that because the stolen settler was across the entire map from his capital, if he placed that city down anywhere it would have been lost to loyalty pressure very quickly. And escorting the settler back across the map would take 30 turns, at least... too many. Correct me if I'm wrong.
The settler was just about useless since he would have to walk it home (loyalty), past herson again and it would have taken a long time even if he managed so it's unlikely to ever settle. He took it because he thought he could get a delegation for threatening it. He then followed through with the threat, and rubbed it in by deleting him once he knew herson was watching. Should he have? If he only wanted to score high, definitely not. Even stealing a useful settler is a very risky because you're provoking that player. Perhaps being on stream compelled him to do it.
kekw
Apadana, Forbidden City and Oxford. On slotordering Oxford I could not bare it anymore, had to stop watching.
Slotordering ?
When a wonder is finished on the same turn by 2 or more civs, civ which has a higher slot in the lobby will get it while others will not.
20views in 1 minute? Dead channel
Gg
they don't think it do how it be BUT IT DO,
it do be like that sometimes
33 views in 8 years?
First