Quick FYI before you get really sad like me, when the Voidsingers transform all your monuments into Old God Obelisks, you lose all your Heroic Relics. So... yeah, that's fun.
I really like having the cut in images of things you mention, like when you talked about Pyramids and Petra. Really helps with accessibility to those less familiar to the game. Great job!
I liked the new editor a lot, the cuts between phrases could have a bit more of delay, because it connects phrases a bit too fast, but not counting that, it's pretty great, i like that the editor puts the wiki information about heroes and wonders, it's very useful.
Hey Potato, if you want to get heroic relics off the AI I’ve found that if you declare a friendship with them, it breaks how they value the relics a bit and are willing to trade it to you for 1 of any strategic resource. Love the editing in this series by the way.
TLDR: The AI gets no bonus loyalty for being on deity, the biggest factor explaining Rapiqum's loyalty is Rapiqum's own population, 4 makes a bigger difference than you might think. It would have positive loyalty at 4 pop even if Mashkan-Shapir wasn't there. According to the wiki the loyalty pressure from citizens formula is as follows: Each city within 10 tiles applies [era bonus] * [Population] * [10 - Distance]. Era bonus is 1.0 for normal age, 1.5 for golden age and 0.5 for dark age. The city also applies loyalty pressure to itself by the same formula with distance counted as 0. So at 37:02 Rapiqum is providing 1 * 4 * (10 - 0) = 40 pressure to itself in addition to the pressure from Mashkan-Shapir, which is 1 * 11 * (10 - 9) = 11. So babylon is providing a total of 51 pressure to itself. From your side you provide pressure from 2 cities, La Rochelle gives 1.5 * 3 * (10 - 6) = 18 and Bordeaux gives 1.5 * 1 * (10 - 5) = 7.5 pressure for a total of 25.5. The difference between domestic and foreign pressure is then scaled by a factor of 10/(min[domestic, foreign] + 0.5) to produce the "pressure from nearby citizens"-value (where min[domestic, foreign] is the lesser one of those two). In your case you have 25.5 foreign pressure so the factor would be 10/26, making the final value for "pressure from nearby citizens" (51 - 25.5) * 10/26 = +9.8. After that you add bonuses for governor, monument etc., in this case Rapiqum gets +3 for following taoism, making the total 12.8 (not sure why the game calculates it as 0.1 extra). The takeaway here is that a city's loyalty pressure to itself is very strong, and a city becomes much much harder to flip if it can survive its initial time at 1 pop. Something you could do is get 2-3 settlers and forward-settle around Rapiqum at the same time. I have been able to claim close to -20 loyalty tiles with relative ease before just relying on a governor to boost initial loyalty while the city is at 1 pop. With religious settlements you also have extra loyalty from the start.
In my country, it's 0:51(In 24 hours format), and I'm watching this brilliant video. Mister Potato, you should know, that you have fans in Europe, and i hope you will continue making your awesome videos!
I hard agree on the city states. You basically have to hugbox around city states you want to protect or else EVERY AI in the game will destroy them. Even the non-militarist AIs seem hard coded to just purge City States and you as the suzerain can't even DO anything about it. If you have friendship or alliance with an AI they shouldn't be allowed to just use that to kill your city states. Definitely something I'd like to see addressed at some point soon.
I have resorted to mods to make CS stronger (free walls and starting military) so they don't get wiped out by the AI before I even have the chance to meet them
Sam Houston of the Texan Empire Leader Ability: Remember the Alamo Military Units receive -50% Combat Strength reduction when Injured, and +7 Combat Strength if fighting three Tiles from a Texan City. Losing a Military Unit provides Culture equal to 50% of its Combat Strength. Encampments, Forts, and Improvements that provide Defensive Bonuses provide +2 Culture. Civilization Ability: Lone Star Oil Rigs accumulate 2 more Resources per turn, increasing to 4 Resources if the Oil Rig is on Land. Texan Cities gain +2 Tourism for every Unique Feature in them.* Plains, Desert, Plains Hills, and Desert Hills gain +1 Culture and Production, increasing to +2 if there is an Improvement built on them. Unique Unit: Texas Ranger Texan Unique Industrial Era Light Cavalry Unit that replaces the Cavalry. Provides Culture from killing Enemy Units equal to 50% of their Combat Strength as well as +1 Era Score. +5 Combat Strength when defending. Requires 10 Horses to train. Production Cost: 330 Gold Cost: 1,320 Gold Maintenance: 5 Movement Points: 5 Melee Strength: 62 Sight Range: 2 Unique Infrastructure: Ranch Texan Unique Improvement unlocked with Horseback Riding. +1 Housing +2 Food +1 Production +1 Culture +1 Culture to adjacent Pastures +1 Food for every two adjacent Ranches, increasing to +1 Food for every adjacent Ranch(with Steam Power) +1 Production and Housing(with Colonialism) Leader Agenda: San Jacinto Will try to have a high Culture output as well as have a strong Military. Likes those who have a strong Military and high Culture output, and dislikes those who have a high Culture output but weak Military. Greeting: Welcome, stranger. The name's Sam Houston, and I extend my welcome to the Republic of Texas. Agenda Approval: I congratulate you heartily. Your people have grit, honor- Texas could use more folks like yours. Agenda Disapproval: Down here in Texas, we don't take kindly to cowards. I just thought I'd let you know. Attacked: Have you ever heard of rattlesnakes? They have at least the decency to let you know when they're gonna bite. Declares War on You: Watching your actions, I judge you as a threat to the freedom of Texas. Be prepared to meet your maker. Defeated: Our valiant defense of our republic will be remembered for all who come after, no matter how much you try to stamp it out. *Referring but not limited to Woods, Rainforests, Geothermal Fissures, etc.
Loyalty system still makes no sense. I randomly flipped a Maori city that was 12 tiles off my coast in my most recent game as Sumeria but then the korean city that bordered 4 of my cities never even dipped.
Cites each give loyalty pressure based of off population, also if the cities are tightly packed and near to each other they give off more pressure to each other. If you have a couple border cities beside each other in two civilizations your loyalty is both so high that you can’t really change it for either side. Also golden ages and stuff like that affect loyalty. Cities settled far away also have less loyalty. It’s definitely a hard mechanic to learn so it’s reasonable to be confused. Hope this helps!
Been a while since I watched any of your videos. Couldn't say exactly what it is but it seems like your content has got a lot better since I last watched, great stuff.
I would love a "Proxy-War" Mechanic where you are at war with the AI over a CS, but like an Emergency only last for so long, so you dont have to kill the AI, not just a War Goal thing. As well as, a Diplomacy option to play off or influence the AI to stop their war on a CS.
I don't mind the AI aggression toward city-states as much as I hate when they delete them and prevent any possible liberation. In my last game Gaul randomly decided to delete Venice and I didn't see it until too late. It took a huge chunk out of my gold income.
I mean, it's good strategy. Why leave around a city state that they have no chances of becoming suzerein of. I feel like playing civ optimally often times involves being mean, especially to players who are winning.
I just had an amazing mod idea, so modders do your thing: Godzilla Mode! Where at the start of the game, a single Barbarian GDR spawns on the map randomly!
GDRzilla mode? How about having 10 on the map, respawning in fog of war when defeated, passive until attacked for the first time, giving victory points when defeated for a new victory condition
@@thawk75 what about one for each GDR skill you unlock in the science tree!?!! I wouldn't go for passive until attacked for my tastes, unless of course you could get an awesome reward for defeating one? And how about this: they only spawn in FoW, in water! One turn you're happy as can be, then a GDR comes out of the fountain of youth!
Hey Potato! For stacked notifications (with the little number), you can click the number and it will clear all the notifications of that type. I also ignore these, and learning this trick saves so many clicks.
When you talk to other civilizations there is a tab called agreements where you can see if you have open borders with them. That way you don't have to go into the trade menu
About the difficulty of identifying who you have Open Borders with: I'm sure you know this and have temporarily forgotten, but you can pretty easily tell who you have open borders with from one screen on the tourism victory condition page. You'll see a +25% modifier for all civs you have open borders with.
I was so confused for some time there. He stopped mentioning Granada, and it took me a solid few minutes to realize it was just gone. Seriously. So uncalled for.
A few updates ago they made the AI raze city states if they'd have loyalty issues in the captured city. I sort of understand if the suzerain was someone you are at war with, not having to deal with loyalty problems and all that, but it sucks that a quarter of the city states in a game will now be razed before you even have a chance to meet them, and there's no chance to even get them back if they were a citystate you really wanted. All the more reason to crank that city-state number to max every time I guess.
@@Jack_Rakan why is the ai so aggressive towards city states anyway. it seems like an decision bythe devs but i just cant understand whyyou would want that.
I’m just thinking, it would be a cool thing if they added a mediation mechanic where players could make peace for other players for diplomatic victory points, could be like if an empire just declared war you can offer to mediate, if they agree, you can propose peace deals on their behalf before the empires in the war can. If you succeed you get 1 diplomatic victory point, if you fail you lose 1 or something like that. You could do it for city states to counter ai aggression towards them
This is one of those games I like watching and hate playing. As soon as Rome declared on me I'd be like, "nope, too hard. Start again. Game is out to get me."
I totally get your standpoint, although the lower difficulties do a pretty good job of letting you get the hang of the game without too much ai pressure. You can also pick which civs will show up, which can help you avoid unnecessary war when trying to learn. It's worth a try!
The 'TCS Free Walls for City-States' mod might stop the AI taking them out quite so easily... it's included in 'Civitas City States Expanded' as well, if you want to vary up the CS impact on the game a bit.
You can see open borders with the AI under the Agreements header of the main overview screen. You don't have to click Make Deal to see. Pretty sure I learned that from you! XD
I cant put my finger on it, but this may be the best editing of any video I seen of yours...hmmm....maybe it was your: quickthoughstintochangingthoughtsthatprobablytookseveralmintuesbutwascutdownintoseveralsecondsandhadmelaughingthewholetime. Hmmm, ya, maybe it was that.
Hey Potato, Did you know that when AI offers you peace, sometimes they are willing to give you some of their cities. It seems like a broken mechanic for me as sometimes I get their cities even if I'm far behind them in military and science.
I´ve tried this strategy today and it was quite fun.Found Voidslingers pretty fast and spawned close to Galapagos isles (Mausoleum + Reyna=really nice tiles:) ) which helped me with science.Got 2 beautiful National parks on the south tundra with St.Basil´s cathedral. End before turn 300 on standart continents map. BTW Sindbad destroying coastal barb camps it´s riddiculous money maker :D
Hi Potato, you play this like traditional cultural victory game and I think Catherine the Magnificent gameplay should be more unique and focused on their unique project. I saw deity 94 turn victory with her with 55/44 tourists in the end on huge map (her project makes tourism even for undiscovered civs!). You might consider: not finishing techs and civics as they increase city projects costs, trading luxuries from AI, and finish all court festivals with chops on the same final turn so they do not skyrocket in cost (well shown also in gamer grampz turn 121 large map victory too).
Gold is super important, especially on higher difficulties so its unlikely a situation would arise where it makes sense to buy a bunch of luxuries for a production boost when you could instead spend that gold directly on a building or unit. Hope this clears it up a bit
How did the video editor do?
good
He did great (:
I thought it went amazing
I was reminded of Spiffing Brit, just no stock images.
He amazing
Quick FYI before you get really sad like me, when the Voidsingers transform all your monuments into Old God Obelisks, you lose all your Heroic Relics.
So... yeah, that's fun.
Can you keep them if you put them in "Any" slot, like the palace, a Wonder, or with a Great Person-activated building? Or can you not move them?
@@benabaxter Heroic relics can only go into Heroic Relic slots, unfortunately. :(
Well, that clears my confusion. I was wondering where did my shit go
That's considered a bug I hope.
@@XenophonSoulis I would hope so, but for now it's nice to know ahead of time :P
I really like having the cut in images of things you mention, like when you talked about Pyramids and Petra. Really helps with accessibility to those less familiar to the game. Great job!
“Hey Babylon, declare emergency on Rome?”
“To liberate Hunza?”
“Yes.”
*Actually pillages Rome like a boss*
Alternative title: "Anansi is the best hero for double trolling the AI"
Hey, Potato, you know there is a symbol for open borders on the empire page. It's the little symbol just above the trade deal button
"Should I build a temple or a builder?"
"I think the answer is to build a theater square"
Amazing :D
Lol you managed to run into every aggressive civ in the game with this playthrough.
You’re forgetting the mighty Gilgabro
Gorgo as well
HE LITTERALY MADE A VIDEO A DAY AFTER HIS PREVIOUS VIDEO
*H O W*
Potato McMagic
Never underestimate an irishman's capacity for work.
@@InnocentKhajiit I it's of their own volition, that is
@@koenvandenbroek5814 Fair point
You know, I can't tell you how many wars have started in my games over AI standing on my tiles when I want them for something.
22:40 all the silver in the map besides Hungary. what the heck.
Cerro de Potosi of this world.
Potential lovely little +5 Industrial zone in Bordeaux
I liked the new editor a lot, the cuts between phrases could have a bit more of delay, because it connects phrases a bit too fast, but not counting that, it's pretty great, i like that the editor puts the wiki information about heroes and wonders, it's very useful.
Hey Potato, if you want to get heroic relics off the AI I’ve found that if you declare a friendship with them, it breaks how they value the relics a bit and are willing to trade it to you for 1 of any strategic resource. Love the editing in this series by the way.
TLDR: The AI gets no bonus loyalty for being on deity, the biggest factor explaining Rapiqum's loyalty is Rapiqum's own population, 4 makes a bigger difference than you might think. It would have positive loyalty at 4 pop even if Mashkan-Shapir wasn't there.
According to the wiki the loyalty pressure from citizens formula is as follows:
Each city within 10 tiles applies [era bonus] * [Population] * [10 - Distance]. Era bonus is 1.0 for normal age, 1.5 for golden age and 0.5 for dark age. The city also applies loyalty pressure to itself by the same formula with distance counted as 0.
So at 37:02 Rapiqum is providing 1 * 4 * (10 - 0) = 40 pressure to itself in addition to the pressure from Mashkan-Shapir, which is 1 * 11 * (10 - 9) = 11. So babylon is providing a total of 51 pressure to itself. From your side you provide pressure from 2 cities, La Rochelle gives 1.5 * 3 * (10 - 6) = 18 and Bordeaux gives 1.5 * 1 * (10 - 5) = 7.5 pressure for a total of 25.5.
The difference between domestic and foreign pressure is then scaled by a factor of 10/(min[domestic, foreign] + 0.5) to produce the "pressure from nearby citizens"-value (where min[domestic, foreign] is the lesser one of those two). In your case you have 25.5 foreign pressure so the factor would be 10/26, making the final value for "pressure from nearby citizens" (51 - 25.5) * 10/26 = +9.8.
After that you add bonuses for governor, monument etc., in this case Rapiqum gets +3 for following taoism, making the total 12.8 (not sure why the game calculates it as 0.1 extra).
The takeaway here is that a city's loyalty pressure to itself is very strong, and a city becomes much much harder to flip if it can survive its initial time at 1 pop.
Something you could do is get 2-3 settlers and forward-settle around Rapiqum at the same time. I have been able to claim close to -20 loyalty tiles with relative ease before just relying on a governor to boost initial loyalty while the city is at 1 pop. With religious settlements you also have extra loyalty from the start.
can you rename "Bordeaux" to "New Granada" ??
"I'm feeling really confident about my position in the game and confident about my decision making"
2 seconds later..
PERSIA!
“Plantations are typically very bad, but they’re good for making gold” -PotatoMcWhiskey 2020
I sure missed regular Civ 6 uploads
I literally just finished watching the first episode when this came out
lucky, i had to wait hours
In my country, it's 0:51(In 24 hours format), and I'm watching this brilliant video. Mister Potato, you should know, that you have fans in Europe, and i hope you will continue making your awesome videos!
I hard agree on the city states.
You basically have to hugbox around city states you want to protect or else EVERY AI in the game will destroy them. Even the non-militarist AIs seem hard coded to just purge City States and you as the suzerain can't even DO anything about it. If you have friendship or alliance with an AI they shouldn't be allowed to just use that to kill your city states.
Definitely something I'd like to see addressed at some point soon.
I have resorted to mods to make CS stronger (free walls and starting military) so they don't get wiped out by the AI before I even have the chance to meet them
@@juliakovacs4885 City states do start with free walls and starting militairy though...
Day 421 of complaining that attacking a city state should be an act of war against its suzerain.
@@cthzierp5830 Maybe through a protection mechanic that gives you the option for it.
Sam Houston of the Texan Empire
Leader Ability: Remember the Alamo
Military Units receive -50% Combat Strength reduction when Injured, and +7 Combat Strength if fighting three Tiles from a Texan City. Losing a Military Unit provides Culture equal to 50% of its Combat Strength.
Encampments, Forts, and Improvements that provide Defensive Bonuses provide +2 Culture.
Civilization Ability: Lone Star
Oil Rigs accumulate 2 more Resources per turn, increasing to 4 Resources if the Oil Rig is on Land. Texan Cities gain +2 Tourism for every Unique Feature in them.*
Plains, Desert, Plains Hills, and Desert Hills gain +1 Culture and Production, increasing to +2 if there is an Improvement built on them.
Unique Unit: Texas Ranger
Texan Unique Industrial Era Light Cavalry Unit that replaces the Cavalry.
Provides Culture from killing Enemy Units equal to 50% of their Combat Strength as well as +1 Era Score. +5 Combat Strength when defending.
Requires 10 Horses to train.
Production Cost: 330
Gold Cost: 1,320
Gold Maintenance: 5
Movement Points: 5
Melee Strength: 62
Sight Range: 2
Unique Infrastructure: Ranch
Texan Unique Improvement unlocked with Horseback Riding.
+1 Housing
+2 Food
+1 Production
+1 Culture
+1 Culture to adjacent Pastures
+1 Food for every two adjacent Ranches, increasing to +1 Food for every adjacent Ranch(with Steam Power)
+1 Production and Housing(with Colonialism)
Leader Agenda: San Jacinto
Will try to have a high Culture output as well as have a strong Military. Likes those who have a strong Military and high Culture output, and dislikes those who have a high Culture output but weak Military.
Greeting: Welcome, stranger. The name's Sam Houston, and I extend my welcome to the Republic of Texas.
Agenda Approval: I congratulate you heartily. Your people have grit, honor- Texas could use more folks like yours.
Agenda Disapproval: Down here in Texas, we don't take kindly to cowards. I just thought I'd let you know.
Attacked: Have you ever heard of rattlesnakes? They have at least the decency to let you know when they're gonna bite.
Declares War on You: Watching your actions, I judge you as a threat to the freedom of Texas. Be prepared to meet your maker.
Defeated: Our valiant defense of our republic will be remembered for all who come after, no matter how much you try to stamp it out.
*Referring but not limited to Woods, Rainforests, Geothermal Fissures, etc.
It's appropriate as Anansi is basically a troll in lore.
32:20
France begins redlining areas of "undesirable appeal". - 200 B.C. Colorized
Loyalty system still makes no sense. I randomly flipped a Maori city that was 12 tiles off my coast in my most recent game as Sumeria but then the korean city that bordered 4 of my cities never even dipped.
Cites each give loyalty pressure based of off population, also if the cities are tightly packed and near to each other they give off more pressure to each other. If you have a couple border cities beside each other in two civilizations your loyalty is both so high that you can’t really change it for either side. Also golden ages and stuff like that affect loyalty. Cities settled far away also have less loyalty. It’s definitely a hard mechanic to learn so it’s reasonable to be confused. Hope this helps!
38:50 desert tile with one resources? Aluminium
The lack of misery at Granada's destruction... Poor Granada. I thought you had respect, potato 😉
Stream and video in the same day! Potato you spoil us
Been a while since I watched any of your videos. Couldn't say exactly what it is but it seems like your content has got a lot better since I last watched, great stuff.
I would love a "Proxy-War" Mechanic where you are at war with the AI over a CS, but like an Emergency only last for so long, so you dont have to kill the AI, not just a War Goal thing. As well as, a Diplomacy option to play off or influence the AI to stop their war on a CS.
I would love this and it's honestly a tad disappointing that it's not already a thing
I don't mind the AI aggression toward city-states as much as I hate when they delete them and prevent any possible liberation. In my last game Gaul randomly decided to delete Venice and I didn't see it until too late. It took a huge chunk out of my gold income.
I mean, it's good strategy. Why leave around a city state that they have no chances of becoming suzerein of.
I feel like playing civ optimally often times involves being mean, especially to players who are winning.
I’ve listened to so much of your content, I’ve started talking sorta like you 0_0
That 30 second rule broke him, I can hardly follow what he's doing.
Longtime fan. This editing is AMAZING - keeping it SPUDSPEED
You can check open boarders on the diplomacy screen with each civ next to agreements. Saves going into the deals screen.
After all thats what matters at the end
I just had an amazing mod idea, so modders do your thing:
Godzilla Mode! Where at the start of the game, a single Barbarian GDR spawns on the map randomly!
GDRzilla mode? How about having 10 on the map, respawning in fog of war when defeated, passive until attacked for the first time, giving victory points when defeated for a new victory condition
@@thawk75 what about one for each GDR skill you unlock in the science tree!?!!
I wouldn't go for passive until attacked for my tastes, unless of course you could get an awesome reward for defeating one?
And how about this: they only spawn in FoW, in water! One turn you're happy as can be, then a GDR comes out of the fountain of youth!
Hey Potato! For stacked notifications (with the little number), you can click the number and it will clear all the notifications of that type. I also ignore these, and learning this trick saves so many clicks.
Chateau's can be built next to each other now. It would make the wine+five chateau achievement nearly impossible to do if you couldn't.
When you talk to other civilizations there is a tab called agreements where you can see if you have open borders with them. That way you don't have to go into the trade menu
38:50 ish: so Maui can reveal resources before you are able to see them through getting their respective research
Give us the Venetian Arsenal or your Anansi here will never see the light of day again
Thanks potato for cheering my afternoon up a little
About the difficulty of identifying who you have Open Borders with: I'm sure you know this and have temporarily forgotten, but you can pretty easily tell who you have open borders with from one screen on the tourism victory condition page. You'll see a +25% modifier for all civs you have open borders with.
Babylon just razed Granada. What the hell? What was the AI‘s reasoning behind that?
RIP Granada :(
Possibly because of the loyalty pressure. I guess they just raze cities they can't keep. Makes you wonder why they attacked it though
I was so confused for some time there. He stopped mentioning Granada, and it took me a solid few minutes to realize it was just gone. Seriously. So uncalled for.
A few updates ago they made the AI raze city states if they'd have loyalty issues in the captured city. I sort of understand if the suzerain was someone you are at war with, not having to deal with loyalty problems and all that, but it sucks that a quarter of the city states in a game will now be razed before you even have a chance to meet them, and there's no chance to even get them back if they were a citystate you really wanted. All the more reason to crank that city-state number to max every time I guess.
@@Jack_Rakan why is the ai so aggressive towards city states anyway. it seems like an decision bythe devs but i just cant understand whyyou would want that.
You can tell if you have open borders with a civ by looking at the "agreements" section of the leader screen, without having to go into the trade.
pretty cool display of the diplomacy systems the expansions introduce. Makes me excited to try it. (I have civ 6 but not the expansions yet)
Again with the timing! Thanks Taterman
Me whenever I start a Civ game: is this a good start, mr potato man?
Check if Rome still has marble. I bet they do. Anansi doesn't actually yeet the luxury, the AI keeps their copy.
I’m just thinking, it would be a cool thing if they added a mediation mechanic where players could make peace for other players for diplomatic victory points, could be like if an empire just declared war you can offer to mediate, if they agree, you can propose peace deals on their behalf before the empires in the war can. If you succeed you get 1 diplomatic victory point, if you fail you lose 1 or something like that. You could do it for city states to counter ai aggression towards them
This is one of those games I like watching and hate playing. As soon as Rome declared on me I'd be like, "nope, too hard. Start again. Game is out to get me."
I totally get your standpoint, although the lower difficulties do a pretty good job of letting you get the hang of the game without too much ai pressure. You can also pick which civs will show up, which can help you avoid unnecessary war when trying to learn. It's worth a try!
Masquerade Catherine builds the Venetian Artsenal.
The 'TCS Free Walls for City-States' mod might stop the AI taking them out quite so easily... it's included in 'Civitas City States Expanded' as well, if you want to vary up the CS impact on the game a bit.
They need a "clear all notifications" button to hit once to clear them all on the right-hand side. Super simple add-on.
You say that as if we didn't know already, Potato.
28:10 NOICE
There's one thing I'm not seeing here
LEGIONS
37:18 "NEIN! NEIN! NEIN!"
37:17
Potato McWhiskey suddenly becomes German instead of Irish in protest of Babylon's questionable loyalty.
Nein? Nein! Nein!
Any reason you used Maui on the tile where you wanted to put Petra? Unless you don't plan to build Petra since it's not important for your win con
Where is the Venetian Magnificence potato
Ah yes,
*trolling trolling*
The s in Toulouse is pronounced. If there's an e after some consonants in French, the consonant is pronounced
I like it when its not just a walk in the park
Great editing (the wonders)
You can see open borders with the AI under the Agreements header of the main overview screen. You don't have to click Make Deal to see. Pretty sure I learned that from you! XD
I cant put my finger on it, but this may be the best editing of any video I seen of yours...hmmm....maybe it was your: quickthoughstintochangingthoughtsthatprobablytookseveralmintuesbutwascutdownintoseveralsecondsandhadmelaughingthewholetime. Hmmm, ya, maybe it was that.
Frantically chopping for builders when feudalism is 4 turns away
I think each patch the deity AI is starting to, little by little, be actually difficult. Lmao
Hey Potato, Did you know that when AI offers you peace, sometimes they are willing to give you some of their cities. It seems like a broken mechanic for me as sometimes I get their cities even if I'm far behind them in military and science.
I started playing this exact France kind of game this week, albeit not on Deity. Still working my way up.
I´ve tried this strategy today and it was quite fun.Found Voidslingers pretty fast and spawned close to Galapagos isles (Mausoleum + Reyna=really nice tiles:) ) which helped me with science.Got 2 beautiful National parks on the south tundra with St.Basil´s cathedral. End before turn 300 on standart continents map. BTW Sindbad destroying coastal barb camps it´s riddiculous money maker :D
hey potato, was there a reason why you didn't just snipe granada with your levied units rather than let babylon raze it?
I heard you mention there iis not an easy way to tell who have open borders to, have you tried the "Sukritact's Global Relations Panel" mod?
why didn't you put your theater squares adjacent to luxuries? especially in Toulouse and Marseille?
ive been playing civ 6 for a good chunk of time now and have one culture games and still got no clue how tourism works i just build shyt
Potato you had a playthrough where you had mini culture bombs through dropping mines. was that a mod or policy card?
Either the civs personal buff, or something that passed in world congress. I'm not sure which vid you mean so it could be either
When you bully and AI and feel bad for them and then realize they have no emotions so it means literally nothing
"Pretty flat and doesn't have a whole lot of appeal." .......I feel *very* attacked.
I like cutting in the Wonders you talk about as you talk about them, but why not display just their image and effect instead of rando text, like cost?
Playing Secret Societies without a secret society is just painful
Did babylon raze granada? What the reck?! I have never seen the AI razing a city state... 800+ hours
I have seen it once or twice... And the first time I was like where did the city-state go. Last time I checked it was there.
are you not aware of the bonus of having luxuries next to theater squares? toulouse and la rouchelle have really poorly placed theater squares
Don’t know if you ever noticed but your scout icon is different from the one in the base game lol
I died at the 4 science
Did you speed up the footage to 1.25x? Because I normally watch at 1.25x but this time it was too fast for me. But maybe I'm just tired. ;)
Toulouse is pronounced "Too-looz", not "Too-loo". We have to set a better example for the Brexiteers.
Hi Potato, you play this like traditional cultural victory game and I think Catherine the Magnificent gameplay should be more unique and focused on their unique project. I saw deity 94 turn victory with her with 55/44 tourists in the end on huge map (her project makes tourism even for undiscovered civs!). You might consider: not finishing techs and civics as they increase city projects costs, trading luxuries from AI, and finish all court festivals with chops on the same final turn so they do not skyrocket in cost (well shown also in gamer grampz turn 121 large map victory too).
Trolling trolling, keep em ais going rawhide!
No!!!
The precious Petra city!!!
Finally someone feels my pain :D
Petra man. Need to get a Petra city going so it can just churn out Court Festivals after Court Festival.
Why on earth would Barbarians get bonus damage from the military thing.
Don’t forget about cultist for extra cities!
Use Anansi's ability offensively?! I cant believe I never thought of that! All this time I thought he was a fairly useless hero
feels like click-bait, he never uses anasi to remove any luxuries...:(
He does that multiple times, maybe try watching the whole video next time :)
Can't you trade more luxury resources from AI to booster even further your projects?
Gold is super important, especially on higher difficulties so its unlikely a situation would arise where it makes sense to buy a bunch of luxuries for a production boost when you could instead spend that gold directly on a building or unit. Hope this clears it up a bit
Doesn't Brussel give you like 20% more production for city projects?
I'd suggest placing entertainment districts next to culture ones. That gives +2 culture