bp9801 Posted August 17, 2016 Posted August 17, 2016 Share this post Link to post Share on other sites More sharing options...
bp9801 Posted August 23, 2016 Posted August 23, 2016 Share this post Link to post Share on other sites More sharing options...
bp9801 Posted August 30, 2016 Posted August 30, 2016 Share this post Link to post Share on other sites More sharing options...
AAJoe Posted August 31, 2016 Posted August 31, 2016 Has there been any real info on what "Housing" does? Share this post Link to post Share on other sites More sharing options...
bp9801 Posted August 31, 2016 Posted August 31, 2016 Has there been any real info on what "Housing" does? Found this A starting city has a limited housing capacity, which can be added to by building certain structures or improvements. Each Farm or Plantation improvement adds 0.5 capacity, a Granary adds +2, and a Barracks adds +1. Housing appears to operate along with Amenities and available Food to determine the growth of a city, rather than acting as a hard cap. Local tile Appeal also impacts city growth. from here. Seems like an overhaul of the city growth mechanic. Share this post Link to post Share on other sites More sharing options...
bp9801 Posted September 3, 2016 Posted September 3, 2016 Share this post Link to post Share on other sites More sharing options...
AAJoe Posted September 6, 2016 Posted September 6, 2016 Kongo finally sounds like an actual interesting set. Mixing the inability to found religions with the incredible opportunity their unique tile gives (early explosive growth is the best kind of growth) means not only a dominant early game but likely early allies with your nearest neighbors as you'll want to adopt their religion quickly. Share this post Link to post Share on other sites More sharing options...
bp9801 Posted September 7, 2016 Posted September 7, 2016 Yeah, I think Kongo will be quite an interesting civ to play, considering how their style is and how different it seems. Should be fun. (full hour on this one) Share this post Link to post Share on other sites More sharing options...
bp9801 Posted September 14, 2016 Posted September 14, 2016 Share this post Link to post Share on other sites More sharing options...
AAJoe Posted September 15, 2016 Posted September 15, 2016 Greece sounds like a downright early game powerhouse based on the civic bonuses I've seen. If I recall correctly the first government forms only get 2-4 civic slots, so an extra "Wildcard" slot is pretty huge. It's kinda unclear what culture does though, still, so its hard to say if a lot of bonus culture is going to matter with early expansion. In Civ 5 culture really came snowballing in at the end game, making the early game culture run inconsequential other than for expanding your borders (which was admittedly enough to have SOME culture). So far all known wildcards are +2 great person points per turn... So I don't know how that translates into value yet, but if its on par with Civ 5's GPP speed that's pretty damn huge for the early game. Share this post Link to post Share on other sites More sharing options...
bp9801 Posted September 21, 2016 Posted September 21, 2016 I agree on Greece. Seems like a major contender to deal with in the early part of the game. Have to see how it changes over the course of a game. Share this post Link to post Share on other sites More sharing options...
AAJoe Posted September 22, 2016 Posted September 22, 2016 Rome. Boring as ever by the sound of it. Money. Military. Early expansion bonuses. Strong, but likely just going to be a warmongering nation in every play, which is my least favorite way to play Civ. Share this post Link to post Share on other sites More sharing options...
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