![]() ![]() I had boats in coastal waters with the Lost At Sea logo and warning. ![]() in my last game alone: I had a city I had settled and built with 100 stability suddenly unable to build anything due to "being in revolt" despite nothing causing that. Sieges aren't even things, since everyone just sorties anyway Religion isn't a race, since you can just convert whenever, and also it only gives 4 tiers of benefits and then faith is useless (save for a few edge case exceptions), despite several late game religious cultures like the Indians Stability (it's hard to manage in the early game unless you're Zhao or a builder culture spamming districts, then as soon as new world colonization luxuries and/or Manufacturies come online there's absolutely no way in hell to dip below 100 ever again Several systems are still fully irrelevant: ![]() Retreats sometimes take you to stupid-ass locations. You can't flee from fights once they start, so sometimes your melee unit v naval unit battle is just in limbo for 4 or so turns. Most of the time you can get important orders out, but sometimes the game randomly pulls your context away for no reason. The advantage of going first is way too significant, made worse by the simultaneous combat initiation system. Most cultural policies are worthless and a few are incredibly important, but the cost scales insanely with the number adopted, so you're better off fully ignoring all but the most important to be able to afford any in the late game.Ĭombat is good once a fight starts, but there are a lot of really ugly edge cases: Influence costs bubble like crazy, making revamping cities with later infra really expensive. Infra is too expensive for what it grants to be worth hard-building anything past T1. District cost bubbles so quickly that it's really not worth building any market quarters or farmers quarters ever. ![]()
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