Petra with trading posts means TONNES of money
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- Опубликовано: 19 сен 2024
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Laconic Granny Kevin MacLeod (incompetech.com)
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I love the irony of destroying the environment to create a green tourism win condition.
Well it IS just like RL sadly.
Just look what they do to forests to fit windparks in :(
@@Legendendear I was about to say that lol
Going to say this
@@Legendendear yeaha and the guys "protecting" the forest by protesting usualy leave their trash everywhere.
"getting an extra trade route is super good here" says potato, while he is only using half his trade route capacity
Every time Potato mentions trade routes, he gets an additional slot that he never uses.
You should call it the "Babylonian Biosphere Blitz" for the alliteration.
The whole using strategic resources for civilian purposes is kind of realized in the Vox Populi mod for Civ V. Now that Civ VI seems "finished" by Firaxis, it would be cool to see some senior modders to start building something similar for Civ VI.
The Districts expanded mod does that sort-of as it makes an optional Industrial Zone building that can produce products based off of resources
Yep, and more product slots to hold them. Iron into Machines to boost production on improved tiles, and Niter into Fertilizer to boost farms
there's a couple mods that do things like that
The explanation at 32:49 is brilliant, I never thought about district choice in such a concise way!
Nice Job Morbus on the district editing. Was wondering how that would turn out.
What about a Niter Industry that boosts all farms in the city by +1 or 2 food. Maybe Military Academies act like Stock Exchanges but instead of luxuries it’s strategics and Research Labs hold bonus resource industries. For example, copper mines become industries (wiring) that doubles power from all sources (fossil & renewable).
Copper should definitely have a big benefit once electricity is discovered even if it’s that industrial zones in cities with copper have a bigger range to surrounding cities. Also miss the bonus production to wonders with a relevant improved resource (Stonehenge takes half the production with a stone quarry, Parthenon with a marble quarry, colossus/SoL with copper). Also military academies should provide a big bonus to campuses with universities and research labs if they’re adjacent or maybe even in the same city.
That district explainer is solid! A video's worth of content in & of itself. I have an overfit design for cities, always trying to max adjacency for everything, thinking about the late-game, and not properly considering what I need the city to do in the short term.
I just learned this recently: sending a trade route internationally still gives you a trading post in the city it was sent, so you can then send the trade route from further inside your empire.
Is this worth tho ? Don't you always want to take the shorter routes so it is done sooner ?
@@Snipfragueur The more trade posts a trade route passed through the more money it makes so go for the closest city and gradually increase the distance
@@Snipfragueur trade routes give yields per turn. The length of the trade route doesn’t actually matter all that much
@@Snipfragueur the main reason is mali. Mali wants a trade hub city with as much flat desert in said city.
Problem: you can't always reach the other civs quickly in the game, so making a colony to establish a trading post can allow your trading city a chance to reach other civs.
Also, for culture victory and Hunza.
It should be pointed out that the Biosphere also affects Cardiff's Suzerain bonus, Synthetic Technocracy, and the one Future Era card that gives power when you have Spaceports.
and that they DO generate tourism. 27 tourism per built up harbor (cardiff + biosphere), in particular, can be a little bonkers, as can 9 tourism per city center (Synthetic Techno).
Not sure if I've ever tested that spaceport card w/r/t biosphere tourism, but it's not exactly an extravaganza compared to the other two.
P.S. the tourism will be displayed on the city center, as that's where the renewable power from bonus sources "goes"
P.P.S. I have no idea why but replying to your Biosphere comment is posting it under your trade route comment. YT engineering i guess
@@gjits5307 the powwe from the Spaceport card is really only useful in Biosphere Science victory (get at least one more terrestrial laser)or trying to squeeze out as much tourism as possible.
One thing not mentioned on the biosphere's tool tip is that it not only triples the power gained from renewable energy tile improvements and hydroelectric dams, but also the power gained from the city state Cardiff and the synthetic technocracy government bonus!
3:30 *laughs maniacally*..... Glue factory. (takes horses, gives gold and maybe a tiny bit of production)
I listen to these videos at work instead of watching them so I’m not getting any better at civ but I am still enjoying your content!
5:04 i think niter should be used to launch fireworks in entertainment complexes, to give ammeneties.
Civ 5 had buildings that depended on resources; stable, lumber mill, quarry, in the city as well as tile improvements.
This is a very good take on the use of strategic resources AFTER they've become obsolete: I'd love to build steel mills or racetracks or ag companies or whatever.
My ideal with Iron is to have a new alternative Tier 2 Industrial Zone Building called the Steel Mill. It has a base production, but can consume some iron per turn to add a large amount of production to the city. That would give you something to do with extra industrial zones that don’t cover new cities.
Horses could have improvements that consume horses to build (like 20 horses to place) but add amenities. Hills could have horse trails and flatland could have horse racetracks. The improvements could add gold to the tile.
Hyper-gigasteel is a must have for Civ VII
You misspelled Civ VI 2.
"he was ravaged by a Natural wonder"
*A Man has fallen into the Bermuda Triangle in Moscow City!*
I loved the district explanation, Potato
There’s an excellent argument for building 3 each warriors before iron working (?), slingers before archery, galleys before cartography, and in this case heavy chariots before stirrups. With the appropriate card plugged in heavy chariots could have been 1-2 turn builds (32.5 production) in one of Potato’s productive cities with maneuver. And then you just pay the upgrade cost which is halved by professional army to a little over 300 gold. Building a tank is 240 production with the cavalry discount or over 1900 gold to purchase. Even with the world congress motion (not guaranteed) it would cost more production to build one tank than 3 heavy chariots.
Ye #babylomproblems most civs don't care much to optimize to that extent since production now is better than production later. Plus u'll be paying upkeep on otherwise useless units for a LONG time
Around the time 26:57 there was some freaky noise that scared me shittles! 😅 I'm watching this at 5 am while listening the sounds of my sleeping sick one year old. I thought she had some kind of a fit because of that noise. Thanks for the wake up boost! 💪🏻 I've been really enjoing the content lately, you rock Potato! ☺️
3:40 I think converting obsolete resources like horses and iron into amenities would be a good idea to add some late game value to them
Oh, you mentioned FilthyRobot... Good old days when I literally teached all about Civ5 pro tips from him, enjoyed he's civ5 FFA videos (i think he's "Inca defending against camel archer's for entire game" is legenary) and enjoyed playing FFA myself.
17:40
Doing theatre square projects across my whole empire helped me win the same strategy as Babylon even before i built Biosphere. I was flooded with great artists and all art museums (10?) were full by turn 140
Ye also, rushing culture like that means easier theming for archeological museums since there's less eras that great works could be. At some point it becomes more cost effective to go for archeologists
“If that’s what you took away from that, yknow what, I’m not even mad… I’m just gigamad”
You should consider making the district tutorial part of the video a short or a standalone video. It's very informative and more people need to see this useful information imo.
Yeah it was a really great explanation, and I had never considered it like that before.
What about an alternate building, in certain districts, ie: If a city has horses you could build some sort of equestrian building, as an alternative to the zoo, which would provide amenities and culture equal to the amount of horses the city generates in a 6 tile aura, OR a horse racing ring instead of an arena, which would remove an amenity from the city, but provide a +4 gold bonus to domestic trade routes and +1 great merchant point. Iron could have an alternate workshop that gives a bonus to unit production and give +1 great general point (basically an alternate barracks that doesn't give unit xp), OR an alternate library that gives +1 great general points and adds 2 science to iron mines in the city and adds a specialist slot on iron mines, that when worked gives +1 great scientist point... and so on and so forth. Later game building alternatives for later game strategics.
Coal and iron is already used for making steel for railroads, so the thought is already there, it is just missing the other resources.
Potato McWhiskers strikes agane!
it's a shame that Corporations game mode isn't in the base game because that seems like an ideal mechanic for adding non-military uses for strategics.
"create product" city project could use both production and maybe cost 50 of the strategic as well. Trying to make something roughly competitive with the luxury industries (i.e. only slightly broken):
❥Iron product (tool theme) +10% production towards districts, 20% of district production cost awarded as culture (seems broken at first glance but you run up to the district limit, and a city would already need a stock exchange or seaport to slot in multiple products.)
❥Niter product (fertilizer theme) could add +1 food +1 gold to farms
❥Aluminum product (civil aircraft theme) could add 2 amenity to city and +20% production towards aerodromes/aerodrome buildings/military aircraft
❥Horse product (horse breed theme) could add +1 amenity to city and +1 production to farms
❥Oil product (plastics theme) could add +10% military/civ unit production and +10% city project production
❥Coal product (coal spirits / naphtha theme) +10% science +5% production +3 CO2 emissions per turn
❥Uranium product -- not really sure but maybe something sciencey? A College reactor theme that adds science to campus buildings? something more scifi?
Same other rules... needs a builder charge for an industry and a great merchant delete for a corporation/products.
How about special builder charges, that combine with e.g. niter for + food on a farm and with iron for + production on a mine or quarry and maybe horses for luxuries and so on? Each charge costs one builder charge and like 5 or 10 of the strategic ressource.
Potato, the game trolls you and doesn't tell you that it isn't 2 Bombards anymore, it's 2 Trebuchets. The same is true with owning 3 Line Infantry instead of the Musketmen!
There's a mod called Siege Tactics and Replaceable Parts Boost Patch that fixes this
@@cswksu Thank you!
Perks of having notifications on. The perfect night cap.
I agree with your point about strategic resources in the beginning of the video. Such a great mechanic in Civ6, yet not brought up to its potential. Resources from earlier ages become useless in latter ones, which kinda defeats the purpose. Even from standpoint of realism, iron never went out of use during WW1 and WW2 (was needed in large quantities for tanks and ships, for example) and was a strategic resource as much as oil. A very interesting gameplay mechanic never lived to its true glory in Civ6, sad.
Useful district lesson around & about 33:00 in !
My family vacation to volume knob last summer was beautiful
3:20
Someone who knows how to mod get on it!
either add city projects (bulk resources) or buildings (per turn) that let you spend extra strategics for regional bonuses
horses => minor bonus to food and production (@animal husbandry, obsolete at combustion)
coal + iron => production bonus (@steel)
niter => food bonus (@chemistry)
"I've got the Petra, you've got the harbours. Let's make lots of money!"
I was thinking about changing Rockefeller’s ability in monopolies mode to allow u make a corporation on strategic resources.
As Inca I spammed terrace farms and got really high populations. Then I pair up the harbors and hubs in coastal/lake cities because I got the pop and money buys me a 3 win conditions. Pay to win 🎉
I love Potato’s videos but it’s a shame how ban-heavy he is. He said in his video about how a genuine and good question can result in a ban depending on the mood and honestly that ain’t fair at all
Yes but he's also said he will unban anyone if they just send him an email
thems the breaks
In my opinion streamers have been far too lenient wigh chat which has lead to most chats being absolutely shit. So banning more people in generally just a net positive for the community.
Wow I like how you explained the districts very useful information thanks so much I'm always learning when I watch your videos greatly appreciated
I started a drinking game. Every time you say really I take a drink And if it's really really I drink the whole bottle. So I am constantly hammered.
I tried playing this game. offshore wind farms ended up being the last tech in the tree, never even got to see it, really annoying when everything slowed down in the end. still probably the easiest deity game I've ever played and I haven't played for almost a year so I thought I would get a bit of a challenge
You said that you answer the question of why you don't play multiplayer all the time, but I've watched probably hundreds of hours of your vids by now, and I've never heard the question or answer. Either way, I agree. Completely different game.
You should do an overexplained series for hearts of iron 4 with the new expansion
The thing it doesn't tell you is that the Biosphere also tripples the 3 power you get form having syntheic technocracy as your government - all cities have 9 power then!
Given current research they should absolutely have put in hydrogen power as a technology. Currently the best way to use hydrogen power is by exteacting the hydrogen from ammonia so we could use niter as a replacement power station or something.
Historically, ammonium nitrate also makes great fertiliser and so it should be able to be used to help with growth.
If I have a costal river city, with Reyna and Harbormaster, and good adjacency with the harbor, I'll put in one costal river trade city with a harbor and commercial site. It has to have a optimal adjacency for the harbor and commercial hub. I want a +6 harbor and +5 commerical hub. Harbormaster gives me +22 adjacency gold. Big farm triangles to pump that city up and promote Reyna for another big gold boost there. Without Reyna, I agree that doesn't make sense to have harbor/commercial hub adjacency. In this game, no need for commerical hub/harbor if the Petra city is the trade city.
I didn't think of the Honeypot strategy. I didn't know the Diplo hub/spy connection! This is why I'm addicted to this channel/this game. I was ignorant about my trade cities, I was being robbed by spies, and now I'm not as ignorant. That's a good thing.
The district bit helped me but I’m not sure if potato took a breath during it 😆
One thing I would have loved and would love to see is a CIV BE 2 where one would have to complete the science victory in CIV VI to open the game (same way as CIV V to CIV BE) or play the game without the science victory in CIV VI
I wonder how a civ would play if they were exactly like Babylon except they complete Civics with Inspirations instead...
early-game would be super bad because starting civic can't be boosted
@@karanrime8948
Same with starting techs (pottery, mining and animal husbandry).
@@Javitomanzano yeah but starting techs don't feel quite as necessary. Urban Planning and Discipline are two very important cards for the super early game and you lose out on both of them for basically twice as long if the speed reduction is 50%
It would be fun a spy babylon playthrough, love this civ
It's interesting you saying that trading with the AI is too powerful, I think it has always been this way and it almost wouldn't feel like Civ if you couldn't rinse the AI in trade deals.
I feel like I remember Civ 3 trading away techs for cash was so powerful, Civ 4 was similar with tech trade and was basically 'the' way of keeping up with tech in higher difficulties. My memory of Civ 2 is a bit too hazy though...
I tried a Babylon game and got a ridiculously good culture and production starting location and managed to build rhur valley on turn 115 so I just know I'm going to win.
The urban complexity mod set introduces extra products made from strategic resources
I can watch hours of him playing civ 6
Potato delaying biosphere just to milk more content... this lad is smart
How about using the Iron resource to build Builders or Military Engineers for cheap?
the thing about petra cities, they're nice yieldd porn and all but will you have enough citizens to work all the tiles?? unless you have a vampire castle in the middle of it all, it might be better to sacrifice a tile or two to districts or something.
Potato dropping a class in the middle of this for how to pick your districts. Sneaky lessons not in the title
okay this is something you need to know, Wisselbanken means Tradingbanks in dutch!! p.s yes I am dutch
I like PMcW's victory rush videos. I can never mimic them. I like a lot of the late game content. E.g., I like fighters and bombers.
I almost wish when flight is researched that game would slow to Epic.
My trade routes are super fast in the end game but I build a ton of railroads.
This is the first time on video I've seen someone building a canal primarily for trade benefits.
That cultural strategy switch towards conservation would have warranted the one university for the astronomy boost, which would be worth around 500 culture by the associated boost to Colonialism.
Of course there'd be trading posts where the Petra is. You put the Petra in the desert, and as an American, I know there's oil in the desert. ...Wait, you meant actual trading posts and not military bases? ...Sure, I guess that works too.
I mean, if you want resources to apply to civilian stuff, have a positive coal income give you extra amenities in tundra and snow cities!
Potato, i have used the trade route mod that you use and it is bugged. Next time you use it look at how long the trade rout will take. Iv had it make trade routs that should have taken 5 turns to compleate turn into 30 turns. In your video, while trading in your petra citie, the trade routes all took 40+ turns. While that is possible It shouldn't happen with the distance you had between your trade routes.
Biosphere probably works well with Brazil 🇧🇷. +1 appeal to rainforests and marsh. Image an insane jungle national park.
What if food don't real?
t. Pachachuti
My Civ game has exponentially improved from simply watching these vids. Taters!!😎👍
I wish harbors give great merchant points
What if horses, coal, uranium and oil could be used to speed up unit movement for a logistics feel, and iron and aluminium for... walls or something. Idk.
Be able to allocate horses to an Arena for bonus Amenity.
In response to the harbor commercial hub combo
Couldn't you just do a different district in city inland if city cost has both commercial hub and harbor?
Who cares about Biosphere. I'm just here for Petra builds.
One thing I did not understand.... Why didn't you build campuses?
I understand that science is halved, but you missed so many great scientists which mostly give Eurekas, which seem to be especially good when playing Babylon. Was that because you focused on Biosphere tourism or you wouldn't build campuses with Babylon anyway?
Build Great Zimbabwe
I know this is an old series, but it always drives me a little crazy when you don't buy the chopping tiles before the AI expands over them. You preach about how much land & its quality determining victory, and how important it is to chop, but you let the AI grab hexes away from you.
I don't spend my envoys cuz they're worth 2 late game (if not earlier).
maybe if you move your traders aruond in a pack for cities then you can get all of them to 20+
Would you be willing to play a Lautaro game? I see them and think they might be interesting to play but have no idea how to actually play them.
can you please post the carnival video link somewhere?
If I play Arabia, should I build campus and holy site in the same city?
I would like to see this strategy with a strong science civ like korea
Make scott-amundsen Station rush
I’m only 10 minutes in, but I haven’t heard the word rail road yet… 🥺
o0ohhh rainbow city state list on 36:04
only niegborhouds are unlimmeted because you can only get one aquaduct and a dam well what are the chances you have 2 different rivers with floodtiles in 1 city
Every time you talk about how you don't spend envoys as soon as you can, it reminds me of the difference between a good Magic:the Gathering player, and a great one. The good one uses his spells as soon as he can, while the great one will wait until the perfect moment.
When you were talking about the districts for winning the game, Theater Squares aren't actually necessary.to win the game. Even a themed Archeological Museum doesn't compare to the (even with having built some 100 builders- CHEAPER) Seaside Resort or National Park.
Theatre squares give you culture, which is tempo
Basically, Theater Squares get you to Naturalists. Also, the culture defends from opposing tourism.
@@PotatoMcWhiskey But theater squares aren't necessary to win the game. If you get your culture other ways, you can win without a single theater square. You did it once in one of your games (I think it was in a game where you played as Russia using Lavras). On that note, campuses aren't necessary for a science win. It's the spaceport that's necessary.
Wait... why is biosphere in french?
Petra trade post is nice but i cant compare to petra great wall
i thought you can only have one aqäduct in a city
yes, but aqueducts don't count against your district cap
In what way do you think multiplayer is a different game? I mean obviously you're facing human not bot but i'm playing with friends and 2 of us actually watch your video, and it's always me or my other friend who winning the game, everytime. My point being your tips, tricks, knowledge and strat seems to apply against humans too.
He forgot encampment for milit
Nvm
Coal + Iron = rail road
How is it I can get the whole mod pack and still not have the flag mod that shows everyone's science, culture, gold, ect....?
It's not a mod mate, its in gameplay or display options.
@@johnryan5133 oh, thats sweet. Thanks. Been looking for the mod for a long time!
How does a 200% multiplier triple the yield?
+200% not *200%