I really love that they gave the advance start a new look. Really looking forward for this as I play with my friends most of the time and this could be cool for 3-4 hour sessions.
I love this more sophisticated advance start options. I actually use advance start more often than not because so many civs in civ 6 are not that good in the ancient era, but shine later on. And for this game, I would imagine some leaders are theoretically better for certain post-antiquity civs.
20 population for a new city! Even on an advanced star, I think we expect 1 unit of population to mean something totally different then in earlier versions
I'm just hoping for tall play being viable. Most 4X games revolve around you spamming cities early. Playing tall in most cases leads to you just handicapping yourself.
It will be since they have already shown that there is a penalty for each city you have like in civ 5 and 4. I wouldn't worry too much. The biggest design mistake they made in 6 was making spamming/capturing cities the most optimal strategy in almost all situations. Playing tall is more fun since the game goes faster and the late game is actually manageable. I think I only ever finished a single game in 6, because managing 15 cities late game is unbearable.
@@9898Hawk I'm on the opposite side of that feeling, if every city is only gonna grow up to 60 population at best by the future era, an empire cannot be made of 4 cities. I like the challenge of getting the right wonders, buildings and policies to be able to reach 1k pop across 30 cities. If it was a more developed mechanic, I believe people would like it too.
I really love that they gave the advance start a new look. Really looking forward for this as I play with my friends most of the time and this could be cool for 3-4 hour sessions.
These videos are so well structured and edited man - keep it up!
I love this more sophisticated advance start options. I actually use advance start more often than not because so many civs in civ 6 are not that good in the ancient era, but shine later on.
And for this game, I would imagine some leaders are theoretically better for certain post-antiquity civs.
20 population for a new city! Even on an advanced star, I think we expect 1 unit of population to mean something totally different then in earlier versions
Great work!
This is one of those features I didn't know I needed. I love the idea of starting a game as the U.S. during the colonial period.
I'm just hoping for tall play being viable. Most 4X games revolve around you spamming cities early. Playing tall in most cases leads to you just handicapping yourself.
It will be since they have already shown that there is a penalty for each city you have like in civ 5 and 4. I wouldn't worry too much.
The biggest design mistake they made in 6 was making spamming/capturing cities the most optimal strategy in almost all situations. Playing tall is more fun since the game goes faster and the late game is actually manageable. I think I only ever finished a single game in 6, because managing 15 cities late game is unbearable.
It feels like it will be , at least much more that Civ 6
@@9898Hawk I'm on the opposite side of that feeling, if every city is only gonna grow up to 60 population at best by the future era, an empire cannot be made of 4 cities.
I like the challenge of getting the right wonders, buildings and policies to be able to reach 1k pop across 30 cities. If it was a more developed mechanic, I believe people would like it too.
Good video lengths. Digestible information size.
Well, this looks like it will work way better than non-Ancient starts in previous games.
Looking forward to this game 🎮 probably getting it for my birthday 🎂
obecnie gram vi,,
This is very aligned with my goal of not playing this game at all. The more I skip the closer I am.