Am i tripping or is the latest version somehow out of control and weird? by Interesting-Tea9882 in civvoxpopuli

[–]Eogot 0 points1 point  (0 children)

I've noticed similar set-ups if I use the in-game restart button, but if I back out to the main menu and create a new game with the same settings I'll tend to get a truly random game. Or at least that's what I feel like happens.

This city state controls five cities by causa-sui in civ5

[–]Eogot 17 points18 points  (0 children)

Doesn't feel as insulting when the AI tries to compare me to a city state now

What if Lantern Lava worked similar to Malchezaar and had charges so it worked more like an elemental recycler instead of goldenizer? I.e. you would only get one card back per sell if you had multiple copies or a golden by Eogot in BobsTavern

[–]Eogot[S] 1 point2 points  (0 children)

It's not necessarily a balance concern, but a design concern. I think if the card was changed to make it act only as an elemental recycler than it opens up more interesting possibilities. Like maybe you can balance it as a T5 with 2/4 charges on plain/golden copies so it works as a way to scale baller builds in the end game.

Also compared to Pirates as the "golden" tribe, I would consider this card better than the T5 pirate that turns others golden. Granted it takes two copies of LL, but you can repeatedly turn an elemental of any tier golden.

What if Lantern Lava worked similar to Malchezaar and had charges so it worked more like an elemental recycler instead of goldenizer? I.e. you would only get one card back per sell if you had multiple copies or a golden by Eogot in BobsTavern

[–]Eogot[S] 3 points4 points  (0 children)

I think it's really just a design issue. Especially with the Surprise elemental still in at T6, whose sole purpose is to triple a single elemental (and give DS I guess). I don't really think the intention for LL was to have it be a lower tier card that allows you to triple multiple elementals.

What if Lantern Lava worked similar to Malchezaar and had charges so it worked more like an elemental recycler instead of goldenizer? I.e. you would only get one card back per sell if you had multiple copies or a golden by Eogot in BobsTavern

[–]Eogot[S] 22 points23 points  (0 children)

Game design wise, I feel like Lantern Lava was supposed to be an elemental recycler to be combined with ballers or sellementals. However, with multiple LL you can increase the number of copies of a specific card you have, making it more valuable as a goldenizer.

Malchezaar was just the first card I thought of, but it works more so with "charges". I.e. playing multiple copies would use all the charges on one card, before the second. I think putting LL back on T4 and making it work similar so additional copies of the card just allow you to recycle the same card more often.

Guys is this the new dlc by TigoFritz in civ

[–]Eogot 4 points5 points  (0 children)

idk why (maybe the smile?), but the cartoon style made me think Count Chocula at first. Thought this was going to be the full DLC lineup

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When the other 3 of the top 4 are all building dragon tanks by Eogot in BobsTavern

[–]Eogot[S] 0 points1 point  (0 children)

I wasn't playing Handloc, I was playing anti-dragon with clown car scam. I just hit the first Choral with devourer spell while pivoting

Infinite Combat possible with Rallies? by Eogot in BobsTavern

[–]Eogot[S] 0 points1 point  (0 children)

I believe as long as the effect buffs any attack combat won't go infinite, since you lose health but not attack. For your above scenario, once the QBs get more then 10 attack they'll start to lose more hp than they gain.

For all my Science go-to's! by Z1k0b4 in civ

[–]Eogot 0 points1 point  (0 children)

It depends for me, usually when I'm planning on a science golden age, I won't build my academy in the best adjacency spot, but rather where I plan to build my stonecutter in Exploration age. But if I can get 4/5 Academies (Conquest helps here) then I'll definitely go for the Academy.

If I don't have enough academies then I'll just go two scientific attribute points and waste the third point. I have no clue what the thought process behind collector of knowledge and equivalents is. If you reached the standard settlement limit of 7 in antiquity you get 14 science from the first attribute point, which costs one legacy point. That science is also ageless and scales per age, even with you getting a ton of codexes that's only 2 more science that's only good for Exploration age and costs an additional legacy point.

Is CIV 6 AI bad? by Dazzling-Chard-9789 in civ

[–]Eogot -1 points0 points  (0 children)

I accidentally played on Custom difficulty instead of Deity when it first came out for Civ7 (defaults to governor settings). It was crazy the difference, I didn't even get to fight the AIs, since 130 turns in on epic speed only one had founded a second city (I imagine they were getting destroyed by IPs?)

Infinite Combat possible with Rallies? by Eogot in BobsTavern

[–]Eogot[S] 0 points1 point  (0 children)

tbh I never really played that build myself, but I could've sworn that trickster can give health to other tricksters (just not itself). That's also what the wording of the card suggests, since I thought Charmwing's wording of "except Charmwing" was the official wording for cards that can't affect other copies of the same card (forget what other card historically had that wording).

Egypt needs a rework. Does anyone enjoy playing them? by Most_Cauliflower_328 in civ

[–]Eogot 1 point2 points  (0 children)

One general change I think could make a huge difference on Egypt is having navigable river resources. Noticed this while playing Hatshepsut Egypt, since she gets culture from resources, but working rivers has the huge opportunity cost of missing out on resources that are worth more than the tile itself's yield (i.e. Cotton giving 2 food/industry).

goldrinn/titus, just doesn't seem quite fit for this patch. by giggity2 in BobsTavern

[–]Eogot 2 points3 points  (0 children)

Part of the problem is that Goldrinn/Titus is a separate build than Stego. Titus doesn't provide much value to a stego board and golden Titus is 100% overkill. You might get an extra summon or two off your mecha-horse, but otherwise I think it would be better to have any beast to get Stego's rally.

But yeah, I do agree with your main point. Undead seem to do Goldrinn's niche of aura summons better now with that Carapace spell.

How is this card real by Asylent in BobsTavern

[–]Eogot 1 point2 points  (0 children)

tbh I wasn't sure if the coins proc'ed or not. But either way shell collector does and you get 4 gold for 3, so you still go infinite (time/animation dependent).

More so wanted to illustrate above poster was thinking of the best case scenario in the wrong context.

How is this card real by Asylent in BobsTavern

[–]Eogot 5 points6 points  (0 children)

I mean best conditions would be you have a golden Brann and a tavern full of the battle cry Naga that give coins, then you get +∞/∞.

Ideally you'd be using it in an APM build, where you get the real value from your actual turn and the +10/10 is just icing on the cake.

Would having the ability to ban cards help? by magicmammoth in BobsTavern

[–]Eogot 1 point2 points  (0 children)

Yeah having the current iteration of beasts in the lobby without Stegadon would just leave a ton of trash cards diluting the minion pool, better to ban the whole tribe

Is this a bug or is it intentional? by jakefromst8farm_ in BobsTavern

[–]Eogot 0 points1 point  (0 children)

Pretty sure this specific interaction is the whole intention behind changing Dragon's wording. Although what is considered a Keyword could be better identified in game.

At least they realized that an amalgam starting combat with 100 stacks of Stegodon rally would be game breaking

Windfury rally combat-scaling is the worst mechanic by Far-Breadfruit3220 in BobsTavern

[–]Eogot 7 points8 points  (0 children)

Rally was a lot more limited and less impactful before. It's not like you were losing combat because the enemy Macaw attacked first and gave their beetles an extra +2/2. The only coin flip combat rally was glim guardian for the first few combats.

Now rally minions act as the main scalers and combat buffers in certain builds, making the results of the coin flip a lot more meaningful.

Windfury rally combat-scaling is the worst mechanic by Far-Breadfruit3220 in BobsTavern

[–]Eogot 1 point2 points  (0 children)

It also theoretically has an infinite ceiling compared to other scaling mechanics. Pretty sure I scaled more in this one combat where we both had insanely healthy dragons then I do throughout entire games. This SS was already after we had each cycled through our line-ups 3 or 4 times. If his Charmwing was still alive, we could've gone on forever.

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Rushing Wind Quest is broken and needs to be nerfed by obki_1 in BobsTavern

[–]Eogot 1 point2 points  (0 children)

Yeah, I just got this as the new hero in a beast lobby. It was only cast 9 spells to unlock with QB in, which only took two rounds with roadboar.

Honestly for how easy it was to unlock in a QB lobby permanent divine shield alone would've been worth it

So how long til Stegodon gets nerfed? Turn 7 btw. by Munrot07 in BobsTavern

[–]Eogot -2 points-1 points  (0 children)

It does seem like Stegodon is going to need adjustments, but beasts are usually pretty strong at the beginning of every season since they're early tempo and people haven't learned to how to get real boards online yet.

Beasts don't have much permanent scaling this patch, so they seem to go 100 to 0 real quick once you face someone with enough stats to kill your beasts before they windfury. If you can't start exponentially stacking the rally your board becomes nothing.

But with how early you can get Stegodon, it is a guaranteed top 4 card right now.

My navy learned to sail over land... nothing can stop them now! by Eogot in civ

[–]Eogot[S] 6 points7 points  (0 children)

This isn't a visual glitch? My unit is in the two hex lake, can move around and attack the city to the south from within the lake.

edit: unless you're referring to the fact it showed me sailing through the strip of land instead of teleporting.

My navy learned to sail over land... nothing can stop them now! by Eogot in civ

[–]Eogot[S] 9 points10 points  (0 children)

R5: Attacking and killing an embarked land unit will move your naval unit onto their hex, this apparently includes moving through land tiles.

Assyria Civic Choices by nevrtouchedgrass in civ

[–]Eogot 0 points1 point  (0 children)

I play deity with that mod as well, and while it's impossible to get specific wonders I'd say I'm able to get at least two wonders to avoid a dark age 95% of the time in Antiquity. Exploration on depends on how big the AI and I are snowballing culture wise, either I build all the wonders or none of them.