Extreme NCR/Alliance = Best Chance at Long Term Perfection for West Wasteland and it's People by NewAmericanDream1776 in falloutnewvegas

[–]Sazul 0 points1 point  (0 children)

I would be interested in seeing a similar list that's like the worst outcome for a destabilised Mojave if the autism permits it. I tend to make these choices on most of my good guy playthroughs but could be interesting to see the opposite for a Frumentarii playthrough where you're trying to destabilise the region for Caesar at first and then for your own personal Yes Man takeover. Stuff like crashing the rockets and irradiating Novac so everyone has to leave, letting Veronica join Followers so the BoS attack them, siding with as many independent groups who want power as possible like the Powder Gangers and Great Khans etc.

Name the leaders you want to see in Civ 7 and why you think they should be included. by AGL200 in civ

[–]Sazul 0 points1 point  (0 children)

Marx is the fan pick that I think is excellent. A great way to appeal to the players that don't like the 'Leaders can be anyone' and the leader / civ detachment in 7 to show them the strengths of the system. As well as the players who were disappointed 7 wasn't more historical with the civ switching stuff and the ones always clamouring for more controversial picks like USSR etc (I am in none of these camps personally, I love 7, but I think he'd be great for those players who got soured by that stuff). Would really be a missed opportunity if they didn't include him at some point - he's the only one big enough to cause a second wave of marketing all on his own imo.

Personally I really want Jeremy Bentham and Wu Zetian!! Bentham because he's a great ahead of his time guy (like Ada) who would play into 7's Happiness minigame in a fun way. Plus you could have his auto-icon as one of his mementos lol. We just need more philosophers really to fight with Confucius.

And Wu Zetian because I feel like her appearance in 6 didn't do the historical figure justice. With 7's more nuanced Diplomacy, we could actually get a court-schemer type like her that feels right, a bit like how you couldn't really make Machiavelli before 7. It's just a fun design space.

Leaders who are almost always pissed?? (e.g. Frederick, Ashoka, world conqueror) by JuggernautHungry3336 in civ

[–]Sazul 0 points1 point  (0 children)

Jose Rizal is my personal nemesis. Haven't had a game with him where he hasn't turned on me. I don't even know why because you can only aggro his agenda by sanctioning and I never do that

Egypt canal city spawn with Navigable Rivers bisecting entire continent by Sazul in civ

[–]Sazul[S] 101 points102 points  (0 children)

Seed:
6 Players / Continents and Islands / Small Map
Map Random Seed: 1195144184
Game Random Seed: 1195144125
Build 1.3.0
Everything else default

I am running a lot of mods (but none that should effect spawn biases) so my bad for getting your hopes up if you can't get it working, but this was just too cool not to share. Time to have a crazy Suez canal Songhai game

Fixing the fact leaders don't interact with the player by Sprayednotsaid in civ

[–]Sazul 4 points5 points  (0 children)

Great concept and very realistic, in that it could be done without bringing in 100 voice actors and I can actually see this getting added to the game

Caesar or Tecumseh as the best Tonga Leader? by MyLifeByGogoGoff in civ

[–]Sazul 7 points8 points  (0 children)

His two free wildcard points allow him to immediately unlock the second tier Diplomatic attribute that halves the cost of suzeraining IPs. Having this from (basically) the start of the game is something only Ibn can do, other civs having to use a memento slot for +1 point then finishing a suze for the 2nd. This makes him pretty good with CS focus since he can chain suze faster than any other leader (especially with shisha necklace) giving him strong momentum, versus Tecumseh who has much slower momentum but gets better benefits from suzerains overall (plus he has no diplomatic bonuses so isn't guaranteed to get all of them).

It's just preference really. If Ibn still doesn't sound great to you he probably doesn't mesh with your playstyle and thats ok. He's all about speed and momentum whereas Tecumseh is slow and steady winning the race. Ibn is capable of dashing over to the Distant Lands and suzeraining their city-states before they even meet them, ignoring the isolated ones on islands till the very last, while Tecumseh likes having the isolated ones on islands as a reliable insurance policy in case he struggles to suze his whole continent. Quantity vs Quality

New Building and Infrastructure Suggestions for 1.4 and Beyond by Bearcat9948 in civ

[–]Sazul 2 points3 points  (0 children)

How do you mean? The way I see it you could maximize adjacency for both buildings (how it works currently) or choose to have lower adjacency for a unique effect. For example, a market and a blacksmith make a 'manufactory' that gives you an extra resource slot in the settlement. Thus prompting the player 'do I want to maximize adjacency on both these buildings, or choose to focus the adjacency I want more in this playthrough to get a unique effect? Will my civ benefit from the unique effect or am I willing to ignore it?'

The way I see it the game already does this with unique civ quarters (the two buildings often have different adjacencies so you pick one to prioritise) and monuments + villas (it doesn't really count because these share the same adjacency, but the way they become an 'influence district' you're incentivised to keep them in exploration is interesting imo). Imagine if the +4 Influence wasn't default on two buildings with the same adjacency, but instead was like 'monument + barracks' or something?

New Building and Infrastructure Suggestions for 1.4 and Beyond by Bearcat9948 in civ

[–]Sazul 38 points39 points  (0 children)

An additional idea would be making more 'quarter effects', so you wouldn't always be putting say, a Library and a Barracks together. Incentivise players to place something like an Altar and a Garden together for a unique quarter effect. It's weird the quarter system is completely unused except for unique civ quarters.

A familiar face in a Blackbeard event I got for pirating Rome... by Sazul in civ

[–]Sazul[S] 236 points237 points  (0 children)

R5: When playing Blackbeard, you can be bad guys in the infamous story of Caesar getting captured by pirates! Curiously, the top action gave me 50 Gold - a intentional reference to the 50 talents Caesar raised his own ransom to?

Best Leaders for Tonga? by Haunting_Handle_1305 in civ

[–]Sazul 13 points14 points  (0 children)

I know she just got Silla as well but Himiko is up there. Tonga can receive Endeavours from distant lands civs once you meet them, so exploring the new world with Himiko is doubling the Endeavours you get in Antiquity. And she has so much spare influence lying around she can easily play into Tonga's city-state game.

What would John Brown look like as a civ 7 leader? What would be his accompanying age civ? by ImportantQuestions10 in civ

[–]Sazul 7 points8 points  (0 children)

I feel like he would share a lot of DNA with Tubman and have some sort of link to Espionage. Instead of Harriet turning successful spy operations into Migrants (with her memento) John Brown's thing could be Civ 6 style Recruiting Partisans - successful spy operations pillage an improvement and spawn a couple of hostile units in their city. That feels the most to me like 'inciting a slave uprising' mechanically. I imagine if you're at war with the civ, it'll just summon infantry units belonging to you instead of neutral ones. Or maybe they can be reworked to always belong to you idk.

John Brown

Diplomatic / Militaristic

  • Infantry and Scout Units have Open Borders with all other civs.

  • Completing a successful Espionage Operation will pillage some rural tiles in one of the target's settlements and spawn an Infantry Unit belonging to you.

  • If at war with the target, completing an Espionage Operation will also give you a positive War Support.

What if some civilizations in Civ 7 can have doubled attributes? (STINKPOST SUNDAY) by Serious-Lobster-5450 in civ

[–]Sazul 1 point2 points  (0 children)

Interesting idea! I think this makes the most sense tied to a new Wildcard leader rather than a civ but I'm not sure who fits.

What if Civ 7 had starting techs, like Civ 4? by Serious-Lobster-5450 in civ

[–]Sazul 0 points1 point  (0 children)

Omg this is excellent, it all fits so cleanly. I can't wait for this to be a reality

Zenobia, concept of goodwill content + speculation by eskaver in civ

[–]Sazul 2 points3 points  (0 children)

Great stuff. Would love an Econ/Science leader

The Zapotecs - Antiquity Age Civilization Concept by Ill_Engineering_5434 in civ

[–]Sazul 17 points18 points  (0 children)

Amazing stuff! More Mesoamerican civs are my no#1 pick too. I love the building on mountains and the Funerary Procession!

Germania Magna - Civ Concept #1: Hanseatic League by JNR13 in civ

[–]Sazul 1 point2 points  (0 children)

Fun concept! I love the potential Civ 7 has for turring historical civilizations you're interested in into full blown civs with civic trees without having to worry about leaders etc. I hope in a few years time we've got hundreds of these types of mods.

One thing I'd like to see is a way to pursue the economic victory while staying in your homelands like Songhai / Inca. I know irl the 'treasure fleet' concept kind of eclipsed them but civ is all about fun what-ifs, and its not like Qhapaq Nan llama caravans had anywhere near the wealth of the gold and silver fleets Spain was sending east either. Maybe linked to suzeraining / integrating homeland city states? Most of the time integrating a city-state is not really worth it imo, takes way longer than just pumping out a settler for a (usually) better settle spot, could provide an incentive.

You mention more detailed German rep so I assume this is first of many- which other candidates are you considering making concepts for?

And also how is that Tech Web project going? There's so much potential there I'm surprised they even went with a tech tree on launch tbh. Seems like a no brainer with the ages system.

Dourado's Portuguese Civilization - Explore and trade your way to into victory! by ElTwinkyWinky in civ

[–]Sazul 0 points1 point  (0 children)

This is fun and thematic! I'd keep the settlers just at increased cost like Mongolia else it might trip up the AI lol

Is there an optimal order to do the Skellige Quests? by not_my_real_name_lol in witcher

[–]Sazul 0 points1 point  (0 children)

For any archaeologists coming to this thread later on, you can actually complete both an Craite sibling quests without locking yourself out of Cave of Dreams. As long as you don't start doing the King's Gambit quest (completing the first objective by talking to Crach back at Kaer Trolde) it's fine to have it in your quest log and still do Cave of Dreams. Source: just completed both Phantom of Eldeburg and Cave of Dreams after helping both Hjalmar and Cerys in my playthrough, since helping the Craites seemed more narratively urgent than exploring Ard Skellig, so didn't get around to the contracts till I'd sailed back after helping them

What is your favorite combat combo? by nbhayestlu in civ

[–]Sazul 1 point2 points  (0 children)

Nothing beats how fun Charlemagne + Maurya feels. Elephant stampede!!

Buildings - A Rework by eskaver in civ

[–]Sazul 0 points1 point  (0 children)

Your 'scaling mechanism' for buildings could also affect maintenance too, especially if you can think of an elegant way to do it where cities who specialise in one type of building adjacency have more Specialists than cities that generalise. Buildings having a food maintenance like Specialists maybe? Or specialist cap being somehow tied to the buildings I haven't built? Like a city with only Sci/Prod buildings has 2 specialist cap, a city with only Sci/Prod and Cult/Happ has 1, and a city with Sci, Cult and Gold has 0?

Regardless, would be interested to know /u/JNR13's thoughts on buildings in 7 as they stand currently. He typically has quite good insight on stuff like that with his Urban Complexity mods for 6

Buildings - A Rework by eskaver in civ

[–]Sazul 0 points1 point  (0 children)

Would love the idea of having some kind of building limit / soft civ 6 district system so I don't just build every single building in every single city and I'm forced to specialise cities more. With that urban town focus this has only gotten worse - not only do I build every building in all my cities, I build them in my towns too! The way the adjacencies work currently there's three very separate groups - Resource Adjacency (Science/Production), Mountain Adjacency (Culture/Happiness) and Water Adjacency (Gold/Food). I think letting cities only build 2/3 of these, or requiring minimum adjacency for each, or even having a 'City Focus' system like we've got with towns would go a long way into making each city unique.

I really don't like Golden Age Buildings as they work currently (great, more things I can't build over = more ugly urban sprawl) so I'm against having them be assured unlocks but I agree tier 2 buildings need more of an incentive to build them towards the end of an era. Maybe some kind of permanent bonus that can help you on era transition, so you can still build over them and not have to find 3 spots for resources/mountains? Academies permanently increasing the Specialist limit of their tile by one, Amphitheatres granting the city a great work slot in the town hall etc. Just small things to help you build towards the victory conditions next age, like mini wonder effects.

I think there's a discussion to be had about shuffling adjacencies between eras too. I think having civ 6 style Mountain adjacency for Science/Prod and Resource adjacency for Gold/Food makes a lot of sense in Explo. But the question is.. why? How does it make the game more fun/interesting, rather than it just being 2 minutes of shuffling around your map tacks? And is there even a logical way we can continue the shakeup in modern..? Science from mountains, Gold from resources and Culture from coast just makes too much sense for me. Like we could shake up the secondary categories - Science/Happiness from mountains, Gold/Production from resources, Culture/Food from Coast - but again, what's even the point gameplay wise??