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First five minutes of "Cultures of Latin America"

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3 years ago
Jun 9, 2022, 7:08:32 PM

Only a few minutes, but this looks exciting.  The six chosen cultures all look interesting, and the mechanics of the Ancient and Classical so far are different, which is exciting to see.  In Cultures of Africa, the Bantu gave us a totally different ancient era to play; now the Caralan people, while a little more traditional in terms of expansion, might give us very different city shapes and a different way to scout and enact warfare, all of which are neat.


I haven't played as the Nazca yet, but their emblematic districts (and interactions with wonders) look interesting!


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Aside: I've never even heard of the Caralan people until now, and can't find the name mentioned anywhere. By their in-game description, are they ancient Patagonians?

Updated 3 years ago.
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3 years ago
Jun 9, 2022, 7:52:08 PM

I just looked ahead in the Encyclopedia and the Argentine and Cuban EQs seem pretty powerful.  I'm curious to play them and see how they balance.  They're an easy way to stability, but maybe that's okay because there are a lot of easy ways to stability (I've never played Austria because I've never felt that pinch, for example)?

Updated 3 years ago.
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3 years ago
Jun 9, 2022, 8:19:30 PM
RedSirus wrote:

I just looked ahead in the Encyclopedia and the Argentine and Cuban EQs seem pretty powerful.  I'm curious to play them and see how they balance.  They're an easy way to stability, but maybe that's okay because there are a lot of easy ways to stability (I've never played Austria because I've never felt that pinch, for example)?

+1 Food per Population per Pharmaceutical of Cubans is quite good actually. In late game with several cities exceeding 100 pop per city and 6+ territories this can generate substantial amount of food. Would you need this much food in late game? Not sure, however, this has potential to eliminate starvation problem for good with enough territories.


There are other unexpected features in Latin America cultures as well, such as Legacy Trait of Nazca, i.e. +1 bonus emblematic district (all of them from Classical Era and upwards) in a territory with natural wonder and two special kind of Hamlet, 1 in Ancient Era (Ceremonial Plaza of Caralans) and 1 in Early Modern (Terrace Farm of Inca). They all seem to focus on food, though.

Updated 3 years ago.
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3 years ago
Jun 9, 2022, 9:11:11 PM
el-Fakir wrote:
RedSirus wrote:

I just looked ahead in the Encyclopedia and the Argentine and Cuban EQs seem pretty powerful.  I'm curious to play them and see how they balance.  They're an easy way to stability, but maybe that's okay because there are a lot of easy ways to stability (I've never played Austria because I've never felt that pinch, for example)?

+1 Food per Population per Pharmaceutical of Cubans is quite good actually. In late game with several cities exceeding 100 pop per city and 6+ territories this can generate substantial amount of food. Would you need this much food in late game? Not sure, however, this has potential to eliminate starvation problem for good with enough territories.


There are other unexpected features in Latin America cultures as well, such as Legacy Trait of Nazca, i.e. +1 bonus emblematic district (all of them from Classical Era and upwards) in a territory with natural wonder and two special kind of Hamlet, 1 in Ancient Era (Ceremonial Plaza of Caralans) and 1 in Early Modern (Terrace Farm of Inca). They all seem to focus on food, though.

Yeah, the additional food bonus does look nice, too, and I share your thoughts towards "Do you need food this late? Maybe!" because the Mexicans and Brazillians can absolutely give you a ton of food too.


That -2% military upkeep per beef on the Argentinians actually look pretty neat, in fact, not to mention it's finally an Industrial-Era Merchant culture.  It can be nice to help your allies get their coal and oil online.



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3 years ago
Jun 9, 2022, 10:19:19 PM
RedSirus wrote:
That -2% military upkeep per beef on the Argentinians actually look pretty neat, in fact,

That's indeed insane! 8 cities with 6 territories, which is less than average you can have in Industrial Era if you've been doing well earlier in the game, means you can practically eliminate unit upkeep cost. If you paid a little attention to money generation in earlier eras unit upkeep costs may not be that much of a burden but still virtually free unit upkeep will allow you to raise massive armies.



RedSirus wrote:
, not to mention it's finally an Industrial-Era Merchant culture. 

This is where I'm disappointed. What I expect from a culture first and foremost is to focus on generating sufficient amount of resource related to its affinity. I'd like to see a merchant culture to generate money first and then provide additional benefits. Argentinians are not great in this regard. In fact, Siamese and Persians are much better merchant cultures than Argentinians in terms of money generation.

Argentinians' ability to provide an absurd amount of jobs in cities, though, will be quite useful in late game to avoid over-population food consumption.

Updated 3 years ago.
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3 years ago
Jun 9, 2022, 10:39:59 PM

Some really interesting cultures and gameplay mechanics, Nazca are quickly becoming my favourite with the way both their EQs and LT is more about synergizing with future picks rather than being its own thing, while I found their Headhunters incredibly useful (and having some really top quality models on top of that). Caralans make me doubly want Harbors to finally become proto-hamlets as they quite honestly should be from the very beginning.


Quite honestly, this DLC makes me wish for a major rebalance for cultures already in the game (and we know that some rework is indeed coming), especially for units, because guys like Gaesati or Varangian Guards come out incredibly bland to virtually any of the DLC Emblematics. Also glad to see new Wonders, no real opinion on any of them just yet, but it's nice that we keep having more and more to pick from. Maracana is for me the essence of this DLC, there's a lot of toying with new mechanics and gameplay aspects that were previously barely explored (Stadium itself isn't anything special for a Wonder, but it periodically triggers an event that lets you choose which effect it will have, boosting either money, stability or influence).

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3 years ago
Jun 9, 2022, 11:15:35 PM
DNLH wrote:
Caralans make me doubly want Harbors to finally become proto-hamlets as they quite honestly should be from the very beginning.

Big +1 for this. Amplitude, please unleash harbours already and relieve them of this reclusion. I admit this may decrease the impact of Caralans, though, since basically it's the only (or at least the main) benefit of Ceremonial Plaza.


By the way, I can't wait to see my Healer units next to Line Infantry and Dragoons or even Commandos on the battlefield. :)))

Updated 3 years ago.
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3 years ago
Jun 9, 2022, 11:23:40 PM
el-Fakir wrote:
DNLH wrote:
Caralans make me doubly want Harbors to finally become proto-hamlets as they quite honestly should be from the very beginning.

Big +1 for this. Amplitude, please unleash harbours already and relieve them of this reclusion. I admit this may decrease the impact of Caralans, though, since basically it's the only (or at least the main) benefit of Ceremonial Plaza.


By the way, I can't wait to see my Healer units next to Line Infantry and Dragoons or even Commandos on the battlefield. :)))

This was my first thought about healers, too.  When do they obsolete into something else?  Because I am going to try to saaaave so many of them into the later eras, but I also like that they're CS16.  In early eras they're going to be priority targets, and in later eras they won't stand a chance, so they will auto-obsolescence after a while anyways.

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3 years ago
Jun 9, 2022, 11:34:26 PM
el-Fakir wrote:
RedSirus wrote:
, not to mention it's finally an Industrial-Era Merchant culture. 

This is where I'm disappointed. What I expect from a culture first and foremost is to focus on generating sufficient amount of resource related to its affinity. I'd like to see a merchant culture to generate money first and then provide additional benefits.


I disagree, especially over 60 core cultures and now that we're into our second DLC, I'm happy to see cultures that aren't one-note.  We have strong single-focus cultures on all seven pillars of the game; I'm happy to get cultures with variety and nuance.  Take the Zhou, who're Aesthetes but also a scientific powerhouse.


The Persians and Siamese are good Merchant/Production cultures, but their Production+Money EQs feel similar in terms of yields (I know they're different, but not different enough).  At least the Caravanserai have an exciting and unique side-benefit of applying Swift to units who start there (nice work, Amplitude!)   I don't want Merchant cultures to be nothing-but-money, but with other features too, so I'm really interested in Argentinians whose EQ isn't a Market Quarter but whose LT still helps my economy.


I'm excited for these new cultures that get us bonuses we haven't seen before — especially the first four eras.



Harbors are in a really weird spot though, and the Caralan solve it only slightly.  We should either be able to build off our harbours or have stronger benefits to integrating them into our city than a Merchant Quarter adjacency bonus, 100% agree.

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3 years ago
Jun 10, 2022, 12:00:12 AM
RedSirus wrote:
el-Fakir wrote:
DNLH wrote:
Caralans make me doubly want Harbors to finally become proto-hamlets as they quite honestly should be from the very beginning.

Big +1 for this. Amplitude, please unleash harbours already and relieve them of this reclusion. I admit this may decrease the impact of Caralans, though, since basically it's the only (or at least the main) benefit of Ceremonial Plaza.


By the way, I can't wait to see my Healer units next to Line Infantry and Dragoons or even Commandos on the battlefield. :)))

This was my first thought about healers, too.  When do they obsolete into something else?  Because I am going to try to saaaave so many of them into the later eras, but I also like that they're CS16.  In early eras they're going to be priority targets, and in later eras they won't stand a chance, so they will auto-obsolescence after a while anyways.

If they are becoming obsolete in later eras I'll definitely build hordes of Healers. Imagine armies of field medics following invading armies; staying behind frontline during battles and sieges and travelling along with combat units in the same stack during mobilization.


Incidentally, do you know how much health regeneration they provide? If it's somewhat comparable to usual Supplied status this will substantially increase the number of turns transport vessels can stay in ocean tiles. In fact, it may allow journey durations up to tenfold of default values if Temple of Artemis is also owned by your empire.




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3 years ago
Jun 10, 2022, 11:07:02 AM
5 hours in for me.
And yes, like you all, I am loving it.

What I love the most is that these cultures bring new mechanics. Amplitude is very creative here. So it means each culture is really going to play different. (Right now I'm using Inca to reduce attachment cost, not really sure how it works, but I do see differences in cost attachments now.)
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3 years ago
Jun 10, 2022, 11:23:19 AM
Dayvit78 wrote:
(Right now I'm using Inca to reduce attachment cost, not really sure how it works, but I do see differences in cost attachments now.)

I haven't tried this myself yet, however, based on what I understand from the description of Terrace Farm it seems that each territory with this emblematic district provides -25% Attachment Cost for adjacent outposts. So, attaching an outpost can be cheaper by from 25% to %50 in most cases or even up to 75% in some rare case where outpost neighbour three territories of the same city. I don't imagine adjacent territories of other cities with Terrace Farm would further decrease attachment cost while attaching outpost to a neighbour city. This would be really overpowered and may end up with cities gaining influence, instead of spending, when attaching outposts. :)

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3 years ago
Jun 10, 2022, 12:21:07 PM
DNLH wrote:

Some really interesting cultures and gameplay mechanics, Nazca are quickly becoming my favourite with the way both their EQs and LT is more about synergizing with future picks rather than being its own thing, while I found their Headhunters incredibly useful (and having some really top quality models on top of that). Caralans make me doubly want Harbors to finally become proto-hamlets as they quite honestly should be from the very beginning.


Quite honestly, this DLC makes me wish for a major rebalance for cultures already in the game (and we know that some rework is indeed coming), especially for units, because guys like Gaesati or Varangian Guards come out incredibly bland to virtually any of the DLC Emblematics. Also glad to see new Wonders, no real opinion on any of them just yet, but it's nice that we keep having more and more to pick from. Maracana is for me the essence of this DLC, there's a lot of toying with new mechanics and gameplay aspects that were previously barely explored (Stadium itself isn't anything special for a Wonder, but it periodically triggers an event that lets you choose which effect it will have, boosting either money, stability or influence).

It's coming soon ;)

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3 years ago
Jun 10, 2022, 7:08:32 PM

I'm enjoying Caralans so far. One very cool thing about this culture's design is their EQ placement : it must be placed along coastal water or lakes.


So, if you play on a map mainly set up with continents, you're bound to settle along the coast, and if on top of that, there are no lakes inside your territories, this will "force" you to have "elongated" cities. This results in simulating the Andean civilizations settlements along the Andes, and the real shape of Peru (and Chile as well), which is a really smart design !


The Cuban Legacy Trait is another really cool design, in the vein of the British's EQ. I really like these Alliance/Vassalage interconnections (Cubans combat strength for allied, British money for vassals). It makes me hope that, ultimately, we'll be able to mod those kind of interconnections with the Modding Tools, in order to improve the alliance/vassalage relationships.

Updated 3 years ago.
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3 years ago
Jun 10, 2022, 9:37:49 PM
DNLH wrote:

Some really interesting cultures and gameplay mechanics, Nazca are quickly becoming my favourite with the way both their EQs and LT is more about synergizing with future picks rather than being its own thing, while I found their Headhunters incredibly useful (and having some really top quality models on top of that). 

Those Nazca lines are really beautiful! Wow. Amazing.


A different glyph is drawn for different Nazca EQs. (A very nice touch. Civ VI draws the same one in comparison).


But how do the Nazca warriors work? I'm confused. What do they do?

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3 years ago
Jun 10, 2022, 9:50:20 PM
blackbutterfly wrote:
But how do the Nazca warriors work? I'm confused. What do they do?

It isn't well explained in the tooltip, but if they kill a unit, then as long as they live (I think, I didn't have a chance to test it so thoroughly), all your units receive a flat +2 CS for battle - at least I'm fairly certain that's how it works, I had a quick 1v1 just to look at the cultures and the war caught me by surprise, so those were pretty intense battles. I don't think it multiplies with consecutive kills or multiple units, think it would be really OP if it did anyway.


And yeah, multiple glyphs is a really nice touch. I also like how they "spill" onto neighbouring tiles to look a bit less out of place on some terrain.

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3 years ago
Jun 11, 2022, 2:32:12 AM
el-Fakir wrote:
Dayvit78 wrote:
(Right now I'm using Inca to reduce attachment cost, not really sure how it works, but I do see differences in cost attachments now.)

I haven't tried this myself yet, however, based on what I understand from the description of Terrace Farm it seems that each territory with this emblematic district provides -25% Attachment Cost for adjacent outposts. So, attaching an outpost can be cheaper by from 25% to %50 in most cases or even up to 75% in some rare case where outpost neighbour three territories of the same city. I don't imagine adjacent territories of other cities with Terrace Farm would further decrease attachment cost while attaching outpost to a neighbour city. This would be really overpowered and may end up with cities gaining influence, instead of spending, when attaching outposts. :)

That's what I'm finding weird. I built one in a far territory, but it looks like the discount went to the territories bordering my capital territory, not the ones neigboring where I built it. To be honest, I haven't fully checked all the details yet. But I love it because it really fits the expansionist affinity - more than many of the other expansionist cultures.

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