THICC and TALL Maya Livestream

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PotatoMcWhiskey

PotatoMcWhiskey

3 жыл бұрын

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@digitaljungle7154
@digitaljungle7154 3 жыл бұрын
The fear in potatoes voice when he accidentally clicked on the tutorial was amazing. Laughed for a good while
@XavierTheNeonTiger
@XavierTheNeonTiger 3 жыл бұрын
A lot happened this video. Potato says trans rights, denounces super straights, declares himself the most feminine of all the omega males, attempts to hoard all the soy for himself, and starts a bidding war in chat over whether or not to turn his stream into a mukbang/crispy chicken asmr. At some point he played civ too I think
@Handles_Are_Bad.Phuk-them-off
@Handles_Are_Bad.Phuk-them-off 3 жыл бұрын
worthless without timestamps.
@jada_9827
@jada_9827 3 жыл бұрын
lib = destroyed 😎😎😎😎
@Moze9116899
@Moze9116899 3 жыл бұрын
2:44:25 he banned someone for super straight representation.
@Moze9116899
@Moze9116899 3 жыл бұрын
@@Handles_Are_Bad.Phuk-them-off 2:44:25 he banned someone for super straight representation.
@britishguy2687
@britishguy2687 3 жыл бұрын
Lmao, that's a joke. I get it maybe wasn't appropriate to 'hashtag' it on stream, but apparently you're not even allowed an opinion on this channel. As much as I love Potato, I think that's a bit mental.
@lordcoltrane5630
@lordcoltrane5630 3 жыл бұрын
I like the raw concept of the suburb: adding a new dimension for settlers and making taller cities but it shouldn't be too convenient for wide play.
@klyffoth
@klyffoth 3 жыл бұрын
I wasn't watching live at the time, but chat's suggestion for suburbs adding +1 population makes a lot of sense. It reminded me of a mechanic from I think Civ III, where you could "feed" settlers into cities to increase population, thereby either recycling or redirecting the population that the settler consumes. Civ III was a long time ago so I might be remembering wrong, but I still think it makes sense and would be a cool addition to the mod. Also consider culture-bombing for suburbs.
@afonsocosta8802
@afonsocosta8802 3 жыл бұрын
1:07:19 "There's actually a sick ass... hmm..." -Potato McWhiskey 2021
@colby281
@colby281 3 жыл бұрын
Oh my God that Thanos Snap on the Netherlands Swordsman tho LOL
@passdoutcouchpotatos
@passdoutcouchpotatos 3 жыл бұрын
Problem with barbarian clans mode, is once a SINGLE barb camp converts, the game no longer spawns barbarians anymore
@jaydenliberty9536
@jaydenliberty9536 3 жыл бұрын
Good
@smiegto
@smiegto 3 жыл бұрын
do as spiff did. train one barbary corsair and just loot that one barb camp forever
@sextwister
@sextwister 3 жыл бұрын
@@jaydenliberty9536 agreed lol
@SImrobert2001
@SImrobert2001 3 жыл бұрын
isn't that just a but that they need to fix?
@ecbrown6151
@ecbrown6151 3 жыл бұрын
Yeah I turned it off for my game, needs some tweaks
@jonathanwilliams6912
@jonathanwilliams6912 3 жыл бұрын
Just died laughing when you told Arabia to “buy my sugar you nerd”
@kelcooe2068
@kelcooe2068 3 жыл бұрын
Same lmfao
@lawriestewart9839
@lawriestewart9839 Жыл бұрын
🤣
@matthewklestinski7030
@matthewklestinski7030 3 жыл бұрын
I'd like to see five benefits from having a Suburb: 1. Having a Suburb increase citizen slots +1 in the districts of the city the suburb is built in, 2. generating +1 housing per era since its founding, with a bonus once Urbanization is discovered, 3. each Suburb generates one Builder at the beginning of each new Era, 4. +1 food, +1 production generated in tiles around the Suburb, 5. can plant a Vampire Castle in a Suburb tile OR can add Suburb as city center improvement. Thank you for the stream, Potato! And thank you for letting us brainstorm with you. May the results be very fruitful.
@n_core
@n_core 3 жыл бұрын
My suggestion for your Suburbs mod: Suburbs tile will get +1 yield for each adjacent district/wonder. So not only Suburbs will benefits its adjacent tiles, but also the Suburbs itself will get benefits, so it isn't going to be a dead tile. Yield type is determined by the district tile. Growth oriented districts will gives +1 Food, Science oriented districts will gives +1 Science, Culture oriented districts will gives +1 Culture, Economy oriented districts will gives +1 Gold, Industrials and Encampments will gives +1 Production, Holy Sites will gives +1 Faith, Wonders will gives something that makes sense. I would probably choose Tourism, but I don't know how Tourism yield works in this game, since I only mod Civ V. Also yields increases through eras. This will make Suburbs placement more strategically.
@snoesnoe590
@snoesnoe590 3 жыл бұрын
I really like the suburb giving extra citizen slots to adjacent districts idea, I think it makes sense thematically. I also think it should definitely give a good amount of population, maybe as a +2 or +3 adjacency bonus to a neighborhood
@peterandersson4243
@peterandersson4243 3 жыл бұрын
I think it should scale to become better as you enter later eras. It's also a nice touch to make Settlers useful in the late game for civilizations trying to go Tall (without buffing the Civilizations going wide).
@welersoncarvalhodeavila4499
@welersoncarvalhodeavila4499 3 жыл бұрын
For very late game maybe buff the suburb with a second settlers idk if tis posible to put that into a mod
@Nick-lv6ii
@Nick-lv6ii 3 жыл бұрын
Thing about suburbs is that in real life, suburbs would be a net income loss for cities, and make traveling harder, because they're typically made of winding roads. So how can we implement this into the game? If possible the tile improvement could COST gold per turn, and cost movement for traveling through the tile. I think this could make it less appealing for wide players, because having more = less gold, AND makes moving units through your massive empire a bit harder, while for tall players the adjacency bonuses the tile would give off would make up for having 5 suburb tiles. Seems like an interesting mod, sounds complicated to make though since there are restrictions since it's a tile improvement rather than district.
@SImrobert2001
@SImrobert2001 3 жыл бұрын
How does that even make sense? I've lived in the suburbs and the innercity, and the biggest timesink is simply how long it takes you to go from point A to point B once you leave your neighboorhood. Thats not the suburbs, thats the planning of main thuroghfares like highways.
@prussianprince2255
@prussianprince2255 3 жыл бұрын
Hey PotatoMcWhiskey, btw thank you for your content. You helped me to improve and I hope your channel grows.
@ripitthrough22
@ripitthrough22 3 жыл бұрын
I like it as a tile improvement. It makes more sense in a tall vs wide context. As a thought, can you force the improvement to be worked? This would provide a larger give and take to not make it too strong, but could allow for larger buffs (housing, amenities, etc).
@Johnb2112
@Johnb2112 3 жыл бұрын
Watched this over VOD and love the suburbs idea. Thiink your close to having it on target. Have you considered having the suburb add +1 or +2 to all building yields as well? As I think the bigger problem with tall builds is not being able to drive enough toward your specific win condition without being able to place more districts in a high number of cities, getting an extra +1 to all district building yields then being able to apply Rationalism on top of it would go a long way toward direct addressing the tall build deficiency and getting your peak outputs (e.g., science) on par with wide builds. It would also play nicely with the recent change in Rationalism to apply to 15 pop cities and really emphasize tall.
@Johnb2112
@Johnb2112 3 жыл бұрын
Additionally, if you make it a district that takes a settler to build you could play with worker slots that give extra yields, maybe based on the other districts you have. E.g., for each pop you have working a suburb you get +2 for the associated yields of every district that city has (i.e., if you have a city with a campus and commercial hub, each pop working it's suburb would generate +2 science and +2 gold). Make the worker cap for suburbs really high (e.g. 5 or 6 workers) to encourage continued city growth as well.
@OhmsFTW
@OhmsFTW 3 жыл бұрын
Don't know if you are still looking for input for the Suburbs mod. How about if instead of providing adjacency bonus, it gave all districts in the city plus 1 adjacency, but it could not be placed next to a district? That way it is more useful in larger cities (again focusing on tall gameplay), is more unique and encourages different planning than just normal adjacency stuff. And it also mirrors how a real suburb wouldn't be placed immediately next to say a city's industry.
@Daniel-Star
@Daniel-Star 3 жыл бұрын
My idea is to have the suburb not give adjacency but instead get yields based on adjacent districts. Each district gives +1 of their resource to the the suburb and an additional +1 for each building in the district, with the city center giving +1 food and +1 production. But they would also provide all the those resources to people who pillage it (as a trade off for it's value with lots of adjacent districts) Plus one great people points is a good idea too (helps counter wide builds getting all the great people). Probably shouldn't give it any extra housing because you don't want to invalidate neighbourhoods.
@ecbrown6151
@ecbrown6151 3 жыл бұрын
Huge map that’s a surprise, my usual is Huge and I’ve been enjoying island plates lately. Interesting terrain and I find connecting bodies of water with cities canals etc to be surprisingly satisfying for some reason
@thisfudgingdork
@thisfudgingdork 3 жыл бұрын
To solve the District vs Settler Improvement issue, what if the suburb were a district with an absurd/impossible production requirement, but settlers can act as military engineers/great engineers/hurcules/etc. and use it's charge to fully complete the district, thus its a district you need a settler to build. I haven't finished the video yet (had to write down before I forget) so if someone else mentions it then sorry for repeating them.
@Levantinyx
@Levantinyx 3 жыл бұрын
Mechanics option for suburb building: place as green district (allowing buildings inside the suburb) but with insane production cost (9999) so it can't be built normally. Then have settlers get a buildcharge and the option to expend it to instant build the suburb (military engineer, china wonder, etc. the mechanic exists)
@sextwister
@sextwister 3 жыл бұрын
lol every time I play Maya I just end up with an insane amount of gold, and a bunch of very happy citizens.
@moon_wizard1250
@moon_wizard1250 3 жыл бұрын
My only big criticism of the suburbs is that, when you're playing tall, every tile is valuable. So making suburbs take up another tile might force you to sacrifice too much for it to be worth it. Either the yields need to be better of the burbs themselves, or they need to provide more significant buffs.
@FHL-Devils
@FHL-Devils 3 жыл бұрын
Idea on suburb - multiple types, selected in placement phase Industry Town - +1 Production, +1 additional from each adjacent forest, mountain or resource tile. Add production bonus from suburb to adjacent industry district (simulating a factory town). -or- College Town - +1 Science, +2 Gold, +2 Culture, +1 Amenity for each campus building built. Can only be built adjacent to Campus. -or- Trade Center - +1 Science, +2 Gold, +1 Culture, +1/2 Trade Route for each Harbor building OR Commercial building, +4 Gold if adjacent to resource. Can only be built adjacent to Harbor, Commercial bonus only applies if also adjacent. This should be mechanically possible, as it would act somewhat like the concept behind the Vampire Castle.
@mclovinisback5866
@mclovinisback5866 3 жыл бұрын
Bananas are plantations too right? So you shouldn’t settle on them Edit: Im so pissed. He missed out on a +9 observatory
@MrPlow-wj2gx
@MrPlow-wj2gx 3 жыл бұрын
The bananas were next to a volcano tho, they might get deleted sooner or later
@mclovinisback5866
@mclovinisback5866 3 жыл бұрын
@@MrPlow-wj2gx but he has disaster intensity on 2 and the volcano was not active, so he shouldn’t have assumed it was gonna get deleted
@shanevautour4582
@shanevautour4582 3 жыл бұрын
I've been a long time fan of the civ series (played v to death) but never played vi, I'm learning how to play thanks to your videos. Thanks spud
@Shad0wspwn
@Shad0wspwn 3 жыл бұрын
Hi Potato, wide play can more easily generate GPP when focusing on mass producing a district type and its buildings (especially with wide-scaling cards like invention). Maybe suburbs can provide +1 of the appropriate GPP per district(maybe) and/or per specialist in that city. This would allow taller play to be able to more easily compete for crucial Great People by leveraging their extra population without giving much at all to wide players. A potential yield buff would allow it to be auto-worked without pop cost like the city center.
@jakobraahauge7299
@jakobraahauge7299 3 жыл бұрын
Hey Potato! I'm so happy that you took time off - I did miss, but I'm so glad that you show that we shouldn't be afraid of take time and recharge our batteries! In that way we'll have you for longer - and just hsppy! 😄 👍🏼 It's great having you back! Missed you - how you had really good week off!
@ishanchegu
@ishanchegu 3 жыл бұрын
"An aqueduct is like a straw" teach kids engineering, potato. XD
@Baal07
@Baal07 3 жыл бұрын
Suburbs could provide additional yields based on amenities. Amenities can be a struggling point for wide empires unless they commit significant resources to early entertainment amenities.
@shadowwolf9267
@shadowwolf9267 Жыл бұрын
Loved the early game discussion and tips about playing the Maya. As a new player to Civ 6 really love all your content I've found! Slightly disappointed later on though with all the conversation pivoting to discussing Suburbs for the mod. I kept watching because I was hoping you'd get back to tactics or strategies for midgame for Maya but the topic never really left the Suburb improvement. I guess if you do want to showcase something again if you could just make that part of the title for the vid that would be great. I'm sure lots of dedicated experienced players enjoyed the topic but mods are just not on the table for a player like me right now just trying to learn. Cheers
@jasonmaynard2402
@jasonmaynard2402 3 жыл бұрын
Since Suburb is a tile improvement it should take on the similar look of city-state special tile improvements.
@jose.peraltabros
@jose.peraltabros 3 жыл бұрын
Potato, some ideas for your suburbs: - For them to really be called suburbs they should be placed next to city centers. - Can be placed in the water once you reach XXXXX technology / XXXXX civic. - Immediately builds a road between the city center and the suburb tile (even if there's a river in between). - +1 population if placed next to an aqueduct or dam, an extra +1 population once powered. - +1 yield if placed next to a district with the second level of improvement (e.g. +1 science if next to campus with university, +1 gold if next to commercial hub with bank) OR - +1 yield for each building in the district once powered (e.g. +1 science per building in the campus once suburb is powered)
@alial-fatlawi5565
@alial-fatlawi5565 3 жыл бұрын
Suburbs should give like 15% boost to agacient district yeild, and +5% agaciency for each agacient district to suburb. So, if a suburb is placed next to a campus, it gives 15%. And if you place a theater square next to suburb, both campus and theater Square gain 20% yeild bonus
@jeffbobisaMAzIng
@jeffbobisaMAzIng 3 жыл бұрын
I'm quite enjoying this rabbit arc of the Potato story
@xenopsu
@xenopsu 3 жыл бұрын
Man I love ur content, I always enjoy your work so much! Cheers
@chrisgebhart5530
@chrisgebhart5530 3 жыл бұрын
Missed the stream, but in case you're still collecting ideas for the suburb, this is what I thought of: Suburbs give +X relevant yield and/or + Y relevant GPP in T2 and T3 buildings in adjacent districts to incentivize building up those districts.
@MrCrazylegs18
@MrCrazylegs18 3 жыл бұрын
Since I missed the live stream, I had an idea for the mod. Suburb should work like a Nubian pyramid. +1 yield of the district type adjacent. i.e. campus gives +1 science, theater +1 culture, etc.
@WolfePaws
@WolfePaws 3 жыл бұрын
That's quite interesting.
@chris999999999999
@chris999999999999 3 жыл бұрын
Missed the live stream, but really digging the suburb idea and using settlers for it is a great idea. It gives them a purpose for both wide and tall players, so a tall player still has motivation to steal a settler since they'll get some use from it. Some ideas I didn't hear (or missed): -Suburbs are culture bombs -Adjacent neighborhoods have a higher housing level -Increased amenities from luxuries. -Suburbs have different types, like government plaza buildings to shape what they do. Having to choose between adjacent districts getting bonus yields, more GPP, etc keeps them from being too overpowered for wide players who don't have a lot of districts per city but still gives the tall player options. As an improvement, can it be pillaged? Is another settler needed to fix it or can a builder do it?
@lucaslezcano6343
@lucaslezcano6343 3 жыл бұрын
Hey potato, thinking about the suburb, you could change the yields depending on its distance from the city center. For example, more gold the closer to the city center (like suburbs with shopping center) more production for 2 tiles away (like like a suburb centered around a factory) food for being 3 away, and science/culture/faith for being 4 away and the terrain
@kevinkevin9525
@kevinkevin9525 3 жыл бұрын
Thanks for supporting trans people. Not a lot of people understand but my friends who have died by their own hands or others would have cried tears of joy to hear you defend their existence. You played a good game too. (:
@WolfePaws
@WolfePaws 3 жыл бұрын
I find it enormously satisfying that someone I started watching for Civ content turned out to be a great person also, who talks openly and positively about rights, discrimination, mental health and so on.
@stavperides2060
@stavperides2060 3 жыл бұрын
Suburb idea.... it should have no direct yields, but should just give an instant +3 pop. and +2 amenity if within 6 tiles of the capital. This would give you your extra district, and you would benefit by the extra tiles you can work. (I like the idea of gaining no food directly, as you need to make sure your city has enough food to feed the population first)
@stavperides2060
@stavperides2060 3 жыл бұрын
This way, it would benefit having thicc cities, and disadvantage people playing cramped and wide as they would have less chance of food tiles to feed the extra population, and the improvement scales well towards the end of the game, as 3 tiles being worked is relevant, however 2 food and 2 production etc would soon be obsolete.
@kylegonzalez311
@kylegonzalez311 3 жыл бұрын
Just got to watch this stream. I really like the suburb mod. My thoughts on it: cannot be built adjacent to city center, and adds +1 adjacency for each tile away from city center, culture bombs if on edge of borders, production boost to spies built in city, boosts amenity yield if built on luxury or extra tourism for being built on luxury.
@ianbehrstock
@ianbehrstock 3 жыл бұрын
Should be amenity drain tho
@kylegonzalez311
@kylegonzalez311 3 жыл бұрын
@@ianbehrstock Yeah, or some other trade off for building it on a luxury would be interesting.
@mastykidemiai
@mastykidemiai 3 жыл бұрын
Great video. Very useful and interesting to see how Potato strugles at the start and manages to get away
@JuhQman
@JuhQman 3 жыл бұрын
Not sure if you can increase the yieds of a suburb. So either it should allow building to be built inside of it, like a district, or possibly get more yields based on adjacent districts (culture from theater, science from campus, food from aqueduct etc.)
@TheFenderBass1
@TheFenderBass1 3 жыл бұрын
I have an idea regarding the Suburbs that I think would buff the tall playstyle whilst also negating the wide advantages. What if the suburb when placed culture bombs adjecant tiles, AND those adjecant tiles will always be workable by your city, no matter tile distance form the city center. Just like when you settle a new city it allows your empire to work tiles beyond your current city centers, but instead of actually placing a new city this simply rewards your already existing city by increasing the amount of possible workable tiles for your city.
@jacksonwittwer8842
@jacksonwittwer8842 3 жыл бұрын
Love the suburb idea, wish it was built into the main game. This MOD is better than most of the additional mechanics that have been added. Some thoughts for polished product. Not saying they are balanced with mechanics you already have build in, just thoughts. - Multiplier to growth in cities within X amount of tiles or in host city, even if small. - I liked adds a population because it gives the settler even more a character of a builder who can move production from one city to the next. - Has buildings within it that could; add a multiper to growth AOE or locally ... Multiplier to a singular base yield in host city depending a choice of buildings available as 2nd or 3rd in series. Maybe those buildings also have a weaker AOE or are only a weaker AOE - I like the idea of +1 food per adjacent district, or/also +1 of yield type per adjacent district OR tile improvement. This would give it an inverse preserve type effect, which I feel is its most like district. (Damnit someone else said it a few Minuted after unpacking, felt like a genius) I'll edit in more If I think of any more 🤔
@DOOFydoo
@DOOFydoo 3 жыл бұрын
My favorite Civ to play! This is going to be a treat to watch.
@Reyon88
@Reyon88 3 жыл бұрын
She looks like a hyper lesbian tho.
@DOOFydoo
@DOOFydoo 3 жыл бұрын
@@Reyon88 No problem there.
@FuGumby97
@FuGumby97 3 жыл бұрын
Is it possible for their to be a card that grants production boosts towards districts after a certain population. Like how rationalism boosts science after 15 population. Maybe that way a tall player can not spend like 100 turns building their districts in the late game. This is especially true because civ 6 is super dependent on start location. Like how in this maya game you had no production but tons of food. Maybe this can counteract how tall players are kind of restricted to their starting location. So district production boosts from their suburbs after growing to a huge population size can be an incentive to not immediately re-roll your start if you don’t have like a billion hills in your empire. Wide players wouldn’t be able to take advantage because they would have to waste settlers and also grow their cities to above 15 population.
@FuGumby97
@FuGumby97 3 жыл бұрын
Also maybe if there is a card that grants this district discount/production boosts towards districts then perhaps the card could also have it that your cities have to be above 15 population and you have to have a suburb in every city in your empire or like 75% of your cities
@tnttiger3079
@tnttiger3079 3 жыл бұрын
So with the suburb- I havenae watched the whole video so maybe it's addressed- but currently it murders 1 population. Normally with settlers, you use 1 pop to make it and then go settle a city with that 1 pop... with thee suburb, that pop disappears. Maybe building the suburb increases the city pop by one again? It still costs the production/gold/faith, but you don't haveta lose net population progress. Edit: So yeah someone else already said it!
@midwestgaming8667
@midwestgaming8667 3 жыл бұрын
Great video, will use a lot of this when moving onto my diety series. Immortal has been easy.
@calicosiside
@calicosiside 3 жыл бұрын
suburbs are a *really* neat concept, and we see a similar hex (the enclave) in the black death gamemode. if we consider the historical conditions that gave rise to them in the old world: they rose to prominence in the era of industrialisation and as a consequence of cities suddenly *not* being growth-negative with the rise of sanitation. The suburb allowed a city both higher capacity as well as freeing room for the development of industry. my recommendations would be: a district with the initial yield of the +1 district, the suburb may work well if it worked similarly to the government plaza, with a per-era choice on how the suburb will develop In the medieval/renaissance era, what caused the suburb? was this a traders stop (medium housing and amenities, gold yield), a slum or ghetto (lots of housing with a penalty, production yield), or a religious retreat (low housing, hostile religion resistance, faith yield)? in the industrial, what's been making the suburb relevant? their cottage industry (merchant+engineer points) their print-houses (scientist+writer points) or i forgot about this post a couple hours ago, i cant be bothered to think up the rest rn. You get the gist
@Myllongboard27
@Myllongboard27 3 жыл бұрын
Possibly additional housing for the suburbs as you progress thru the civic or eras like mines, lumber mills, fishing boats, etc.
@reidskull5018
@reidskull5018 3 жыл бұрын
They should make a "warning" feature, which lets you be like "don't move this unit here/take this suzerainty/settle here, or else" and then they inflict grievances (of varying amounts depending on how close they were to doing the thing when you warned them, as well as on what the action was) if they do the thing anyway.
@Pabna.u
@Pabna.u 3 жыл бұрын
Regarding the suburb: I really like the idea of tying it to settlers. However, I think allowing you to build an extra district isn’t so useful for tall, since you usually have lots of pop anyways. Being able to place it earlier to save production is ok, but that’s the kind of optimizing I wouldn’t expect to be that fun to most players. I feel like the biggest problem with tall right now is that extra population doesn’t do much to help most win conditions. The extra districts you can build become mostly irrelevant. I think the key to doing it right would be to make sure the suburb is relevant for science, tourism, and diplo victories (and maybe religious). So mostly it needs to help you produce science, culture, and tourism, and have a value that is competitive with a new city. Even a +2 adjacency bonus isn’t going to be competitive with building a new city which can provide dozens of multiple resources. Like a new city, its value should increase with time. The easiest way to do this would be to add a fixed percentage increase to all (non-food/non-production?) yields from the city. Maybe 25% or 50%. That’s maybe a little boring though. Alternatively, it could give 1 science, religion, and/or culture (which eventually gives tourism) for each citizen in the city, but only if you have a Campus, Holy Site, or Theater Square respectively. That would incentivize building new districts and growing your population. For comparison, a fully built campus gives 14+adj science, +great people pts + city state bonuses.
@jacksonwittwer8842
@jacksonwittwer8842 3 жыл бұрын
"You guys paid for almost half my dinner" I feel had, but im okay with it.
@wolframstahl1263
@wolframstahl1263 3 жыл бұрын
A few more ideas for the mod I had during the stream: - give the suburbs a bonus that scales negatively with the amount of city centers you have (e.g. every suburb makes civics and technologies 10% cheaper, but also more expensive by 1% per city center in your empire, which would give you a maximum bonus of 25% for 5 cities with a suburb each) - give cities with suburbs a bonus when you raze a city (e.g. 1 chop's worth, spawn a builder, a percentage of the city's total yields depending on the razed city's population) - incentivise having more area per city, e.g. make suburbs boost the range of industrial and entertainment district buildings, or even unlock another ring of workable tiles, up to 4 away from the city center (or up to 3 away from the suburb for a weaker version that gives additional importance to the placement of suburbs) - have the suburbs count as a city center for placement restrictions for wonders and districts (except -campus- encampment), giving you more flexibility with wonder construction and optimal city placement, since you can provide fresh water to the suburb instead of the actual city center.
@Star22233
@Star22233 3 жыл бұрын
I think what would be really cool is if suburbs got housing = adjacency districts similar to neighborhoods have scaling housing, settlers is perfect for all the reasons you said and it makes sense as people are settling there, and the gains from it I think should be buffed somehow too so it feels worth it to spend precious tile improvement for a tall civ, maybe another adjacency thing like yields depending on what is near by like campus science commercial hub gold etc or flat food gold and production per
@Star22233
@Star22233 3 жыл бұрын
Also side note you could unlock through tech/civics have a high movement cost for enemies to make turtling easier by limiting movement of enemies in your territory
@Dave-bj2ff
@Dave-bj2ff 3 жыл бұрын
Haven't watched the full video yet (3h:43m) so my questions might be answered at the end. 1. Is the AI building suburbs? Can you scan the fully discovered map and spot suburbs? If not then the mod will basically aid the human player which is not what you want. 2. If the AI spams the suburbs in every city (tall or wide settling) just as a tile improvement without utilizing its main mechanic, it actually cripples the AI's expansion due to spamming settlers and feeding them to the wrong beast. 3. If the AI fully understands and uses the mod correctly, probably on any settling scheme then we are doomed:)
@Ermacc187
@Ermacc187 3 жыл бұрын
I think all the suburb needs is +2 housing instead of +1 and then it'd be great. Maybe you could change it to a non-specialty district but spending a settler would complete it (like military engineers for a dam) Someone suggested giving your first one a bit of era and I think that's a great idea. Also, it could give you a combat strength bonus when defending on the tile (maybe +2 or +3 so it is a bit less than a fort)
@fromscratch6651
@fromscratch6651 3 жыл бұрын
What if a suburb allowed you to then build a new civilian unit in that city, the commuter, which allows you to effectively move one of your population from its home city (where it’s food budget is still covered and it’s pop. number still counts) to allow it to go work an empty tile / specialist slot in a different city. So it lives in one city but works in another. Your food rich city could then supply workforce to your specialist science city for example. You could limit creation of commuters to certain pop levels so it doesn’t benefit wide as much as it benefits tall.
@sethtaron
@sethtaron 3 жыл бұрын
I think it’d be fun if the suburb provided some special yields based on terrain type, such as one gold if placed on desert or one more food if placed on grassland, etc. That wouldn’t really be with the goal of helping the wide vs. tall issue, just to give them a little more flavor and make suburbs across your empire feel distinct from one another, while also making the actual tile they’re placed on feel more worth working. Also, the situation you got into trying to place the suburb, but first having to remove all features and resources on the tile seemed limiting and made the whole system feel very weak. It would be nice if something could be done to fix that, though there are a lot of options for what to do in that regard. I think the most thematically effective solution would be for their placement effects to work like cities: bonus resources and features are wiped out without being harvested (but do not prevent placement), while luxury and strategic resources persist with the suburb giving you access to those resources. If we wanted to buff it slightly while keeping that general solution, it could harvest any resources on the tile that it wipes out while being placed; however, I don’t think that’s necessary and it might even be confusing.
@aleksanderminer
@aleksanderminer 3 жыл бұрын
Another idea for what suburb ability should be: As u mentioned, wide players use settlers get more cities which leads to (as u mentioned again) lower costs of each next pop. (bcs it costs way less food to get 2 5-pop cities than one 10-pop). So, what if as a tall player you could conver a settler into a buff, that lowers food costs of next population or saves some food on grows (like aqueducts used to in CIV5) That would allow a tall player who has no room to expand wide grow tall cities with food efficency comparable to wide civs, while making it more eficent to apply % based buffs like Pingalas 15%, Ruhr etc. The other thing that tall players struggle with are tiles to work. I think tall players are often forced into working specialist slots, which are preaty terrible atm. So suburbs could also provide a bonuse to either specialist yields or again, make specialiss consume less food (kinda like a civic in CIV5 ideologies). What makes this idea even better is that u dont have to actually change game mecanics to implement this. U could (in theory) make suburbs food yield update depending on worked specialists or city pop so that it would reflect the described bonuses. edit.: also if u could use a programmer to help with modding i would gladly hop in. edit2.: i belive similat ideas came up during stream but they were not explained/formulated so i figured i might aswell type it out
@benwillems8584
@benwillems8584 3 жыл бұрын
"I worry about the dutch units" Well ofcourse. Because if it ain't dutch, it ain't much
@Sam_Hyde_Apologist
@Sam_Hyde_Apologist 3 жыл бұрын
Other way around mate
@siechamontillado
@siechamontillado 3 жыл бұрын
Thank you Potato for making me look up what a sigma male is and now I must bleach my browsing history and set fire to my laptop
@igormaycha1785
@igormaycha1785 3 жыл бұрын
Potato what i have to do to make the policies cards show how many things they give me like science, gold etc.?
@AbominablePoppy
@AbominablePoppy 3 жыл бұрын
It’s the Extended Policy Card UI mod and it’s like the best thing ever. Requires the Better Report Screen mod as well, think it just sits on top.
@grantshearer5615
@grantshearer5615 3 жыл бұрын
Everytime Gaul is in my game, they always struggle to survive
@Shuttlekilla
@Shuttlekilla 3 жыл бұрын
I like the idea of the suburb, but I would severely nerf it. Instead of it being a brand new district that built by a settler, I would scrap that whole idea. I would turn that whole idea into a new building in the neighborhood district. An exclusive building like the food market and shopping mall. The building would give the ability to build an additional district in the city, maybe thats it. Maybe the building gives a plus 1 adjacency bonus, but I feel that would be too much. I would call it the "Local Municipality Building" or something like that because it would help high concentration empires deal with local zoning problems. So in the end the neighborhood district is better because it has 3 options for customization, more tourism, more food, or an additional district (and maybe additional adjacency bonus).
@Shuttlekilla
@Shuttlekilla 3 жыл бұрын
and hide it in a super late game tech cuz that shit is super OP, there aint much things in the game that let you break the district build limit
@gib3946
@gib3946 3 жыл бұрын
The new suburb should have to be adjecent to the city center then provide +2 to districs
@Social_Mechanic
@Social_Mechanic 3 жыл бұрын
If tile improvements can provide Great Work slots, then I'd suggest giving them a few slots. Mainly because Great Work slots are DEFINITELY something tall empires cannot gain access to. Maybe also a Trade Route (another thing tall cannot gain as much access to).
@moon_wizard1250
@moon_wizard1250 3 жыл бұрын
This is smart, I like this idea more than most I've read. This would be really useful to tall play and much less useful for wide play.
@lhead85
@lhead85 3 жыл бұрын
Might not be possible within the mechanics, but what if after placement a builder could buff the yields on the suburb using a charge... Tall play quickly runs out of use for builders - so getting a better and better tile may be worth a thought
@danyballon9139
@danyballon9139 3 жыл бұрын
I'm a bit late to the party, but you could set subburbs as improvement that gives you 1 more district slot (like in your alpha) but requires to be built 2 tiles away from a city center. You could allow more than one subburbs in a city, but they couldn't be adjacent to each other. While it could benefits wide players, as you stated the increasing costs of settlers is a detriment to wide, also, wide game tend to settle cities quite close to each other limiting the possibility to get a suitable location for subburbs. Subburbs could as well not be available until you get at least a city with 10 population. Again wide game tend to have already many close settelements before a city reach a population of 10. It would still be possible playing wide by spreading your cities farther away, but it would slow down wide players. With such limitations, you could possibly improves the bonuses from subburbs.
@lionelpegoff104
@lionelpegoff104 3 жыл бұрын
For the mod, what about having the suburbs double the adjencies of tiles around it exept for disctrict and city center and make it part of the dictrict limit? Since it count as disctrict limit, it will make tall build less diversefy district but more powerfull.
@joaoguardini6770
@joaoguardini6770 3 жыл бұрын
Maybe any suburb's benefit beyond housing and district placement would only be active if the city has a governor. Is that possible?
@Zaimejs
@Zaimejs 3 жыл бұрын
I just finished my Lady Six Sky game last night! Cool.
@Kokkaku7
@Kokkaku7 3 жыл бұрын
So suburbs kinda feel a tiny bit weak for their settler cost. They should also do different things depending on whats beside them, so they give +1 to adjacent districts, so have those districts do stuff as well. If its next to a Theater Square have it give bonus Tourism and Culture, if its next to a Neighborhood have it raise the beauty of the tiles around it, if its next to an Encampment have it also increase the damage units do around it by a certain amount. Since each city can have a single suburb, give them unique bonuses from being next to districts, instead of just giving housing and stuff. Lastly, if you can, in order to make suburbs more unique to Tall play, give suburbs a requirement. Dont allow them to be made from settlers coming from a city with a population of 9 or lower. Or throw them in the Tech tree with neighborhoods. If you want to expand this idea further, maybe also create another tile thats similar, called a settlement, and have that more unique to bigger empires, with bonuses that would tailor to a wider empire.
@wingnut2292
@wingnut2292 3 жыл бұрын
Suburbs should give scaling yields to prod and food via pop. And unlock minor adjacency boots to adjacent districts.
@tortugulaproductions
@tortugulaproductions 2 жыл бұрын
man, watching this now during a time when detailed map tacks exists is utterly painful. wouldve shaved atleast an hour of the stream 😂 i applaud your patience potato
@buddhad2150
@buddhad2150 3 жыл бұрын
Hi spud. Have you noticed the ai improvement building bug? I think it might be related to the economies mode.
@lorddracon8992
@lorddracon8992 3 жыл бұрын
I wish potato would use that mod that changes the icons of unique districts to be unique
@MrMarkimark24
@MrMarkimark24 3 жыл бұрын
Missed the live stream but I love the idea of the mod. Not really an idea, but I like the idea of it being good enough for you to debate suburb or new city early enough in the game? Like is there a bonus for getting them down earlier
@Sinvare
@Sinvare 3 жыл бұрын
Suburbs should have yields based on the population of the city. This would further encourage very high pop cities. Otherwise the ideal size of a city with suburbs is probably 10 or 13. The resources required to grow from 13 to 16 is immense and probably outweighs the cost of 2 more settlers. Maybe allow for a second settler to improve the suburbs?
@jacobmagnuson8245
@jacobmagnuson8245 3 жыл бұрын
Huge map and didn’t even explore it 😂 love the vod though potatoe
@villekorpi714
@villekorpi714 3 жыл бұрын
I loved the accidental pun when Potato was telling that the only thing that would make him not date a trans person was that if he wasn't attracted to that particular person and then said it was "straightforward".
@stephengreen5087
@stephengreen5087 3 жыл бұрын
For the suburbs, how about plus 1 production per level of roads between a suburb and a city center? Also pillaging a suburb removes housing and loyalty from city
@arthshukla
@arthshukla 3 жыл бұрын
What if the suburb allows you to place a duplicate district but only when the city has 10 pop. That would be an interesting tall functionality to snowball for a victory condition
@new_ale
@new_ale 3 жыл бұрын
Would love for you to have a go at XCOM vids.
@christophermurphree2315
@christophermurphree2315 3 жыл бұрын
I would totally watch that
@balajiraja1
@balajiraja1 3 жыл бұрын
In south india, potatoes rate rupees.40 per kg,equavalent to 2 and half kgs potatoes per pound sterlings (103 rupees =1pound
@ratheesh196
@ratheesh196 3 жыл бұрын
Make the Suburbs to buff Tourism output for tall play... like all districts in that city give Tourism equal to its adjacency and it gets tripled at 15 pop and further more at 20 pop so that wide players won't get advantage that much from this.
@adamreaderlalor7142
@adamreaderlalor7142 3 жыл бұрын
What if the suburb let you expand the number of workable tiles? Like if you placed it in the ring of 3 around a city, it would make the tiles around the suburb that are in the ring of 4 workable for the city.
@romaricregnaud8662
@romaricregnaud8662 3 жыл бұрын
In order to boost tall with population they could scale with population thresholds like +5% above 7 then 10% above 10 and like 25% above 15 or something
@tnttiger3079
@tnttiger3079 3 жыл бұрын
Does tayto use mods in this one?
@lewisnicolls7933
@lewisnicolls7933 3 жыл бұрын
As an additional penalty can you make it cost future settlers even more? Maybe each one increases cost an additional 10%?
@alexyu7749
@alexyu7749 3 жыл бұрын
4:33:24 Two Mayan Farm and one from Armagh counts at Farmtriangle.
@esbenrasmussen726
@esbenrasmussen726 3 жыл бұрын
Aquaducts are always max housing for Maya, don't underestimate them
@stecon5
@stecon5 3 жыл бұрын
No discord alert to watch the stream live 🙁 5 hrs of content to enjoy on road trip today 😌
@somenonsense7997
@somenonsense7997 3 жыл бұрын
Is this game going to be finished?
@mclovinisback5866
@mclovinisback5866 3 жыл бұрын
Please dominate in multiplayer! Really love your streams
@sirgromith
@sirgromith 3 жыл бұрын
It would be cool if farms and plantations give yields base on the tile they are on. For example, by the end of the game plantation tile will give you 5 food, (at least)1 production, and 5 gold + luxuries base yield.
@FuGumby97
@FuGumby97 3 жыл бұрын
Dang I checked the channel for the stream during your break and the one day I don’t. There’s a stream lol
@alexanderkamenev5529
@alexanderkamenev5529 3 жыл бұрын
The unemploy thing is not a bug but rather when you lock a tile and also set a preference to no food the only way for the game to do it is to unemploy a dude.
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