u/aebersold

How many doubles events do we want on the pro tour?

Watching the Doubles Championship at the Preserve, I repeatedly found myself thinking, "This is a better watch than singles."

Is it really such a hot take to say that half the pro tour events should be doubles? Is it really a crazy question to ask why the Pro Tour is so committed to singles?

From the on-field drama of all the long-range makes, to the off-field drama of who is pairing with who at each event, the entertainment value is way higher in doubles. Plus singles for men has gotten a bit stale lately; Gannon wins again... whoop-de-doo.

I'm proposing 50/50. Singles and doubles should each have four majors, a US Championship, a European Championship, and a Worlds. That's 14 hype events. Good for the sport, good for the viewers.

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u/aebersold — 2 days ago
▲ 3 r/CivVII

Commander promotion bugged?

My Commander has 145/135 points to go to level 9, but cannot be promoted. Is this a bug?

I'm running the Art of War memento for the first time. (+10%  Commander XP gain, increasing to +50% when your  Commander is within the  Command Radius of a higher level  Commander.) Could this be causing a problem?

u/aebersold — 14 days ago
▲ 7 r/CivVII

Start Bias for Pachacuti?

Does Pachacuti have no start bias near mountains at all? I mean look at this. This was my third straight reroll without a mountain in sight.

u/aebersold — 15 days ago
▲ 24 r/CivVII

Why do specialists suck sometimes?

I mean seriously look at this nonsense:

~ NE of capital: -1 food, -1 happiness. That's it. No gain.

~ NW of capital: +3 happiness, but also -4 happiness. Right. So that's -1 net happiness? And also -4 food? So this specialist would be even worse than placing one NE of the capital, even though this one says +3 happiness and NE doesn't.

~ SW of the capital: +4 food... but also -4 food. Come on. Then +4 gold but also -4 happiness. So I'm just trading out 4 happiness for 4 gold? What's the point?

Do I understand correctly that specialists only benefit from adjacency? If so then the UI shouldn't even offer specialists on double-warehouse quarters that can never have any adjacency because warehouses can't get adjacencies.

I try to build double-warehouse quarters adjacent to my capital whenever possible so that these districts stay as quarters and as such always provide their science and culture bonus to the capital.

u/aebersold — 29 days ago
▲ 9 r/CivVII

Why are these settlements still disconnected?

Why are my two settlements to the west, Disco and Nnected, considered "disconnected" in the Resources screen?

I've used the "build road" option on a merchant to connect them my capital Pataliputra. You can see the roads that they created, leading from Disco and Nnected, through Tiwanaku, and into Pataliputra.

Thanks for the help!

u/aebersold — 30 days ago
▲ 2 r/CivVII

Xerxes King of Kings Question

Does "captured settlements" include settlements surrendered to you in a peace deal? Usually, this is worded as "settlements not founded by you." Thanks!

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u/aebersold — 1 month ago
▲ 69 r/CivVII

Should I Settle here?

That's a pretty wild place to settle!

u/aebersold — 1 month ago
▲ 0 r/CivVII

Please let us get rid of our obsolete settlements

Due to the cap, some settlements that helped you early on do more harm than good later when you’re capturing or settling much bigger, sexier settlements. This is not a niche problem; this happens in every single game. You’ve got to be able to get rid of settlements you don’t want anymore, or at least do something so they don’t count against the cap.

I have the mod that lets you swap settlements between allies. This helps sometimes, but the AI insists on very lopsided trades. You usually can’t get rid of any lousy settlements without throwing in good ones that you don’t want to get rid of. And the return will always be far less in terms of yields.

Anyways here are three proposed solutions:

  1. Standardize ways that you can unload settlements to other players. Swap settlements. Sell settlements for cash. Sell settlements for units or resources or even for some portion of the other player’s culture or science per turn for a period of time. Big potential here.

  2. An option to nerf your settlement in exchange for it not counting against the cap anymore. Perhaps in exchange for a 25% penalty to all yields in the settlement, and a 25% increase to all purchases in the settlement, the settlement doesn’t count against the cap anymore.

  3. Ability to raze your own settlement at any time. Makes no sense historically, but who cares it’s a game and the game needs balance.

Thanks!

reddit.com
u/aebersold — 2 months ago