@acluewithout
If you're the sort who enjoys the strategy in strategy games, then playing a strategy game badly is unlikely to lead to a satisfying experience. I think to achieve what you're looking for, you need to look at things in a completely different perspective -- e.g. to view Civ 6 as a...
I'm not entirely sure how "fair" applies here.
EC + arena doesn't let you grow 4 pop. It simply busts a cap -- in even a moderately sized city you still have to spend an enormous amount of food to actually get those four citizens.
You don't have to spend an enormous amount of food to get the...
By the formula thread, a size (N-1) city requires 15 + 8N + N^(1.5) to grow to size N.
Growing a city from size 1 to size 7 costs 238 surplus food: that's 15 + 24 + 34 + 44 + 55 + 66. Growing a city from size 1 to size 8 costs 316 surplus food. That's a 33% difference.
Growing a city from size...
Not really. If you have 15% extra food from the very beginning, it means that cities that would grow to size 15 will reach size 16 on the same amount of food. Or a city that would grow to size 30 would reach size 32 on the same amount of food.
(note I'm talking just about the surplus food that...
That's normal. Warfare sucks in a game where defenders always come out ahead, or even just on average.
Even on the offense against the AI, there is a lot of value to be had in picking off defenders moving through territory -- which results in having units on many different tiles.
Yes, the AI...
How old are you talking? I only recall the term being used with Civ 4, which did have counterplay: each attack with a siege unit would damage half a dozen or so units, and anytime cavalry survives an attack in the field it would damage every siege unit in the stack.
Workers, settlers, and traders have a cost that depends on the number of them you have previously built. The purchase cost is 4 gold per cog: there is no inflation in that conversion rate.
If you can't chop/harvest to produce them, think twice if you really need new districts late game: as the...
Okay, then tall vs wide by that definition was not a dilemma in civ 4 because neither option was competitive: you placed cities to make the best use of the land. Sample reasons to have overlap are:
Resource tiles were very strong; you want to have enough cities to ensure you are making good use...
Ignore all that: it's better to cram more cities 3-4 spaces apart simply because you don't have size 36 cities. Even if you grow to half that size, it will take most of the game to get there. That's a lot of wasted terrain for most of the game. You need to pack your cities more tightly together...
In Civ 4, OCC was about settling lots of great people, not having a big productive populace. Also, OCC had a special ruleset to relax the limitations on national wonders.
The negatives to expanding too far were:
The AI is liable to squash you with an early war since you didn't build up enough...
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