There is another one. I think. Might be entertainment district.How do the overlapping bonuses work? Only for industrial districts?
Zoo in Entertainment districts provides amenity to its area. (I forgot the range)How do the overlapping bonuses work? Only for industrial districts?
Zoos and stadiums have 6-tile regional effects.
I'm getting some ideas for city placements. What would be optimal city placements? Place a city that is 5 tiles away from another city center?The production bonuses from multiple factories (or power plants, or the amenity bonuses from zoos or stadiums) that are in range of a particular city will stack with each other, and with additional cities that are also in range. So, if City A is within 6 tiles of 3 Factories, it will get 3 Factory bonuses, and City B, which is also in range of those same 3 Factories, will also get bonuses from the same factories.
It doesn't matter where your city centers are in relation to each other. What matters is how far each industrial zone is from other city centers.I'm getting some ideas for city placements. What would be optimal city placements? Place a city that is 5 tiles away from another city center?
But unless you're doing SE - you're going to need to spam cottages whether you like to or not, it's just how you scale properly. People were raising an aesthetic issue with a necessary mechanic of the game.
Well currently - Industrial overlap is pretty much necessary. While people might not like it, I have a hard time imagining that with a radius of 6 hexes that overlap, that it wasn't part of the design goal for people to make liberal use of that mechanic - Late game production was probably scaled with this in mind which is why many people are noticing that they get into the later eras and can barely build anything in a reasonable amount.
It doesn't matter whether I like the mechanic or not. It appears to be part of how the game is played.
But... it is. Not saying there isn't an argument for it to be changed but Look at the National College slingshot or pretty much the entire science behind chopping and whipping in civ4. Optimal strategies arise and you either make use of them or you don't. But I don't even think this is on that level of cheese, honestly - it's more like, say, Spamming cottages in civ4. Tons of people complained about that because they didn't like the way the landscape looked, i.e how their empire looked. But unless you're doing SE - you're going to need to spam cottages whether you like to or not, it's just how you scale properly. People were raising an aesthetic issue with a necessary mechanic of the game.
Well currently - Industrial overlap is pretty much necessary. While people might not like it, I have a hard time imagining that with a radius of 6 hexes that overlap, that it wasn't part of the design goal for people to make liberal use of that mechanic - Late game production was probably scaled with this in mind which is why many people are noticing that they get into the later eras and can barely build anything in a reasonable amount.
It doesn't matter whether I like the mechanic or not. It appears to be part of how the game is played.
Well currently - Industrial overlap is pretty much necessary. While people might not like it, I have a hard time imagining that with a radius of 6 hexes that overlap, that it wasn't part of the design goal for people to make liberal use of that mechanic - Late game production was probably scaled with this in mind which is why many people are noticing that they get into the later eras and can barely build anything in a reasonable amount.
It doesn't matter whether I like the mechanic or not. It appears to be part of how the game is played.
Agreed. I abandoned a start i got that had NO hills, just grassland, marshes and resources.
Seems to scale badly if you increase game length as well, the wonder cost even on Epic is kinda insane and no one is building them (and if they do they're built two eras late)
But... it is. Not saying there isn't an argument for it to be changed but Look at the National College slingshot or pretty much the entire science behind chopping and whipping in civ4. Optimal strategies arise and you either make use of them or you don't. But I don't even think this is on that level of cheese, honestly - it's more like, say, Spamming cottages in civ4. Tons of people complained about that because they didn't like the way the landscape looked, i.e how their empire looked. But unless you're doing SE - you're going to need to spam cottages whether you like to or not, it's just how you scale properly. People were raising an aesthetic issue with a necessary mechanic of the game.
Well currently - Industrial overlap is pretty much necessary. While people might not like it, I have a hard time imagining that with a radius of 6 hexes that overlap, that it wasn't part of the design goal for people to make liberal use of that mechanic - Late game production was probably scaled with this in mind which is why many people are noticing that they get into the later eras and can barely build anything in a reasonable amount.
It doesn't matter whether I like the mechanic or not. It appears to be part of how the game is played.
Hey what about this: I've noticed that when I build up a city with lots of districts, it eventually has lots of nice domestic trade bonuses for trade routes that come into the city. But what if it were the other way around? Then you could send trade routes from a city with the right districts to your more remote colonies to boost their production. It wouldn't be a ton, but it might be enough so that build times for basic things don't feel so extreme.
Unless I'm misunderstanding the trade route screen and it already works this direction... *goes off to check this*