- Joined
- Aug 12, 2010
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I don't think we know enough about Tourism yet to write an obituary.
I hope so. Forced tall empires and ICS are the two dumbest strategies in the Civ series. They both need to die in future games. They need to encourage players to build cities like we do in the real world. Not build a few cities then stop completely, only focusing on growing those few cities because additional cities will harm you. Or spam cities but cap or slow down their growth.
Give civs an incentive to build on good sites and less of an incentive to build in bad sites.
Except there's supposed to be far less gold from terrain - the main source is trade routes.I thought additional cities added gold? As long as you aren't building a ton of infrastructure on gold-less land with zero gold buildings, you should be running a positive balance. I can't recall specific numbers but I think my last game the cities other than capital were at something like 20-25 gold per?
It won't have that much of an impact. As been said before regular ocean tiles rarely get worked and luxury (fish, too, apparently) still have gold. Then there is the gold from regular city connections by road, along with gold buildings.
Still no word on whether trading posts have changed or not.
It's the river gold removal that will have the early game impact.
you cannot go tall in G&K and exspect to win anyway.
It's the river gold removal that will have the early game impact.
It's not intuitive to restrain growth, it's an awkward system.
Does anybody know why they did that?
What is the alternative? The only cost of expansion is a settler and the game turns into ICS until the map is filled?
I don't mind there being additional obstacles to expansion. If this were vanilla I'd agree that those obstacles should be tweaked, but with religion and mercantile city-states in Gods and Kings, I like how the current system is set-up. There are still obstacles, but the game gives you tools to get around them if you so choose.