The raw data is found in:Where are the water cities' production buffs and nerfs defined? This has bugged me not to see it mentioned where I've looked so far in the game.
The raw data is found in:
Steam\steamapps\common\Sid Meier's Civilization Beyond Earth\assets\DLC\Expansion1\Gameplay\XML\GlobalDefines.xml
Doesn't change the fact that water cities are already extremely strong. Add cheap explorers to the list and land cities become complete nonviable in comparison.Yes, it doesn't make much sense that Explorers are classified as land units even though they are effectively amphibious now.
That sounds like complete balance.
Soldier always, and pioneer quest water city always.
+
Forget about any excavation strats.
/sarcasm
There needs to be an explorer sub. (that can also get underneath ice)
Your post is very reasonable.
Spoiler :/sarcasm
Joking aside, you can still do excavation strategies in water-based empires, they're just delayed in favor of the Patrol Boat that can gather more Resource Pods than any land explorer ever could, which somewhat equalizes the playing field. So hat do land based empires get to compensate for the Explorer Submarine? A 4 movement walker unit that can't do excavations? Or do we just ignore balance and forget about any resource pod strats on land?
You're still not addressing the balance issue. What do land cities get to keep up with the bump in strength that water cities would gain if they had patrol boats and easy access to early game explorers?A little slow today? Maybe you need coffee?
It's a submarine, it can't go on land.
It's a submarine, if you build it in a coastal city you are penalized.
BTW, chances are you can get a patrol boat just as fast with a land city using colony initiative from an artifact. So once again, always go weapons arsenal if you are landing in water? Master Balance....