About food bonus civ / environmental bias civ

Xyael

Trade routes enthusiast
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Jan 11, 2025
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Hi,

I come to you because I had a hard time seeing the point with some civs, which I naturally find below the others.

These are civilizations with too big an environmental bias, often producing more food in these environments to do nothing with it afterwards. These civilizations are often expansionist but objectively given their biases their expansion is limited. I don't put coastal civilizations in the lot, because coastal tiles are easy to find, coastal civilizations even have a small advantage in the age of exploration and often do better than giving food.

So I don't know, have you seen an advantage, possible combos taking them out of their environmental biases to these civilizations like Egypt, Mississippi, Shawnee or the Incas?
 
I think food will be pretty important in VII; it acts as your builder charges in a game where you can only work and build buildings on improved tiles.
 
It was said in another thread, but seems like "expansionist" isn't just "more settlements" but size of settlements. If settlements are spread out to allow full border growth, there are 36 workable tiles per settlement. I think with some of the newer adjacencies + unique improvements compounding a tile's initial improvement (vs replacing it) will make it so that these tall civs with a handful of cities hitting the useful pop cap can compete. But then again, compete vs outperform others is maybe your point. I guess we really won't know until we get in game.
 
I think food will be pretty important in VII; it acts as your builder charges in a game where you can only work and build buildings on improved tiles.
You can build buildings on unimproved tiles (they negate the tile effects under them)


Also for the OP, all food is useful because it is transferable
Towns can transfer the food to cities
Cities can have multiple specialists on each building tile. (I’m guessing Modern age cities should be expected to be 100+ pop easily)

And most of those Terrain bonuses are for Terrain that is already very good…Nav Rivers are the best Terrain.
 
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Ok, we should think about more pop = more rural district. But with the bias conditions, you can't really play wide, so you play tall and you want much rural ane you have more production or more bonus ressources early ok.
And who says more production also says more buildings.

But what happens once you rush all that. You have no ability to really stand out. Especially for the Incas they have attribute points to facilitate military and economic victory except they don't really have an advantage for in the age of exploration. They are not on the coast for economic victory and do not specifically seek expansion nor have advantages for it.

Also I'm not sure they have more advantage than that in terms of population compared to other economic civilizations that earn a lot of gold. And in civ 7 you can make population with gold in towns.

After I imagine that the idea is not to win, or to have a good situation in the current age but rather to prepare the next age but with difficulties on the age bonuses.

And maybe the best is precisely to play wide, not to focus too much on the favorite tiles and build lots of cities outside, and see the cities of the starting bias more like settler factories.
But that requires having behind it a modern civilization that will really carry everything from there, without good traditions because for that there is better in the other civilizations of exploration and antiquity ages.
 
You can build buildings on unimproved tiles (they negate the tile effects under them)


Also for the OP, all food is useful because it is transferable
Towns can transfer the food to cities
Cities can have multiple specialists on each building tile. (I’m guessing Modern age cities should be expected to be 100+ pop easily)

And most of those Terrain bonuses are for Terrain that is already very good…Nav Rivers are the best Terrain.
Oh didn't ear about the fact food is transferable. It can make things interesting
 
You can build buildings on unimproved tiles (they negate the tile effects under them)


Also for the OP, all food is useful because it is transferable
Towns can transfer the food to cities
Cities can have multiple specialists on each building tile. (I’m guessing Modern age cities should be expected to be 100+ pop easily)

And most of those Terrain bonuses are for Terrain that is already very good…Nav Rivers are the best Terrain.
RE 100 pop comment — there must be some point where adding pop becomes useless or has some massive diminishing return in value. It’ll be interesting to find out what a city’s useful limit is, i.e. when all the tiles are being worked and you’ve maxed specialists. What even happens to the pop? It just sits idle and only gives whatever a general pop gives to the city, e.g. 0.5 culture, etc in civ6?
 
RE 100 pop comment — there must be some point where adding pop becomes useless or has some massive diminishing return in value. It’ll be interesting to find out what a city’s useful limit is, i.e. when all the tiles are being worked and you’ve maxed specialists. What even happens to the pop? It just sits idle and only gives whatever a general pop gives to the city, e.g. 0.5 culture, etc in civ6?
The more pop you can have, the more you specialists you can have. There is a specialist limit, I believe, but I imagine achievable pop levels take that into account, though we'll have to wait to see for certain.
 
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