Additional Luxury Goods Should Provide Additional Amenities Domestically If Not Traded!!!

OranHarken

Warlord
Joined
Oct 26, 2014
Messages
130
Does the fact that you can have a stack of 5 or 6 of the same Luxury resource and it caps you out at +1 Amenities in 4 of your cities? Cities you do you not even get to assign manually? What is it about shipping them thousands of kilometers away to another civilization that suddenly allows them to make people happy again? Are the people in my miserable cities not able to enjoy something just because people somewhere else likes it?

Right now there is literally no incentive not to trade away surplus luxuries. Anything that adds more strategic choice is really needed right now in this game as things feel the same all the time now that all leaders act the exact same way (they hate you immediately and war with your immediate neighbors is inevitable). Manually assigning which cities get what can help speed growth in specific cities.
 
Agree. It makes sense for a given kind of amenity to only be able to help each city once, but it makes no sense that a given kind of amenity can only help 4 of your cities, ever.

To discourage ICS (which needs discouraging anyway), I'd reintroduce city maintenance.
 
Agree. It makes sense for a given kind of amenity to only be able to help each city once, but it makes no sense that a given kind of amenity can only help 4 of your cities, ever.

To discourage ICS (which needs discouraging anyway), I'd reintroduce city maintenance.

I always thought the best way to hinder ICS is with disease. This game kind of does that with housing being effected by local access to fresh water but TBH housing is so easy to come by. It also only caps the growth of population, not the number of cities (except in that there will be a hard limit to settle-able area at given stages of the game).

To be honest war right now is so common I have typically only founded my first 0 to 2 cities before I'm force to conquer my immediate neighbors. So much of this game is inheriting the cities the AI built because there is only war.

Actually you know what, I think this was the game that has made me realize Firaxis is resting on it's laurels, the kind of strategy depth and AI performance found in their main competition's games, Paradox has just completely eclipsed them. Civilizations has stuck to a very similar formula for way to long. The first order optimal strategies in this game are way to readily apparent and lead to very samey games. BE got me thinking this and now Civ6 has cemented that belief.
 
To me I see how powerful this trade item is. It is the one that really helps that is reusable.
I also see how a luxury in real life is not that prolific in all cities.
So it all makes sense to me.

I also see how powerful amenities are in the game as +10% is very handy to have on everything produced but food.

Oranharken, it sounds like you are playing diety and the hate modifiers are too great there. Thy emperor, trading luxuries works well at that level.... or you are a warmonger in which case of course trade will not help much.
 
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