Also your luxuries get spread out a little thinner, but that is mostly negligible if your new cities stay small
Well, you have to defend them, which isn't always more difficult, but will in general increase your overall border size.
Which cities get the benefit? The closest ones next to the luxury?Amenities are the limiting factor.
A single unique copy of a luxury benefits up to 4 cities (extra copies don't benefit you at all). So if you go too wide too fast and don't make up for it with amenities you'll face an unhappy empire. However, it is still much much less punishing than Civ V with its global happiness mechanic was.
Which cities get the benefit? The closest ones next to the luxury?
So, a second copy of a luxury only gives whatever the tile yield is, and it's availability to trade to an AI?
I'm assuming there is some sort of logic to this, as to why this is a good feature to have for the game? Any idea what that is?I think time is also a limiter. Because of the inflation to district cost it makes less sense to build new cities after say the first 150 turns. They just end up very lame at that point. You can compensate some by running trade routes from the new city but I have founded cities where it says it will take over 300 turn to finish the first district. You can spend some resources trying to make it grown etc but I do not think it is a win win in the end
There are some false information in this thread.
Ouch, my bad, I didn't notice the dates. I'm usually carefull about this.This is because before this thread was narced all posts were from the day of the release.
Nope. District cost is increased by the amount of Tech and Civics you have, and is nothing to do with anything else.Wasn't there some increase cost when you had more districts than the average of all AIs?
For example, if on average each AI civ had built a Commercial Hub in 50% of their cities, you'd get a penalty if you wanted it in all your cities?
Naw, that's not right either. You can get a discount on the cost increase if you have less-than-average number of the district you are building. I've seen where the common district build-time is 30 turns, but some districts (e.g., encampments, which I build in only select cities), the build time is only 20 turns.Nope. District cost is increased by the amount of Tech and Civics you have, and is nothing to do with anything else.