Tomice
Passionate Smart-Ass
Now that the upcoming expansion is bringing me back to civ6, I realize some inconsistencies and flaws in the current game design. Namely:
I wonder - why haven't they used appeal as universal boost for neighborhoods, campuses, holy sites and theatre squares (similar to Australia's UA)?
It would be more immersive (a beautiful landscape inspires the mind) and more consistent. And no one said there couldn't be additional adjacencies (like jungles boosting religion and science, but not culture and neighborhoods or whatever). Also, it's realistic that nearby industry or mining disturbs prayers and philosophical debates.
It might be necessary to remove the current steps of appeal (like "charming") and keep the raw numbers (like +3 appeal) for the above system to work.
Thoughts?
- Appeal is a very interesting, but underused gameplay element. It is mostly used for neighborhoods during lategame, certain special improvements for cultural victories, and for some unique abilities. But for most civs, it is pointless during the early- and midgame.
- The adjacency bonuses for campuses, theater squares and holy sites are inconsistent, hardly realistic and arbitrary (e.g. the distinction that jungles boost science while forests boost religion). Theatre squares have too few adjacencies overall.
I wonder - why haven't they used appeal as universal boost for neighborhoods, campuses, holy sites and theatre squares (similar to Australia's UA)?
It would be more immersive (a beautiful landscape inspires the mind) and more consistent. And no one said there couldn't be additional adjacencies (like jungles boosting religion and science, but not culture and neighborhoods or whatever). Also, it's realistic that nearby industry or mining disturbs prayers and philosophical debates.
It might be necessary to remove the current steps of appeal (like "charming") and keep the raw numbers (like +3 appeal) for the above system to work.
Thoughts?