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"Appeal" values from screenshots

Discussion in 'Civ6 - General Discussions' started by chazzycat, May 25, 2016.

  1. chazzycat

    chazzycat Deity

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    Someone on reddit compiled screenshots of all the tooltips from Quill's video here: https://imgur.com/a/hdms1

    It looks like we can figure out all the "appeal" values.

    My best guess is:
    +1 for each neighboring forest or mountain hex
    +1 for each neighboring coast hex (does not include open ocean)
    +1 for each neighboring farm
    +2 for each neighboring natural wonder
    +1 for having a river

    I'm sure someone will show me how I'm wrong...and the values could change before release anyways. Still fun to over-analyze though :)
     
  2. bonafide11

    bonafide11 Worker

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    But +1 _what_??? I just don't get the appeal rating. What comes from it?
     
  3. Camikaze

    Camikaze Administrator Administrator

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    Quill18 speculated that it probably relates to tourism, which wasn't something covered in the 60 turns of gameplay this press cycle.
     
  4. bonafide11

    bonafide11 Worker

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    So if it's tourism... +1 from farms and +1 from coasts? I've never thought of farms on the same tourist scale as beaches. :)
     
  5. joncnunn

    joncnunn Senior Java Wizard Moderator

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    Actually, I'm thinking that "appeal" is just the new name for AI Envy of each of your cities with farms included in the mix.
     
  6. Seek

    Seek Deity Supporter

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    Rather than being +1 for farms, I'm thinking it's +1 for unimproved tiles. Could be a way to make national parks a thing again!
     
  7. AriochIV

    AriochIV Colonial Ninja

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    Might be related to city happiness as well as tourism. Putting things like Neighborhoods in a choice spot could possibly increase happiness (or decrease unhappiness).
     
  8. Nick31

    Nick31 Prince

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    Yeah, I got the impression from the articles that Appeal is serving as a local happiness barrier. As Shirk says in the gamercrate article:

    "With local happiness, the only thing stopping you is finding the right spot to put the next city. You can put a city in a desert to grab iron, and know it won't grow much."

    I'm assuming that means "appeal" rather than just happiness buildings.
     
  9. chazzycat

    chazzycat Deity

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    well keep in mind these are just guesses of mine, but the farms having +1 was the only way to explain some of them.
     
  10. chazzycat

    chazzycat Deity

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    I doubt this, just because the tea hex is surrounded by unimproved land and only has 2 appeal, but I do like the idea.
     
  11. Seek

    Seek Deity Supporter

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    Ah, I didn't realize there were actual numeric values, I had just noticed the adjectives. So yeah, looks like I'm wrong there.
     
  12. stealth_nsk

    stealth_nsk Deity

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    The actual numbers will change a lot in the next 5 months, and probably after release too.
     
  13. Thormodr

    Thormodr Servant of Civ Supporter

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    Especially when they are spreading manure in the Spring. :cringe:
     
  14. kaltorak

    kaltorak Emperor

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    If this is related to tourism I really really hope they revamped tourism adding some utility to it. Tile appeal sounds awesome to me, but if it just adds points to win the game, what a waste.
     
  15. oddtail

    oddtail Warlord

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    I agree. The connection of Tourism with one type of victory is fine, but it should have some effect, or even multiple effects, throughout the game.

    One pretty reasonable choice would be for Tourism to be connected to income/economy of the civilization.
     
  16. moopoo

    moopoo King

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    This makes much more sense to me. As far as I could see (I haven't watched every gameplay vid/read every article yet) there has been no mention of how happiness works yet. an appeal rating for every single tile in your empire would surely be too fine-grain for something like AI envy or tourism (which I've so far got the impression is still tied to a great works system), but would make sense for positioning of districts and improvements to affect a local happiness mechanic.
     
  17. Nixalo

    Nixalo Warlord

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    I would love if Appeal relates to Tourism and "local happiness".

    It ould be funny it it was iit also lead to city flipping via culture/tourism.

    "Pittsburgh stinks. All we have is walls and iron mines. Lets join Egypt. They have 3 beaches."
     
  18. StrideColossus

    StrideColossus Warlord

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    Source: http://www.gamerevolution.com/preview/sid-meiers-civilization-vi#/slide/4
     
  19. oddtail

    oddtail Warlord

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    I just had a thought... what if instead (or in addition to) city flipping, there was a migration mechanic of some sort? Related to Tourism and happiness, to distance between cities, and possibly to religion (e.g. people of a certain religion would move to a city with a majority population in that religion; or conversely, people migrating and mixing between cities, leading to religions spreading)?

    With science not being the end-all, be-all of progress (and culture having its own tree), maybe such a mechanic would make food cease to be the sole determiner of empire population.
     
  20. SupremacyKing2

    SupremacyKing2 Deity

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    Yes, it looks like "appeal" is a new factor that influences local happiness. Basically, the higher the appeal number the higher the local happiness, hence higher city growth. This makes sense. People tend to like to live in areas that are pleasant and nice. And as Shirk said in your quote, appeal serves to limit the player from spamming useless cities. You might settle a city in the desert to get some iron but it will be a small mining town since no one really wants to live there. On the other hand, a city that is founded by the beach can grow into a large metropolis since the area is more appealing.
     

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