Same here. Though if I recognize that the location is particularly good for pop growth and adjacency, I will tend to change it to a city.I've always gone for town-heavy strategies rather than city-heavy ones because it means less micromanagement, had no idea it was a bad strategy apparently - looking forward to getting even more city growth then haha
I think they'd be better as resources, personally.My speculation for new wonders are
Wheat
Buffalo
Maize
Honey
My brain be likeI think they'd be better as resources, personally.
If Rice is in, I would assume Maize/Wheat would be the "alternate".My speculation for new resources are
Wheat
Buffalo
Maize
Honey
I say bring back bonus resources. Make farming fun again. Common plants like wheat make uninspiring resources when slotting them in cities next to spices and furs.If Rice is in, I would assume Maize/Wheat would be the "alternate".
What I am mostly curious about is if resource will mirror yields/bonuses or if there'll be new bonuses altogether.
More resources are always good.
I think there will just be a larger variety rather than a noticeably larger number of total resources.Up to a point... I do worry about resource bloat. It reduces room in cities for improvements, wonders, and districts. Although I imagine we may reach a point where cities have very few rural districts that aren't a resource.
I really don't understand why they don't let us choose to remove bonus resources if we need to use the hex.Up to a point... I do worry about resource bloat. It reduces room in cities for improvements, wonders, and districts. Although I imagine we may reach a point where cities have very few rural districts that aren't a resource.
This would be excellent. I'd expect it to buff either unit strength in the ancient era, or buff ancient unit production. It's a shame units no longer are locked behind resources, because obsidian would be a different way to unlock lethal bladesMore resources are always good...
I hope they consider including Obsidian
There is a sort of goldilocks principle, I agree. Either too many resources or too many types of resources in the game can be unpleasant. It would be interesting in 7 if you could harvest a resource in a primo building spotUp to a point... I do worry about resource bloat. It reduces room in cities for improvements, wonders, and districts. Although I imagine we may reach a point where cities have very few rural districts that aren't a resource.
There have definitely been a lot of discussions about towns vs cities and how food scales in this game. The general consensus being that cities are always flat-out better and that food-based, town-heavy strategies are bad.
It's less about the latter and more about the weakness of Farming/Fishing towns. They simply don't produce enough food to justify their existence (which also stops their own growth), and it's simply more beneficial to push those towns to become cities if needed.Is there some analysis behind that consensus though? My experience so far is that if you're going for the legacy paths each age, you need to settle / capture enough towns to get the military path points and the resources for the economic path. As the age progresses you get more gold to convert towns to cities, but the cost increases each time and at some point, when the age is almost ended, you won't have time to develop the new city sufficiently to justify the cost. So I don't see how "more cities than towns" is optimal for example to finish the paths quickly in the first 2 ages.
We'll see if the faster growth curve will lead to feeding towns becoming less important to grow cities.
I'd put it in a more simple way: The growth curve of required food for consecutive growth events is simply too steep now, while food itself stays relatively linear - so a food-heavy strategy will inevitably reach a point where your food becomes less useful than production (which doesn't face the same scaling problem).Is there some analysis behind that consensus though? My experience so far is that if you're going for the legacy paths each age, you need to settle / capture enough towns to get the military path points and the resources for the economic path. As the age progresses you get more gold to convert towns to cities, but the cost increases each time and at some point, when the age is close to an end, you won't have time to develop the new city sufficiently to justify the cost.
So briefly, I doubt it's a good idea to convert most of your towns to cities because at some point, for the cost to upgrade the town and build the infrastructure, you could get more science/culture/production yields faster with a food town and converting that extra food into specialists in one of your cities.
We'll see if the faster growth curve will lead to feeding towns becoming less important to grow cities.
I’m actually skeptical of the overall impact. Sure, you may spend some more time exploring, but the overall premise remains the same.Sounds like this patch will do a lot for the Exploration age and thank goodness for the disaster rate changes.