Checking in from the dev team: next update coming later this month!

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Altogether a positive set of changes.

The team multiplayer is a big thing for my playgroup. I am definitely looking foward to seeing how they implement that!
 
Looks good, I already like the earlier patch which added trading lenses, a very good addition. Also, I look forward for this one. Even if Sid Meier and the squad weren't ready for the release of civ 7, here are the patches to make it ready.
 
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
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.
 
Looks like some good changes are coming! I’m also curious on how the growth change is gonna play out, maybe it is indeed necessary since they changed how growth bonuses are applied (I didn’t test it yet, but now I understand they correctly boost the food income rather than decreasing the food requirements?).
 
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.
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.
 
More resources are always good.

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.
 
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 think there will just be a larger variety rather than a noticeably larger number of total resources.

The science and production adjacencies could get out of hand otherwise.



I'm hopeful for the better AI. Hopefully one that actually tries to complete victory projects.
 
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.
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 spot
 
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.

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.
 
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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.
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 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'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).

The effectiveness of turning towns into cities follows from that in a way, but the calculation is a bit more complicated for that. There was a long and meandering thread about that somewhere.
 
Sounds like this patch will do a lot for the Exploration age and thank goodness for the disaster rate changes.
I’m actually skeptical of the overall impact. Sure, you may spend some more time exploring, but the overall premise remains the same.

The biggest Exploration game-changers to me would be overhauled religion or non-expansionist ways to generate Treasure Points. One day, maybe.
 
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