Yes, upkeep costs are also gone, AFAIK.-checks the wiki- Huh, so it does. Did not know that. I'll remove that suggestion then. Did they also remove upkeep costs? I don't see that listed on the wiki anymore.
Yes, upkeep costs are also gone, AFAIK.-checks the wiki- Huh, so it does. Did not know that. I'll remove that suggestion then. Did they also remove upkeep costs? I don't see that listed on the wiki anymore.
A change I have wanted forever! It would make warmongers more wary because it would make builder players stronger when defending themselves so you’re not being forced to choose between army and development. Both happened concurrently, and it should be allowed. And a military encampment could alternately be used as a construction force when not needed, or a city center could also go full “War economy” when needed, so either can help The Other Out when needed.Yes, I mean it. If it must be restricted to one unit, I think we can produce a land military unit in encampment and a building or non military units like builders, settlers, traders etc. in city. When we built seaport we can begin produce sea units in this seaports.
In real life, states could produce soldiers and buildings at same time. Why can't we do it in game?
Agreed. Bring back Maize and add Potatoes.Oh that’s right, I’d also like corn to return as a bonus resource we had the three major grains in IV, they cut it down to one in V, and gave us rice back this time around. Resource variety is not necessarily a bad thing, particularly bonus resources! (Obviously this is just personal preference)
Zaarin being my hero over hereAgreed. Bring back Maize and add Potatoes.
A change I have wanted forever! It would make warmongers more wary because it would make builder players stronger when defending themselves so you’re not being forced to choose between army and development. Both happened concurrently, and it should be allowed. And a military encampment could alternately be used as a construction force when not needed, or a city center could also go full “War economy” when needed, so either can help The Other Out when needed.
Are you suggesting that you wouldn't be okay with being kidnapped and forcibly resettled by a foreign power?Captured Settlers should maintain some loyalty to their original Civ
There has been some discussion about the Harbor district in various threads before. The district sits in a kind of awkward position as a blend between a naval version of the Encampment and a coastal version of the Commercial Hub. I have before argued for the division of the Harbor district into two separate districts (Harbor and Naval Base), but people have argued this would give too many different districts which I acknowledge as a drawback to this idea. However, inspired by the addition of the Water Park, I had this thought, which I think caries a lot of potential:
What if the Commercial Hub gets an "ocean" version - like the Water Park is an ocean version of the Entertainment Complex - which is then a separate district from the Harbor?
A suggestion to how it could work:
- Commercial Hub: Gold adjacency from city center (major), river (normal) and luxury/bonus resources (normal), grants Great Merchant points.
- Market: As is.
- Bank: As is.
- Stock Exchange: As is.
- Port (water version of Commercial Hub): Gold adjacency from city center (major) and luxury/bonus sea resources (normal), grants Great Merchant points.
- Lighthouse: As is.
- Wharf: Additional food and gold from sea resources.
- Container Terminal or Cruise Terminal: Boosts gold yield or tourism, respectively.
What would be the benefits of such a model?
- Naval Base (renamed from Harbor): Adds defensive structures similar to the Encampment, grants Great Admiral points.
- Shipyard: Similar to the Barracks, but for Naval units. Also adds production to sea resources.
- Dry Dock: Similar to the Armory, but for Naval units.
- Naval Academy: Similar to the Military Academy, but for Naval units.
- Removes unhealthy competition between commercial hub and harbor in coastal cities (won't want to build both).
- Better use of tiles for coastal cities, as this frees up land tiles (often scarce) in favor of coastal tiles (often in surplus).
- "Cleans up" the current Harbor which points in many different directions.
- Adds an option for additional defense for Naval cities, that are often very vulnerable.
Like if the captors leave them they start to head back towards you, rather than feeling from you? It is annoying chasing them down once you have dealt with the barbs, that's for sure ~ and one does wonder why they are running away from you after all..Captured Settlers should maintain some loyalty to their original Civ
As a bonus, a larger real Earth map would start to actually resemble an actual map of the Earth; the real Earth map as it stands is so dissatisfactory. I'd also welcome a "Scrambled Earth" map with goodie huts and randomized terrain. In fact, I know people hate map packs, but I'd love a Civ6 version of Scrambled Continents.A much larger map for true starting locations earth. I feel like it is way too small a map, but also would like to be able to see more civs on the map.
Also districts that don't stick out like a sore thumb as belonging to the wrong culture if you play any civ but Greece would be nice.something that i honestly would like to see is the reworking of the design of districts to be more "urban" looking, i mean, the little houses that appear around them don't really get this feeling right, maybe make city blocks spawn in the empty buildings slots, or even around the district if it is next to the city centre or is part of the urban area of the city. that would make cities look more like real life imo.