Coastal Cities. To build or not to build?

The Stone tile has cliffs on all four hex sides that face the water, so it has to go through the city to embark from the beach.

Spoiler :
civ6_buildercliffs.jpg


Or am I misunderstanding what you're saying?

[edit] Are you talking about this? It does appear that disembarking on a city tile only costs 1 move, and disembarking on a beach costs 2 (or ends movement).
Spoiler :

civ6_builderdisembark1.jpg
Yay! Thanks for the picture.

Yep the builder [in the ocean tile] cant move two tiles to the left. (I think we agree with each other)

Also im really loving the new cliff mechanic. I wonder if theres anyother new stuff. A canyon preventing movement between grass tiles would be cool too!



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[edit] Are you talking about this? It does appear that disembarking on a city tile only costs 1 move, and disembarking on a beach costs 2 (or ends movement).

Spoiler :
civ6_builderdisembark1.jpg

Here's a picture of the opposite scenario

Spoiler :
13549280_10208875954792155_1353481912_o.png



A specific rule is preventing that builder from reach that X.
 
There seem to be advantages and disadvantages to building Coastal Cities.

Cons:
City Center is vulnerable to naval attacks

This is true only if the city is not next to a cliff. A city with a cliff border cannot be directly captured by navy ships. Ed mentioned this in one of the interviews.
 
Here's a picture of the opposite scenario

Spoiler :
13549280_10208875954792155_1353481912_o.png



A specific rule is preventing that builder from reach that X.

Seems like the same rule, inverted. Embarking costs 2 normally, 1 if in the city/harbor.
 
I read somewhere that coastal cities speed up the research of Sailing techs.

On the other hand, we already know that a Harbor and a Lighthouse are built in the same tile, making it a Harbor/Nautical District. It seems that a Production District is confirmed as well.
So to summarize, we have eight Districts so far:
1. Science District
2. Cultural District
3. Commercial District
4. Religious District
5. Happiness District
6. Military District
7. Harbor District
8. Production District

Which means that if we want plenitude for a city, there has to be at least eight surrounding land tiles available to establish the Districts. Most coastal cities can very well have this number of land tiles available.
 
Keep in mind that you need the population to support those districts (since, as far as we know, you can't 'work' the district tiles for yields). Unless you have a lot of sea resources, or the food yield of water tiles has been increased, I don't see that happening.
 
I read somewhere that coastal cities speed up the research of Sailing techs.

On the other hand, we already know that a Harbor and a Lighthouse are built in the same tile, making it a Harbor/Nautical District. It seems that a Production District is confirmed as well.
So to summarize, we have eight Districts so far:
1. Science District
2. Cultural District
3. Commercial District
4. Religious District
5. Happiness District
6. Military District
7. Harbor District
8. Production District

Which means that if we want plenitude for a city, there has to be at least eight surrounding land tiles available to establish the Districts. Most coastal cities can very well have this number of land tiles available.
You're a bit behind, we already know with certainty 11 of the 12 districts. Apart from those you mention, there's Aqueduct (growth), Airport and Spaceport.
 
kaspergm, I'm far behind indeed. Thanks for the link.
Only from the last Friday onwards, I started to do some research on Civ 6. I really have to catch the pace.


Keep in mind that you need the population to support those districts (since, as far as we know, you can't 'work' the district tiles for yields). Unless you have a lot of sea resources, or the food yield of water tiles has been increased, I don't see that happening.

Good point.
 
It is too early to tell, but all signs points towards civ 6 having the same problems of previous civilization entries where their vainilla versions made coastal cities utterly worthless until latter expansions.

I really hope to be wrong thought, there might be UAs, social policies and wonders that helps to deal with the problems poised by the combination of the district system + the usually poor coastatal yields.
 
At minimum I'd make a coastal city have more amenities and, maybe, housing. It should be able to grow slightly larger than an inland city without infrastructure. It should also be a viable location to settle if there are no decent inland spots in the area of if the other half of your inland city is going to be unusable anyway due to other civs or your own cities claiming those tiles.

I suspect that a coastal start will be faster than an inland one. Also, for small-but-wide strategies the loss of tiles will be somewhat mitigated. At least on recreational difficulties.
 
Yeah I don't see the concern yet that coastal is inefficient. If it grants earlier and more effective sea dominance, and assuming oceanic trade is as powerful as it was in Civ V, then it should be an interesting strategic tradeoff vs. a stronger inland city in the mid to late game.

Even with a more advanced empire, it's difficult to take sea dominance away from someone established. That would only be harder if they can simply pillage any harbors you erect.
 
There may be some policies we don't know about that grant some really good bonuses to coastal cities. Or some wonders that require one. Could be the harbor gets some bonuses if it's adjacent to your city center. There's a lot we don't quite know, and a lot that could very easily be patched in if the devs decide coastal cities are underpowered.
 
That might be balanced out by additional pop that a non-coastal city could grow and the faster growth rate. That will be interesting to measure.
 
I would assume that costal cities get a bonus to amenities which would make them really useful for tourism.

Could be that, could be extra trade route income, It could be wishful thinking, but I'm seeing a lot more sea resources in the screenshots, we don't know the tile yields or building/tech bonuses. It's just way too early to make this decision. :)
 
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