Archon_Wing
Vote for me or die
- Joined
- Apr 3, 2005
- Messages
- 5,257
I think he must have reloaded another start.
Yeah, in Civ V you got better trade routes at sea, I liked that.because trade by water is so much more efficient
Me too. My post above conflated two issues I have: The imbalance of domestic trade and international trade routes; and the imbalance of land routes and sea routes. iirc, sea routes get a range bonus in VI, but aren't any more lucrative. First, I think the Policy Cards "Caravansaries" and "Triangle Trade" should apply only to international trade routes, not all trade routes (ironically, I think the Civic you research to get Caravansaries is Foreign Trade). This would improve coastal cities indirectly (because sea trade routes get a range bonus, making it easier to reach far-flung trade partners).Yeah, in Civ V you got better trade routes at sea, I liked that.
Me too. My post above conflated two issues I have: The imbalance of domestic trade and international trade routes; and the imbalance of land routes and sea routes. iirc, sea routes get a range bonus in VI, but aren't any more lucrative. First, I think the Policy Cards "Caravansaries" and "Triangle Trade" should apply only to international trade routes, not all trade routes (ironically, I think the Civic you research to get Caravansaries is Foreign Trade). This would improve coastal cities indirectly (because sea trade routes get a range bonus, making it easier to reach far-flung trade partners).
To improve the value of coastal cities, maybe sea trade routes could get a small, innate boost to gold. However, I don't know if the game can actually discern between sea and land routes or if it just gives a "x0.5" movement cost to traders on the sea. If it's the latter, it wouldn't know to apply a Gold bonus, so perhaps cities directly on the coast or that build a Harbor District could get a gold bonus to any Trade Routes originating from them. In the early turns of a game, that would reflect the outsized wealth of a city like Athens/Piraeus compared to Ninevah or Babylon. Taking a quick look at a list of large, ancient cities in Wikipedia, they're all inland. I think only Alexandria and Carthage were coastal cities of that era that were also big metropolises. I guess the question is where they got their food from: Did they feed themselves from the sea, did they import their food, or were they co-located between the sea and lots of good farmland?
Anyway, coastal cities should mostly suck at the beginning, but should have an advantage later. The fact that so many Ancient and Classical maritime powers were in the Mediterranean isn't an accident. The Med is pretty placid compared to the other seas, and you can circumnavigate the entire thing by staying in coastal waters. Crossing even a relatively small body of water like the English Channel or the North Sea in a trireme, circa 500 BCE, would just have been a good way to die. I think it was a thousand years later that the Vikings even made it as far as England. And those guys were loco en la cabeza.
If there is a harbor at the destination of an international trade route that route already gets a gold boost. If a city state spawns on the coast they will build a harbor in addition to their regular district. So once a military or industrial CS builds its districts routes to them get something like 2c-5g and you only need to build one district in each city to get them up and running. If I get one or more of each type close to me I'm willing to sink some resources into keeping them alive just to run all my trade routes to them later in the game. Even if they are all in-land you still get 2c-3g from each route before any policy modifiers.
If your traders are decentralized and sent to these city states, and you run both Trade Confederation and Caravansaries into Triangular Trade you can get some really nice routes, especially if you don't need the food that domestic routes provide. The extra science will let you skip a campus or two and the extra culture will compensate if these cards prevent you from putting in Meritocracy. If you're lucky enough to get Kumasi (or Nan Madol) you won't even miss Meritocracy. You'll also generate a nice sum of gold without sinking a cog into a market or a bank.
seems the real problem is the Shape of cities. why is every city built as a circle around the initial city center? natural expansion is to expand where there is usable land. seriously what (ancient) city looks 50 miles into the ocean and claims that as usable area of the city? instead even coastal cities look inland to support population and development, and should not be forced into some arbitrary Shape predefined by designer-gods.
Ever seen a real city look like a landing strip or a snake?....it's about transportation, logistics, cities grow that way. Mountains and water are the limiting factor just like in the gamewhy is every city built as a circle around the initial city center
Given the scale of Civ VI maps, I think Districts could frequently be real-world cities unto themselves. Milwaukee could be a Neighborhood 3 hexes distant from Chicago, and Portsmouth could be London's Royal Dockyard. Boston (Massachusetts, not England) has a Campus adjacent to the City Center, Cambridge. 3 hexes south is a Neighborhood, Providence, Rhode Island. 3 hexes north we have a Harbor, which is actually two separate towns, Gloucester, Mass is the Lighthouse and Portsmouth, New Hampshire is the Shipyard, the Portsmouth Naval Shipyard, which is actually older than the country (it built 3 of His Majesty's frigates between 1699 and 1749).I'd argue that cities now actually are a bit more free-form than they used to be. Just because a city has a farm in its radius that it's using doesn't mean that farm is part of the city itself, it more means that it's in its usable range. So, for example, Iowa might be a "farm" tile in Chicago's city radius, but its districts, which are more like the city itself, will spread in a variety of ways.
The one argument I would make that would make sense is that until at least mid-game, is that all districts should be forced to connect to the city-centre. It's weird to think of a city in 2000 BC stretching beyond a mountain range, or across a coast, to set up a campus. Maybe once you get to the industrial era, then your city can stretch its influence, but until then, it feels like every district should have to be connected to the city centre by some means.
Well, it was the Royal Navy dockyard but if that was part of London so would Oxford and Cambridge and heaven forbid those 2 towns ever meetingPortsmouth could be London's Royal Dockyard.
I haven't tried the full Earth map in Civ VI, but I wouldn't be surprised if they'd be Campuses. Of course, you can only have one per city and the Civ team have made Oxford a Wonder. You could say that London's Campus and its Oxford Wonder are, combined, Oxford. Or you could say that the District is Cambridge and the Wonder is Oxford, but then, as you warn against, they'd have to be adjacent.Well, it was the Royal Navy dockyard but if that was part of London so would Oxford and Cambridge and heaven forbid those 2 towns ever meeting
Right, I haven't even tried the real Earth map, for that reason. I think in Civ V, an Earth map I tried wouldn't even fit all of the European civs that were in the game, and the ones you could fit were basically a single city (e.g. France was just Paris, Spain was just Madrid; England was able to squeeze in London, Edinburgh and Dublin if you were willing to antagonize all of Scotland and Ireland by making them a part of EnglandWhen it comes to questions of scale (be it in time or space) nothing makes sense in Civ. I always find it best to leave it at that rather than shoehorn some interpretation of realism onto it.
I'd love to see some kind of map overlay that allows you to see potential adjacency bonuses for districts. I dread having to plan out my district arrangements, centuries in advance, just using a notepad and those unsightly map markers that you can't turn off. (Seriously, the entire UI in this game needs a massive makeover - by people who've played the game not less than 200 hours - but that's another thread.)That said, forcing districts to be adjacent to at least one another could be interesting. Would certainly make the order in which districts are built more important than now.
I would love this. It sucks to have to wait until you research a new district to determine where it would be best to build it. Or needing to wait until your city grows enough that you are able to build another district to see where the optimal placement would be.I'd love to see some kind of map overlay that allows you to see potential adjacency bonuses for districts. I dread having to plan out my district arrangements, centuries in advance, just using a notepad and those unsightly map markers that you can't turn off. (Seriously, the entire UI in this game needs a massive makeover - by people who've played the game not less than 200 hours - but that's another thread.)
Calling either of those towns a wonder and the other a campus would take more than a yearly boat race to resolve... the war of the campus towns would go down in history... both have adequate amounts of nuclear material and certainly the skill to use it.the District is Cambridge and the Wonder is Oxford,