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District citizen slits need a boost

Discussion in 'Civ - Ideas & Suggestions' started by bbbt, Nov 15, 2016.

  1. bbbt

    bbbt Deity

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    This is a pretty minor balance complaint, but I find the district slots sort of useless. +2 for the first slot is fine, but just additional +2 for slots that come much later in the game seems really weak.
     
    Japper007 likes this.
  2. Japper007

    Japper007 Prince

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    Agreed, I think they forgot to scale up the specialists after buffing all the other tile yields in the game significantly (those 6 food farms would be almost gamebreakingly strong in civ5, or even civ4).

    They are also double nerfed, because apart from being out-produced by pretty much every other tile, they also no longer provide GP-points, which was the main reason you worked those slots in 4 and 5 anyways.

    The slots are pretty much only worth working if all other tiles are worked, or if you are at the housing cap which makes food-tiles useless.
     
  3. redwings1340

    redwings1340 Emperor

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    Yeah, I agree. Having them provide great person points or higher yeilds would be useful and make them better.
     
  4. UWHabs

    UWHabs Deity

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    I don't pay attention to the tiles I work, but yeah, would be nice to get a boost to them. Maybe give them something like +1 per building, so the base is +2 (district + library), then worth +3 when you have a university, and +4 with the research lab? Would keep in line with the scaling of map terrain, while still generally being worse than the tiles (but still usable).
     
    bbbt likes this.
  5. Promethian

    Promethian Warlord

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    Mort_Q and bbbt like this.
  6. Ryika

    Ryika Lazy Wannabe Artista

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    Baseline yields need a slight buff either way. Having to run Policies or ignoring them completely (unless you somehow ran out of tiles to work) until the endgame-rush is just silly, having somewhat usable yields and the option to run a policy card to get them to "good" yields would be perfect. .
     
  7. bbbt

    bbbt Deity

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    I had additional idea with this - what if, instead of a straight buff, they buff the per population output of the city as well. I.e. currently science output is .7 per city citizen. Drop it to .3 per citizen - but if you have one citizen assigned to your campus, it goes to .4 two - .5 etc. As those citizens don't generate food/growth, it's a balance between growing your city to max output and using them to max output.
     

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