District citizen slits need a boost

bbbt

Deity
Joined
Oct 21, 2013
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2,597
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.
 
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.
 
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).
 
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. .
 
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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