[GS] Future Update?

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I never build neighborhood. My problem is that AI builds them and during war usually I raze almost all cities that have one. Rebels are annoying.
 
Era score is my main reason to build neighbourhoods I guess...

As for plague, does the game really need another mechanic to punish tall play? I dunno if 6 is the right Civ for that mechanic... I'm hoping for something else.
 
Era score is my main reason to build neighbourhoods I guess...

As for plague, does the game really need another mechanic to punish tall play? I dunno if 6 is the right Civ for that mechanic... I'm hoping for something else.
In the the other hand, if you manage to treat your cities well and healthy, you are going to have a big benefit over a country that doesnt do so well on those aspects.
 
Era score is my main reason to build neighbourhoods I guess...
Better reason is that a spy who is busy recruiting rebels is a spy who doesn't neutralize my govs.
And removing govs is 1000 times more annoying than spamming rebels. Which can do nice addendum to your military, with proper apostle... and even if not, rarely live more than for 1-2 turns.
I wonder if anybody could disagree with this, and if yes, why.
 
I stopped building Neighborhoods because AI always make rebels out of it. Such a distraction.
Which is why my suggested Police Station building would help solve the problem.

Era score is my main reason to build neighbourhoods I guess...

As for plague, does the game really need another mechanic to punish tall play? I dunno if 6 is the right Civ for that mechanic... I'm hoping for something else.
I don't necessarily see that as a way to punish only tall players. Depending on the situation a disease could probably spread even faster over a wide civilization.
 
Better reason is that a spy who is busy recruiting rebels is a spy who doesn't neutralize my govs.
And removing govs is 1000 times more annoying than spamming rebels. Which can do nice addendum to your military, with proper apostle... and even if not, rarely live more than for 1-2 turns.
I wonder if anybody could disagree with this, and if yes, why.

No disagreement but it does mean that if you build one for the era score you get this benefit too on the side...

I don't necessarily see that as a way to punish only tall players. Depending on the situation a disease could probably spread even faster over a wide civilization

Fair. There are probably ways to implement it which don't punish tall players. But in the ancient world diseases were what kept cities growing too large, thematically I'd assume hitting large cities would be the default.

In the the other hand, if you manage to treat your cities well and healthy, you are going to have a big benefit over a country that doesnt do so well on those aspects

Problem is that as the game stands there's not much benefit from having big cities (Even if it is a lot of fun to play that way so I still regularly do).

As much fun as debating non-existant features may be, are we in danger of going hideously off topic here? :)
 
Fair. There are probably ways to implement it which don't punish tall players. But in the ancient world diseases were what kept cities growing too large, thematically I'd assume hitting large cities would be the default.

almost like some sort of housing mechanic.
 
I'm still a proponent of giving neighborhoods a T2 (or 3, if balance requires it) building that incentivizes large cities. By the Industrial Era, the need for more housing is low as most cities will already have built the districts they need to build. If they added Neighborhood buildings that rewarded large populations then the housing Neighborhoods offer would carry more valuable. I'm thinking along the lines of +.5 Science per population from a Public School, +.5 Culture from a Movie Theater, etc.
Public School is a serious missed opportunity, I agree. They need more neighborhood buildings and to allow each neighborhood to pick one, not just "oh you get one and the rest of your neighborhoods get houses and angry partisans!"

Edit: Compiling some suggestions and thoughts here
-Public school: extra science per population in the city
-Movie theater: extra culture per population in the city
-Police station: prevents rebel spawn, adds a bit of loyalty
-Military recruiter: extra production towards military units
-Workers Union: extra production towards districts, buildings
-Local Chapel: extra faith per population
Edit 2: Adding 2 more options
-Cable Channel: reduced war weariness and extra amenities if no WW
-Underground bunker: protects population from loss by nukes/storms

Anything I missed?
 
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Why keep mixing housing and health as if it were set in stone that they must be the same thing? It's a circular argument.

"I assume that housing and health are essentially the same mechanic, therefore I'm against adding disease as a mechanic because it would be the same as housing."


Health in Civ 4 is essentially the same thing as Housing in Civ 6. But that's it, that's where the comparison ends. There's plenty of creative ways to have good plague mechanics.

It's like trying to argue "Climate change in an expansion would be lame because they're just random events which happen to cities and give it modifiers." - Just like disease, the problem here is not with the idea of climate change mechanics itself. The problem is in the failure of creativity from the person making the criticism who seems unable to see past the boring way the theme was implemented in the past.
 
Public School is a serious missed opportunity, I agree. They need more neighborhood buildings and to allow each neighborhood to pick one, not just "oh you get one and the rest of your neighborhoods get houses and angry partisans!"

Edit: Compiling some suggestions and thoughts here
-Public school: extra science per population in the city
-Movie theater: extra culture per population in the city
-Police station: prevents rebel spawn, adds a bit of loyalty
-Military recruiter: extra production towards military units
-Workers Union: extra production towards districts, buildings
-Local Chapel: extra faith per population

Anything I missed?

Having 6 or 7 options might be a little much, but IMO, neighbourhoods are a great late-game opportunity to shake things up. I think I'd rather see them maybe give a flat +4 housing, but maybe convert the appeal to be an amenity bonus instead (so +1 amenities on charming and +2 on breathtaking), and then yeah, give them the ability to generate per-pop bonuses. Maybe you don't need like 6 or 7 building choices, but you could have maybe 4, whether they be in a T1/T2 shape or just 4 distinct buildings. I've always thought neighbourhoods should also have a larger bonus for being next to the city centre or other districts, so like a university gets 6 science instead of 4 if it has a neighbourhood next to it.
 
almost like some sort of housing mechanic.
Almost yes, but not quite.
Housing is arbitrarily the default form of population control, but adding disease could add much more things such as another Emergency in the World Congress, being able to customize the names of them, and also having diseases gain their own set of random promotions the stronger they could get such as waterborne that would make them spread faster to cities connected by rivers or with harbors.

Public School is a serious missed opportunity, I agree. They need more neighborhood buildings and to allow each neighborhood to pick one, not just "oh you get one and the rest of your neighborhoods get houses and angry partisans!"

Edit: Compiling some suggestions and thoughts here
-Public school: extra science per population in the city
-Movie theater: extra culture per population in the city
-Police station: prevents rebel spawn, adds a bit of loyalty
-Military recruiter: extra production towards military units
-Workers Union: extra production towards districts, buildings
-Local Chapel: extra faith per population

Anything I missed?
Underground Bunker: Prevent loss of population from nukes and storms.
 
Public School is a serious missed opportunity, I agree. They need more neighborhood buildings and to allow each neighborhood to pick one, not just "oh you get one and the rest of your neighborhoods get houses and angry partisans!"

Edit: Compiling some suggestions and thoughts here
-Public school: extra science per population in the city
-Movie theater: extra culture per population in the city
-Police station: prevents rebel spawn, adds a bit of loyalty
-Military recruiter: extra production towards military units
-Workers Union: extra production towards districts, buildings
-Local Chapel: extra faith per population
Edit 2: Adding 2 more options
-Cable Channel: reduced war weariness and extra amenities if no WW
-Underground bunker: protects population from loss by nukes/storms

Anything I missed?


Maybe... Teir 1 buildings:
- Food Market: +1 per population in the city. (Meaning pops only consume 1 food rather then 2) (should be called Green Groccers so it's dosen't have the word "Market" in it)
- Public School: +1 science per population in the city.
- Community Centre: +1 culture per population in the city.
- Workers Union: +1 prodution per population in the city.
- Shopping Centre: +1 gold per population in the city.
- Local Chapel: +1 faith per population in the city.

Teir 2 buildings:
- Police station: +0.5 loyalty per population in the city. -2 levels to enemy spies in this and adjacent districts.
- Tourism Centre: Wonders, districts, national parks and tile improvements that provide tourism recive +1 tourism.
- Recyling plant: Buildings and units in this city provide 50% less CO2.
- Helipad: Units can airlift to and from this district.
- Underground Bunker: Prevents city population lost from storms, eurptions and WMD.
- Condominium: +6 housing.
- Hospital: +4 amenities.


Also...
Please can Stables not provide housing but provide +1 production to pastures and Barracks providing +2 housing? I really do feel that Stables should boost pastures and then Baracks provide a bonus to something else.
 
Another week down with no official updates. I can't hide my disappointment. We're into February, when most of us were expecting something to be RELEASED, much less announced.

Same. I am releasing my anger on social media and try to be as unbothered as i can. Playing some more civ 6 campaign till hoi 4 update on feb 25th.

i’ve had a fun moment today when a barb camp surprise attacked me with 2 catapults, 1 skirmicher and 2 melee units. Touché civ AI. You have surprised me out of the fog of war. I was to careless after dominating with alexander last game.
 
In the the other hand, if you manage to treat your cities well and healthy, you are going to have a big benefit over a country that doesnt do so well on those aspects.

The Plague Problem is that they are the Map-Wide Hurricanes of History. Before Sanitation and Germ Theory you have no real recourse except to Survive, and the effects can be absolutely devastating and seemingly random: the Antonine Plague wiped out up to 1/3 of the population in parts of the Roman Empire, the Plague of Justinian up to 40% of Europe and western Asia - between them, they reduced the manpower available to the Roman and Byzantine Empires by up to 30%. Try playing that:

"Next turn 1/3 of your Units will disband and you can only recruit a new unit when you get a population increase for the next X turns."

"But I'm at war with the Zulus and Aztec! %$#@&% This Game!"

Not helpful.

In addition, cities were notorious Disease Pits because of the combination of crowded human and animal populations and new populations being introduced by traders and migrants all the time. Rome, one of the best recorded Classical cities, during the early-middle Empire had a major epidemic on average every 30 - 40 years (major being 50,000 or more deaths). In other words, every 2 - 3 turns you lose a population point at random and there is nothing you can do about it except shut down all trade routes and cap all cities at size 3 or 4.

Again, who wants to play that?

I agree that Plague needs to be modeled in the game somehow, but it will have to be very carefully done to avoid just being a Negative Random Event that adds nothing positive to the play of the game.

One possibility would be to have a Major Plague (one that triggers Population Loss) also trigger a Decision Point that would allow you to choose between some otherwise-unobtainable Social/Civic/Cultural bonuses. For instance, both the infamous Black Death in Medieval Europe and the Antonine Plague of Imperial Rome triggered major social changes: in medieval Europe the dearth of labor after the dying resulted in peasant laborers and communities becoming much more independent - because scarcity made them much more valuable. This, in turn, led to a slackening of the 'traditional' social order of Nobles Above Everybody, and the growth of a separate 'class' of independent commoners, some later getting rich enough to become a real Middle Class of merchants and artisans - cue Guilds, Town Charters, and, eventually, real Parliaments.
The Antonine Plague, on the other hand, seems to have been one of the triggers for the economic 'reforms' of Diocletian in the next century that, essentially, tied people to their occupations and land, and so started the trend towards medieval serfdom, The Plague also may have been a trigger for the near-disintegration of the Empire in the half-century before Diocletian, which included the almost complete disruption of internal trade and increasingly local 'economic' of the separate regions. A disaster at the time, in the long run it made the separate regions more viable when the entire Western Empire fell apart, so that the separate provinces, instead of becoming completely anarchic, quickly formed new 'local' states like Francia, Visigothic Spain, and ' Romano-British' and Saxon kingdoms in Britain.

There's a lot more to an in-game Plague Mechanic than "Bring out your dead!" echoing through the streets . . .
 
The Plague Problem is that they are the Map-Wide Hurricanes of History. Before Sanitation and Germ Theory you have no real recourse except to Survive, and the effects can be absolutely devastating and seemingly random: the Antonine Plague wiped out up to 1/3 of the population in parts of the Roman Empire, the Plague of Justinian up to 40% of Europe and western Asia - between them, they reduced the manpower available to the Roman and Byzantine Empires by up to 30%. Try playing that:
Building an Apothecary and bringing Plague Doctors into the base game can help before you reach the Industrial Era at least.
Maybe Aqueducts could help as well as it could be an early form of bringing sanitation (fresh water) to your cities.
 
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